TEXT: Potion Creation
  in Legend
  Based on Arms of  Legend, Arcania of  Legend: Blood Magic
  and the Renaissance SRD
  by Alex Greene
  Contents
  Introduction
  2
  Important Sourcebooks
  2
  Basic Information
  2
  Substrate Preparation
  2
  Spell Imprinting
  3
  Refinement
  4
  Dosages
  4
  Carried In The Air
  6
  The Apothecary's Kitbag
  7
  New Sorcery Spells
  12
  Open Content
  14
  Open Game License
  15
  
  Introduction
  The book Arms of  Legend missed out on the fine art of alchemical potion creation, and 
  while the Enchantment section of Arcania of  Legend: Blood Magic did somewhat close the 
  gap, Legend has still missed out on some important rules concerning the creation of  
  potions through alchemy.
  Important Sourcebooks
  The following sourcebooks provide the essential information 
  needed for this article.
  - Legend Core Rulebook
  - Arms of  Legend
  - Arcania of  Legend: Blood Magic
  - Renaissance SRD
  Basic Information
  Alchemical potion creation involves use of the alchemist's Philosopher's Stone (see 
  “Alchemy,” Arms of  Legend, p. 150) and the Lore (Alchemy) skill (p. 151). The process 
  involves expending some of the stored Magic Points in the Philosopher's Stone to 
  transmute base materials into what is called a substrate.
  Substrate Preparation
  The alchemist rolls Lore (Alchemy) to create the substrate (Renaissance, p. 104). The 
  alchemist creates a number of measures of substrate equal to one tenth of his Lore 
  (Alchemy skill): an alchemist with Lore (Alchemy) 76% could create 8 measures of  
  substrate. This process takes one hour per measure, and each measure consumes one 
  Magic Point from the alchemist's Philosopher's Stone.
  Each measure weighs 2 ounces. The substrate is the same regardless of the spell cast 
  into it: a crumbly, granulated powder that can be crushed into a fine dust in the fingers, 
  equally soluble in watery liquids and oily materials.
  Roll Results
  Critical Success: Each Magic Point spent from the Philosopher's Stone yields two 
  ounces of substrate at one higher level of Refinement – see below.
  Success:  Each Magic Point of Philosopher's Stone yields two ounces of substrate.
  Failure: The materials are wasted.
  Fumble: Something bad happens. Consult the Transmutation Backlash Table, Arms of  
  Legend, p. 154.
  
   
  Alternative Substrate Creation Methods
   Western alchemy is not the only form of alchemy, and it is possible to come up with an alternative
   potion creation system independent of the need to include the creation of a Philosopher's Stone.
   Here are a couple of alternative systems for potion creation.
   Lore (Alchemy) as an Extended Task
   Treat Lore (Alchemy) as a craft skill, using the system on p.43 of Arms of  Legend. The base Purity is 1,
   and each Enhancement increases the Purity by +1; a critical success also adds +1 to Purity, yielding a
   maximum possible Purity of 5. The alchemist creates a maximum number of measures of substrate
   equal to one-tenth his percentage in Lore (Alchemy), each measure costing him 1 Magic Point (either
   his own, which he recovers normally, or obtained through the Tap sorcery spell or a Power Crystal –
   see Arms of  Legend).
   This can be used to abstract the process of alchemical creation without the trappings of Western
   alchemy, for instance an alternative system based on Eastern alchemy or a version of alchemy as
   imagined by your own setting which might not even resemble Western alchemy in the slightest.
   Sorcery and Enchantment
   Instead of using Lore (Alchemy), the Games Master could rule that substrate creation is a form of
   enchantment, using either the Enchant skill from Arcania of  Legend: Blood Magic  or the Sorcery
   Enchantment Ritual from Arms of  Legend, either one creating a maximum number of measures equal
   to the Intensity. Other than requiring temporary Magic Points which are normally recovered, one
   Magic Point being sufficient to transmute base materials into a 2 oz measure, and yielding substrate
   with a Purity of 1 per 3 Intensity with a maximum of 5, substrate creation can be treated as if it were
   any other kind of enchantment.
   Alchemy and Concerts
   To create substrates with the highest Purity, the alchemist might require a concert effort. The rules in
   Arcania of  Legend: Blood Magic for concert casting apply here to concert efforts with Lore (Alchemy)
   to create quantities of viable substrate for spell imprinting. There is, however, a natural limitation to
   the amount of people who may participate: an alchemist may have a maximum number of assistants
   working for him (with access to the Concert skill) equal to one-rhird of his CHA.
  Spell Imprinting
  The alchemist, or an assisting spell caster, now imprints the spell into the substrate, 
  charging it with the spell and treating one batch of substrate (one or more 2 oz 
  measures) as a single target. Once imprinted, the substrate is known as a preparation, 
  and this needs to be mixed with an appropriate medium for consumption.
  Medium
  Application Product Yield
  Water, Milk,
  Weak Ale
  or Diluted Wine
  Dissolved
  Potion
  1 dose 
  (about a 
  cupful)
  
