Many eyes have beheld this ancient text, born a millennia past. Few have unleashed the magic enscribed, poured by whispered words of gods.

It rests now within your hands, Guest.

Wield caution . . .
there is no sweeter seduction than power.
pg 1
Organic Ingredients
the descriptions are additional ways the ingredient might be used in a recipe
most common, can be both alchemined & grown by farmers
used in potions of rarity tier 1-10
Awareness
perception, alertness, acknowledgment
Communication
speech, connection, sharing knowledge, engage
Evolve
transform, change, grow
External
outside the caster, another person, exterior body, outward
Formation
creation, the existence of something, bringing forth
Internal
inside the caster, inner faculties, within
Negative
remove, take away, bad, unfavorable, inverse
Presence
physical being, personal existence, location
pg 2
Inorganic Ingredients
the descriptions are additional ways the ingredient might be used in a recipe
of middle rarity, can only be alchemined
used in potions of rarity tier 5-10
Capability
ability, the means to do something, functions
Decrease
lower, reduce, weaken
Disorientation
confuse, daze, disrupt, abnormal, irregular
Mental
memory, relationships, associations, opinions, personality
Mood
emotions, feelings, mental state
Nature
environment, surrounding area, weather
Nullify
cancel, calm, turn off, loss
Regeneration
healing, measure of health, recreation, renewal, refresh
Sensory
nervous system, vision, hearing, smell, taste, touch
Temperature
hot, cold, climate reaction
Ward
protection, barrier, safeguard
pg 3
Incorporeal Ingredients
the descriptions are additional ways the ingredient might be used in a recipe
the rarest, can only be earned through Seraphic Cathedral blessings
used in potions of rarity tier 8-10
Delay
pause, slow down
Enhance
intensify, increase, strengthen
Longevity
time, duration, permanence
Multiply
increase number, duplicate, create more
Positive
good, useful, beneficial, desirable, wanted
Reversal
turn back, revert, make opposite
pg 4
Veterinary Ingredients
for use by licensed veterinarians in equine medical treatment
Targets
bone
ligament
nerve
organ
system
tendon
tissue
Actions
calm
clean
regrow
remove
revive
seal
pg 5
Rarity 1
the most common, requires only 1 organic ingredient
these recipes are public by default, given at the bottom of their respective entry
Elixiriskless
Voids the hangover from 1 psychedelic plant from Prism Grove or 1 elixir from the Ensorcelled Tavern or Runic Saloon. Must be taken before the elixir or plant's duration expires, prior to the hangover.
Weak ~ None.
Activation ~ Consume.
Recipe ~ [ 1 ] "Negative" ingredient.
Mental Medication
Soothes mental illnesses and disorders, including but not limited to depression, insomnia, and anxiety. Can be taken before or after symptoms begin. 1 thread per potion.
Weak ~ None.
Activation ~ Consume, absorb through skin, or inhale vapors.
Recipe ~ [ 1 ] "Internal" ingredient.
pg 6
Rarity 2
requires 2 organic ingredients
Companion Summoning
Summons 1 of your companions to any IC thread where they were not initially present, including system threads, such as battles and quests. 1 companion per potion.
Weak ~ Summons companions to non-system threads only.
Activation ~ Break the vial and say the companion's name.
Metamorphosis
Increase or decrease the consumer’s current age by a minimum of 1 year or maximum of 5 years per potion. If human, the consumer cannot age younger than 36 years old or older than 180 years old. If equine, the consumer cannot age younger than 8 years old or older than 60 years old. Update your IC account's mini-profile with their new age.
Weak ~ Can only increase or decrease by 1 year per potion.
Activation ~ If increasing your age, consume in as many swallows as the years you wish to age. If decreasing your age, inhale the vapors in as many breaths as the years you wish to remove.
Scentless
Removes your natural scent, assisting in stealth and disguise. This potion cannot affect olfactory sensory powers, contribution specialties, energy abilities, or enchantments. Lasts for 1 thread.
Weak ~ Only lasts for 3 posts.
Activation ~ Thoroughly cover your body with the potion.
pg 7
Rarity 3
requires 3 organic ingredients
Catalyst
Reveals if your food or drink has been altered by emitting a plume of colored steam. Cannot detect the presence of potions that are rarity tier 8 or higher. 1 potion per all food and drink in 1 thread.
Weak ~ 1 potion per a single unit of food or drink.
Activation ~ Drip onto the food or drink.
Companionite
Allows 1 companion to speak telepathically with 1 character that is not their host. The character cannot mentally reply and must respond through other methods, such as audible dialogue. A companion can communicate with multiple characters at once, using 1 potion per additional character. Lasts for 1 thread.
Weak ~ Only lasts for 3 posts.
Activation ~ Both the companion and character must consume.
Worship
Removes the risk of receiving a curse when praying in the Seraphic Cathedral. Any dice faces previously resulting in a curse will instead result in nothing if rolled. Will not affect equines. 1 potion per prayer.
Weak ~ Only reduces the amount of curse dice faces by half.
