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
Toxins, Mystic Agents
2d4 days
3d6 weeks
Magic Perfumes, Psycho-
2d6 days
3d6 weeks
drugs, Sensitive Substances
Explosives, Triggers, Fuels,
2d10 days
d10 months
Insulators, Environmental
Balms, Food/Bio Substitutes,
3d8 days
2d6 months
Antivenin/toxin, Insulators
Emotional/Mind control,
3d10 days
3d8 months
Anti rot, poison, disease, etc.
6d6 days
3d10 months
Healing, Magic Sponges
General magic power,
6d10 days
3d4 seasons
Technic/element control,
d6 weeks
d4 years
Transform material, Solvent
Special Materials - Strong
d8 weeks
2d3 years
and Magically Reactive
Contained Magical Effect:
2d6 weeks
2d6 years
External (Dis)Enchantment
Contained Magical Effect:
2d6 weeks
2d6 years
Internal (Dis)Enchantment
Neutralizers, Magically
3d10 weeks
50 +d50 yrs
Active Materials
Animated/haunted objects,
3d6 months
Tailored life and other horrors
Twisted Horticulture,
3d8 months
Mutation, Advanced Healing,
Special Breeding, 'Sentient'
Substances, Controllers
Shadowstuffs, Universal
6d8 months
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.)

  1. Recognize valuable materials - Natural, precious and alchemically active stuff. 60% + 3% per level over.
  2. Gathering - Get useful/valuable materials directly from accessible placement in the environment. [1]
  3. 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]
  4. Prospecting - Hunt for available and potentially mineable alchemical resources. [3]
  5. Refining - Make generally useful stuff pure and readily workable in alchemical productions.
  6. Special containment - Adds a bonus of 25% +5% per level over to safety and duration for alchemical and active or volatile ingredients.
  7. Forging - Allows materials to be shaped into weapons, armor, tools, architectural components, even jewelry.
  8. 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]
  9. Follow Formula - Take materials through a production sequence and make a viable alchemical product.
  10. 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]
  11. 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]
  12. Researchology - Come up with entirely new formulas. Must be at least 3 levels over the level needed to produce similar products. [11]
  13. 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.
  14. 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]
  15. 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.
  16. Clerical and Organizational skills - Required for large organizations, dangerous to lack even for small ones.
  17. 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]
  18. 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]
  19. 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]
  20. 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.
  21. Ballistics - Skill of indirect fire, propelling objects over great distances.
  22. Make Lab Equipment - Create, repair, manufacture and research implements. Without this skill damaged equipment must be replaced or a repair person called.
  23. 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.
  24. 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.'
  25. 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]
  26. 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
  27. Battlefield skills - Area effect use, cover, missile weapon knowledge, mine field techniques, siege engines, military engineering concepts.
  28. 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]
  29. 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)
material cost
stingy (2/3)

Amount Produced Level of Alchemist - Level required to produce
below -5
-5 -> -4
-3 -> -2
+1 -> +2
+3 -> +4
+5 -> +7
+8 -> +10
+11 -> +15
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
Accident %
Dud %
Special %
-50% or less
-31 -> -49
-16 -> -30
-6 -> -15
-1 -> -5
0 -> 5
6 -> 15
16 -> 30
31 -> 50
51 -> 70
71 -> 85
86 -> 95
96 -> 100
101 -> 120
121 -> 150
150 and up

Laboratory accidents: These are completely random - Roll:

  1. Equipment to used for this process damaged 1-100%. Must be fixed or replaced.
  2. As above, completely destroyed. Damage done to those within 5' = 1/10 effect or d6/3 levels.
  3. As above, but all equipment in lab.
  4. As 2, but only for stored materials in the lab.
  5. 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.
  6. Alchemical product, or variant released in a bad way.
  7. Materials corrupt in their worst case way, releasing appropriate effects.
  8. Site is contaminated magically, 20% chance of being alchemically "sterile," otherwise -d20% permanently.
  9. Alchemist contaminated, warped, as per elements involved, cumulative +d3% chance of insanity.
  10. 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.

  1. Make % more than expected.
  2. Discover a way to reduce time by 3d10% (with this process)
  3. Discover how to reduce cost by 5d10% (with this process and these materials)
  4. Discover the precautions to reduce risk by 2d6% (this process)
  5. Improve lab condition +5 generally, +10 for this process. (Only 3 improvements may be made to the lab, in general.)
  6. Gain a +3d10% knowledge of either this process, type of effect or the materials involved
  7. Improve the results duration by 2d6 times
  8. Discover d4 variations to the formula (requires minimal experimentation)
  9. Discover a way to cheaply refine materials (-d50% cost) with excellent quality (+2d10%)
  10. 2, 3, 4 and 7 above
  11. Choose any three from 1-9, no duplicates
  12. 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:

  1. available locally, refined
  2. as above, but only through special suppliers or agents
  3. as above, but through special orders (need to prepare some each time), long delays
  4. either as 3, but unpredictable, or limited source with competitors drawing from the same
  5. available only through a long, tenuous trade route. Unpredictable and possibly low quality
  6. as 5, but complicated by border laws, competition or banditry
  7. only specifically obtainable, from far away, requires political maneuvering and connections + long trade route.
  8. only a limited or single source, or one stockpile in existence, fiercely competed over or secretive, must be dealt with
  9. directly
  10. unknown source, requires a hunt and personal involvement
  11. 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.