  Cosmetic Cream Mixed
  Salve
  1 hit location
  Lotion
  Mixed
  Unguent 1 hit location
  Wax
  Mixed
  Candle
  1 candle
  Refinement
  The Purity of the Philosopher's Stone used determines the refinement of the substrate – 
  how small a dose contains one charge of the spell, and how many doses a measure 
  contains. Critical success treats the Purity of the Philosopher's Stone as one grade higher 
  (5 maximum): a Purity 2 Philosopher's Stone produces a Purity 3 substrate.
  Purity
  Dosage
  Doses
  1
  1 jack = 2 ounces (oz)
  1
  2
  1 semis = 1 oz
  2
  3
  1 drachm (dr) (1/8 oz)
  16
  4
  1 scruple (sc) (1/3 dr, 1/24 oz)
  48
  5
  1 grain (1/20 sc, 1/60dr, 1/480 oz).
  960
  For the purpose of this article, 1 grain equals a single granule of the substrate.
  Regardless of the Purity of the Stone, the process of creating the substrate still yields 
  quantities of substrate measured in units weighing 2 oz; so a high-Purity Stone can yield 
  a lot of doses of preparation.
  Quantities of raw, unimprinted substrate will last forever, as do measures of prepared 
  preparation. Premixed potions, salves, creams, ointments, tinctures and unguents need to 
  be kept in sealed containers or used on the spot, or they will lose their efficacy at a rate 
  of 1 Intensity per week.
  Dosages
  Taken internally, a preparation must be dissolved in at least half a cup of liquid, and the 
  whole dose consumed to be effective.  Measuring out a dose takes 1d6 CA; consuming it 
  takes 1 CA. Drinking half the dose now and the rest later just wastes the potion.
  Boosters
  Multiple quantities of the preparation can be premixed and drunk 
  as one potion, taking 1d6 CA per dose. Either the Intensity of the 
  potion is increased by half the original dose again for each 
  additional dose, or some other factor is similarly increased. For 
  instance, a double dose of Treat Wounds potion accelerates healing 
  twice as rapidly, healing two Hit Points at the end of each round.
  
  Mixers
  Different preparations can be premixed to create a single potion combining all the 
  properties of the individual component doses of preparation. Typically a Treat Wounds 
  potion can be mixed with Immunity (see “Immunity” spell below) and Enhance CON 
  potions at the same time to create an elixir that both heals wounds and fortifies the 
  character against infection at the same time, for instance.
  Overdosing
  There are limits as to how much one character 
  can consume at one time. At any time, a 
  character may consume a maximum number of  
  potions in a single day equal to one third of his CON. Any more than that requires a 
  Resilience roll at a cumulative penalty of -10% per dose above the limit or suffer from a 
  poison of Intensity equal to the excess (which cannot be magically cured or treated), and 
  a number of Conditions equal to the excess, taken from the Overdose Table below, the 
  effects lasting 1d6 hours:-
  Overdose Table
  Excess
  Condition
  Result
  1
  Nausea
  Strenuous actions require a Resilience roll to avoid 
  being physically sick.
  2
  Agony
  Incapacitated with pain.
  3
  Fever
  Aching muscles, temperature fluctuations. All skills 
  halved, plus the effects of Nausea above.
  4
  Vertigo
  Unable to maintain balance. All skills halved.
  5
  Exhaustion
  Character gains one level of Fatigue.
  6
  Paralysis
  One random hit location is paralysed. If the head or 
  chest, the character is unable to move or act.
  7
  Hallucination Character suffers visions and hallucinations, and is 
  unable to separate the real world from the visions 
  and sensations.
  8
  Sapping
  Victim loses a number of Magic Points equal to the 
  total doses consumed.
  9
  Weakness
  STR, CON and DEX reduced to species minimum.
  10+
  Unconscious Loss of consciousness. On recovery, suffers Nausea, 
  Exhaustion and Sapping.
  
