ALCHEMY
Alchemists have various skills, not all of which concentrate on
making potions in a laboratory. They must learn skill which allow
them to do prospecting, trading, the building of technical instruments,
and sometimes smuggling, espionage and combat training. It all
depends on what the given alchemist's background and training
orients them toward. The following list of skills includes more
than any one alchemist could know. Choosing from the skills and
advancing them through levels gives a player a range of options
for their characters, from low level through to higher levels.
Examples of alchemical products follow the alchemical rules. These
could be used in a game without using any of the remaining. If
you do use the Alchemist character class, these products may serve
as a set of examples other alchemical products. Each should have
a creation time, creation cost, lab requirement, and associated
risk associated with it. Special considerations which may be involved
are: special materials required (see the list of special materials),
special lab instrumentation, danger in storage of the alchemical
product, limited duration of the product.
A comprehensive list of types of alchemical product are included
in the Alchemist rules. The number of actual "recipes"
known to Alchemists in any gaming world, or in any part of it,
should be limited, or else a situation of too much alchemy being
used in the game will result. A higher level alchemist will of
course be able to research his or her own techniques.
Generally costs figure relatively into whatever social context
in which Alchemists take part. To include costs is risky, as it
is difficult to take the time to adjust each and every cost to
fit another scheme. In the following assume that the cost to a
family to live for one month would vary from 10 to survive, 50
to maintain a minimal household, 250 to live in luxury and more
still to maintain an elite existence (say 500-1000). The costs
to produce a batch exceed a normal person's budget. Note that
the alchemist will generally sell each dose for the cost of the
entire batch, to cover costs. To obtain funding, the alchemist
will frequently need to go into debt.
Types of Product
| Min Lev
| Typical Uses |
dose/batch cost
| time to make
| solvency
|
Poison
| 1
| Toxins, Mystic Agents |
25-100 |
2d4 days |
3d6 weeks |
Essence
| 2
| Magic Perfumes, Psycho-
| 20-150
| 2d6 days
| 3d6 weeks
|
| | drugs, Sensitive Substances
| | | |
Substrates
| 3
| Explosives, Triggers, Fuels,
| 50-180
| 2d10 days
| d10 months
|
| | Insulators, Environmental
| | | |
| | Modifiers
| | | |
Ointment
| 4
| Balms, Food/Bio Substitutes,
| 60-150
| 3d8 days
| 2d6 months
|
| | Antivenin/toxin, Insulators
| | | |
Philter
| 5
| Emotional/Mind control,
| 120-250
| 3d10 days
| 3d8 months
|
| | Illucinagens
| | | |
Salves/Oils
| 6
| Anti rot, poison, disease, etc.
| 150-210
| 6d6 days
| 3d10 months
|
| | Healing, Magic Sponges
| | | |
Elixir
| 7
| General magic power, |
180-280 |
6d10 days |
3d4 seasons
|
| | releaser
| | | |
Tincture
| 8
| Technic/element control,
| 200-360
| d6 weeks
| d4 years
|
| | Transform material, Solvent
| | | |
Extractions
| 9
| Special Materials - Strong
| 190-500
| d8 weeks
| 2d3 years
|
| | and Magically Reactive
| | | |
Powders
| 10
| Contained Magical Effect:
| 250-1000
| 2d6 weeks
| 2d6 years
|
| | External (Dis)Enchantment
| | | |
Potions
| 11
| Contained Magical Effect:
| 300-1000
| 2d6 weeks
| 2d6 years
|
| | Internal (Dis)Enchantment
| | | |
Descants
| 12
| Neutralizers, Magically
| 500-1500
| 3d10 weeks
| 50 +d50 yrs
|
| | Active Materials
| | | |
Necrostractions
| 13
| Animated/haunted objects,
| 1000s
| 3d6 months
| permanent
|
| | Tailored life and other horrors
| | |
Vivocultrance
| 14
| Twisted Horticulture,
| 1000s
| 3d8 months
| permanent
|
| | Mutation, Advanced Healing,
| | | |
| | Special Breeding, 'Sentient'
| | | |
| | Substances, Controllers
| | | |
Ubiquivence
| 16
| Shadowstuffs, Universal
| 10000s
| 6d8 months
| permanent
|
| | Solvent, Life Stimulants
| | | |
Laboratory and facilities: Cost around 100 per level
to set up and 1/10 to 1/2 of that each active month to equip and
maintain. Less or more will effect the success rate for brewing
up alchemy in the lab, and change the danger of lab work.
Accidents may destroy or merely damage labs.
Containers: Cost 1/20 to 1/2 the price of the alchemical
product. This means that the materials used will remain efficacious
for later production and the next identical job will not take
as long to set up. It also allows the alchemical product to remain
potent up to 50% longer and reduces storage risks by 1/2. Paying
less makes these bonuses less. Using no storage at all reverses
the bonuses into penalties (lasts 50% as long, storage risks increased
by 1/2.)
Materials: Included in the cost of production (1/2
to 3/4 of it.) Availability will vary given the resources of the
region (and the market conditions.) Local mining and gathering
industries provide most of the materials, but more likely a procurer,
merchant or middle man will wholesale the basic commodities. Rarer,
more efficacious magical ingredients and specially crafted instruments
must be sought by the Alchemist personally. This may cost more
in time and effort, but once found, the source will usually meet
their needs of production.
Record keeping and Scholarly requirements: Large
scale alchemical endeavors require a certain amount of bureaucracy
to manage the complex inventories, schedules, suppliers, accounts
and care of the goods. Even a small scale operation will require
a clerk or two. This is a source for either problems or increased
efficiency. Research skills and technical record keeping skills
are key here.
Secrecy and Espionage: Alchemical work can be very
profitable and often requires very large scale operations and
investment. This leads the practitioners into secrecy. As the
products, if made well, differ in no way no matter who produces
it, Alchemists go to great lengths to protect their methodological
know-how, as well as stock, sources of materials and tools. They
also spend a certain amount of time spying on each other and reverse
alchemizing their competitors' products and trying to outdo each
other on the business end.
Skills: Prerequisites are listed in brackets. [4,6]
means skill 4 and 6 are prerequisites. Start with 3 skills, gain
one per level +15% accumulative of a second skill. (For example
15% at second level of a second skill. If it is not rolled, 30%
at third level. Say this number is rolled, then 15% chance of
a second skill gained at fourth level.)
- Recognize valuable materials - Natural, precious and
alchemically active stuff. 60% + 3% per level over.
- Gathering - Get useful/valuable materials directly
from accessible placement in the environment. [1]
- Mining - Extract useful and valuable materials from
the environment. May require a great deal of manual labor and
installation. First 3 levels, this allows one to mine effectively
or lead laborers. 4-6 one can help to install mining equipment.
7-9 one can design mining equipment needed for the task, and have
it built. 10 and up, one can design the entire mine. [2]
- Prospecting - Hunt for available and potentially mineable
alchemical resources. [3]
- Refining - Make generally useful stuff pure and readily
workable in alchemical productions.
- Special containment - Adds a bonus of 25% +5% per level
over to safety and duration for alchemical and active or volatile
ingredients.
- Forging - Allows materials to be shaped into weapons,
armor, tools, architectural components, even jewelry.
- Artificing - Make objects or devices with stored and
dischargable alchemical power. Possibilities include vehicles,
weapons, environmental systems, detection equipment, magical field
generators (offensive and defensive,) automata, alchemical production
tools, refineries, mining equipment, agricultural stuff, siege
engines, etc. [7, technical training]
- Follow Formula - Take materials through a production
sequence and make a viable alchemical product.
- Enriching - Allows the formula to be optimized (longer
duration, less cost, safer to produce, slightly different
results, etc.) This only comes with experience. Figure that one
of the above allowed per level over the time the alchemy was first
available. [9]
- Experimentation - Variations of formulas explored -
costly, dangerous uses lots of materials, but new modified formulas
possible (beam not cone, etc.) The alchemist can do this only
2 levels after an alchemical form becomes available. [10]
- Researchology - Come up with entirely new formulas.