2. Essence: fluids which become a gas. Minimum level: 2, Production cost: 20-150, time: 2d6 days, solvency: 3d6 weeks.

3. Substrates: Unstable solids. Production cost: 50-200, time:2d10 days, Solvency 2d6 months.

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.

5. Philter: fluid. Minimum level: 5, Production cost: 120-300, time: 3d10 days, Solvency: 3d8 months.

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.

7. Elixir, minimum level = 7.

8. Tincture: Fluids, resins. Minimum Level: 7

9. Extractions: Solids. Minimum Level: 8

10. Powders: Minimum Level: 9

11. Potions: fluid, must be drunk, requires d3 mt to take effect. Minimum Level: 10

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.

13. Necrostractions: Minimum Level: 13.

14. Vivocultrance: modified plants and their products. Minimum Level 14.

15. Ubiquivence: Minimum Level: 16.

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.


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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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).
  6. 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.
  7. 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.
  8. 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.
  9. 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).
  10. 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.
  11. 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.
  12. 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...
  13. 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.
  14. 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.
  15. 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.
  16. 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.)
  17. Prime Material: Found in places of creation. This is matter that has imbued in it the raw potential of any form.
  18. Effluvia: Debris found near gates.
  19. Knowgrist: found in the cracks of ancient libraries of mystic tomes.
  20. Ebonum: dissolved essence in water that has been in darkness at all times.
  21. Netherobelia: Parts of particular demons.
  22. Skorchmef: Active parts of a fire induced catastrophe, (natural fire).
  23. Exsanguinitic Positum: Certain remains of a battlefield.
  24. Site Siftings: Found along the great thoroughfares of ruined empires, as well as their civic centers. These powders have great MASS EFFECT enhancing abilities.
  25. Shuttlent: Found in places where captives were held far too long.
  26. Necrobilia: Parts of particular dead magic beings, or nonmagic beings. These are one of the most common ingredients used in alchemy.
  27. Elemental Tailings: From fire, water, earth and air effects of great magnitude, in some way enhanced by energies from the planes in question.
  28. 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).
  29. 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.
  30. Variotope: A morphic metal found in areas of intense magical vulcanism.
  31. 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.
  32. 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.)
  33. 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.
  34. 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.
  35. 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.

  1. Norbile Winterquome: a toxin which causes slowing for d6 mt, save to -4 dex and agil only. Effects only nonmagical creatures. [100/dose]
  2. 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]
  3. 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. 4. Plunt: adds +2 to the damage done on missile weapons due to magical crunching. [20/dose]
  5. 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]
  6. 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.
  7. Melkzo: Solidified toxin arrowheads that melt in a wound (if left in more than d3 mt, and do 2d8+1 poison
  8. 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.)
  9. 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.
  10. Acid flask: connect to a flexible weapon such as a whip, net, flail, etc. and bleeds for acid damage. Ability to splash it.
  11. Vortex gauntlets: stored wind spirals in reinforced gloves and wrist reservoirs. Allows controlled flight at 100' per turn, 30' max height. Requires practice.
  12. 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.
  13. 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]
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
  26. 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).
  27. 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.
  28. 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.

  1. 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.)
  2. 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.)
  3. 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.')
  4. 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.
  5. 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.
  6. 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.
  7. 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.)
  8. 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.
  9. 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!
  10. 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.
  11. 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).
  12. 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).

  1. 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.
  2. 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!)
  3. 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.
  4. 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.
  5. 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.
  6. 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.)
  7. 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.
  8. 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:
NameType Secondary EffectsRisks
ShorpezzenFire Start Fire with touch fist/weapon flames (d4) -4 vs. emotion & fear
MilbrakWaterBreath water or Walk on Water -4 vs. psychic attack
ForshassoAirLeap 3x Height or Hover/glide 2' out for 1' up. -4 vs. stun & blindness
LurmtibEarth+2AC, +3 STR & CON or Regenerate 1/mt -4 vs. paralysis and targeted enchantment
WazomazoShadow +25% Hide -4 to be perceived-4 vs. sonic and disintegration, light and dark


Min (F)Skill Risks
10Placate - Reduce Effects (2 x (F)) = %

The force is not aware of the tampering.

Effects worsen by d50% (CF). Enemy notices.
20Discovery - 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.
30Delay - Further effects postponed for 1 hour per 3 (F), enemy doesn't realize. Immediate full effect, -3 resistence and -10(F) vs. Adversary, permanent.
40Hunt - Stalk Adversary, gain +3d20% (F) vs. the particular enemy. Lose secrecy, -3d20 (F) and full immediate effects.
50Destroy - Negate effects, overtly: Adversary surely notices. Full effects now! No further actions possible.
60Mislead - As above, but covertly: Adversary does not realize. As above, but -20 (F) vs. Adversary, -4 saves permanent.
70Adapt - 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.
80Harm - 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.
100Reverse - Turns power back on the Adversary! (If possible.) Gain +4 resistence, +1 vs. type, permanently. Drawback as per Mislead.
125Master - 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