  Carried In The Air:
  Incenses, Candles and Perfumes
  A Delicate Fragrance
  Some preparations are not consumed directly 
  by a patient, but are mixed with other 
  substances to be burned or sprayed in the air.
  Candles, incenses and perfumes can carry a 
  spell effect, which can affect anyone who 
  breathes in the fumes arising from the 
  preparation. A large enough quantity of the 
  preparation can spray enough of the spell 
  effect to affect everyone in a large chamber, 
  such as the interior of a temple.
  A Powerful Effect
  While potions and other preparations are 
  useful for conveying healing spell effects, 
  candles, incense and perfumes typically act as 
  media for less beneficial spells, such as 
  Dominate, Enslave (see p. 53, Arcania of  
  Legend: Blood Magic), a specific Phantom 
  Sense illusion and Hinder or even Smother. 
  Such effects are resisted by Resilience, regardless of whether they are normally resisted 
  by Resilience, Persistence or Evade (since they require that they be physically inhaled), 
  and bypass armour – even magical armour.
  Sometimes, however, the spell is beneficial in some way, usually granting insights or 
  imparting visions such as Intuition, Mystic Vision, Project (Sense), Telepathy or Sense.
  A perfume may be applied to a single Hit Location, affecting the wearer in some way 
  usually relating to social skills – perfumes laced with Enhance CHA or Common Magic 
  spells such as Entertainer's Smile, for example – or they may be sprayed into the air, 
  where a single dose of the perfume affects everyone within a radius of 5 metres with a 
  spell such as Dominate or Enslave, or Smother.
  With effects carried in incense and candles, the area of effect of the spell is typically a 5 
  metre radius + 1 metre radius per Magnitude (for Common Magic) or Intensity (sorcery) 
  and the Duration is typically for as long as the candle or incense is kept burning.
  
  The Apothecary's Kitbag:
  Sample Preparations
  Terminology
  Products: Substrate - The crumbly, grainy powder that acts as the flux for a spell. Measure 
  – a 2 oz quantity of substrate. Preparation – a substrate imprinted with a spell. Potion – a 
  preparation dissolved into a potable liquid. Ointment, Salve, Lotion, Unguent – an oily paste 
  applied over a Hit Location that affects that Hit Location.
  Magnitude and Sorcery: In the Sorcery chapter of the Legend Core Rulebook (p. 190) 
  Magnitude refers solely to the power of this spell to penetrate magical defences and to 
  resist being dispelled. Magnitudes higher than 1 require Manipulation factors to be spent 
  on the spell. Magnitude in Common Magic and Divine Magic reflects the relative 
  strength of the spell and the scale of its effect.
  Intensity: From Arcania of  Legend: Blood Magic, Intensity measures the power and scale 
  of the spell. It is not dependent on the Manipulation of the caster as the Magnitude is, 
  but rather on the caster's Grimoire (sorcery) skill – Intensity is always one tenth of the 
  Grimoire skill.
  Sorcery spells typically affect a maximum of 3 characteristic points (such as SIZ or 
  POW) or a maximum of 1 cubic metre per Intensity.
  The following preparations derived from sorcery spells listed in Legend, particularly the 
  Legend Core Rulebook. The default Intensity is 5 standard (able to affect maximum 
  characteristic ratings of 15) and 4 Magnitude, with either a standard Duration of 2 
  Manipulation factors based on a POW of 16 (48 minutes), or a set 24 hours (which 
  requires 5 Manipulation factors). One target, no Combine spells and a Range of Touch.
  Basic Preparations (costs per measure)
  Treat Wounds Preparation (100 sp)
  This potion can be applied internally, dividing its effect equally among all affected Hit 
  Locations. Applied as a cream, the potion only benefits the hit location it is applied to.
  Restoration Preparation (600 sp)
  This potion can only be applied internally. It restores any form of permanent 
  characteristic loss - up to 1 point per Intensity. Each point restored takes one minute to 
  heal until either the characteristic has been healed and is back to normal, or the potion 
  reaches the limit of its Intensity.
  
