Potions

Potions that can be made with Alchemy. Time at the end is time to brew, and the Resources is the cost of ingredients (and usually the cost of a single completed dose, since the Resources system is relatively coarse) in the correct Direction (increases outside large towns and in other Directions).

Initiate Formulas

Difficulty 4:
  • Draught of Blessed Respite Allows a full nights sleep under almost any circumstances. Creates 5 doses that last for 3 years. Can be addictive if used multiple times in a week. 1 hour, Resources 0
  • (Type) Venom-Allaying Draught Each type of draught is a different Formula for a specific venom or poison. Allows a mortal to resist it as if they were an Exalt. Lasts 5 years. 1 hour, Resources
  • Wound-Cleansing Unguent Prevents infection of a wound or surgery if applied immediately (+1 to resist if applied later). Lasts for 90 days on a bandage or a decade if carefully stored. 1 hour, Resources 0
Difficulty 6
  • Blood-Staunching Compress Stop the bleeding of a wound, lasts for a year unless used. 1 hour, Resources 1
  • Eagle's Eye Potion Grants +1 Awareness for sight for 5 hours, lasts for a month. 1 hour, Resources 1
  • Fox's Ear Potion Grants +1 Awareness for hearing for 5 hours, lasts for a month. 1 hour, Resources 1
  • Bloodhound's Nose Potion Grants +1 Awareness for smell for 5 hours, lasts for a month. 1 hour, Resources 1
  • Exquisite Chef's Palette Potion Grants +1 Awareness for taste for 5 hours, lasts for a month. 1 hour, Resources 1
  • Blind Courtesan's Caress Potion Grants +1 Awareness for touch for 5 hours, lasts for a month. 1 hour, Resources 1
  • Hero's Recovery For 3 days a mortal heals as an Exalt, if more than 3 doses are taken consecutively healing rate are half a mortals normal rate but they can still recover from the same wounds an Exalt could. Lasts a month. 1 hour, Resources 1

Adept Formulas

Difficulty 8:
  • Ardent Embrace Resin A lethal goo that bursts into flame on contact with air or water and sticks to whatever it touches. Inflicts damage as a bonfire for a minute. Lasts 1 month. 1 hour, Resources 2
  • Philtre of Desirability The imbiber gains +2 to Performance, Presence and Socialise against the victim for the Scene. Without a symbolic link to the victim Difficulty increases by 1, or increase difficulty by 2 to affect everyone the imbiber interacts with. Bad reactions are amplified, such as decades long hatred. Lasts 1 month. 1 hour, Resources 2
  • Philtre of Desire Everyone interacting with the imbiber gets +2 to Performance, Presence and Socialise against them for the Scene. Bad reactions are amplified, such as decades long hatred. Lasts 1 month. 1 hour, Resources 2
  • Valiant Warrior Formula For one day the imbiber has Scale 1 in a Conflict of any type, has at least 1 Mild consequence and at least 1 Fate Point, as well as the Aspect Valiant Warrior. Lasts 1 month. 1 hour, Resources 2
Difficulty 10:
  • Age-Starving Cordial When mixed with water or wine and drunk it reduces ageing 20% for a week (i.e. increases lifespan by 25% if taken weekly). 1 hour, Resources 3, Centre only
  • Final Vengeance A powerful painkiller and euphoric. For one scene ignore all wound penalties (invokes against physical consequences) and doesn't give in to fear. Afterwards get the Aspect Completely Exhausted for 3 days. Lasts for a month. 1 hour, Resources 3
  • Munificent Antivenin Negates the effects of all poisons and venoms already in the system when taken, which takes up their Exchange if in a Conflict. Get the Aspect Fatigued until they rest for 4 hours. Lasts for a month. 1 hour, Resources 3
  • Tiger's Heart Elixir Drives away fear and doubt, granting +1 to Valor for the Scene. Lasts 1 month. 1 hour, Resources 3
  • Dove's Heart Elixir Builds empathy, granting +1 to Compassion for the Scene. Lasts 1 month. 1 hour, Resources 3
  • Unyielding Heart Elixir Builds confidence, granting +1 to Conviction for the Scene. Lasts 1 month. 1 hour, Resources 3
  • Sleeping Heart Elixir Drives away emotions to allow clearer assessment, granting +1 to Temperance for the Scene. Lasts 1 month. 1 hour, Resources 3

Master Formulas

Difficulty 12:
  • Deathlord's Breath a powder that retains full potency for a month then gives those affected +1 per week for the next 2 weeks then stops working. To cross a line of the dust a ghost must make a Valor roll vs a difficulty of 3 (hungry ghosts will not even try unless compelled). A living being who touches the dust is poisoned and must roll a Resistance defence against an attack of +7 each day until they die (and rise as a zombie and a hungry ghost) or take no damage for 3 days in a row. Lasts for decades. 20 hours, Resources 4
  • 8-Scream Devil Powder Powder that can be Thrown as an attack. Victim gets the Aspect Agonising Pain and the attacker gets 1 free invoke. If they are wearing air tight armour then not affected until they remove it. Must be washed off with a weak acid or scrubbed off with water and pumice, sand or a stiff brush. 1 hour, Resources 4, Centre only
  • Seven Bounties Paste When eaten gives seven daily rolls of Resistance vs 1 to cure any illness short of leprosy or the Great Contagion. 1 hour, Resources 3, Centre only
  • Sweet Cordial Fall into a narcotic haze for 12 hours and roll Resistance vs 1 to immediately heal any wound-related infection, heal 2 damage (remove mild consequence or downgrade moderate or severe one step). 1 hour, Resources 4, Centre only
  • Wind-Fire Potion Makes the user quick as the wind and ferocious as fire. For the scene grants +1 to all physical rolls, rolls requiring quick-thinking, and Valor, but increases the difficulty of Compassion, Temperance and Intelligence/Intellect by 1. Scale in Conflict is at least 1 and the imbiber has at least 1 Mild and 1 Moderate consequence. The negative effects remain for the next Scene. Can be addictive for anyone who uses more than 1 dose in a month. 1 hour, Resources 4
Difficulty 15:
  • Heavenly Transmutation Process Transmute materials (e.g. lead into gold, pig iron into finest steel and flawed corundum into rubies). Each process is a seperate Formula and produces Resources 4 of the final material from twice the weight of the initial material. 1 hour, Resources 4