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Vaelthar: Family of Adventurers

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Chapter 1 of 34

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Not a Chapter – Potions in Guilds and Classes

Vaelthar: Family of Adventurers

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By Roger Vaelthus

Welcome, young adventurer—or rather, Young Guild Alchemist. If you are reading this, it is because you have decided to take on one of the most important roles in your guild. Alchemist… the best possible job in my opinion. And finally, after watching your seniors for so long, your time to learn alchemy has arrived. And of course, what better way to learn than under the guidance of the greatest alchemist in the world… Me.

I'll be honest with you kids. What you are about to learn here are nothing more than the recipes for the guilds' most important potions and how to brew them. You will not learn alchemy in its entirety like the rest of the alchemists who have followed in my incredible footsteps.Full novel: Vaelthar: Family of Adventurers — read the rest free on N​o⁠v​e⁠l​C⁠o​d⁠e​x⁠.​o⁠r​g⁠

Don't be discouraged, though. There is always time to learn alchemy if you wish. My book, "Alchemy: Potions and Their Transmutations," will always be available to anyone who wants to take a step further and become a true, great Alchemist like me!… though not quite as incredible, of course.

So, why not start right away?

Due to the dangerous situations and constant risks faced by adventurers, I took the liberty of creating an entire potion system derived from my previous book, designed specifically to help guilds protect their people.

I created two types of potions for the guilds: General Class Potions and Specific Class Potions.

General Class Potions are potions that help adventurers adapt to new rank levels and, on certain occasions, help them leap into the next rank.

Specific Class Potions are potions that grant certain permanent skills to adventurers, depending on the role they have chosen in the guild and their current rank level.

But what are these rank levels, really?

Through my research and cooperation with various guilds, we realized that we couldn't just brew a bunch of potions and feed them to adventurers all at once. It would kill them. Every adventurer has a limit on which or how many potions they can drink; furthermore, standard potions had a minimal effect on them.

Standard potions were practically useless due to the primitive nature of an adventurer's core. The effects were negligible.

That's when it hit me: perhaps the potions weren't the problem, but the adventurer… So I decided to take the adventurer to the next level.

I knew immediately that I had to develop the adventurers' cores so that they could accept not only potions, but all types of magic itself with far greater ease and effectiveness.

That was how General Class Potions—and simultaneously, the General Ranks within the guilds—were born.

It all begins with the Initiation Potion. This potion refines the primitive adventurer in every sense and allows them to surpass human limits by perfecting their core. Make no mistake, however: the Initiation Potion doesn't just perfect an adventurer's core; it also transmutes the body to make it one hundred percent compatible with magic.

I can proudly say that this has been my masterpiece. A potion that worked very well… perhaps too well.

After drinking this potion, how far an adventurer advances rests entirely on their potential and talent. To assist them with that as well, I created the rest of the General Class Potions, which served as the foundation for the guilds to establish their hierarchies.

From Rank F Potions all the way to Rank S Potions, each one helps adventurers adapt to vast amounts of magic and enables their bodies to harness this magic to grow stronger—turning magic into another essential vitamin for the body that helps them surpass the everyday limits of a non-magical being.

However, as I mentioned earlier, these potions worked very well—too well. They allowed adventurers to harness absolutely all of their energy in combat and manage it far more efficiently.

This allowed adventurers to keep pushing forward without tiring in the slightest. The problem arose when it came to actual combat: adventurers experienced a massive surge of energy due to adrenaline, and with their enhanced ability to process energy, the adrenaline's energy didn't dissipate after combat ended. This energy utilization grew as adventurers advanced through each general rank, leading to many issues that, fortunately, adventurers managed to solve… though I won't get into graphic detail about that.

As a Guild Alchemist, your duty is to learn all the potions cataloged in this book, but first, you must learn the most important potion of all: The Initiation Potion.

Initiation Potion

The Initiation Potion is the most important potion of all because it is the initial step that transforms a civilian into an adventurer. There is no race in this world that does not take this potion if they truly wish to delve into the world of magic.

