Here you can find the rules and ingredients for the art of potion crafting known as alchemistry.

Abilities Needed

Before you can make potions, you will need the following skills:

Action Type: 🔮 Support Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Create Advanced Potions 🔮 Support Action ⚗️ Alchemistry N/A self instant Hard Insight

Allows you to create advanced potions.

Create Better Potions

Create Basic Potions 🔮 Support Action ⚗️ Alchemistry N/A self instant Easy Insight

Allows you to create basic potions.

N/A

Create Better Potions 🔮 Support Action ⚗️ Alchemistry N/A self instant Challenging Insight

Allows you to create better potions

Create Novice Potions

Create Novice Potions 🔮 Support Action ⚗️ Alchemistry N/A self instant Normal Insight

Allows you to create novice potions.

Create Basic Potions

Tools Needed

To create potions, you will need at least the following items. You can use more items found in Alchemical Tools to increase your crafted potion's effects. 

Item Description of Effects Weight Space Taken Cost
Mortar & Pestle

A bowl with a pounding device used to crush up solids into fine powders. You must have one to make potions.

0.1 1 1.00
Calcinator

A stand that sits over a candle, which is included, to heat up mixtures placed on the stand. The candle can be substituted with any other small source of heat. You must have one to make potions.

0.14 2 1.00
Small Beaker

A beaker made of thick glass that is used to store small amounts of combined ingredients so that they can be mixed. You must have either a small, medium, or large beaker to make potions.

0.05 1 0.20
Steel Mixing Rods

A thin rod made of durable steel that is 13 inches long and is used to mix ingredients within a beaker to make a potion. You must have one to make potions.

0.05 0.1 0.25
Bottle

A small glass bottle used to store up to 10 uses of liquids or a weak potion that heals or damages more than 10 but less than 30 points, or has a weak or short lasting effects.

0.03 1 0.15

How to Create Potions

To be able to create potions, you need a create potion ability, as shown above. Once you have the needed ability, you simply need to combine 2 or more ingredients with 1 use of water. The water can be substituted with another base liquid, which will be explained later.

For a potion to be successful, it must contain at least two ingredients with matching effect types. The point values of the effects do not have to match, but the effect types do. As long as at least two ingredients share the same effect type, that effect will appear in your potion. If the effect type is not shared by at least two ingredients, then the potion will not have that effect.

You can combine two  of the same ingredients to make a potion, however only 1 effect appear in the potion and the point values of the effects will not stack. The effects that carry over depend upon your Create Potion skill. You can only combine the effects of your skill level. If you have more effects than you can carry over into a potion you always lose the last effects. For example if you can carry over 2 effects but you can combine to create 3 effects, the third effect will not carry over. 

The basic rule is this:

  • Must use at least 2 ingredients
  • Only the effects that match 2 or more ingredients can make it into the created potion
  • Create Potion Skill determines number of ingredients that can be used, which ingredients can be used, and number of effects that can make it into a created potion

For example, lets say you wish to combine a Fairy's Toadstool Mushroom, Mustard Turnip Leaf, and Turnips while using water as the needed base. The water adds nothing to the potion, it just makes the potion possible. Fairy's Toadstool Mushroom provides pain relief and restores 1d4 Vitality. Mustard Turnip Leaf restores 1d6 Vitality. Turnips can restore 1d8 Vitality and provide a 1d4 Vitality per round regeneration for 5 rounds. The combined basic potion will then restore 1d8 + 1d6 + 1d4 Vitality. It will not provide pain relief because only one ingredient provides that effect and it will not provide the per round regeneration effect because only 1 ingredient provides that effect.

Furthermore, the number of effects you can have carried over into your potion and the number of ingredients you can use is determined by the create potion skill you have. If say the Mustard Turnip Leaf also provided pain relief, then the combined potion could restore Vitality and relieve pain if you use Create Novice Potions (or a create potion ability higher than Create Basic Potions). Create Basic Potions only allows you to create potions with one (1) effect using up to three (3) ingredients. 

The number of ingredients and effects that can be used/applied based on the create potion ability are as follows:

  • Create Basic Potions: can use up to 3 ingredients; potions can have 1 effect
  • Create Novice Potions: can use up to 4 ingredients; potions can have 2 effects
  • Create Better Potions: can use up to 5 ingredients; potions can have 2 effects
  • Create Advanced Potions: can use up to 5 ingredients; potions can have 3 effects

The greater your create potion skill, the more powerful your potions can be. Some ingredients and bases can only be used if you have the create potion skill required or greater. Furthermore all ingredient effects are categorized by the required create potion skill. So if the ingredient has an effect you want but requires a higher create potion skill than you have, you can not use that effect. 

Using Different Bases

As stated above, you must use a base when creating a potion. The base does not count as an ingredient as it is required, but you can only use one base. The basic base is simply water. Water provides no effect for the created potion. It simply provides the needed medium to create the potion in.

You can substitute the water base for any base listed in the Bases table, provided that the base can be used for the potion you are making and that you have the create potion ability needed to make use of that base.

For example, with the potion that we made earlier we used Fairy's Toadstool Mushroom, Mustard Turnip Leaf, Turnip, and water as its base. The potion made restores 1d8 + 1d6 + 1d4  Vitality. If we used honey as a base instead of water, honey adds another restores 1d4 Vitality effect to the potion. This changes our created potion so that it restores 1d8 + 1d6 + 2d4  Vitality.

The way to determine if the base can be used in your potion is to see if its provided effect can carry over into your created potion. The bases provided effect needs to match at least 2 of your ingredients provided effects to be able to be used as a base. You should also be careful because it is the bases provided effect that will determine what the potion does. So if you wanted to make an Soul restoring potion but the base has a restore Power effect and 2 of your ingredients also have that and you can only have one effect due to your create potion ability; your created potion will restore Power instead of Soul. If you have Create Advanced Potions, you can choose to focus on the bases Secondary Effects instead of the Main Effects.

You can use use the bases as an ingredient. For example you could use Wine as a base and apply Wine again as an ingredient. If used as an ingredient, it does count against the number of ingredients you can use, however you can treat the secondary effects as regular effects.