Must be at least 3 levels over the level needed to produce similar
products. [11]
- Magic Analysis - Basically reactive stuffs resonate
with the presence of magical force. Base chance 30%+5% per level
picking up on it, learn d10% per 2 levels. Bonuses for good or
appropriate tools. These tools must be designed by the alchemist.
- Analyze Alchemical Product or Reaction - Learn d100%
about a product within one's scope (+15% per level over, -15%
per level under needed to make the product.) Base chance is 60%.
Somewhat dangerous, expensive and time consuming (figure an hour
is needed, at the minimum.) [13]
- Field Laboratory - Allows basic lab work to be done
with portable stuff. Success chance very reduced, time and risk
elements the same. The stuff made is often crude, not as potent.
- Clerical and Organizational skills - Required for large
organizations, dangerous to lack even for small ones.
- Large Scale Operations - A refinery, production facilities
with assistants and so on. Allows work to be delegated, without
quality suffering. Requires (good) assistants. Size of manageable
operation depends on how many levels this skill has been developed,
not more than one per level squared. [16]
- Field Improvisation - Substitute one element for another,
use crude tools made from local or found materials and so on.
Very advanced, dangerous and imprecise. Chance of success is -33%
(+2% per level over). [1, 11, 14, 15]
- Defusing - Counter active or latent alchemy with sponges,
solvents, etc. even if the solvents are not specifically prepared
for that alchemy. Requires analysis before hand and some risk.
Alchemy can 'detonate' 35% - 3% per level +13% per level of alchemy
over the alchemist's. [6, 14, 22]
- Demolitions - Knowledge of structures and destructive
forces allows the alchemist to demolish. Chance of success needs
adjudication. Figure that the first 4 levels involve destroying
walls or bridges, then buildings, then fortifications, and finally
entire installations.
- Ballistics - Skill of indirect fire, propelling objects
over great distances.
- Make Lab Equipment - Create, repair, manufacture and
research implements. Without this skill damaged equipment must
be replaced or a repair person called.
- Trading Skills - Buying, selling, bidding, contracting,
suppliers and clientele. Note that this will gain a business advantage
on average of 2% per level, three times that over those with no
business background at all. One can always 'role play' business
transactions, but this percentage should be a guide. Others with
greater trading skills will have advantage over the alchemist.
- Espionage - Paying off assistants (gauging loyalty),
deciphering, using thieves to get data and samples, picking through
the refuse after a competitor's shop has had an 'accident.'
- Damage control - Minimize disasters in labs when the
process goes wrong. This skill gains a bonus of up to 25% if that
cost is added to the upkeep of the lab at the time of a given
experiment or project. The effects of a disaster can be reduced
by a tenth + a tenth per 2 levels over the minimum needed to work
the alchemical product. [14]
- Cargo and Transport skills - Manners of transport,
security meanwhile, risks from terrain and moving goods, how to
protect volatile stuff. Chance of having an accident varies by
terrain and vehicle used. Could be as
- Battlefield skills - Area effect use, cover, missile
weapon knowledge, mine field techniques, siege engines, military
engineering concepts.
- Lab security - Encrypting notes, preventing and detecting
defection by assistants and colleagues, using locks and traps
on laboratory entrances and storage places, using misleading elements,
preventing magical scrying, counter espionage. [24]
- Expertise - Add 3 levels to 'expertise levels' in other
skills, distribute as desired.
Notes on Production (and other lab work):
Alchemists have several demands placed on their work. First, getting
formulas, materials and lab equipment. Next, setting up a lab
and securing it. Then finding a market for his or her work (to
fund it.) Only then does the work commence. Most important to
the alchemist is to protect his or her life (as alchemy is dangerous),
then the lab and the materials on hand (costly to amass), and
finally the current project (which will most likely pay off the
debt incurred to undertake the project in the first place.)
To cut corners can save time and cost, but it increases lab risk
and the chance of a bad batch. On the roll to be describe below,
the following modifiers apply:
time taken |
| | | |
hasty (1/2)
| rushed(2/3)
| normal
| slow(4/3)
| painstaking(2)
|
-30 |
-15 | 0
| 10 |
15 |
| | |
| |
material cost |
| | | |
minimal(1/2)
| stingy (2/3)
| normal(1)
| fine(3/2)
| rare/best(2)
|
-25 |
-15 | 0
| 10 |
15 |
Amount Produced
| Level of Alchemist - Level required to produce
| | |
below -5
| -5 -> -4
| -3 -> -2
| -1 |
0 | +1 -> +2
| +3 -> +4
| +5 -> +7
| +8 -> +10
| +11 -> +15
| beyond
|
none |
1 | 1
| d2 |
d3 | d6
| d8 |
2d6 | 3d6
| 4d6 |
as desired |
| | (50% = 2)
| | | |
| | | |
Lab condition can modify up to +/-25%, large scale operations
to -35%, material quality to +/- 15%, +5% per level over needed
to produce, -10% per level under.
Effect of work
| | | |
Roll |
Accident % |
Dud % | Special %
|
-50% or less
| 95 |
95 | none
|
-31 -> -49
| 75 |
80 | none
|
-16 -> -30
| 66 |
75 | none
|
-6 -> -15
| 50 |
66 | none
|
-1 -> -5
| 33 |
50 | none
|
0 -> 5
| 25 |
33 | 1
|
6 -> 15
| 20 |
25 | 2
|
16 -> 30
| 10 |
20 | 2
|
31 -> 50
| 5 |
10 | 3
|
51 -> 70
| 3 |
5 | 4
|
71 -> 85
| 2 |
3 | 4
|
86 -> 95
| 1 |
2 | 5
|
96 -> 100
| none |
1 | 6
|
101 -> 120
| none |
none | 7
|
121 -> 150
| none |
none | 8
|
150 and up
| none |
none | 10
|
Laboratory accidents: These are completely random
- Roll:
- Equipment to used for this process damaged 1-100%. Must be
fixed or replaced.
- As above, completely destroyed. Damage done to those within
5' = 1/10 effect or d6/3 levels.
- As above, but all equipment in lab.
- As 2, but only for stored materials in the lab.
- As for 1, but % of the lab, including stored materials, records,
structure, equipment and destructive effect. Roll 1/2 level as
d6 effect in a 3d10' radius, and d3 per 3 levels in shrapnel.
If it is not obvious what type of effect, roll (1). fire, (2).
cold, (3). lightning, (4). sonics, (5). acid, (6). poison gas,
(7). crush/shockwave, (8). disintigrate, (9). sand (elemental
erosion), (10). combination of two.
- Alchemical product, or variant released in a bad way.
- Materials corrupt in their worst case way, releasing appropriate
effects.
- Site is contaminated magically, 20% chance of being alchemically
"sterile," otherwise -d20% permanently.
- Alchemist contaminated, warped, as per elements involved,
cumulative +d3% chance of insanity.
- Delayed reaction (33% above, 33% dud work, 33% works, but
result is
(1-25%) unpredictable, magical effects modified - unknown
(26-50) volatile, may go off at any time or by specific &
unusual triggers.
(51-75) short duration, only lasts a fraction of normal duration,
loses potency.
(76-00) leaks 'radiation,' depends on elemental makeup and intended
effects, always harmful and polluting.
Special effects when rolling to produce stuff.
Note: -1% chance of a special roll on a given process each
time that a special is successfully rolled.
- Make % more than expected.
- Discover a way to reduce time by 3d10% (with this process)
- Discover how to reduce cost by 5d10% (with this process and
these materials)
- Discover the precautions to reduce risk by 2d6% (this process)
- Improve lab condition +5 generally, +10 for this process.
(Only 3 improvements may be made to the lab, in general.)
- Gain a +3d10% knowledge of either this process, type of effect
or the materials involved
- Improve the results duration by 2d6 times
- Discover d4 variations to the formula (requires minimal experimentation)
- Discover a way to cheaply refine materials (-d50% cost) with
excellent quality (+2d10%)
- 2, 3, 4 and 7 above
- Choose any three from 1-9, no duplicates
- Discover a new formula (requires minimal research), with +d20%
bonus to time, cost and risk.
