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- :Alchemy
-
- Alchemy is a hybrid skill, part science and part magic, it is used to
- create magical items in the form of potions, Salves, Pills, Fumes and
- powders. Unlike a mage, an alchemist does not use their own magical
- energy but instead uses that intrinsic in their components and their
- preparation in particular ritual forms.
- An alchemist needs equipment, usually carried in an alchemists
- 'case'. Such a case will be wooden box with leather strappings and
- the interior is compartmentalized and padded to contain the tools of this
- trade. The entire kit will weigh out at about 20 lbs.
- The alchemists kit will include : portable crucible, oil burner,
- asbestos gloves, small scale & weights set, tongs, stirring rods,
- vials (w/corks), potion bottles, sealing wax, flint & steel, magnifying
- glass, glass tubing, bottle holding racks, vial holding racks, mortar,
- pestle, cotton balls, etc. Overall costs run about 200-500 SM.
- For game purposes, Alchemist training is bought like any other, but
- a starting Alchemist loses 1 wealth point to invest in their training
- and then must (if they wish to practice their art) purchase the kit
- of equipment later in their career. To receive training as one after a
- character has been played for a while they must take about 3 months of
- downtime for training with a teacher for their first skill level in the
- field.
- Alchemists must either gather components for their mixtures in the
- field as needed or must pay out a base cost for the parts needed or a
- combination of such.
- They begin knowing five basic mixtures, if buying training at start
- they gain 1 additional mixture per additional training level invested.
- Alchemists can utilize Standard Experience to develop NEW mixtures in
- the field, cost is 250 points each but requires a successful skill use
- to achieve or the points are lost. This is balanced since Alchemy is
- one of the most saleable skills.....
-
- ROLL Cost MIXTURE
- ---- ---- -------
- 01-05 1 Healing Potion (minor) Heals 1 point per vial sized dose
- 06-10 5 Healing potion (Average) Heals 1d10 points per vial sized dose
- 11-12 7 Healing Salve Heals 1d10 points to open wound per dose
- 13-15 2 Ingestible Poison, minor : Causes 1d10 points damage
- 16-17 5 Ingestible Poison, Strong : Causes 2d10 points damage
- 18 10 Ingestible Poison, Fatal : Save vs Hardiness for death. If
- saves then takes 2d10 damage.
- 19-20 25 Dust of Disappearance : Causes invisibility on target for
- 6*1d10 Rounds.
- 21 5 Sleeping Draught (ingested) : causes unconsciousness in 1d10
- rnds for 1d10 hours.
- 22-27 25 Blade Poison : good for 3 hits with weapon, adds +6 to weapon
- damage on living creatures.
- 28-29 30 Acid, Metal dissolving, does 1d10 structural damage each rnd
- for 3 rounds on a metal surface or on flesh.
- 30-35 10 Luminous Paint : this paint glows in the dark with a green
- glow. 1 Dose will cover a maximum of 5 sq ft.
- 36-40 5 Sneezing Powder : thrown in a victims face, this causes 1d10
- rnds of sneezing (-20% to perform all skills).
- 41-42 5 Itching Powder : Thrown on skin, causes 2d10 rnds of
- severe itching unless washed off. (-10% to
- perform all skills)
- 43-45 1 Goblin Dust : Thrown in victims face (eyes) this soot-based
- mixture blinds for 1d10 rnds while getting
- it out.
- 46-50 5 Smoke bomb : lit and thrown, this fills a 10 x 10 x 10 area
- with thick white smoke that obscures vision
- for 3 rnds.
- 51-54 15 Stink Bomb : Lit and thrown, this fills a 10 x 10 x 10 area
- with a putrid yellow vapor that makes the eyes
- water and causes gaging and vomiting from
- victims who fail to save. Lasts 5 rnds in area.
- (those affected -40% to all skills).
- 55-56 35 Skyrocket : This is a classic 'roman candle' soaring up as
- much as 200' feet and bursting with light for
- one round at daylight level. If fired AT a target
- it does 1d10+6 burn damage on hitting
- 57-59 10 Love Potion : This is ingested and the first being of the
- drinkers race and sexual preference will be who
- they are affected as if being CHARMED by for the
- next year.