Activation ~ Drip onto the sacrifice.
pg 8
Rarity 4
requires 4 organic ingredients
Confusion
Disrupts the consumer’s ability to read, write, and differentiate between right and left directions. Makes short-term memory foggy, causes difficulty speaking, and forces stumbling while walking which worsens if the gait quickens. Lasts for 1 thread.
Weak ~ Only affects speaking.
Activation ~ Consume.
Flash
Creates a blinding burst of white light and a deafening bang, severely diminishing the balance, hearing, and vision of anyone in the thread apart from the caster, who is immune. The flash itself lasts for 1 post. Characters will be impaired for 3 posts.
Weak ~ Impairment only lasts for 1 post.
Activation ~ Break the vial.
Memory Wipe
Expunges 1 memory per potion. Wiping more than 10 total memories in a lifetime can lead to mental instability. Erasing significant milestones can potentially reshape personalities, such as regaining innocence if a defining trauma is forgotten. Can elicit confusion and headaches if the core memories of a relationship or event are abolished while other memories of the same relationship or event remain intact, as it breeds conflicting recollections. Memories can be regained by concocting another of these potions, except reversing the order of ingredients in the recipe.
Weak ~ Can only make a memory vague & dismembered.
Activation ~ Consume.
pg 9
Rarity 5
requires a combination of 5 organic & inorganic ingredients
recipes hereafter will incorporate moderate tricks
Adrenaline
A boost of adrenaline that temporarily increases each of your stat fields by 5. The numbers displayed in your actual mini-profile do not change. This can exceed the default stat field maximums if needed. Cannot be stacked. Lasts for 1 thread.
Weak ~ Increases your stats by 2 instead of 5.
Activation ~ Inject into your bloodstream.
Beam
Teleports 1 inanimate object to a different location. This can be used on unofficial units, such as a necklace, or system items, such as a weapon. The object will be expelled from your current thread; if desired, you can have it then appear into a new thread. You can only teleport objects to locations you have personally visited.
Weak ~ Can only move an object's position in the same thread.
Activation ~ Drip onto the object.
Guise
Temporarily morphs the consumer’s entire appearance, rendering them unrecognizable. The new appearance can include physical anatomy such as the amount of limbs, coloring and markings, voice, gender, height, and hair. You cannot emulate an existing character; the guise must be random and is not chosen IC by the consumer. You will maintain your natural scent. Lasts for 1 thread.
Weak ~ Can only revise coloring, markings, height, & hair.
Activation ~ Consume.
Smoke
Fills the surrounding area with opaque smoke, blinding everyone within the thread except for the caster, who can see clearly through the impenetrable cloud. The fog blocks the light, obscures all objects, and chokes those who breathe it. Lasts for 3 posts.
Weak ~ Only lasts for 1 post.
Activation ~ Break the vial.
pg 10
Rarity 6
requires a combination of 6 organic & inorganic ingredients
Faux Connection
Adjusts standard relationships by slightly strengthening or weakening the level of their familiarity; strangers can believe they are acquaintances, acquaintances can forget each other or think they are closer friends, or closer friends can feel like acquaintances. Cannot tamper with extreme bonds such as love or hatred. Can be reverted by making another of these potions, except reversing the order of ingredients in the recipe.
Weak ~ Effects expire after 1 thread.
Activation ~ If upgrading the relationship from stranger to acquaintance or acquaintance to friend, both characters must consume. If demoting the relationship from friend to acquaintance or acquaintance to stranger, both characters must inhale the vapors.
Paralytic
Paralyzes the consumer’s entire body for 1 post, leaving merely the ability to breathe and move their eyes. They are unable to speak or otherwise engage. Their limbs constrict and stiffen, remaining painful thereafter for the duration of the thread.
Weak ~ Only paralyzes the consumer's legs.
Activation ~ Inject into bloodstream or muscle.
Seal
Seals the surrounding area to prevent eavesdropping, spying, and magical surveillance such as the demon crossroads or espial bugs. Outsiders will see a nontransparent bubble and hear indistinguishable, muffled voices. Will only encase characters who consume the same potion. Lasts for 1 thread.
Weak ~ Cannot protect from magical surveillance.
Activation ~ Consumed by each protected character.
pg 11
Rarity 7
requires a combination of 7 organic & inorganic ingredients
Alarm
Coats 1 inanimate object to act as an alarm if it is touched by anyone other than its caster. The caster will be immediately alerted by a sharp whistle in their mind, which can occur in any IC thread.The alarm also deters further contact from the culprit by turning scalding hot. Only official armor can withstand the searing heat; all else will melt or ignite. Their affected flesh will be critically burned, requiring healing in the Torrid Cauldron, Delphic Provenance, or through a veterinarian.
Weak ~ Will not alert the caster but will turn scalding hot.
Activation ~ Drip onto the object.
Sedative
Slowly renders an equine unconscious; they will become progressively dazed and sluggish for 2 posts before falling to the sedative. Does not lessen the difficulty of moving their prone body. Can only be administered by a human character for the use of tamed horse theft. Lasts for 1 thread.