Runic Element Effects on Potion Crafting

Your characters Runic Element can also have an effect on the potion you are creating. Depending upon your characters runic element, certain potions you create could be more potent than normal. The values increased are actual number values, not percentage values.

  • Earth: potions that provide defense, fortitude boosts, or poisons have their values increased by the potion crafter's Arcana.
  • Air: potions that provide a boost to speed or speed based traits have their values increased by the potion crafter's Arcana.
  • Water: potions that restore Power or Soul have their values increased by the potion crafter's Arcana.
  • Fire: potions that provide a boost to strength or strength based traits and potions that cause straight (not poisoning) damage have their values increased by the potion crafter's Arcana.
  • Life: potions that heal Vitality or loss of life have their values increased by the potion crafter's Arcana.
  • Death: poisons have their values and duration increased by the potion crafter's Arcana.
  • Time: potions that effect reaction times have their values and duration increased by the potion crafter's Arcana.
  • Space: potions that deal with mental status have their values and duration increased by the potion crafter's Arcana.

The Medicine Trait

The Medicine Trait also can increase any 1 value of your created potion. You must choose that value at potion creation. First you have to perform a Medicine Trait check, the difficulty being dependent upon the potion level. If you succeed, you add your Medicine trait to the value of your choice.

  • Basic Potions: Easy Medicine Check
  • Novice Potions: Normal Medicine Check
  • Better Potions: Hard Medicine Check
  • Advanced Potions: Impossible Medicine Check

A critical success on the Medicine Check - rolling a 20 - will add your Medicine Trait to every value, or if there is only one value it will double your Medicine Trait added to that value. 

A critical fail on the Medicine Check - rolling a 1 - will reduce your chosen value by your Medicine Trait score. 

Ingredients & Bases

Ingredients and Bases are items used to create potions with. You can find ingredients out in the wild or you may purchase them from an alchemist shop.

Selling Ingredients

You may sell ingredients that you find in the wild. You will be offered 1/2 of the cost for the ingredients. If a mushroom sells for 2 shillings in the store then that would mean the store would buy the mushroom from you for 1 shilling.

Consuming Ingredients

If you choose to consume any ingredient or base, you will make a Normal Nature check. If you succeed, you receive its main provided effect (the first effect that doesn't have any requirements) at half value. So if the ingredient you eat has a main effect to restore 2 Vitality, it will only restore 1 Vitality.

Bases

These are the bases that you may use in place of water to make your potions.

Potion Base Description Effects Weight Space Taken Cost
Alcohol

1 small bottle of alcohol

  • Main Effect: restores anxiety while increasing intoxication by 1 level;
  • Secondary Effects: frost bite prevention 1 hour, mental status effect prevention 1 hour
0.1 1 5.00
Ale

1 small bottle of ale

  • Main Effect: restores anxiety while increasing intoxication by 1 level;
  • Secondary Effects: frost bite prevention 1 hour, mental status effect prevention 1 hour
0.1 1 7.00
Aqua Anima

1 vial of magically enhanced soul restoring water

  • Main Effect: restores 1d10 Soul;
  • Secondary Effects: +1d6 Soul for 1 hour (requires Create Advanced Potions);
  • Extra: must have Create Better Potions to use base
0.05 0.5 15.00
Aqua Clarissima

1 vial of magically enhanced restorative water

  • Main Effect: restores 1d10 Vitality;
  • Secondary Effects: regen 2 Vitality per round (requires Create Advanced Potions);
  • Extra: must have Create Better Potions
0.05 0.5 10.00
Aqua Fortis

1 vial of magically enhanced strength-giving water 

  • Main Effect: +1 to Strength traits for 1 hour;
  • Secondary Effects: +2 to Offensive and Bow Power (requires Create Advanced Potions);
  • Extra: must have Create Better Potions
0.05 0.5 15.00
Aqua Metallorum

1 vial of magically enhanced fortitude-enriching water

  • Main Effect: +1 to Fortitude traits for 1 hour;
  • Secondary Effects: none;
  • Extra: must have Create Better Potions
0.05 0.5 15.00
Aqua Permanens

1 vial of magically enhanced power restoring water

  • Main Effect: restores 1d10 Power;
  • Secondary Effects: +1d6 to Power for 1 hour (requires Create Advanced Potions);
  • Extra: must have Create Better Potions
0.05 0.5 15.00
Aqua Vitae

1 vial of magically enhanced life giving water

  • Main Effect: revives incapacitated with 1 Vitality (requires Create Advanced Potions);
  • Secondary Effects: restores 1d10 vitality;
  • Extra: must have Create Advanced Potions, combines with Vitality restoring effect to increase Vitality restored upon revival, must be used within 1 hour on incapacitated target to revive target
0.05 0.5 20.00
Black Lizupa Blood

1 vial of blood from a black lizupa

  • Main Effect: removes 1 action type at random from target (Attack, Move, Magic, Support; chosen by 1d4 roll) for 1 round;
  • Secondary Effects: poison damage 1d6 per round;
0.05 0.5 12.00
Black Maple Sap

1 vial of sap from the black maple tree

  • Main Effect: restores 1d4 Soul;
  • Secondary Effects: restores 1 Soul per round for 1d6 rounds, poison damage 1d4 per round;
  • Extra: effect +1 per create potion ability level greater than Create Basic Potions
0.05 0.5 1.00
Black Viper Blood

1 vial of blood from the black viper snake

  • Main Effect: poison damage 1d8 per round;
  • Secondary Effects: Power poison damage 1d6 per round, Soul poison damage 1d6 per round;
  • Extra: must have Create Novice Potions or better
0.05 0.5 3.00
Bog Dragon Blood

1 vial of blood from a bog dragon

  • Main Effect: 1d20 Ice Damage;
  • Secondary Effects: regenerates 1d6 Soul per round for 1d8 rounds, restores 1d20 Soul;
  • Extra: must have Create Better Potions
0.05 0.5 15.00
Bog Imp Blood

1 vial of blood from a bog imp

  • Main Effect: poison damage 1d4 per round;
  • Secondary Effects: restores 1d6 Power;
  • Extra: effect +1 per create potion ability level greater than Create Basic Potions
0.05 0.5 5.00
Echo Shiff Blood

