That works.
No, while a focus does not have much in the way of intrinsic magic compared to when it is in use any magic would disturb the careful and rather fragile balance of magics that make up the alchemical gem.
Ok, I still say it's useful, even with "only fully mundane stuff can be stored" (I am guessing most FCFF stuff can't be, then? At least not enspirited tech). Still, some alternative ideas for your approval (and for voters consideration and feedback):
●●●● Savestate. Upon consumption, the potion inflicts one level of unsoakable aggravated damage upon the consumer. The damage is represented by a horrific scar forming above their heart. For the next 24 hours, if the scar is damaged, and the potion's user is still alive, their body will return to the state they were in when the scar formed within the next *lost health levels* combat turns. The potion cannot return someone from the dead. If the potion doesn't trigger within 24 hours of consumption, its effects dissipate, but the damage dealt by it doesn't. Healing the damage counts as disrupting the scar.
A near-perfect healing potion, with hopefully enough drawbacks to be allowed.
●●●● Magic cleaner. A clear liquid that when poured over an enchanted object removes the magic from it. This functions similar to unweaving with the number of dice used identical to the number of successes during the potion's making. If drunk by or injected into a magic user, the potion instead acts as a difficulty adder, with each two successes beyond the first one adding one level of difficulty to any magic using roll by said person. The effect is identical to getting drunk, and lasts as long as it takes the potion to metabolize (same time frame as strong alcohol)
Very much needed counter-spelling in a bottle
●●●● Element Nine. Using a sample of an element (only chemically pure non-magical elements can be used) as a catalyst, the resulting product is a small chip of the material used coated in a clear glistening film, solid to the touch. When the film is broken (on impact or by melting it, as it melts at 100 C), it will convert Successes solid or liquid matter it's in contact with into the material used in its creation. Success table is
1 Success 1 lb.
2 Successes 5 lbs.
3 Successes 15 lbs.
4 Successes 25 lbs
5+ Successes 15 lbs/success
Essentially, works like Midas's touch, only instead of turning objects into gold, it turns them into the element we used in making it. Could be used for some horrifying things. This is sorta classical alchemy, potentially converting stuff into gold. Has multiple applications, from combat to breaking into vaults, to economic stuff.
●●●● Blood Pill. A small gelatinous bubble of seemingly congealed blood, it contains the amuont of blood and health levels sacrificed during its creation. When consumed, it instantly grants those to the user (health to everyone, blood to vampires).
Not sure what else to think of now.
Why would we want these? Our group is composed of exalts, who are already very resistant to poison and disease, or a fallen with super flesh shaping powers. Moreover, our anti poison charm is also our liquid immunity charm and we can it out for free once we have the thing.
Seems redundant.
Olivia, Harry, Murphy, our father all don't get any disease or poison resistance, and we can't easily grant that. We also notably don't have poison immunity charm right now. And we can only grant immunity to liquid poisons:
Fathomless poison haven (••)
With but a smile and a caress, the Infernal can
grant immunity to the ravages of the very seas of Hell.
System: The Infernal touches someone she feels
affection for and rolls Charisma + Survival against
difficulty 6. The subject becomes immune to any
sort of harm from liquid for one day per success.
This includes crushing, battering, drowning, boil-
ing, and immunity to any sort of liquid poisons.
The Infernal may target herself, if she desires.
Nothing about stuff like heavy or poisonous metals.
This presumes only dealing with blind idiots.
I'm not saying the immortality thing is useless, but it's definitely not something you can just hand out and expect no one to be skeptical of or notice.
It's also in drastic excess of what we'd want most of the time. Tossing around immortality to randoms we do business with is irresponsible and wasteful when we could keep it for people we actually have more involvement with.
trading 30 years of health to an old sorcerer we only sort of know, for example, is a lot less likely to cause us headaches than what you're suggesting.
Just because we can do something doesn't mean it's a good idea to do so at every opportunity.
As I said, that's backend. Frontend the effects would be similar. I'll do a separate build for immortality only with escalating benefits.
Why not stick to the really dangerous stuff? Impossible to douse super fire seems like a good load for our purposes.
So not everything looks like a nail. This stuff gives our allies and us more options, including non-lethal ones.