Availability of Materials, Equipment and Formulas:
I suggest that these are determined by a game master by answering
a sequence of questions:
(i). How major an alchemical 'industry' exists in the region (world,
nation, province, city...)? Which? Examples: poison, fueled engines,
explosives, healing, illucinagens, sensitives, internal potions,
magical materials...)
(ii). For the list of major types, and minor ones (see list above,
and the one that was prepared), list the major 1-5 producers in
the relevant major regions. Make up names for them, and include
a brief description of (a). who or what their supplier of materials
and equipment is, (b). what are their affiliations, (c). what
is their major aspiration, (d). what is their major challenge
at this time (family feud, debt crisis, rivalry with another,
etc.) With this information it will be easy to fit a new up and
coming alchemist into a bigger context.
(iii) List somewhere between 3 and 10 PRODUCTS of each of the
major types and 1 to 4 of the minor types that are commonly known
and available on the market. Who produces them? (The top items
should either be competitive or jealously monopolized.) Leave
one or two unused. These are discoveries waiting to happen.
(iv). For each product listed, consider the components and equipment
needed to produce the materials. This is where the majority of
the professional concerns of an alchemist lie. Think about material
problems, storage considerations, manufacturing risks, legal considerations,
the market, hostile competitors. The easiest way to control the
access of alchemy to the world in general and to alchemists in
particular is through scarcity of the components used for alchemical
products. List the rarity of components, you might use a one to
ten system, one is common, ten is rare:
- available locally, refined
- as above, but only through special suppliers or agents
- as above, but through special orders (need to prepare some
each time), long delays
- either as 3, but unpredictable, or limited source with competitors
drawing from the same
- available only through a long, tenuous trade route. Unpredictable
and possibly low quality
- as 5, but complicated by border laws, competition or banditry
- only specifically obtainable, from far away, requires political
maneuvering and connections + long trade route.
- only a limited or single source, or one stockpile in existence,
fiercely competed over or secretive, must be dealt with
- directly
- unknown source, requires a hunt and personal involvement
- as 9 but not even in the same world/universe (requires interplanar
travel and perhaps even years of searching)
Alchemical Products: ideas and examples -
1. Poisons and Toxins: These may be gums,
fluids or powders. Minimum level: 1, Production cost: 25-100,
time: 2-8 days, Solvency: 3d6 weeks.
- Toxins: Classic poison does damage in d8, say 2d8
+ d8 per 3 levels of alchemist over first level. Effects could
also cause biological reactions such as nausea, blindness, paralysis,
unconsciousness, disorientation, confusion, weakness.
- Mystic agents: Administered to a living being these
do small magical assaults, ranging to major and complex ones at
high level. See the appropriate form of magic for the alchemist's
temperament. Spell casting competence is one level of spell for
every three alchemist levels, the first level able to use a new
spell level, the effect is half strength, the second at three
fourths strength, and lastly at full strength. This allows for
magical sleep potions, charm powder, web pellets, etc.
2. Essence: fluids which become a gas. Minimum
level: 2, Production cost: 20-150, time: 2d6 days, solvency: 3d6
weeks.
- Magic Perfumes: Fragrances have field and presence
effects, usually interpersonal. Raise or lower "reaction
rolls", set the stage for confrontation, seduction, being
ignored, rational discourse, etc. It may be specifically brewed
for one individual to placate, influence, distract, put in some
particular mood or state, etc.
- Psychodrugs: Cure or cause: insanity, delusions, insensateness.
Implant or distill out of blood: memories, minor psychic abilities
or magical affinities, internal awareness, skills, psychic resistance.
Interrogation serums, will diminishing doses, temporary knowledge
(language, plan/information, cultural familiarity, how to cast
a particular spell, etc.)
- Sensitives: Do basic detects, either glowing in the
presence of what is to be detected, or more sophisticated. In
the field experimentation may be done, with the proper materials
and tools, to research a particular detect and get detailed information.
For instance, a detect undead rig may allow an alchemist to determine
the power of the undead "presence" its direction within
a limited range (say 500') and the numbers of undead involved.
He might also gain information as to the type of undead. Roll
60% + 3% per level over for detects, and d10% information per
2 levels of researcher (bonuses of up to +20% for good equipment,
+20% for familiarity with the subject in question, +20% if more
time than required is used.) Typical field studies require at
least 10 minutes.
3. Substrates: Unstable solids. Production
cost: 50-200, time:2d10 days, Solvency 2d6 months.
- Insulators: for packing alchemical stuff to preserve
it, keep magical forces and people from detecting it, keeping
it safe from magical forces and trigger effects (particularly!).
Also: gas masks, environmental protection gear, flash protection
visors, jumpsuits for protecting against one form of magic (10%
per level), and so on.
- Environment Modifiers: Make a climate, type of air,
etc., in an enclosed region (at low levels this must be contained
in a suit or box, at high levels it effects unbounded spaces of
limited radius.) Mists, dust clouds, ice patches.
- Fuels: Special direct use fuel (lamp oil, firewood,
torches) that have enhanced longevity and other magical abilities
(as with a different alchemical power. See Mystic Agents above.
A spell of one level per 3 levels of alchemist may be woven in.)
In the case of Alchemist skill (8): Artificing, this makes the
required energy source for the machinery.
- Triggers: Causes stored magical energy to release,
either in a controlled way or completely. Delayed triggers = fuses.
Wand/rod/staff dischargers, scroll fuses, trap triggers, magical
item power sparkers.
- Explosives: At first merely physical (possibly with
shrapnel), later with a magical attack form (see General Magic
notes for magical attack forms. Add +3 levels to the minimum for
mages to find the minimum level for use by alchemists. A Fire
Bomb, for instance, will do d8 per two levels of alchemist, and
the alchemist will need to be at least 8'th level to manufacture
it.
4. Ointments: Jelly. Must be administered
to a being over the course of a minute. Minimum Level: 4. Production
Cost: 75-250, time: 3d8 days, Solvency: 2d6 months.
- Balms: Remove - pain, fear, confusion, enfeeblement,
slow, shock, etc. Only minor, temporary effects (none like paralysis,
blindness, mind control, etc.)
- Food/Bio Substitutes: Alchemeals, blood replenishers,
limb fashioning putty (temporary prosthetics), woundfill (temporary
healing/life support), water/drink pills.
- Insulators: As (6) but can give physical protection
vs. elemental attacks, force (armor bonus), to contact attacks
(slimes, priests), or to glue/slippery effects.
- Antivenom/Antitoxin: These negate natural toxin damage
(generally) or a specific type of magical/alchemical toxin. One
die per 2 levels (general), one die per level (specific: as in
all paralyzing poisons). These stop the effects from continuing
and increase recovery time for the already manifested effects.
A higher level effect (as a Potion, Level 10 minimum to produce),
is an Antidote. This cures the damage that has already been done,
as well.
5. Philter: fluid. Minimum level: 5, Production
cost: 120-300, time: 3d10 days, Solvency: 3d8 months.
- Emotional/Mind Control: Rapture, Despair, Fear, Desolation,
Disillusionment, and so on. May influence in these regards,
or incapacitate. Mind Control includes specific preprogrammed
commands or receptivity, or perhaps mental states (pacific, selfless,
complete surrender, uncompromising, as examples). They may also
include an IDEAL to which the person will adhere, something to
be loyal to for the duration of the effect.
- Illucinagens: Allows one level of Illusion magic effect
per 3 levels of alchemist, as per Mystic Agents. The effects only
manifest for those into whom this material is administered. Must
be completely defined and specified at the time of production.
This is in contrast to most Illusion magic which allows the Illusionist
to fashion it impromptu at the time of casting.
6. Salves/Oils: Viscous fluids. These require
d6 mt of covering a surface before they take effect. Minimum Level:
6, Production cost: 150-400, Solvency: 3d10 months.
- Healing: Promote healing (3% faster per level) and
stop all effects yet to come from topically administered effects.
Healing IN GENERAL can be done 2% faster per level. Specifically
for one type: as rot, decay, poison, disease, acid/base, transformatory
(slime,) psychotoxins, undead spiritdust, etc. In an oil form,
a being or garment may be soaked to temporarily imbue with protective
qualities (5% per level, that much damage reduction.)