  Only one characteristic can be restored at a time by a single dose of potion – if a 
  character has lost both CON and POW, one dose of Restoration Potion would restore 
  all points in one characteristic, chosen by the player at the time of consumption.
  Regenerate Preparation (600 sp)
  This potion can only be applied externally. It works to regenerate Serious and Major 
  Wounds, and permit regrowth or the reattachment of severed limbs. Locations of up to 
  1 Hit Point per Intensity can be treated with this potion. It cannot bring back a person 
  who is dead.
  Abjure Fatigue Preparation (150 sp)
  A potion which allows the caster to forego the effects of fatigue for its 24 hour 
  duration. Affects up to 3 CON per Intensity.
  Neutralise Magic Preparation (100 sp)
  This potion neutralises magic that is affecting the drinker. It must be consumed 
  internally, and it neutralises 1 Magnitude of the incoming spell per Intensity. If the 
  Intensity is greater than the spell being neutralised, both spell and potion's effects 
  vanish. Surplus Intensity of potion is lost, and does not carry over to other spells.
  Immunity Preparation (100 sp)
  Bolsters the immune system of the recipient for a set 24 hour period, providing 
  immunity against poisons, infections, drugs and diseases. Can be applied either as a 
  prophylactic before or just after exposure to poison or disease.
  The preparation educes the Potency of a pathogen, whether poison or disease, by three 
  times the Intensity. If the Potency is reduced to 0, the character is totally immune to it.
  Unlike the spell, the immunity provided is not selective; beneficial medicines are rejected 
  by this preparation as much as toxins and harmful drugs.
  See the “Immunity” sorcery spell below.
  Infertility Preparation (15 sp)
  This potion affects a maximum CON of three times the Intensity. It reduces the chances 
  of conception, or of causing a woman to become pregnant if consumed by a man, by 
  20% per Intensity, should mating take place at any time during the 24 hour Duration. 
  See “Fertility” and “Infertility” sorcery spells.
  Fertility Preparation (175 sp)
  This potion affects a maximum CON of three times the Intensity. It increases the 
  
  chances of conception, or of causing a woman to become pregnant if consumed by a 
  man, by 20% per Intensity, should mating take place at any time during the 24 hour 
  Duration. See “Fertility” and “Infertility” sorcery spells.
  Gender Change Preparation (300 sp)
  This potion affects a maximum CON of three times the Intensity. It changes the gender 
  of the consumer to the opposite gender. Some Gender Change potions (10% chance) 
  remove the characteristics of the consumer's gender altogether, leaving them an 
  androgynous hermaphrodite. See “Gender Change” below. The Duration is 24 hours.
  Other Preparations
  The following aren't based on any particular sorcery spells, but are just part of any 
  competent adventurer's potions kit.
  Sleep Potion (25 sp)
  A grainy powder that can be dissolved in wine, water or other potable fluids. Takes 
  [1d6+Constitution] rounds to take effect, and the imbiber will sleep deeply for 1d6 
  hours, less 20 minutes per point of Constitution. During that time, surgery can be 
  performed on the patient without waking him from sleep. Nothing can wake up the 
  character, in fact, short of magic of some sort.
  No Sleep Potion (95 sp)
  One scruple-weight dose of this preparation in a cup of weak wine or water enables the 
  imbiber to go without sleep for one week. After this period, he automatically falls 
  unconscious for 1 day – 30 minutes per point of Constitution.
  Clarity (100 sp)
  One scruple-weight dose of this preparation in a cup of weak wine or water protects the 
  imbiber's mind from malign powers and mental influences. The imbiber's Persistence 
  score to resist mental influences and attacks is increased by +10% per point of Intensity.
  Allure Fragrance (300 sp)
  A fragrance which enhances the wearer's CHA, a single dose of this spray gives the 
  wearer Enhance CHA, Intensity 5, Magnitude 4, Duration 3 (duration 64 minutes).
  Slumber Candles (50 sp per candle)
  This six hour candle, when lit, effectively fills a maximum volume of 10 cubic metres 
  with a numbing anaesthetic gas with Potency 5, carrying the Unconsciousness 
  Condition. The Duration is the burning duration of the candle.
  