Weak ~ Only makes the equine lethargic & passive.
Activation ~ Injected into bloodstream.
Species Swap
Shifts human characters into equines and equine characters into humans. Does not dampen the scent of their original species. The consumer can communicate with characters of their new species while in their temporary form; they cannot communicate with their original species. You cannot emulate an existing character when swapped; the facade must be random and is not chosen IC by the consumer. Lasts for 1 thread.
Weak ~ Only lasts for 3 posts.
Activation ~ Deposit a hair from the other species into the potion and consume.
Weatherblast
Brews a chaotic storm in the surrounding area. The storm summons alternating blistering hot and freezing cold gales, dark clouds that reduce visibility, rapid lightning strikes that crack the ground at random, and fluctuating hail and fire from the sky. The caster is immune to all effects. Lasts for 1 thread.
Weak ~ Only brings painful winds & black clouds.
Activation ~ Break the vial.
pg 12
Rarity 8
requires a combination of 8 organic, inorganic, & incorporeal ingredients
recipes hereafter will incorporate complex tricks
Disarm
Cancels all magical effects in the surrounding area, including potions, energy abilities, sensory powers, telepathic communications from soul bonds and companions, contribution specialties, enchantments, and functional features. Does not affect stats. The caster is not immune. This is often purchased by Faewin to subdue prisoners in the Bastille. Lasts for 1 thread. If used by the Bastille, its effects will linger in their cell board for the prisoner's remaining incarceration.
Weak ~ Only disarms potions, telepathy, & functional features.
Activation ~ Break the vial.
Neutralize
Counters potions and revokes their magic. Cannot prevent potion effects but rather repeals them after they are already initiated. Cannot revoke potions of rarity tiers 9 or 10. Voids 1 potion per neutralizing potion.
Weak ~ Can only turn full potions into weak potions.
Activation ~ Copy the activation method of the targeted potion. For example, if the targeted potion was consumed, they must likewise consume the neutralizing potion.
Scan
Senses if there are any abnormal elements present, including espial bugs, rebirth possessions, potions, and spying entities. It will continue to scan throughout the thread after activation. If a suspicious anomoly is detected, the caster will immediately experience a sharp whistle in their mind, raising and lowering in volume based on their proximity to the detected source. Lasts for 1 thread.
Weak ~ Only detects physical spies.
Activation ~ Break the vial.
Truth Serum
Removes the consumer’s ability to lie directly. Attempted deception will produce strained and scrambled words. If asked a specific question by the caster, the consumer will experience excruciating pain until they answer with the truth. Resisting the torment for longer than 3 posts will cause physical damage, requiring healing through Torrid Cauldron, Delphic Provenance, or a veterinarian. Does not affect lying by omission, creatively manipulating words, or what they can write. Lasts for 1 thread.
Weak ~ Only strains & scrambles deceptive words.
Activation ~ Consumed.
pg 13
Rarity 9
requires a combination of 9 organic, inorganic, & incorporeal ingredients
Nourishment
Permanently satiates a tamed horse’s appetite, which is then notated in their stall. When given by their keeper, the chosen equine will no longer require meals while owned by the same human character. If the horse is released or transferred, the potion effects will expire.
Weak ~ Only lasts for 90 days.
Activation ~ Consumed.
Poison
Causes instant, painless death. The consumer cannot be revived for 14 days instead of the standard 7 days, as described in Malefic Catacomb and Abeyant Spire. If equine, death by poison cannot count toward rebirth.
Weak ~ Can be revived after 7 days instead of 14.
Activation ~ Consumed.
pg 14
Rarity 10
requires a combination of 10 organic, inorganic, & incorporeal ingredients
Immortality
Halts aging, bestows immunity to illness and disease, and prevents death. Only weapons or horseshoes of damage value 15-20 can cause injury; all other physical offense will be deflected, such as functional features like claws or horns. They are still susceptible to magical effects, such as paralytic potions or telesthesia, and can experience pain, such as lying after ingesting a truth serum; they simply cannot be wounded. If hurt by a damage value 15-20, they will require healing through Torrid Cauldron, Delphic Provenance, or a veterinarian. Additionally, they can be physically manipulated, such as shoving or pinning. If equine, they will be unable to participate further in rebirth.
Weak ~ Can be injured but will not die.
Activation ~ Consumed.
Shapeshifting
Allows the consumer to shapeshift into a selected companion creature species from Contribution. While in their alternate form, they will receive any contribution specialty perks applied to the species; in either, they will wield their powers which are not dependent on their species, such as sensory powers. You must make a post in Inquisitions tagging the head administrator to discuss your desired companion species, ensuring it is suitable. If you are not the contribution creator, you must additionally tag the author's account to request their permission. The consumer may shift forms twice per thread, whether it is their original or alternate. A single character may only have 1 alternate form, but they may select a different species by consuming this potion again.
Weak ~ Can only shift forms once per thread.
Activation ~ Consumed.