- Magic Effect Sponges: The more specific the more efficacious,
general magic (3%, 2 pts.), type of magic (4%, 3), specific effect
(5%, 4), specific time/caster/place (8% + 1% per item, 5 + 1 per
item). Has an absorbing effect on magical force. The absorbed
material can be reused as powders with some alchemical treatment
(see [26]). Force must be external (beam, bolt, radius, cone,
field, environmental, etc.) not internal enchantment - as "explode."
Object or being so prepared reduces the effect of the damage by
the above percentage, up to the maximum number of points.
7. Elixir, minimum level = 7.
- - General Magic Power: The base material for transformation
into other alchemical substances. Must be manufactured or purchased
for alchemical work. Specifically prepared it can provide a spell
casting magician with extra mystical energy (as in a small shot
to drink while casting such and such a spell, or an urn filled
with it to douse some conjuring tool in during a specific incantation)
+3% energy per alchemist level or so.
- Releaser: The philosopher's stone. Reduces magically
composed objects and substances into their potential, thus releasing
their effect. Has the following uses
- Studying and discerning the properties of an unknown
alchemy (can release a minute fraction - if successful, see below.)
- Trigger - can be made as fast as a mt or as slow as
months.
- Overcome inhibitory agents, fields and allow magic
out.
- Can be used with dangerous or volatile stuff to separate
into 2 recombinable substances, put them together to activate.
- Slowly bleed off a potent magic (not necessarily alchemical)
for use or merely to deplete it. Power is on the order of Sponges,
listed above.
8. Tincture: Fluids, resins. Minimum Level:
7
- Elemental control: fire, water, earth, air, Technics
- see the general magic spell. Add to this substance (i.e.. make
a lot of fire out of a little). Note: volatile alchemy, it can
cause violent effects from accidental release up to d8 per level
of alchemist (roll to see how severe.) Best used slowly and in
calm, otherwise accidents are possible (worst case = 50% - level
x 3%).
- Transformation: Change materials from one specific
nonmagical substance to another. (Note no refined or tooled materials
can be produced, though refined materials may be used as the source.
Also, no living matter may be the source or product.) The quantity
of product per wasted raw material is greater the stronger the
material. GUIDELINES: Gems (0.01%), Metals (0.1 to 1.0%), Hard
stone (1%), Normal Stone (5%), Porous Stone (lava rock, etc.)
(10%), rubble, stones, lint (33%), sand (50%), mud/dust (100%).
This fraction applies to both source and product: ruby to mud
is as bad as mud to ruby. One gem to another would be almost useless.
The remains, (untransformed) form a muddy mixture. Extracting
products can be costly and time consuming, and unless the transformation
is done in a laboratory, the product is often broken up into little
fragments. In a lab, the products can be fashioned into a particular
shape. 10 cubic feet per level, ideally. Roll d6 + 4 in the field.
Takes at least 5 minutes.
- Solvents: Break down materials as above, to a muddy
oil. It does this much faster (d10 mt) but the effect lasts only
for minutes, at which time the material reforms! This may also
be used to dissolve a particular form of elemental magic that
has been controlled (as with a tincture of elemental control.)
Used with a MATRIX the oily dissolved matter can be reformed.
In other words a wall of fire could be rearchitected with the
right tools, or mists recongealed into floating letters (one would
need a set of 'type faces') Roll as dispel chance.
9. Extractions: Solids. Minimum Level: 8
- Special materials - magically strong: Mix with specific
materials and get transformations. For instance, shaped clay can
be transformed into steel with the magical property that it is
resistant to steel and will not allow teleportation in its proximity.
Water can be made to stop all astral and negative material (forms
a barrier to noncorporeal beings.) Sand could be made into a tearproof
cloth. The strength must be adjudicated, with the following trade
offs: advantages STRONGER, LONGER DURATION, disadvantages MAX.
AMOUNT OF EFFECT IT CAN STOP/EXCLUDE, CHANCE OF SUCCESS, could
be merely RESISTANT rather than PROOF.
- Special materials - Strong magically reactive: Materials
with latent powers that react with magic to achieve their results.
The power of the effect must be limited to full power of a particular
form of magic (elemental and derivative) of alchemist level -5,
less 10% effectiveness or (you choose) chance of working per level
over.
Typically the effects MAP one form of magic in a specific way.
Maps can include:
- Concentration: lessen radius,
- Diversion: changes target,
- Dispersion: widen radius, scatter effect,
- Reverse: turn on source or caster,
- Agitation: make control difficult and fumble unlikely,
- Attraction: draws force to itself,
- Wild Current: draws (d6-1) times the charges/points,
for 1/3 that bonus,
- Lingering Pocus: attack, sustain, decay, release -
control timing of effect.
10. Powders: Minimum Level: 9
- Contained general magical effect (field, cone, radius),
radius enchantment, not internal: An alchemist specializing in
a particular elemental type can make powders of that form <as
spell> of -3 levels of caster, of each additional 'specialty'
know, -1 level in each (up to 3), or general only at -4
levels. This is the 'classic alchemy' of such items as 'powder
of invisibility', slip or itching powder, and so on. For targeted
spells, the powder must be applied to the victim. No bolts or
beams, though regions are OK (see above.)
- Covering (dis)enchantment: Disenchantment equates to
a general dispel magic at -3 levels, a particular type at even
on, a particular spell at +2, and a particular enchantment at
+5. Enchantment on the other hand allows a specific form of enchantment
over beings or alternatively, objects. The control of beings would
be paralysis, muscle spasm, stone flesh (+ to AC, - to speed and
agility,) 'golemization', shape change. To objects animation,
flight (say a carpet,) assembly (weeds become a hut,) control
(all items in a room, a set of armor, a ship's mechanical equipment.)
Minor elementals can be evoked as well.
11. Potions: fluid, must be drunk, requires
d3 mt to take effect. Minimum Level: 10
- Contained magic effect (internal): See 26, but the
effects are internal. Any spell may be transferred.
- Internal conflict: allows enchantments, possessing
entities, etc. to be fought. Resistance roll allowed is at +5%
per level of alchemist, or +1 to saving roll die.
12. Descants: solids. Minimum Level: 12
- Neutralizers: See the effectiveness guidelines of Sponges(Salve/Oil)
above. Unlike Sponges, neutralizers do not get used up. If they
fail they are diminished by d10% per 3 levels of caster. If they
succeed, the magic fizzles out. Radius of 1' per 2 levels or magic
passing through. Can be utilized by a trained alchemist so that
the effect seems to have worked for d6 mt. If it works against
a particular caster or item's effect, it will always work against
it.
- - Magically active materials: of a general magical sort, such
as portable
- holes, magic mirrors, portable dimension doors, wand rechargers,
etc. There are two general types, passive and active. Ideas for
passive (continuously available, though for a finite life span
or limited number of uses):
- Resistant, to a particular form of ambient magic (as
detects, presence, triggers) 5%/level.
- Resonates, detecting a particular type of magic 100%-3%
per level under 20th. Roll % of that chance = amount learned after
3d4 minutes of study.
- Memory, records sounds, movements, spell casting, images,
actions in an area for later scrutiny.
- Trigger, selectively upon detecting particular person/action/force/etc.
- Mask, magical (potential, not active) of an entity
or object (to nothing, or AS something).
- Storage, allows less volatile store for alchemical
materials, can have passive applicator functions (constant exuding,
splash when touched)
- Ideas for Active magical materials. These have a limited number
of charges, or can only operate for a finite amount of time with
charging up intervals between.
- Resist active effects.
- Produce sound, magical activity as if a "group"
were active.
- Applicator - propels, pourously exudes, jet nozzle,
eject, magically sharp pierces, etc. alchemical stuffs.
- Emit magical force (fire, cold, acid, wind, etc.)
- Material property - hardness, sharpness, size, weight,
shape can be controlled.
- Exude basic components used to concoct essences and
substrates.
- Animation (walking, talking, etc. though without any
capacity for thought.)
13. Necrostractions: Minimum Level: 13.
- General: A strain of necromancy involves alchemy. See the
necromantic "spells" such as Embalming, Zombie Toxin,
Reanimation Serum, Ambulthembok's Desercastion, Dread Bloodpooling.