1 vial of blood from an echo shiff

  • Main Effect: +2 to Speed traits for 1 hour;
  • Secondary Effects: double movement rates for 1 hour;
  • Extra: must have Create Novice Potions
0.05 0.5 35.00
Ectoplasm

1 vial of residue left behind by poltergeists and other spirits

  • Main Effect: immunity life magic damage for 1d6 rounds;
  • Secondary Effects: restores 1d12 Soul, 1d10 shock damage;
  • Extra: must have Create Basic Potions or better
0.05 0.5 20.00
Honey

1 small bottle of honey made from bees

  • Main Effect: restores 1d4 Vitality;
  • Secondary Effects: restores 1d6 Power, restores 1d4 Soul;
  • Extra: effect +1 per create potion ability level greater than Create Basic Potions
0.1 1 1.00
Manna Rose Nectar

1 vial of nectar from the manna rose

  • Main Effect: restores 1d10 Soul;
  • Secondary Effects: restores 1d4 Soul per round for 1d6 rounds;
  • Extra: effect +1 per create potion ability level greater than Create Basic Potions
0.05 0.5 8.00
Molten Dragon Blood

1 vial of blood from a molten dragon

  • Main Effect: 1d20 Fire Damage;
  • Secondary Effects: cause Berserk 1d8 rounds, restores 1d20 Power;
  • Extra: must have Create Better Potions
0.05 0.5 15.00
Red Imp Blood

1 vial of blood from a red imp

  • Main Effect: cause Berserk 1d6 rounds;
  • Secondary Effects: Fire damage 1d6;
  • Extra: effect +1 per create potion ability level greater than Create Basic Potions
0.05 0.5 5.00
Scion Blood

1 small bottle of scion blood

  • Main Effect: +1d6 to Soul for 1 hour;
  • Secondary Effects: none;
  • Extra: must have Create Novice Potions
0.25 1 2.50
Sprite Blood

1/2 vial of sprite blood

  • Main Effect: restores 1d6 Vitality;
  • Secondary Effects: restores 1d6 Soul;
  • Extra: must have Create Novice Potions or better to use Secondary Effects
0.1 0.1 10.00
Spider Venom

1 vial of the venom from a spider

  • Main Effect: poison damage 1d6 per round;
  • Secondary Effects: Power poison damage 1d6 per round, cure poison, cure Power poison;
  • Extra: effect +1 per create potion ability level greater than Create Basic Potions
0.05 0.5 2.00
Steam Serpent Venom

1 vial of venom from a steam serpent

  • Main Effect: causes berserk for 1d8 rounds;
  • Secondary Effects: causes 1 poison damage until cured, add with healing effect or poison effect (not both) to increase amount of poison but write in dice format;
  • Extra: must have Create Novice Potions
0.05 0.5 4.50
Stone Dragon Blood

1 vial of blood from a stone dragon

  • Main Effect: poison damage 1d8 per round;
  • Secondary Effects: cause Berserk 1d8 rounds, poison immunity 1 hour;
  • Extra: must have Create Better Potions
0.05 0.5 15.00
Tiger Lilly Nectar

1 vial of nectar from the Tiger Lily

  • Main Effect: restores 1d4 Vitality;
  • Secondary Effects: restores 1d4 Power;
  • Extra: effect +1 per create potion ability level greater than Create Basic Potions
0.05 0.5 2.00
Wine

1 small bottle of wine

  • Main Effect: restores anxiety while increasing intoxication by 1 level;
  • Secondary Effects: frost bite prevention 1 hour, mental status effect prevention 1 hour, restores 1 Vitality
0.1 1 8.00

Fungus

Ingredients that are mushrooms, molds, moss, and the like.

Ingredient Description Basic Potion Effects Novice Potion Effects Better Potion Effects Advanced Potion Effects Weight Space Taken Cost
Black Cap Mushroom

Mushroom with a white stalk and a round black cap

1d3 Vitality per round poison Inflict Fear 1d6 rounds Cure Visual Distortion N/A 0.05 0.1 0.50
Black Lichen

Lichen of a black color

Inflicts Forgetfulness for 1d6 rounds Poisons for 1d6 damage per round Grants Death Magic Immunity for 1d6 rounds Poison Immunity 100% for 1 hour 0.05 0.1 1.00
Bog Beacon Mushroom

Mushroom with a gray stalk and a bright yellow, bell-shaped cap

Cure Restlessness Cure Blindness Restores 1d4 Soul Glow effect light 5 x 5 spaces 0.05 0.1 0.50
Elf Cup Mushroom

Mushroom with a tan stalk and a deep green, cup-shaped cap

Increases Arcana by 1 for 1 hour Causes Stone for 1d10 hours Cures Addiction Restores 1d4 Soul 0.05 0.1 1.00
Faded Spectre Mushroom

Mushroom with a light gray stalk and a flat, thin, light gray cap that looks torn

Cures Confusion Soul Poison of 1d6 to Soul per round Inflicts Dazed for 1 round Poison Immunity 100% for 1 hour 0.05 0.1 1.00
Fairy's Stool Mushroom

Short mushroom with a small, white stalk and a red dome-shaped cap with white spots

Cures Lesser Wounds Restores 1d3 Vitality Relieves Pain N/A 0.05 0.1 0.50
Fire Lichen

Lichen that has shades of bright yellow, orange, and red

Cures Frost Bite Causes 1d10 Fire Damage + 1d4 to Offensive Power for 1d6 rounds Grants Fire Immunity for 1d10 rounds 0.05 0.1 1.25
Red Cap Mushroom

Mushroom with a white stalk and a round red cap

Restores 1d4 Power Cures Fear Cures Depression Cures Loss of Self 0.05 0.1 0.50
Red Lichen

Lichen of a deep red color

Cures Dazed Increase Offensive Power by 5 for 1d6 rounds Inflicts Visual Distortion for 1d6 rounds N/A 0.05 0.1 0.75
Skull Cap Mushroom

Mushroom with a white stalk and a round gray cap with three black spots resembling a skull