As is well known, every living being in Vaelthar possesses a magic core within them. However, this core is very primitive, especially when compared to magical beasts, which possess the ability to use magic at will from birth.

Years before my birth, all alchemists believed that this core was absolute and should not be tampered with, as doing so would severely impair the potions of that era. (Not that their potions were very advanced anyway…)

However, through years of hard work and research, I discovered that this was not the case; our core had the potential to grow, but lacked the resources. That was when I decided to provide them.

The Initiation Potion is a permanent derivational potion. It is the result of the resonance between a Bestiology Potion made from a Silver Axolotl and a Herbology Potion made from a Prism Flower, combined with a piece of the drinker's core.

While the Silver Axolotl potion is primarily used to heal fatal or severe wounds, here it serves to place the drinker's body into a state of constant adaptation and healing.

The Prism Flower potion, which is primarily used to repair core damage and help the body recover from the constant strain of magic use, is used here to create/evolve the drinker's primitive core. One of the strangest and most fascinating qualities of this flower is that it is a perfect core in itself, capable of absorbing magic from other plants growing alongside it—which is why they are extremely difficult to find unless you know exactly what you are looking for. These flowers adapt to the surrounding flora, and if a magical flower of any kind is nearby, the Prism Flower transmutes upon absorbing its magic, taking on the properties of that flower.

The core fragment ensures permanence while creating an adaptation for the core before the adventurer drinks it. If you were an independent alchemist, you would have to craft each potion individually before bringing them into resonance with the core fragment (which implies you would actually have to learn real alchemy). However, as a Guild Alchemist, your job simply consists of resonating the prepared potions with the core fragment.

Resonance Method:

First, place three dodecahedrons at equal distances from one another to form a triangle. Then, insert a magic crystal into each dodecahedron. Introduce the potions and the core fragment into their respective dodecahedrons. Make sure to keep them levitating with your magic; if you set them down inside the dodecahedron, they will fall.

Second, keep the core fragment floating inside its dodecahedron alongside its respective magic crystal, while in the other two dodecahedrons, you agitate the potions, making them bounce off each face of the dodecahedron while ensuring they pass over their respective magic crystals. This process will take 5 to 10 minutes, depending on the speed at which you bounce the potion against the faces of the dodecahedron. Once ready, the potions will be absorbed by the magic crystals, and resonance will begin.

Third, when resonance begins, you will notice a faint blue beam connecting the three magic crystals inside the dodecahedrons. You will also notice two magical streams that you can manipulate—these are the potions inside the crystals. Guide them toward the crystal containing the core. If you are doing it correctly, you will notice the faint beams connecting the potion dodecahedrons to the core dodecahedron growing more intense.

Fourth, once the magical streams reach the crystal containing the core, it will glow intensely. At that moment, begin bouncing the core against each face of the dodecahedron. You will notice the core turning to dust and being absorbed by the magic crystal.

Fifth, once the core has completely turned to dust, allow the magic crystal to rest inside the dodecahedron for 5 minutes. It is undergoing an assimilation and adaptation process. Meanwhile, prepare a clean, empty cauldron to pour the new potion into. When the 5 minutes have passed, take the magic crystal and shatter it over the cauldron. It will release the new potion into the cauldron.

And just like that, my dear Guild Alchemists, you will have your Initiation Potion!

A quick recommendation: make sure to perform this entire process and administer the potion to the adventurers while they are still asleep. That way, their magic cores will not trigger a recovery response, allowing them to absorb the potion without any issues.

[Note:If you have read a bit of my alchemy book, or at least the section on Permanence, you will notice a significant difference between the permanence process and this one. Many of you might be wondering: why is the process different if both share the same goal of causing a permanent change?

The answer is quite simple. Permanence merely adds qualities and abilities to your core without altering its fundamental nature, whereas the Initiation Potion transmutes the core itself. For that reason, the Initiation Potion must be administered as a liquid; it needs to reach not only the core, but the entire body through the bloodstream.]

