Your character possesses alchemical secrets of long life, achieved through a combination of medicinal and magical elixirs. Each application of alchemical Longevity keeps him from aging for the duration of the magic. With continuous use, a thaumaturge can achieve — or grant — virtual immortality, though elixirs do not protect against illnesses unconnected to age and do not prevent death at the hands of violence or accident.
The creation of longevity elixirs requires extended Intelligence + Medicine rolls with a potential dice penalty based on the duration of a potion’s effectiveness, and requiring increasing successes based on the age of the recipient. The duration of the mixture is the period of time in which the elixir remains potent, whether it has been consumed or not. Thus, a thaumaturge creating an elixir with one week’s duration who waits three days before consuming it gains four days of agelessness.
Duration | Dice Penalty |
---|---|
24 hours | 0 |
One week | -1 |
One month | -3 |
The thaumaturge must possess the Alchemy (Internal) •••• or Alchemy (External) •••• Merit in order to create longevity elixirs for personal use. Should he desire to create elixirs effective for someone else, he must possess both Alchemy (External) and Alchemy (Internal) at ••••, and must design each dose for a specific target. A longevity elixir is useful to living things only, although it could theoretically be designed to affect a plant or animal provided the mystic has sufficient understanding of his target (via Science).
Dice Pool: Intelligence + Medicine (or Science for plants or animals)
Minimum Successes Required (target’s real age): 10 (25 years or less), 15 (26–50 years), 20 (51–75 years), 25 (76+ years)
Ritual Length: One hour
Duration: Varies
Roll Results
Dramatic Failure:
The thaumaturge contacts poison with a Toxicity of 3, taking damage once per hour until a contested Stamina + Resolve roll is won (see the World of Darkness Rulebook, p. 181). Or the process results in a seemingly normal elixir that’s actually a poison.
Exceptional Success:
The elixir is of twice the normal potency, effectively preventing aging for twice the intended duration. Or the process results in an elixir of normal potency, but it may affect any living target.
Suggested Equipment: Mercury (+1), gold (+1), vampire blood (+3, although there may be unfortunate side effects)
Possible Penalties: Target has less than Stamina 3 (–1 per missing dot), animal target (–1), target is plant (–1), target has exceeded normal life span for species (–3), target has unhealthy or stressful lifestyle (–1 to –3), one-week duration (–1), one-month duration (–3)
Ritual Details: The caster must focus on symbols of the eternal, generally assumed to represent the soul in most traditions. Medicinal herbs and substances with power to preserve flesh are common ingredients, even if science sometimes considers them poisonous. Mercury and gold are favored additions.