Poisons for 1d6 damage per round Inflicts Paralyzed for 1d6 rounds Inflicts Stun for 1d3 rounds Inflicts Coma Sleep until cured 0.05 0.1 0.75
Spider Moss

Moss found on a tree's bark that is light gray and looks similar to a spider's web

Inflicts Pain for 1d6 rounds Grants Night Vision for 1d10 hours Increase Acrobatics by +2 for 1d10 hours Increase Move by +1d6 for 1d10 hours 0.05 0.1 0.50
Spotted Mold

Light green mold with brown, white, or black spots

Poisons for 1d6 damage per round Inflicts Sickness for 1d6 rounds Inflicts Nausea for 1d8 rounds Cures Disease 0.05 0.1 0.25
Swamp Moss

Moss of a gray-green color that hangs from tree limbs

Decrease Acrobatics by 2 for 1d6 rounds Decrease Mental Balance by 1 for 1d6 rounds Decrease Athletics by 2 for 1d6 rounds Decrease Move by 1d6 for 1d6 rounds 0.05 0.1 0.25
Yellow Cap Mushroom

Mushroom with a white stalk and a round yellow cap

Restores 1d6 Power Inflicts Sleep Detect Magic Enchantment 12 spaces for 1d10 hours N/A 0.05 0.1 0.50

Grass

Ingredients that are a type of grass.

Ingredient Description Basic Potion Effects Novice Potion Effects Better Potion Effects Advanced Potion Effects Weight Space Taken Cost
Blood Grass

Long, thin, dark red grass with sharp points

Poisons for 1d4 Vitality per round Inflicts Berserk for 1d6 rounds Cures Bleeding Out Cures Wounds 0.05 0.1 1.00
Blue Grass

Small, blue-green grass with slightly curled blades

Restores 1d4 Soul Cures Heat Exhaustion Cures Sunburns +1d6 Soul for 1 hour 0.05 0.1 1.25
Snake Grass

Long, thin, light green grass with yellow stripes

Soul Poison of 1d4 Soul per round Cure Sickness Cause Anxiety Cures Soul Poison 0.05 0.1 0.50
Viper Grass

Long, thin, dark green grass with black stripes

Power Poison of 1d4 Power per round Grants Immunity to Shock Damage for 1d6 rounds Inflicts Fatigue for 1d6 rounds Cures Power Poison 0.05 0.1 0.75

Leaves

Ingredients that are a type of leaf

Ingredient Description Basic Potion Effects Novice Potion Effects Better Potion Effects Advanced Potion Effects Weight Space Taken Cost
Aloe Vera Leaf

One blade of an Aloe Vera plant

Cures Sunburns Cures Fatigue Cures Dehydration Cures Burns 0.05 0.5 1.00
Black Maple Leaf

Broad, deep purple maple leaf from the Black Maple tree

Restores 1d6 Soul Regenerates 1d3 Soul per round for 1d6 rounds; Inflicts Nausea for 1d4 rounds Inflicts 1d4 Poison 0.05 0.5 2.00
Bleeding Willow Leaf

Leaf from a Bleeding Willow tree

Causes 1d4 Bleeding Out for 1d6 rounds. Causes Nausea for 1d6 rounds Causes Loss of Self for 1d6 rounds Increases Offensive Power by 1d6 for 1d6 rounds 0.05 0.1 3.50
Byrage Leaf

Purple broad leaf from the byrage vine

Inflicts Rage for 1d6 rounds Increases React by 5 for 1d6 rounds Grants Immunity to Sickness and Nausea for 1d6 rounds Causes inflicted to receive 1.5 x more damage from air magic for 1d6 rounds 0.05 0.5 2.75
Corianel Leaf

Yellow leaf with red spots

Cures Restlessness Cures Lesser Wounds Cures Addiction Cures Anxiety 0.05 0.5 1.25
Faded Hope Willow Leaf

Thin, long, ash gray leaf from the Faded Hope Willow tree

Causes Loss of Self for 1d6 rounds Power Poison of 1d6 Power per round Soul Poison of 1d6 Soul per round Causes 1d6 Shock Damage 0.05 0.1 1.50
Green Spinach Leaf

Thick dark green leaf from the Green Spinach

Increase Athletics by 1 for 1d10 hours Decreases Acrobatics by 2 for 1d6 rounds Relieves Pain Increase Immunity by 1 for 1d10 hours 0.05 0.5 0.25
Mustard Turnip Leaf

Long, faded yellow, thick, and crumpled leaf from the Mustard Turnip

Cures Nausea Restores 1d4 Vitality Restores 1d4 Power Increase Immunity by 1 for 1d10 hours 0.05 0.5 0.25
Red Lettuce Leaf

Thick and crisp red leaf from the head of a Red Lettuce

Cures Disease Cures Nausea Cures Sickness N/A 0.05 0.5 0.25
Rhubarb Leaf

Long, thick, crumpled, green leaf with a red center from the Rhubarb plant

Inflicts Nausea for 1d4 rounds Inflicts Confusion for 1d6 rounds Regenerates 1d4 Vitality per round for 1d6 rounds Regenerates 1d4 Soul per round for 1d6 rounds 0.05 0.5 0.50
Silverthorn Leaf

Silver, slender leaf

Regenerates 1d4 Soul per round for 1d6 rounds Inflicts Blindness for 1d10 rounds Grants a +1d8 to Bow Power for 1d6 rounds Increases Hit Chance by +2 for 1d6 rounds 0.05 0.5 2.00
Spotted Spinach Leaf

Thick dark green leaf with black spots from the Spotted Spinach

Causes Nausea for 1d4 rounds Decreases Athletics by 2 for 1d6 rounds Increases Luck by 2 for 1d10 hours Increases Immunity by 1 for 1d10 hours 0.05 0.5 0.25
Wolfsbane Leaf

Dark green thorny leaf from the wolfsbane plant

Cures Nausea Cures Vitality Poison Cures Loss of Self Cures Soul Poison 0.05 0.5 1.50
Yellow Turnip Leaf

Long, dull yellow, thick, and crumpled leaf from the Yellow Turnip

Cures Burns Cures Sunburns Cures Power Poison Grants Immunity to Ice Damage for 1d6 rounds 0.05 0.5 0.25

Flowers

Ingredients that are a type of flower or part of a flower.