Use of this alchemy does of course entail necromantic risks. Alchemist
is as -5 level necromancer.
- Animated/Haunted objects: Anti life and necrointellect suffuses
objects. In a (hopefully) controlled fashion, ropes become python
sentries, curtains fly giant ghost bat reconnaissance, a gob rises
as a multilimbed shambling assassin. General malevolent versions
with unknown effects are possible, or carefully prepared and programmatic
versions (must use previously arranged materials for best results.)
These creatures may have magical/undead abilities.
- Tailored life and other horrors: Living hosts for undead parts.
The former are used up. The latter are controlled with
a very simple set of directives or by a sophisticated necrointellect
(if the alchemist fails or omits to control the soul parasite.)
The effect is hidden from all, including the host, who will "on
occasion" manifest, then remember nothing. With each "use,"
the chance that the victim will fall apart (totally or fully)
increases. The rate depends on how powerful and perverse the soul
parasite.
14. Vivocultrance: modified plants and their
products. Minimum Level 14.
- Sentient substances: Yes, honestly, objects can think.
They lack intuition unless patterned after an entity (takes d12
months). Combined usually with animation (see magically active
descant, [7],) or twisted horticulture (see below.) The intelligence
is usually 1/2 user level (6= ape, 7= idiot, 8= limited person,
9= below average, 10= average.) Greater intelligence is available
only if the intellect is not general, but merely focused on one
single domain. In this case, intelligence equals caster level.
The obedience of the entity is assured (as with automata) unless,
by accident, the object gains a lifeforce (d3 + 1 usually.) In
this case it has its own spark of life, creativity and fate. This
will be secret and possibly merely latent. Could result in true
loyalty or rebellion. Generally has a low total active duration
or very little active time per interval, unless "alive,"
then the activity is limited by the lifeforce (once it becomes
expressed.)
- Controllers: Idea serums (living material) can be added
to people, animals or 'sentient' plants and provide a disease
based form of mind control. The victim's actions and will are
mandated, while the victim's intellect works to make it happen.
Can remain hidden for quite a long time until triggered. Damages
the victim physically and psychically, even while inactive, and
this can provide a clue as to its continued threat.
- Mutation: Warp living tissue into marvelous new forms.
Note this may allow or entail psychic mutations and insanity to
control these new 'parts.' Life force is often reduced.
- Special breeding: The alchemist prepares animals through
generations of breeding, diet supplements and assisted fetal development.
The progeny become faster, smarter, larger or exaggerated in some
respect. They will possibly even have a magical capability (see
descant-Materials, above, for ideas.) They will breed true only
with others of the same strain unless the alchemist assists. Otherwise
80% chance of a lame runt, 20% of only 20+d50% abilities and qualities.
The progeny is 10% fierce and untrainable, 5% slothful and unmotivated.
Otherwise, they can be bread for obedience (how successfully,
though?)
- Twisted Horticulture: The sky's the limit here (Jack.)
Imagine the horrid hedges and mighty flower arrangements here.
The potent herb garden and the roving carnivorous forests. Can
be bread for physical capabilities or even magical qualities.
These entities always have their own will, they cannot be trained
or subjugated except through force.
- Advanced Healing: Grow organ replacements, limbs, even
spines. The process requires the recipient's tissue and 3 to 10
weeks of implant and bathing in special enzymes. Note the new
portions have their own lesser life force, aging faster, more
susceptible to magic and undead attacks and will not share in
general transformation. Could also involve other 'enhanced' parts
such as claws, stingers, wings, body pockets, gills, you name
it.
15. Ubiquivence: Minimum Level: 16.
- Shadowstuffs: Semireal agents, beings, substances.
These lack essence which can only be "won" for them
on the Shadow Plane. These creatures can take on almost any form/role,
though usually as completely nonmagical beings or objects. Often
this material provides indistinguishable replicas of beings.
- Universal Solvent: Breaks any substance down to elements.
These may be collected, reconstituted, recombined, alchemically
studied, utilized and safely destroyed. Note though that some
substances are very difficult to handle or destroy, and can even
recombine through their own force!
Life Stimulant: Applied to a 'vessel of life,' perished
in less than d10 minutes +1 per level of alchemist, the ubiquivence
restores life (see resurrection chance and rules.) Note, if time
has elapsed, this stimulant has necromantic effects!
The rules above helps to come up with alchemical commodities.
Those below, however, do not directly 'fit into' the system described.
Designing alchemist's works allows the player great freedom. The
rules should provide inspiration and a sense of proportion. The
terms for products and so on may be adopted or ignored, as the
game master wishes.
Ingredients:
The need for ingredients provides one possible way to enrich the
use of alchemy in a gaming context. An alchemist would have to
constantly remain on the look out for valuable components, possibly
even making excursions to obtain them. The availability or penury
of these substances would enable or prevent alchemical production.
Finally, the materials have interesting properties in their own
right.
- Kriyyuk: A clear dense fluid which forms beneath battlefields
from bones and weapons in decay. A very active material, it is
hard to obtain and difficult to keep. It must be distilled with
sea water and iron webbing under starlight, and any sunlight,
ever, causes it to become inert.
- Limnshrot: The char of the windward side of trees struck
by lightning is a strong effervescent, with many air/storm properties.
Easy to collect, it is also dangerous to store. In containers
without a perfect seal it builds up a strong mystic-static charge.
- Sepril Quince: In deep mine shafts where there was
silver removed long ago, a violet gelatinous mold occurs. The
violet spores contain a universal sensitive agent, but without
the suspended gel it is highly toxic in the long run (similar
to gaseous mercury). It must be kept cool and moist or it putrefacts,
releasing the spores.
- Turbid Globules: These oily beads have marble patterns
within them which become active with heat. They function as a
mixer for incompatible substances, and other diverse alchemical
media. They are found in ruins where powerful destructive magic
burned paint or patterned glass or tile. If crushed into other
alchemical goods, these will often neutralize them.
- Wavefroth: The foam of sea water after a strong wind
which is collected on a beach has excellent 'motion' abilities,
as long as it is kept in constant motion until used. (It must
be scooped up as it rolls in).
- Rayklem: Melted candle wax obtained in perfectly still
air is a 'ubiquitizer.' It must be stored in a container lined
with dust and left undisturbed, the more so, the better.
- Sikled Tint: The spine of icicles exposed only to twilight
for successive days retains a gleam. These, cautiously trimmed
while frozen to as near the spine as possible, may be melted to
produce a strange and unpredictable sparkling fluid used in some
alchemy.
- Plise: A highly agitated substance may be obtained
from ancient dried blood on weaponry (the older the better). Exposed
to skin it causes restlessness and ferocity. In psychic concoctions,
it allows violent intrusions and effects. Must be sheltered from
noise.
- Torrent Plume: Threads of feathers from aerial creatures
that have never touched the ground become essential for all alchemy
of prolonged flight or weightlessness. They will slip out of any
seal and float away, except moistened clay pottery (must be kept
from drying and setting).
- Seersilk: Aromatic results of burnt clean webs is a
powerful substance. It will combine with other gases to form a
filament, so it helps store and prepare alchemical components
for use. It has other physical properties, such as lubricating
locks for easier picking.
- Fairy Dust: This twinkling dew is often called dust
because it retains its distinct twinkle despite mixing it with
other fluids. It occurs around fairy magic, at the first change
in natural light in magical areas, and it doesn't last long unless
put into special crystal flasks.
- Tindergill: A small opalescent worm grows in the soil
of magically active regions. The worm has a particularly shiny
ring which can be seen only under firelight. If pulled from the
ground, the ring may be plucked off (within seconds, only), this
iridescent flake may be stored in pure iron. It will function
as an active magical catalyst and storage material for any of
many forces. It must be handled gingerly, because it may be 'charged'
already...
- Linguiss: Shredded parchment with often read words,
repapered into a drum and exposed to the vibrations of speech
(specific chanting rhythms) attains a word magic property. Powdered
it becomes the essence required for translation magic and communication
qualities: constructs may only speak and understand words if this
is added.