  Love Potions
  The staple of every apothecary, love potions (also called philtres) are typically sold in 
  individual 2 oz measures, premixed, at an exorbitant cost – usually to young men eager 
  to gain the affections of some hapless young woman, but sometimes to young women 
  wanting to turn the heads of some man.
  Allure Fragrance (see above) is one kind of love philtre, increasing the wearer's CHA; 
  below are three other compounds, of varying degree of efficacy, aimed at creating the 
  right conditions for love.
  Seducer's Draught (200 sp)
  A single 2 oz shot of vile-tasting liquid, when imbibed it grants the drinker a temporary 
  +50% boost to Seduction skills for the next hour. Multiple doses have no effect.
  Notice-Me Scent (250 sp)
  A fragrance based on petunia oil which makes the wearer more noticeable – to 
  everybody with a sense of smell. For the two hours the scent lasts, the character is 
  treated as if he had the highest CHA in the room: his Influence and Seduction skills 
  increase by +50%. The bad news is, this scent also attracts the unwanted attention of  
  troublemakers – consider the wearer's Influence to be effectively 10% with them.
  Faerie Brew (100 sp)
  A somewhat controversial concoction of exotic herbs including Valerian and poppy 
  seeds, hemp extract and certain mushrooms, 1 oz of this intoxicating liquid mixed with a 
  drink will knock out the imbiber who fails a Resilience check against a poison with a 
  Potency of 5. The imbiber will remain unconscious for one hour, upon which he or she 
  will fall in love with the first person seen on waking up.
  Curiously enough, despite it being very popular among people for whom “ethics” is just 
  a word, the person the victim actually ends up seeing is very often someone else. 
  Someone far more suitable as a partner for the victim. Almost as if Fate seems to take 
  delight in conspiring to prevent users of this potion from profiting from its use …
  
  Blank Substrates and Preparations Price List
  Item
  Cost / 
  Jack (sp)
  ENC
  Notes
  2 ounce jack, empty
  10
  --
  For filling with premixed 
  potions
  Atomiser
  50
  --
  Holds one measure of 
  perfume (20 doses)
  Substrate, coarse grade 
  (Purity 1, 2 oz per dose)
  10
  --
  Blank substrate for filling with 
  a spell
  Substrate, semis grade 
  (Purity 2, 1 oz per dose)
  20
  --
  Blank substrate for filling with 
  a spell
  Substrate, medium grade 
  (Purity 3, 1 dr per dose)
  40
  --
  Blank substrate for filling with 
  a spell
  Substrate, fine grade 
  (Purity 4, 1 sc per dose)
  60
  --
  Blank substrate for filling with 
  a spell
  Substrate, high grade 
  (Purity 5, 1 gr per dose)
  80
  --
  Blank substrate for filling with 
  a spell
  Preparation, Sorcery spell, 
  Intensity 5, Magnitude 4, 
  Duration 2 (48 mins)
  200
  --
  Blank substrate for filling with 
  a spell
  Preparation, Sorcery spell, 
  Intensity 5, Magnitude 4, 
  Duration 5 (24 hr)
  400
  --
  Blank substrate for filling with 
  a spell
  Pot of Ointment
  35 (one 
  small pot, 
  4 oz)
  --
  Pot of creamy ointment, 
  enough to cover 1 Hit location 
  with 1 standard dose of 
  preparation mixed in
  Perfume, Imprinted
  100
  --
  One measure yields 20 doses
  Candles, Imprinted
  50 per 
  hour 
  duration
  --
  As per description for candles 
  in Legend and for Religious 
  Candle in Arms of  Legend
  Incense, Imprinted
  150
  --
  Burns for one hour in a 
  thurible (Arms of  Legend)
  