Ingredient Description Basic Potion Effects Novice Potion Effects Better Potion Effects Advanced Potion Effects Weight Space Taken Cost
Black Rose Petal

Deep dark purple petal from a black rose

Poisons for 1d6 damage per round Inflicts Hallucinations for 1d6 rounds Grants All Poison immunity for 1d6 rounds Blend In 5% for 1d6 rounds 0.05 0.1 0.75
Dawn's Star Daisy

Daisy with white petals and a bright red center

Glow effect 5x5 space area Grant Night Vision for 1d10 hours Detect Life in 10 area blocks for 1d10 hours Increase Vitality by 1d8 for 1 hour 0.05 0.1 0.25
Ghost Orchid

Orchid with the edges of its petals ash gray turning white towards its black center 

Restores 1d6 Soul Increases Arcana by 1 for 1 hour Increase Soul by 1d8 for 1 hour Cures Coma 0.05 0.1 3.00
Kymara's Tear Tulip

Closed, deep blue tulip that is light blue on its tips and is shaped like a tear

Cures 1d12 Vitality Regenerates 1d4 Power per round for 1d6 rounds Regenerates 1d4 Soul per round for 1d6 rounds Regenerates 1d4 Vitality per round for 1d6 rounds 0.05 0.1 10.00
Manna Rose Petal

Petal from the manna rose

Restores 1d20 Soul Increases Soul by 1d10 for 1d10 hours Regenerates 1d4 Soul per round for 1d6 rounds Increase Arcana by 1 for 1d10 hours 0.05 0.1 4.00
Midnight Rose Petal

Petals that start navy blue and fade to deep black from the Midnight Rose

Increases Soul by 1d8 for 1d10 hours Restores 1d10 Soul Inflicts Frost Bite for 1 hour Causes Blindness for 1d6 rounds 0.05 0.1 4.00
Moon Flower

Tall flower with a huge center normally full of seeds and pale gray petals

Regenerates 1d3 Soul per round for 1d6 rounds Cures Hallucinations Detect Magic Enchantments in 6 area blocks for 1d10 hours Grants Night Vision for 1d10 hours 0.05 1.00 0.75
Morning Glory

Flower with a large, bright yellow center and white petals

Restores 1d6 Soul Regenerates 1d3 Power per round for 1d6 rounds Regenerates 1d3 Vitality per round for 1d6 rounds Grants Night Vision for 1d10 hours 0.05 0.1 0.25
Purple Haze Lily

Lily that is light purple with faint swirls of gray which darken to a deep dark purple near its black center

Power Poison of 1d8 Power per round Increases Power by 1d8 for 1 hour Grants Immunity to Shock Damage for 1d6 rounds Causes Hallucinations for 1d6 rounds 0.05 0.1 2.00
Pyre Cactus

The cactus found in the Pyre Desert, small red bloom and cactus

Restores 1d8 Vitality Inflicts Dehydration until cured Causes inflicted to receive 1.5 x more damage from slashing attacks for 1d6 rounds Causes 1d12 fire damage 1 2 10.00
Specter Daisy

Daisy with faded gray petals and a dull gray center

Cures Power Poison Regenerates 1d4 Vitality per round for 1d6 rounds Soul Poison 1d10 Soul per round Inflicts Sleep 0.05 0.1 1.00
Spector's Rose Petals

Transparent rose petals of a sickly white color from the Spector's Rose

Increase Arcana by 1 for 1d10 hours Grants Night Vision for 1d10 hours Grants Immunity to Death Magic for 1d6 rounds Increase Runic Speed by 1 for 1d6 rounds 0.05 0.1 4.50
Zodo's Eye Orchid

Orchid with pale white petals bearing fiery red and orange colors flaming out near its deep red center

Fire Damage 1d12 Ice Damage 1d12 Shock Damage 1d12 Regenerate 1d4 Soul per round for 1d6 rounds 0.05 0.1 10.00

Roots & Seeds

Ingredients that are a type of root, bulb, seed, pea, nut, or bean.

Ingredient Description Basic Potion Effects Novice Potion Effects Better Potion Effects Advanced Potion Effects Weight Space Taken Cost
Acateris Root

Thin, wispy root of the Acateris vine

Cures Forgetfulness Increases Mental Balance by 2 for 1d10 hours Cures Slow Cures Confusion 0.05 0.1 3.00
Agrimota Seed

A thick and thorny seed found at the center of the Agrimota flower

Inflicts Sleep Inflicts Slow for 1d6 rounds Inflicts Paralyzed for 1d6 rounds Inflicts Stun 1d3 rounds 0.01 0.1 1.25
Amaramon Root

Dark red root that leaks blood-like water when cut

Cures Loss of Self Cures Anxiety Cures Blindness Cures Bleeding Out 0.05 0.1 5.00
Arrow Root

Red root of the arrow bush

Increase React by 2 for 1d10 hours Increases Movement Rates by x 2 for 1 hour Increases Acrobatics by 2 for 1d10 hours Increase Initiative by 2 for 1d10 hours 0.05 0.1 8.00
Barlen Seeds

Small, almost microscopic black seeds from the poisonous barlen berry

Inflicts Loss of Self for 1d6 rounds Inflicts Depression for 1d6 rounds Inflicts Fatigue for 1d6 rounds Cures Stone 0.01 0.1 0.75
Basony Root

Deep purple root from the basony bush

Increases Intoxication by 1 level Inflicts Heat Exhaustion until cured Inflicts Stone for 1d10 rounds Cures all status effects except stone, death, paranormal fever, psychogenic fever, and coma. 0.05 0.1 1.50
Betil Seed

Seed from the Betil weed

Inflicts Dehydration until cured Inflicts Heat Exhaustion until cured Decreases Focus by 2 for 1d6 rounds Causes Hallucinations for 1d6 rounds 0.01 0.1 0.75
Black Eye Pea