- Leggat Simmero: A small disk shaped stone found in
surfaces exposed to extremely loud sounds for very long periods
of time. The stone holds various sonic properties. It does not
keep this long once it leaves the particular sound environment
from which it originated unless stacked correctly in a well oiled
bone container. If crushed or impacted, serious vibrations escape
and the Simmero is ruined.
- Tarothyre: A bizarre substance of rare and unpredictable
occurrence, red crystalline gourds which when sliced have mirrored
segments. The first gazer within might have an oracular
vision. Chips of this cause abnormal mental states when ingested,
increasing the recipients general sensitivity. Without other mediating
ingredients, the substance is toxic.
- Abyssium: This material occurs only along the walls
of abysses, and is therefore difficult to obtain. It allows various
metamagical qualities to be worked with by an alchemist (such
as dispel magic or anti magic fields, as well as magic storage,
and spell turning.)
- Prime Material: Found in places of creation. This is
matter that has imbued in it the raw potential of any form.
- Effluvia: Debris found near gates.
- Knowgrist: found in the cracks of ancient libraries
of mystic tomes.
- Ebonum: dissolved essence in water that has been in
darkness at all times.
- Netherobelia: Parts of particular demons.
- Skorchmef: Active parts of a fire induced catastrophe,
(natural fire).
- Exsanguinitic Positum: Certain remains of a battlefield.
- Site Siftings: Found along the great thoroughfares
of ruined empires, as well as their civic centers. These powders
have great MASS EFFECT enhancing abilities.
- Shuttlent: Found in places where captives were held
far too long.
- Necrobilia: Parts of particular dead magic beings,
or nonmagic beings. These are one of the most common ingredients
used in alchemy.
- Elemental Tailings: From fire, water, earth and air
effects of great magnitude, in some way enhanced by energies from
the planes in question.
- Historiproxics: Some of the original material of which
a history making object was made. The type of event may be specified
(i.e.. metal of which the assassinating weapon of an usurper was
forged).
- Spectroplasm: This excited material comes from the
energy of death, either of living or unliving essences. It may
only be collected by special religious/technological means. Spectroplasm
may power a variety of techno-spiritual devices and is necessary
in some alchemy.
- Variotope: A morphic metal found in areas of intense
magical vulcanism.
- Subtractinct: Acidic moisture in concentration able
to dissolve all save Orichalcum, found in areas of serious CANCELLATION
effects as dew. It must be collected and concentrated to have
any potency.
- Fluxors: Hard minerals with crystalline structure (tiny/compound)
that emit any particular prismatic light, when arranged in the
correct geometry. Many alchemical materials require laboratory
instruments which function using these resulting magical energy
fields. A very finely tooled mechanical apparatus holds the crystals
in the correct alignment to produce a magical field. If this alignment
is broken, it will no longer by useful as a device to produce
alchemic-al materials, and it may explode, releasing dangerous
magical energies. Fluxors are found in areas where places of magical
power meet, (say between a mountain and a sea, where both are
connected to some extent with an elemental plane. Or between a
magical expanding swamp and an island which has been preserved
through some spiritual protection.)
- Rarifich: At the center of a cyclone of a water spout
or tornado, a vapor collects. This vapor, hard to collect, possesses
great "purification" capabilities.
- Seemqueth: Massive illusions which last over time produces
a semisolid at the roots of certain vegetation in the area. This
adaptive reality trope material functions as a base for many psychic
and illusion oriented alchemical concoctions.
- Morfium: Natural decay of "stoned" beings
produces some 'dream matter.' Trolls are the best source of this.
Used for mental alchemy and to imbue alchemical constructs with
some (very small) measure of intelligence.
List of Alchemical products, examples and fun for
the whole family
The purchasing prices that I include are relative to each other,
but should be scaled appropriately to the economy of an individual
gaming world. In the following list, purchasing prices indicate
cost for those who buy the alchemical product, not the cost of
production for the Alchemist.
- Norbile Winterquome: a toxin which causes slowing for
d6 mt, save to -4 dex and agil only. Effects only nonmagical creatures.
[100/dose]
- Womdass Trenchmusk: causes those hit to save (20 -
CON/2) or "die" for d3 mt, and then attack and defense
-4 the first round, -3 the second, and so on. Only the latter
happens if a save is made. [250/dose]
- Devenomizer Grelk: up to 8 dice of remaining vemom
in a being's system is reduced in effect by 50%. Allows d6 per
day healing of all of venom damage. Applied by an injector stick
with a tear shaped sack of white-green swirly goo. [50/dose]
- 4. Plunt: adds +2 to the damage done on missile weapons
due to magical crunching. [20/dose]
- Voldami Demontears: Powerful toxin which causes a victim
to burst cracks which bleed acid, doing 3d12 acid + d8 burst.
Acid damage is 1/2 initial and the rest over 2 mt. Save is at
-2, (to no burst), and vs. the acid (to 1/2 damage) is at -3.
[450/dose]
- Funchstones: Used in a sling, they explode on impact
for +d10 fragmentation. 25% chance of getting the full 10 points
if a direct hit is made.
- Melkzo: Solidified toxin arrowheads that melt in a
wound (if left in more than d3 mt, and do 2d8+1 poison
- Swalt: A shaker with powder that becomes a snow cone,
3d6 cold in a 20' by 10' area. Without expertise it will become
a 5' r. blizzard around the user (roll DEX*3 without knowledge
to be OK.)
- Squozo: A tube of paste that expands, 1" becomes
1' and it shoots 60" per mt (up to a 1/8" stream), with
a range of 30'. A maximum of 600" within the tube. It hardens
after expanding in 1 mt after squirting. It becomes a cracky whitish
blue powder rock in 10 minutes, as strong as sheetrock.
- Acid flask: connect to a flexible weapon such as a
whip, net, flail, etc. and bleeds for acid damage. Ability to
splash it.
- Vortex gauntlets: stored wind spirals in reinforced
gloves and wrist reservoirs. Allows controlled flight at 100'
per turn, 30' max height. Requires practice.
- Engraver's Shards: These are made primarily of black
jade, so they are very costly to construct. [300] They require
3 days to make. When they are rubbed vigorously together then
exposed to a high temperature, the tip comes off and a 10' long
by 3' wide cone of black shards sprays for 5 minutes. Each 15
seconds will dissolve one cubic foot of stone, for 20 cubic feet
total. They are 8 inches long and an inch in diameter with a point
at one end.
- Expando Phome: This blue-black gel will expand upon
exposure to air to a 10' radius per oz. It expands in one mt,
but is soft (like shaving cream) for another 19 mt. After that
it will harden to a Styrofoam consistency. (During the soft phase
it may be sculpted.) It lasts 3d10 hours, floats with up to 2,500
lbs. buoyancy per oz., and insulates against cold 75%. It requires
3 weeks of hard labor to aerate properly. [195 material cost]
- Frigigas: Upon exposure to air, it will freeze and
form crystals. The damage done is d10 cold and d6 laceration.
Each 1/10th oz makes a 10' diameter sphere of the gas. More gas
does no more damage, but increases the radius. Damage is not divided
among those in the cloud and there is no save (the effect is not
magical.) Takes 3 days and [1800] per oz.
- Cussor Grenades: Each egg shaped/sized coppery egg
is triggered by touching to a pitchfork (or at the precise pitch!),
1 mt later. They then explode doing d10 in a 5' radius, +1000
foot-lbs. telekinesis, d6 and 500 foot-lbs. telekinesis in a 10'r.
The telekinetic shockwave does no extra damage, but it will throw
all nearby away, (the distance is obtained by dividing by the
weight of those within range. Takes 1 day and [250] to make, but
10% they will detonate, each, while making.
- Oslettik Poison: Does d8+1 magical chemo-electrical
damage. It can be made directly by directing lightning through
an icicle made out of dripping snake fat.
- Secherent Drops: One drop covers 5 square feet or one
HD of slime with steel like hardness, remaining on the fluids
surface for 10 min. It forms in 1 mt.
- Gastrap Granules: Spread out, or left lying in a pile
(1 oz. will absorb a thirty foot cube or 35' radius of gas or
mist. If there is more than this amount, it will proportionately
thin out. This requires 1 mt with a 1 mt delay. Gaseous breath
weapons effects will be absorbed 75% -5% per level of effect.