General Class Potions

General Class Potions are the successors—or offspring—of the Initiation Potion, even though the Initiation Potion is also categorized as a General Class Potion. Unlike the Initiation Potion, General Class Potions do not transmute the adventurer's body or core.

Instead, these potions act as a magical cleansing and healing process for the adventurer's body and core, combined with a massive surge of magic that forces both body and core to evolve.

For this reason, the guilds established rank levels within each General Class, allowing alchemists and guild administrators to identify whether an adventurer is ready to take one of these potions. Any adventurer who exceeds Level 80 in their current General Class rank may request one of these potions. This is the minimum requirement, as adventurers at Level 79 or lower would suffer severe damage to their cores and bodies from the massive influx of magic entering their systems.

All General Class Potions from Rank F to Rank S use the exact same ingredients, differing only in quantity. As I mentioned earlier, the purpose of these potions is not to alter the body, but to adapt it to larger amounts of magic and enhance the magic core.

These potions are permanent derivational potions. To brew them, you require the resonance of a Prism Flower Herbology Potion, a Neutral Slime Bestiology Potion, and a magic crystal charged with the drinker's own magic.

In this instance, the Prism Flower potion is used to heal all types of magical wounds and potential fractures within the magic core. However, something special happens here: the Prism Flower also helps the core enter a state of ecstasy, causing it to begin frantically absorbing magic just as a Prism Flower does. This is thanks to the Prism Flower used in the Initiation Potion, which altered the properties of the magic core and added this magnificent trait.

The Neutral Slime potion is used to cleanse any residual magic left behind by other potions or spell remnants in the body.

The magic crystal containing the drinker's magic is used to enrich the core with magic, forcing it to surpass its current level. You will notice that this magic crystal resembles an orb rather than the pointed crystals we typically use.

Resonance Method:

First, place the three dodecahedrons at equal distances to form a triangle. Next, insert a magic crystal into each dodecahedron. Introduce the potions and the magic crystal containing the drinker's magic into their respective dodecahedrons.

Second, agitate the potions and the charged magic crystal against each face of the dodecahedrons. This process will take 5 to 10 minutes, until the potions are absorbed and the charged magic crystal merges with the center magic crystal of the dodecahedron.

Third, once the potions and magic crystal are absorbed, resonance will begin. Guide one of the potions toward the other, while simultaneously guiding one-tenth of the magic contained in the crystal. This will create a barrier that prevents the potions from purging your own magic, forcing them to absorb more instead.

Fourth, once the potions and 10 percent of the magic are merged inside a single magic crystal, let it rest inside the dodecahedron for 10 minutes to stabilize. Meanwhile, take the crystal containing the remaining 90 percent of the drinker's magic and shatter it inside the dodecahedron, ensuring you keep it contained without bouncing it off the faces.

Fifth, after 10 minutes, take the crystal and shatter it inside a clean, empty cauldron. The potion is ready. Once ingested, the drinker must immediately insert their hands into the dodecahedron containing the magic. Their body will begin absorbing magic in vast quantities, forcing their core to expand and further enrich their body. This process can last anywhere from 3 to 10 hours, depending on your rank and how much magic you are absorbing.

And that is all, young alchemists. Indeed, this method applies to every General Class rank, with the exception of the Initiation Potion. The only difference lies in the amount of magic you will absorb, which you will notice when you are instructed to fill the magic crystals with your magic.

One more point to clarify before moving on to Specific Classes…

Increasing your General Class rank DOES NOT grant you skills, as many believe!

Many adventurers possess bloodline magic or have consumed Permanence Potions derived from Bestiology or other branches. When their General Class rank increases, their magical power and the efficiency of magic utilization in their bodies grow, allowing them to access abilities they didn't know they had.

Normally, for someone with bloodline magic, these skills manifest around Rank C, Level 50 or 60, since at those levels the body can channel vast amounts of magic and, above all, manipulate magic more freely, allowing the body to identify its innate bloodline magic.

Specific Class Potions

Specific Class Potions are created based on a specific class or occupation within the guild, designed to grant skills depending on the role and path chosen by the adventurer.