Pea with a light gray hull with a black spot in its arch

Restores 1d6 Power Increases Luck by 2 for 1d10 hours Increases Focus by 2 for 1d6 rounds N/A 0.01 0.1 0.20
Blood Root

Dark red root of the viper thorn bush

Poisons for 1d8 damage per round Inflicts Depression for 1d6 rounds Inflicts Berserk for 1d6 rounds Inflicts 1d8 bleeding out for 1d8 rounds 0.1 1 1.95
Caranot Root

Yellow root that resembles a carrot

Cures Visual Distortion Increases Perceive by 2 for 1d10 hours Cures Intoxication by 1 level Cures Blindness 0.05 0.1 2.50
Dark Red Kidney Bean

Bean of a moderate size and a dark red color

Restores 1d6 Vitality Restores 1d6 Power Regenerates 1d3 Vitality per round for 1d6 rounds N/A 0.01 0.1 0.25
Fennel Seed

Seed of the Fennel Grass, a yellow, thin grass

Cures Paralysis Cures Stone Increases Movement Rates by x 2 for 1 hour Cures Stun 0.01 0.1 0.25
Flax Seed

Seed of the flax plant

Increases Athletics by 2 for 1d10 hours; Increase React by 2 for 1d10 hours Increase Luck by 2 for 1d10 hours Increase Grip by 2 for 1d10 hours 0.01 0.1 0.30
Mandrake Root

Twisted, light brown root of the mandrake plant

Cures Sickness Cures Dazed Cures Paralyzed Cures Stone 0.05 0.1 5.00
Orange Seed

Seed from an orange

Cures Sickness Cures Nausea Grants Immunity to Sickness and Nausea for 1d6 rounds Increases Immunity by 1 for 1d10 hours 0.01 0.1 0.50
Radish

Small red root of the radish plant

Restores 1d6 Vitality Regenerates 1d3 Power per round for 1d6 rounds Increases Brace by 2 for 1d10 hours N/A 0.5 1 0.80
Sassafras Root

Root from the sassafras tree

Cures Dehydration Cures Heat Exhaustion Grants Immunity to Heat Exhaustion for 1d10 hours Cures Nausea 0.05 0.1 0.75
Turnip

Almost white root of the turnip plant

Restores 1d8 Vitality Restores 1d8 Power Cures Stone Cures Stun 0.5 1 0.80
Watermelon Seed

Seed from a watermelon

Cures Fatigue Cures Dazed Cures Dehydration Cures Anxiety 0.01 0.1 0.20

Nuts & Berries

Ingredients that are a type of nut or berry

Ingredient Description Basic Potion Effects Novice Potion Effects Better Potion Effects Advanced Potion Effects Weight Space Taken Cost
Aechenbush Berries

Icy blue berries from the Aechenbush

Cures Sunburns Cures Heat Exhaustion Grants Immunity to Ice damage for 1d6 rounds Inflicts 1d12 Ice Damage 0.1 0.1 2.00
Almond

Hard nut within an even harder shell

Vitality Poison 1d4 Vitality per round Restores 1d6 Power Cures Anxiety N/A 0.05 0.1 0.50
Byrage Berries

Small purple berries from the Byrage vine

Cures Burns Decreases Immunity by 2 for 1d6 rounds Decreases Perceive by 2 for 1d6 rounds Inflicts Rage for 1d6 rounds 0.1 0.1 2.00
Cashew

Soft and meaty nut within a hard shell

Relieves Pain Detect Life in 20 space area for 1d10 hours Causes inflicted to receive 1.5 x damage from air magic for 1d6 rounds N/A 0.05 0.1 0.50
Chalcedonna Berries

Bright blue berries from the chalcedonna vine

Increases Intoxication by 3 levels Cures Berserk Cures Depression Cures Stun 0.1 0.1 4.00
Peanut

Soft and meaty nut within a soft shell

Restores 1d6 Vitality Decreases Perceive by 2 for 1d6 rounds Inflicts Visual Distortion for 1d6 rounds Increases Grip by 2 for 1d10 hours 0.05 0.1 0.25
Pecan

Meaty nut within a hard shell

Cures Depression Cures Hallucinations Detect Life in 20 space area for 1d10 hours N/A 0.05 0.1 0.50
Silverthorn Berries

Silver, small berries that grow over the silverthorn bramble vine

Cures Dazed Cures Paralyzed Causes inflicted to take 1.5 x more damage from life magic for 1d6 rounds Grants +2 to defense for 1d6 rounds 0.1 0.1 2.50

Meats & Fats

Ingredients that are a type of meat or fat

Ingredient Description Basic Potion Effects Novice Potion Effects Better Potion Effects Advanced Potion Effects Weight Space Taken Cost
Alligator Meat

A ½ a pound of alligator meat

Causes inflicted to receive 1.5 x more damage from fire magic for 1d6 rounds Grants +2 to defense for 1d6 rounds Increases Offensive Power by 1d8 for 1d6 rounds Grants Immunity to Life Magic for 1d6 rounds 0.5 1 15.50
Bear Meat

A ½ a pound of bear meat 

Restores 1d10 Vitality Increases Grip by 2 for 1d10 hours Increases Brace by 2 for 1d10 hours Increases Power by 1d8 for 1d10 hours 0.5 1 15.00
Black Lizupa Meat

1 oz of black lizupa meat

Inflicts Anxiety for 1d6 rounds Detect Life in 20 space area for 1d10 hours Inflict Stun for 1d3 rounds Cures all status effects except stone, death, paranormal fever, psychogenic fever, and coma. 0.1 0.5 10.50
Bog Dragon Tongue

The tongue of a bog dragon

Grants ability to Breath Underwater for 1d10 hours Inflicts 1d20 Ice Damage Grants Immunity to Water Magic for 1d6 rounds Restores 1d8 Vitality, Power, and Soul 1 1 70.00
Chaos Hydra Fat

1 oz of fat from a chaos hydra

Inflicts Forgetfulness for 1d6 rounds Inflicts Confusion for 1d6 rounds Inflicts Dazed for 1d4 rounds Cures Disease 0.1 0.5 20.00
Chaos Hydra Tongue