Permanent.
- Dopplegoop: Clay of twice the volume of a given object
is required, weighing 50 lbs. per cubic foot. An object is encased,
left for 10 minutes. The hardened clay is carefully cracked open
and the object is removed. They casting of the object is reassembled
and a special oil is poured in, one drop per cubic foot of the
object (or fraction thereof.) In d10 minutes, a physical replica
of the original is created, with perfect accuracy. It lasts 21
days, but with none of the original's special properties.
- Grounding Fluid: One drop forms a 10' circle into which
all airborne objects fall. Any missile weapons passing within
30' above the circle will fall into it directly. Flying beings
must save or plummet up to 60' above. The effect lasts 10 minutes.
- Squeeze Oil: A spattering coats a living being, who
can then squeeze themselves through gaps down to 1" per 3'
tall. They may also wear garments or armor of those much smaller
than themselves, slither through pipes, and so on. Movement in
an elongated form is 10' per turn, and the only sense perception
available comes from tactile senses. Accouterments are carried
along as well.
- Hyperplosive Crystals: Kept in a box with hot coals,
they will explode in a 5' r. doing 3d6 sonics and 2d8 fragmentation
to all in the region once they are removed from the heat. Each
point of cold detonates them 10%, unless insulated well (still
3% per point). Maximum of twice the effect in a 5' r., after that
additional crystals add a 2' radius to the doubled effect.
- Veinfiber Drops: Each falls for 100', leaving a clear
tube 1/10th of an inch in diameter. This will transmit fluids
in either direction at the rate of a cubic foot per second (about
10 gallons), or 60 gallons per mt, for 5 minutes. Turns on and
off and aims by gripping it in different ways.
- Necropoltice: A brew which causes the drinkers flesh
to roil into foul gasses into ebony skull eye sockets. In one
violent mt, he or she is transformed into a free willed skeleton
for 10 minutes. Damage inflicted upon the skeleton is twice as
severe to the drinker upon reverting to a living being when the
duration ends.
- Miregel: Trailed in one's tracks, any who approach
them within 20' and follow them for 100' must save or sink into
the tracks d20 inches (or the ground nearby). The victim remains
mystically immobilized for 10 + d10 hours, unless the effect is
dispelled (a "7th level effectiveness" enchantment.)
Lasts 1000' of footsteps per dose, and doses may be applied more
than one at a time. The victim must know that he or she is tracking
the one using the Miregel for it to effect them.
- Eyesalve and Song: One dose blinds the recipient, who
then hums or sings and is able to sonicly perceive in the visual
field. Immaterial beings are invisible, but invisible entities
are clearly seen. Immobile objects are out of focus and appear
as in a featureless background. This lasts for one hour or until
a countersalve is applied (takes effect in d6 mt).
- Spacepocket Spray: One puff of an aerator spray creates
a 10' bubble of shafts of distorted light (white). All teleporting
entities, to or from within 200' of the pocket appear inside it
100% - 5% per level of caster of the teleportation, if an artifact
caused the teleport, it works 75%, if a demonic or multidimensional
entity, 40%. The effect lasts 1 min + d10 mt. While the space
is occupied, other teleporting may go on freely.
- Suprabondall Pigment: Objects or entities are put on
a special canvas, up to 100 lbs or 10 square feet of surface per
dose. In 5 minutes, the objects or beings on the canvas dissolve
in drips of colored oil, creating a perfect likeness on the canvas.
Those with life force or that are enchanted may save vs. magic.
Recently dead beings will cause the picture to be haunted by a
specter. The effect is permanent unless dispelled (level 15 enchantment),
or a special solvent is used to free the contents of the picture.
Herbal Alchemical Products:
These keep very poorly and require very fresh ingredients. They
should be somewhat more common than alchemical ingredients, as
potions tend to last longer and the common ingredients do not
decay.
- Daydream Sporebrew: This mushroom mulch causes the
recipient to experience a lightheaded drifting mind. This state
affords a 75% psychic attack resistance and such distorted thoughts
that mindreaders receive a 'confusion effect' (save or be 0-5
in all mental abilities for d20 minutes.)
- Twilook Descant: Taken when going to sleep, all onlookers
are lucidly perceived. (That is those who are watching the sleeping
being.) This even allows one to perceive those who observe him
or her remotely, as through a crystal ball, etc. One dose lasts
one whole sleep. The dozer can voluntarily rouse him or herself.
Roll % clearness of the onlooker (only a face, the whole body,
the scene where the onlooker is situated as roll improves.)
- Verity Wine: Those who drink must save or tell only
the truth, and act according to what they say. Only 3% per NIT
chance of realizing that one is acting abnormally (it induces
this 'drunkenness.')
- Resistance Elixirs: Vary between 20% and 80%, with
corresponding bonus to healing and recovery time. Examples are
Paralysis, rot, emotional effects, poison, diseases, psychic scans,
morality divinations, stuns.
- Tubwatlik: All ingested in the following hour "passes
through" with no effect. A magical nonliving coating forms
along the entire digestive track. Abnormally shaped objects up
to an 'egg' in size also pass through, but the sensation is really
disturbing. Negates all effects of poisons, potions, etc. of lesser
potency than the alchemy.
- Mulquamis Commultak: A psychic sensitivity is induced
to the object of desires (i.e. what others are desiring). Animals,
unintelligent creatures, etc. yield this impression 33% each within
100', 10% each to 300'. This chance is tripled for intelligent
beings, and 10x as good for those that are consciously 'guarding
their thoughts.' A crowd will always divulge their desires. Lasts
one full day and requires 2d6 mt of concentration.
- Morphepsycha: (save at -3 if resisted) A sleep is induced
by the drug. The recipient (drunk or injected) falls instantly
into a sleep of 10 minutes. This rests one an equivalent of a
full night, but after d6 uses there is a cumulative 10% chance
of an addiction and permanent insomnia. The result is -4 con/stam/will
power, -1 per additional day to -10 (the addict is barely conscious
in this state.)
- Seeds of Phorelmirish: One falls asleep (willingly
only,) and takes root (standing) in one week. Within 21 days one
is transformed into a tree. One loses half of one's lifeforce,
but will heal any nonpermanent wound. (A permanent wound would
in this case be one which has been afflicted upon the LIFEFORCE
of the victim - some necromantic, demonic or angelic attacks work
this way.) The duration is a specified number of months +/- d50%
accuracy, with a 10% chance of lasting d100 years. Max normal
= 100 months, min normal = 18 months. One 'detects' as a tree,
unless very potent magic is used. However, the tree has no cognitive
powers at all.
- Eternistic Cabullum: A powder which induces an egg
production in any humanoid. Males generate such scrotally, and
lay it through a temporary genital mutations. Females gestate,
as with a child. Such an egg is a translucent object 8 inches
long with a suspended embryo inside. Gestation takes 2 months.
It will hatch at a predesignated time (or immediately if magically
activated.) The infant will grow to maturity (the age of the parent)
in d20 days, at which time the progenitor will die and the lifeforce
and consciousness will transfer to the Cabullum. The child requires
care (nursing at least, and magical baths, etc. are better.) With
care, there is a 1% chance per CON less than 15 of death, with
magical care, there is no risk. With no care at all, there is
a 1% chance of death per CON less than 25. If there is no special
preparation made, the fetus will hatch in d100 months. It is dangerous
to have this egg around, as it might fall into the wrong hands!
- Meambro Tea: A trance induced releases an ectoplasmic
form of consciousness from the drinker. The form must return to
the body in 24 hours or the body dies. The form has most characteristics
in common with a spectre, though it does not project the lifeforce
of the wandering being onto the negative material plane. Rather
only magical, divine or psychic fields are solid. This form is
immune to all physical attacks (including elemental forms), but
is -5 vs. undead attacks. If the body dies, reentry causes undeadification.
The body is helpless and very easily possessed. The trance itself
gives the wanderer no indication of what is transpiring with the
body (until the body is rejoined.) If the body is lost or abandoned,
the ectoplasm will lose all will power and life force over the
course of the following day.
