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=== Level 4 === ==== • Counterfeit ==== :: You may bottle a second level discipline power using Counterfeit so long as you have purchased the Counterfeit recipe by spending 4 blood points instead of 3. ==== • Airborne Momentum ==== : '''Ingredients:''' Champagne, Birds Blood, Nitrous Oxide (3 dots of Resources) : '''Effect:''' :: The drinker gains the ability to use ''Movement of the Mind: Flight'' for the duration of this potion, following standard costs and restrictions. All usages of this power end immediately when this potion expires. If airborne, the user takes fall damage or may attempt to grasp a nearby ledge at storyteller discretion. :: The alchemist cannot make use of ''Movement of the Mind: Flight’s'' Focus enhancement. : '''Duration:''' 30 minutes ==== • Discipline Channeling ==== : '''Ingredients:''' Ashe potion of Known Kindred : '''Effect:''' :: This recipe converts a single Ashe potion into a single Discipline Channeling potion, and does not follow the standard requirements of brewing a potion. This is simply an enhancement of an Ashe potion by the use of your blood all poured into this to increase its potency. :: On consumption of this potion, a kindred experiences the effects of a standard Ashe potion, and the additional effects listed below. :: When drunk, the drinker must perform a static test of ''Mental + Thin-Blood Alchemy'' vs the source kindred’s ''Mental + Highest Discipline, its Elder Powers and Techniques''. If successful, the drinker gains full usage of the discipline of their choice from the kindred, following all power requirements and their own pools for testing. :: The drinker cannot increase this Discipline via XP during the duration of this potion, and loses access to any gains in this discipline when the potion ends. : '''Duration:''' One Full Game Session, Socials Ignored ==== • Hollow Leg ==== : '''Ingredients:''' Fresh Garlic, Mercury, Painkillers (2 Resources) : '''Effect:''' :: This potion may be consumed or injected into a kindred. The drinker must make a static test of ''Mental + Willpower'' vs alchemists ''Mental + Thin-Blood Alchemy''. If they don’t succeed, they are unable to gain sustenance from blood until after the next Downtime. :: Until next Downtime, they will enter games at half blood. : '''Duration:''' One Downtime
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