  Equipment List
  Item
  Cost 
  (sp)
  ENC
  Notes
  Preparation 
  measurement kit
  40
  --
  Weighing scale, spatula, spare 
  canteen of water, measuring cup
  Kit bag
  100
  1
  Contains space for a measurement 
  kit and space for forty 2 ounce jacks
  New Sorcery Spells
  Substrate Creation Enchantment
  Autonomous
  Presented here as an alternative to using Lore (Alchemy) skill in the process of substrate 
  creation – see above. This enchantment ritual uses Magic Points, which may be drawn 
  from the caster's own Magic Points (and which are normally recovered) or from other 
  sources such as Power Crystals or the Tap spell.
  Each Magic Point creates a single 2 oz measure of substrate, in a process taking 1 hour 
  per Magic Point spent. A maximum of one measure is created per point of Intensity. 
  The maximum Refinement of the substrate is equal to one-third of the Intensity, 
  maximum of Purity 5.
  Fertility
  Autonomous, Resist (Resilience)
  This spell affects a maximum CON of three times the Intensity. It increases the chance 
  of conceiving a baby if the target is a woman, or or causing a woman to get pregnant if  
  the target is a man, by +10% per Intensity for the duration. Once the woman conceives, 
  this spell ends.
  Gender Change
  Autonomous, Resist (Resilience)
  A form of Shapechange spell, this spell specifically alters the character's gender. The 
  spell affects a maximum SIZ of three times the Intensity.
  The recipient's characteristics do not alter. Only the gender alters, either to the opposite 
  
  sex or to an androgynous, genderless form neither male nor female. Since this spell does 
  not alter the target's sexual orientation and preferences, this could cause social problems 
  for the target.
  If a male adopts a female body and becomes pregnant, this spell persists after its 
  duration has expired, long enough for the character to come to term and deliver the 
  baby. This might raise some questions after the delivery.
  Immunity
  Autonomous
  This spell bolsters the immune system of the recipient, providing immunity against 
  poisons, infections, drugs and diseases. Can be applied either as a prophylactic before or 
  just after exposure to poison or disease.
  The spell reduces the Potency of any pathogen, whether poison or disease, by three 
  times the Intensity. If the Potency is reduced to 0, the character is totally immune to it.
  Immunity is also selective. The recipient may allow certain drugs to affect him, such as 
  beneficial medicines, herbs and alcohol, for instance; the recipient could enjoy all of the 
  pleasures of drunkenness and none of the side effects such as belligerence, liver atrophy 
  and hangovers. At any time, if needed, he can spend a single Combat Action to clear his 
  head of all traces of alcohol or other recreational substances; for the purpose of this 
  spell, non-magical recreational drugs such as alcohol have a base Potency of 1.
  Infertility
  Autonomous, Resist (Resilience)
  This spell affects a maximum CON of three times the Intensity. It decreases the chance 
  of conceiving a baby if the target is a woman, or or causing a woman to get pregnant if  
  the target is a man, by -10% per Intensity for the duration of the spell.
  
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  retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any 
  authorised version of this License to copy, modify and distribute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
  
  Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright © 2000, Wizards of the Coast, Inc.
  Legend Core Rulebook, Copyright © 2011, Mongoose Publishing Ltd.
  Arms of  Legend, Copyright © 2012, Mongoose Publishing Ltd.
  Arcania of  Legend: Blood Magic, Copyright © 2012, Mongoose Publishing Ltd.
  Renaissance, Copyright © 2011, Cakebread & Walton
  Potion Creation in Legend, Copyright © 2012 Alex Greene.
  Artwork and Alchemical Fonts from the Alchemy Website http://www.alchemywebsite.com/index.html
  Font used throughout is Garamond.
  This article created using OpenOffice.org OpenOffice Writer.
  
SOURCE: textdata/thevault/Legends/Legend - Potion Creation in Legend.pdf