- Vital Folibriants: Each dose ages one d4% and lasts
24 hours. It yields a surplus of life force: +25% magic resistance,
+50% 'hit points', or a -30% 'death chance' depending on the combat
system. Demons who lifedrain suffer 50% disruption (lesser), 20%
(greater). Undead are disrupted (lesser), 60% (greater).
- Mana Medicine: Lasts 24 hours, gives +2 competence,
+4 resistance and d12 mana points of the following types: (nonmages
can use also, but gain only secondary effects.) (see chart
at the end).
- Zotoing Peelings: Fasting for 4 days before (-2 con
and stam) and eating this makes one seem plant and not animal:
inedible to carnivores. One smells and tastes wrong, and so forth.
This lasts 3d8 hours after eating.
- Arbriculcator: Sprouting seedlings and nutrients are
ingested with one week of bedridden preparation. 15 - half CON
(round down) = % chance of death. Roots emerge from skin, root
veins follow along the bones. Skin becomes bark, hair intersperses
with stems. AC = 3, +3 CON, -30% 'death chance' from spinal shock/skull
fracture, &c., -5 vs. fire and 25% more damage from such,
+4 STR, -3 DEX and AGL, -20% speed, 3 hours/day minimum in sunlight
or 10 hours in 3 days or -1 lifeforce per day, recoverable only
at 1/wk of normal sunning. Lasts d12 wks. after nutrients cease,
but 1/4 of the effects are permanent, leaving physical mutations
(and needs!)
- Tuber Psychoplux: A tuber eaten which has its own sentience.
It yields +2 psychic competence, +4 resistance vs. psychic attacks,
and a 35% sensitivity to psychic power and magic effecting the
individual personally (+5% per month of the continuous effect
up to a total of 75%) Roll 1-100% to see how much is ascertained
about the power and its effects. The tuber exerts a constant will
and in cases of survival it will command the carrier to act self
interestedly. It will naturally ally itself with a sentient plant
community. The power of the tuber in such cases is 30% chance
of control - Will Power + 5% per week that the tuber is carried.
- Revighroth Rume: A brewed syrup which induces single-mindedness.
The purpose set out upon will be pursued in a lucid trance, 50%
fatigue resistant and fear proof and at a +1 competence. Second
tries are possible at +2 and third tries at +4. (Failure during
these tries leaves one at -1 overall and cancels the effect 50%
(after second try) and (after a failed third try) -3 overall and
definitely cancels the trance.) A 'final try' is possible at +6,
but failure here causes despair for 1 hour per 5 minutes effected
(save by rolling EGO x 2 as a %.) All other effects last 1 hour
+ d12 x 5 minutes. One cannot relent from the task without being
incapacitated for the duration (until the effect wears off.) Charms,
suggestions and psychic commands to relent will not work.
- Lugraspian Shoots: Roots sink from the chewer of this
herbal gum, and after d6mt of being doused with water, bloody
veinroots shoot into the ground. (Must be applied over 'living'
soil.) Poison, venom, nonmagic gas, radioactive impurities, toxic
impurities, etc. are drained out in one minute. This negates any
future effects (not yet applied) and restores d50% of the damage
already sustained. The victim of the impurity cannot move in d6+6
hours or will bleed to death.
- Anurtri Pod: A bed of herb seals over a maimed being
and forms a living pod in 2d12 hours. The genesis of the seed
requires 6 + d10 days, during which time any rupture of the pod
kills the inhabitant. It will regenerate lost limbs, eyes, nerve
damage, and so on, of NATURAL causes. Magical damage, as from
disintegration, magic fire or ice, and so on, will regenerate,
but in a hideously mutated form. Only 50+d50% functionality is
recovered. In the presence of hostile magic of the same form,
the wounds will reappear 1% per level of the magic in question
(every time.)
- Multireality Tea: Drinker is only 50% aware of where
she or he is, and what is going on, except for MULTIREALITY EVENTS.
(Roll % to notice things going on that are not MULTIREAL or to
act each time, +5% per try up to 75%.) Detect gates, 100', 60%
(when closed), 500', 80% (when open.) Chance increases 5% per
minute up to 95%. Roll only once and figure out how long it will
take to discern the portal. Roll to find out info about: where
it opens to, how to open it, when it has been opened most recently
and what has gone through. Roll d50% for info if closed, d100%
info if open. Figuring this out takes 1 mt per 5% info gleaned.
- Herbalactives (Intracines): Force (F) = WILL POWER
+ bonus of herb (+/-20). COUNTERFORCE (CF) = 10 x spellcaster
level, or level of whatever effect. Gain +d6 (F) every successful
use, +d3 for unsuccessful use. Requires d20 times 15 minutes to
use, where one is helpless and in a trance state. If awoken, psychic
shock ensues 25% for d12 hours, and -4 to all psychic and magical
resistance regardless for 12 +d12 hours. The Herbalactives allow
one to operate internally, encountering magic, demonic or psychic
forces and possibly combating them. Non spiritualists start with
1/2 (F) an progress at 1/2 the rate, but may use the technique.
GMs describe the process interactively, giving up to +/- 20% bonus
or penalty for choices made. Rolls are 50% +/- difference in (F)
and (CF). (50% - (CF) + (F) + bonuses = chance of success.) One
action may be taken per 30 (F) each trance, and one trance may
be induced per d8 days, maximum. (See chart at the end.)
Mana medicine:
Name | Type |
Secondary Effects | Risks
|
Shorpezzen | Fire |
Start Fire with touch fist/weapon flames (d4) |
-4 vs. emotion & fear |
Milbrak | Water | Breath water or Walk on Water
| -4 vs. psychic attack |
Forshasso | Air | Leap 3x Height or Hover/glide 2' out for 1' up.
| -4 vs. stun & blindness |
Lurmtib | Earth | +2AC, +3 STR & CON or Regenerate 1/mt
| -4 vs. paralysis and targeted enchantment |
Wazomazo | Shadow |
+25% Hide -4 to be perceived | -4 vs. sonic and disintegration, light and dark
|
Herbalactives:
Min (F) | Skill
| Risks |
10 | Placate - Reduce Effects (2 x (F)) = %
The force is not aware of the tampering.
| Effects worsen by d50% (CF). Enemy notices.
|
20 | Discovery - Find out % about adversary
+1/2 ((CF)-(F)). + 10(F) vs. It in the future.
| As above, but additionally, the effects which occur over time (additional damage, etc.) occur at double normal speed.
|
30 | Delay - Further effects postponed for 1 hour per 3 (F), enemy doesn't realize.
| Immediate full effect, -3 resistence and -10(F) vs. Adversary, permanent.
|
40 | Hunt - Stalk Adversary, gain +3d20% (F) vs. the particular enemy.
| Lose secrecy, -3d20 (F) and full immediate effects.
|
50 | Destroy - Negate effects, overtly: Adversary surely notices.
| Full effects now! No further actions possible.
|
60 | Mislead - As above, but covertly: Adversary does not realize.
| As above, but -20 (F) vs. Adversary, -4 saves permanent.
|
70 | Adapt - Prereq: discovery of 50% or more. Adds 3d10 (F) vs. this effect, 2/3 of that vs. the same Force in the future, 1/3 vs. the same Adversary, permanent.
| Roll 3d6% of the opposite effect, permanent.
|
80 | Harm - Each 2% over required roll = 1% chance of psychic backlash stun d10 mt and (if successful) same chance of d10 hrs. loss of % of psychic or magical power! The Adversary notices.
|
(F) = 0 for d20 days, -d10 vs. psychic attack, ½ that vs. Magic.
|
100 | Reverse - Turns power back on the Adversary! (If possible.) Gain +4 resistence, +1 vs. type, permanently.
| Drawback as per Mislead. |
125 | Master - Allows power to be held for d20 days maximum, during which time any of the above may be done (1/day). If less than ½ the % needed is rolled, gain +1 competence with this type of magic and +2 resistence vs. that adversary.
| As Mislead, but with -30 (F) and -5 vs. the Adversary permanently and -2 vs. that type of magic for the next year.
|
©Erik Guttman, 1996