- 60 5 Fertility Pill : This pill will instill instant fertility
- on the subject so that ANY mating with a female
- (if male) or male (if female) of ANY humanoid
- race will produce an offspring if such mating
- takes place in the next 24 hours.
- 61-62 60 Potion of Speed : This potion, made from the blood of a
- quickling, gives the drinker 2 actions each
- round, one at the rounds start and one at its
- end, just like a quickling. Lasts 60 rnds.
- 63-65 300 Potion of Invulnerability. Usually made from Dragons Blood
- or demon ichor, this potion makes the subject who
- drinks it invulnerable to all non-magical attacks.
- Note there is a chance (90-100 on 1d100) of the
- drinker not being affected but instead taking 3d10
- damage as it is poisonous to some. The effects of
- the potion last for a full year.
- 66 100 Potion of Health : this has two affects when ingested, first
- it eliminates ALL diseases in the subject and
- second it raises their Hardiness by 5 points for
- good, if their hardiness was less than 25.
- Multiple ingestions will only eliminate disease.
- 67 25 Salve of Heat Resistance : this is spread on ones flesh and
- will prevent all damage from normal fires and
- halve all damage received from magical fires.
- It does NOT protect non-living equipment etc.
- 68-69 25 Elven Polish : This is rubbed on any metal armour to
- enhance its properties. The polish will actually
- enchant the armour so that it is +5 to its own
- absorption +25 to its ability to absorb damage
- and prevents it from all rust and corrosion
- effects except acids. It can ONLY be applied
- once to a set of armour.
- 70 5 Spendelarde's Chaser : This liquid, when consumed will remove
- all intoxicating effects in a being, making them
- stone cold sober.
- 71-72 1 Firecracker : This is a small explosive that is lit and
- thrown and explodes with a large bang but does
- but a single point of damage to anything in
- contact with it.
- 73 300 QuickSilver Death : This is an explosive made with
- Quicksilver which produces, on impact, a very
- devastating explosion doing 3d10 damage in a
- 30' radius. It is a volatile liquid and heat
- can also make it unstable and explode. There
- is a chance when making it of it going off
- (91-00 on 1d100).
- 74-75 500 Essential Fire : This is a liquid which burns when it is
- exposed to the air. A dose (vial) can burn for
- 2 rounds without additional fuel, but it will
- consider anything that does not smother it to
- be fuel, even stone and water. Thrown at an
- enemy it burns for 2d10 damage each round until
- cut off from the air or the destruction of that
- enemy. Its often used as a weapon in ship warfare.
- 76-79 1 Meditation Incense : This compound of incense is made as
- stick or cone incense. When lit and used by a mage
- while meditating it increases the resulting energy
- by 1 point (multiple sticks DO NOT improve the
- results).
- 80 20 Potion of Wakefulness : This potion will cause a consumer
- to be awake and without fatigue for another 24
- hours. NOTE that use of this potion more than
- once in 48 hours can have adverse effects to
- health and physical defenses.
- 81-85 5 Protective Incense : This compound incense is made to burn
- in a brazier with some charcoal. After burning for
- 3 rounds the smoke and fumes from it will drive
- away and keep away most ghosts, spirits, and undead
- for 60 rounds to follow.
- 86-89 3000 Potion Of Youth : This potion requires a small amount of
- ground Elven bones and unicorn horn, thus its high
- production costs. It restores youth to the aged,
- tracing back 2d10 years of aging. The effect lasts
- until the years are put back on naturally or until
- the drinker enters a null-magic zone (which cancels
- it immediately).
- 90 10 Infertility Pills : These pills will ensure that any male
- or female that ingests them will not produce any
- offspring from matings during the next 24 hours.
- 91-00 1000 Pills Of Power : These pills are made from a wide range of
- substances but MUST include the tongue of a wizard
- (an illegal substance in most countries). When the
- pill is consumed it releases to the consumer an
- undetermined (1d100) energy points into their energy
- bank.
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