The tongue of a chaos hydra

Cures Disease Causes Loss of Self for 1d6 rounds Grants Immunity to All Poisons for 1d6 rounds 1 in 20 chance of curing Bitterwood 1 1 100.00
Falgaa Bird Meat

A ½ a pound of meat from a falgaa bird

Causes Berserk for 1d6 rounds Inflicts 1d6 Fire Damage Grants +1d6 to Bow Power for 1d6 rounds Revives dead (within 1 hour) 0.5 1 5.00
Molten Dragon Tongue

The tongue of a molten dragon

Causes Berserk for 1d6 rounds Grants Immunity to Fire Magic for 1d6 rounds Inflicts 1d20 Fire Damage Wild Card Effect - Match with any other effect to carry that effect over into your potion but doesn't increase the effect 1 1 70.00
Mutton

A ½ a pound of meat from a sheep

Restores 1d8 Vitality Restores 1d6 Power Increases Luck by 2 for 1d10 hours N/A 0.5 1 7.00
Quake Meat

Meat from a river quake

Restores 1d6 Vitality 1d6 shock damage Offensive Power +1d6 for 1d6 rounds Immunity to shock damage for 1d6 rounds 1 1 10.00
Rat Meat

1 oz of rat meat

Inflicts Anxiety for 1d6 rounds Doubles Weight Carried for 1d6 rounds Inflicts Disease until cured N/A 0.1 0.5 0.25
Rotten Flesh

A ½ a pound of flesh from a rotting zombie 

Inflicts Disease Vitality Poison of 1d4 Vitality per round Doubles Weight Carried for 1d10 hours N/A 0.5 1 0.25
Snake Meat

A ¼ a pound of meat from a snake

Power Poison of 1d8 Power per round Decrease Arcana by 2 for 1d6 rounds Vitality Poison of 1d6 Vitality per round Blend In (enemy's Perceive of -1) for 1d6 rounds 0.25 0.5 2.50
Stone Dragon Tongue

The tongue of a stone dragon

Inflicts Daze for 1d6 rounds Inflicts Stone for 1d12 rounds Cures Berserk Cures All Poisons 1 1 70.00
Troll Fat

1 oz of fat from a troll

Inflicts Slow for 1d6 rounds Inflicts Loss of Self for 1d6 rounds Inflicts Depression for 1d6 rounds Inflicts Stun for 1d3 rounds 0.1 0.5 2.50
Turtle Meat

A ¼ a pound of meat from a turtle

Decrease Move Rates by ½ for 1d6 rounds Decreases React by 2 for 1d6 rounds Increases Defense by 2 for 1d6 rounds Grants the ability to Breath Underwater for 1d10 hours 0.25 0.5 5.00
Venison

A ½ a pound of meat from a deer

Restores 1d8 Power Restores 1d8 Vitality Cures Power Poison Double Weight Limits for 1d10 hours 0.5 1 7.00
Whale Blubber

A ½ a pound of fat from a whale

Decreases Move Rates by ½ for 1d6 rounds Doubles Weight Carried for 1d6 rounds Grants Immunity to Water Magic for 1d6 rounds Grants the ability to Breath Underwater for 1d10 hours 0.5 1 15.00

Skins

Ingredients that consists of skins, hides, scales, and the like

Ingredient Description Basic Potion Effects Novice Potion Effects Better Potion Effects Advanced Potion Effects Weight Space Taken Cost
Black Maple Bark

Thick black bark from the Black Maple

Cures Fear Cures Sleep Cures Serious Wounds Cures Coma 0.05 0.1 0.75
Bog Dragon Scale

1 scale from a bog dragon

Increases Arcana by 2 for 1d10 hours Grants +10 to Aquamancy Runic Power for 1d6 rounds Grants Immunity to Ice Damage for 1d6 rounds Wild Card Effect - Match with any other effect to carry that effect over into your potion but doesn't increase the effect 1 1 100.00
Chaos Hydra Scale

1 scale from a chaos hydra

Inflicts Confusion for 1d4 rounds Inflicts Anxiety Cures Power Poison Cures Disease 1 1 100.00
Crab Shell

Shell from a crab

Restores 1d6 Power Grants Immunity to Shock Damage for 1d6 rounds Grants Immunity to Air Magic for 1d6 rounds N/A 0.05 0.1 1.00
Fairy Wing

Wing from a fairy, sprite, or pixie

Restores 1d12 Vitality Regenerates 1d6 Soul per round for 1d6 rounds Grants 1d10 Vitality for 1d10 hours Revives dead (within 1 hour) 0.5 1 80.00
Imp Skin

Skin from an imp

Causes inflicted to take 1.5 x more damage from slashing attacks for 1d6 rounds Dazes for 1d6 rounds Blend In (enemy's Perceive of -1) for 1d6 rounds Grants Immunity to Piercing Damage for 1d6 rounds 0.5 0.5 50.00
Molten Dragon Scale

1 scale from a molten dragon

Inflicts Berserk for 1d6 rounds Inflicts 1d20 Fire Damage Increases Athletics by 2 for 1d10 hours Grants +1d10 to Offensive Power for 1d6 rounds 1 1 100.00
Pig Hide

Skin from a pig

Inflicts overburdened status effect for 1d6 rounds Causes inflicted to receive 1.5 x more damage from fire magic for 1d6 rounds Doubles Weight Limits for 1d10 hours Grants Immunity to Piercing Damage for 1d6 rounds 0.4 0.5 15.00
Stone Dragon Scale

1 scale from a stone dragon

Increases Defense by +2 for 1d10 hours Grants +10 to Geomancy Runic Power for 1d6 rounds Grants Immunity to Poison and Heat Exhaustion for 1d6 rounds Cures Stone 1 1 100.00
Turtle Shell

Shell from a turtle

Increases Defense by +2 for 1 hour Grants +2 to Brace for 1d6 rounds Grants +5 to Aquamancy Runic Power for 1d6 rounds N/A 0.5 1 25.00

Organs

Ingredients that consist of various organs.