These are Arcanology Potions with Permanence. Guild Alchemists are required to work hand in hand with an adventurer or someone knowledgeable in spells to create the potion for the desired level and branch.

Brewing these potions requires learning part of Level 3 / Arcanology from my book, working alongside someone capable of casting the required spells while you manage the non-magical aspect.

Preparation Method:

First, use Gray Tree firewood as the primary fuel to ignite and sustain the magical fire.

Second, once your cauldron has been over the fire for more than 5 minutes, pour in 500 milliliters of unpurified/pure water.

Third, take a strand of hair or a fingernail clipping from the drinker and drop it into the cauldron. Stir 3 times to ensure it dissolves completely.

Fourth, take a pure magic crystal and drop it into the cauldron. Place 6 other pure magic crystals around the cauldron, then use your magic to form a bond connecting the 6 outer crystals to the crystal inside the cauldron. Let your magic circulate through the crystals for 5 minutes.

Fifth, while waiting for the 5 minutes to pass, crush a Pure Slime core. After the 5 minutes, pour it into the cauldron and stir until the potion turns green. This indicates that the potion has fully assimilated the core.

Sixth, with the core assimilated, place the dodecahedron over the cauldron. Then, begin preparing your spell if you need time to chant or cast it. Make sure the spell is not overly powerful—only the essence of the spell is required, not raw power.

Seventh, the magic crystals surrounding the cauldron will turn dark green once the potion has assimilated the slime core, indicating they have attuned to your magic and that of the cauldron. Once your spell is ready, remove the crystal from the cauldron and carefully place it inside the dodecahedron. The faces of the dodecahedron should shift from yellow to dark green, signaling that it recognizes your magic.

Eighth, with the dodecahedron ready, you may now cast your spell. Ensure your hands are placed on the panels rather than the structural frame of the dodecahedron before casting.

Ninth, control the spell within the dodecahedron, causing it to bounce off each face. You will notice your spell gradually transforming into a liquid form, which will drip down into the cauldron bit by bit. Continue bouncing the magic until the last drop falls.

Tenth, once all the liquid magic has fallen into the cauldron, stir until the potion stops bubbling. The potion should assume a distinct color, indicating it is complete.

Eleventh, repeat this exact process for each spell required within that class/branch until you have prepared all the skill potions. Once ready, it is time to fuse them. Using a Duo-Dodecahedron connected by an external magic crystal (each dodecahedron must contain an internal magic crystal connected to the outer one), pour the potions into each dodecahedron. Keep them bouncing against the inner faces, passing over the internal magic crystals.

You must maintain this process until the crystals emit a silver glow and a faint silver light connects the internal crystals to the external one. This magical resonance process must be maintained until all three magic crystals turn golden.

Once accomplished, the crystals inside the dodecahedrons will begin absorbing the potions, gradually transferring them to the external magic crystal. This process will take only a few minutes, as the potions do not contain massive raw power.

When the transfer is complete, take the external magic crystal and shatter it inside a clean, empty cauldron. Repeat this process until all potions are fused into a single, unified potion.

Twelfth, it is time to make it permanent. Take a fragment of the adventurer's core and place it inside a dodecahedron. The drinker's core must fully assimilate the potion until roots begin to grow on it. Assimilation is achieved through the resonance between the potion and the core fragment each time the potion strikes the inner walls of the dodecahedron. Throughout this entire process, the adventurer must remain unconscious so their core cannot regenerate. The potion will vanish, becoming fully infused into the core fragment if executed correctly. This indicates the alchemist has successfully granted the potion permanently to that core fragment. Replant the core fragment back into the adventurer and allow them to rest—or spray them with a Silver Axolotl potion to heal their entire body, core included.

And that, my dear Guild Alchemists, is everything you need to learn.

Full novel: Vaelthar: Family of Adventurers — read the rest free on N​o⁠v​e⁠l​C⁠o​d⁠e​x⁠.​o⁠r​g⁠
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