Ingredient Description Basic Potion Effects Novice Potion Effects Better Potion Effects Advanced Potion Effects Weight Space Taken Cost
Chaos Hydra Claw Talon

1 talon for a chaos hydra's claw

Increase Spiritual Balance by +2 for 1d10 hours Increase Mental Balance by +2 for 1d10 hours Decrease Luck by 2 for 1d6 rounds Grants +10 to Necromancy Runic Power for 1d6 rounds 2 2 75.00
Chaos Hydra Heart

Heart from a chaos hydra

Inflicts Confusion for 1d4 rounds Inflicts Restlessness for 1 day Grants +10 to Necromancy Runic Power for 1d6 rounds 1 in 20 chance of curing Bitterwood 0.6 1 200.00
Dragon's Eye

Eye from a dragon

Inflicts Hallucinations for 1d6 rounds Increase Spiritual Balance by +2 for 1d10 hours Increases Focus by 2 for 1d6 rounds Grants +10 to Geomancy Runic Power for 1d6 rounds 0.3 1 200.00
Fairy Dragon Heart

Heart from a fairy dragon

Restores 1d20 Vitality Revives dead (within 1 hour) Regenerates 1d6 Soul per round for 1d6 rounds Grants 1d10 Vitality for 1d10 hours 0.6 1 300.00
Phade's Eye

1 translucent, almost invisible eye from a phade

+2 to Focus for 1 hour +1d12 to Bow Power for 1 hour +2 to Critical Hit with a bow for 1 hour Detect Life in 20 space area for 1d10 hours 0.1 0.5 20.00
Pig's Heart

Heart from a pig

Inflicts overburdened status effect 1d6 rounds Inflicts Pain for 1d6 rounds Decrease Athletics by 2 for 1d6 rounds Decrease Mental Balance by 2 for 1d6 rounds 0.4 1 8.00

Bones

Ingredients that consists of various bones

Ingredient Description Basic Potion Effects Novice Potion Effects Better Potion Effects Advanced Potion Effects Weight Space Taken Cost
Chaos Hydra Tail Bone

Small bone found in the end tip of the tail of a chaos hydra

Inflicts Vitality Poison of 1d8 per round Inflicts Hallucinations for 1d6 rounds Grants +1 Runic Speed for 1d6 rounds 1 in 20 chance of curing Bitterwood 4 3 80.00
Fairy Dragon Tail Bone

Small bone found in the end tip of the tail of a fairy dragon

Restores 1d20 Vitality Revives dead (within 1 hour) Grants 1d10 Vitality for 1d10 hours Regenerates 1d6 Vitality per round for 1d6 rounds 0.6 1 300.00
Ham Bone

Bone found in a large ham from a pig

Inflicts Pain for 1d6 rounds Causes overburden status effect for 1d6 rounds Cures Hallucinations N/A 0.8 1 2.00
Imp Skull

Skull from an imp 

Decreases Focus by 2 for 1d6 rounds Causes overburden status effect for 1d6 rounds Grants Immunity to Slashing Damage for 1d6 rounds N/A 4 2 10.00
Pig Rib Bone

Rib bone from a pig

Decreases Luck by 2 for 1d6 rounds Increases Power by 1d6 for 1 hour Grants Immunity to Slashing Damage for 1d6 rounds N/A 0.5 1 2.00

Powders

Ingredients that are a type of powder

Ingredient Description Basic Potion Effects Novice Potion Effects Better Potion Effects Advanced Potion Effects Weight Space Taken Cost
Bone Meal

1 oz of crushed up powder from typical bones

Inflicts Sickness for 1d6 rounds Power Poison of 1d4 Power per round Cures Soul Poison Cures Power Poison 0.1 0.1 1.00
Cocoa Powder

1 oz of ground up cocoa beans

Inflicts Restlessness for 1 day Restores 1d6 Power Increases Power by 1d6 for 1d10 hours Cures Slow 0.1 0.1 10.00
Dragon Bone Marrow

1 oz of flaky, dark red material from inside a dragon's bone

Cures Frost Bite Increase Immunity by 2 for 1d6 hours Cures Confusion Grants Immunity to Fire Damage for 1d6 rounds 0.1 0.1 50.00
Fairy Wing Dust

1 oz of dust gathered from fairy wings

Restores 1d12 Soul Increases Arcana by 2 for 1d10 hours Cures Serious Wounds Cures Bleeding Out 0.01 0.1 50.00
Ground Coffee Beans

1 oz of grounded up coffee beans

Restores 1d10 Power Cures Intoxication by 1 level Cures Fatigue Cures Sleep 0.1 0.1 15.00
Ground Oyster Shell

1 oz of ground up oyster shells 

Increases Stamina by 2 for 1d10 hours Cures Forgetfulness Cures Loss of Self Cures Slow 0.1 0.1 2.00
Hydra Bone Marrow

1 oz of flaky, dark red material from inside a hydra's bones

Inflicts Vitality Poison of 1d12 per round Inflicts Fear for 1d6 rounds Inflicts Fatigue for 1d6 rounds Wild Card Effect - Match with any other effect to carry that effect over into your potion but doesn't increase the effect 0.1 0.1 75.00
Hydra Bone Meal

1 oz of crushed up powder from a hydra's bones

Cures Sleep Decreases Perceive by 2 for 1d10 rounds Decreases Stamina by 2 for 1d10 rounds Cures Coma 0.1 0.1 75.00
Mythril Shavings

1 oz of fine mythril shavings 

Inflicts Visual Disruption for 1d6 rounds Inflicts Blindness for 1d10 rounds Doubles Weight Limit for 1d10 hours N/A 0.01 0.1 20.00
Phoenix Ash

The ash of a defeated phoenix

Cures Burns Inflicts 1d20 Fire Damage Restores 1d20 Vitality Revives dead (within 1 hour) 0.2 0.01 300.00
Rage Spirit Ash

A defeated rage spirit will become ash

1d10 Fire Damage Berserk for 1d4 rounds +1d8 to Offensive Power Grants +10 to Pyromancy Runic Power for 1d6 rounds 0.2 0.1 15.00
Sky Mote Ash

0.1 pounds of Sky Mote Ash (1/4th vial)

Restores 1d4 Vitality Restores 1d6 Soul Restores 1d4 Power 1d6 shock damage 0.2 0.1 10.00