Sneak Preview – Alchemy

 

This is the sneak preview of the rules for Alchemy. This preview has two sections; the updated section that describes the Alchemy skills, and the chapter that lists both the rules for runes and the runes themselves.

Alchemy

Alchemical substances are magical preparations that can be invoked in the field of battle to create magical effects. In the field you draw the substances from your alchemy kit to use them. Elixirs are fed to the recipient as you call the effect, venoms are applied to a weapon as you call the effect, and packet attacks are thrown after touching the packet to your kit.  This role play makes alchemical substances harder to use that traditional touch cast spells.

Props

To use alchemy, you must maintain two props.

The first is an Alchemy Lab. This in game area is decorated with tools of the trade; examples include vials of materials, a pestle, mixing bowls, instruments, and other props to add atmosphere. The set up must also have an alchemical recipe book which lists the text for all the alchemical substances you know. Once you set up your Alchemy Lab for the event it cannot be moved.

The second prop is an Alchemy Kit. This is a prop you carry that holds all of your substances. It could be an alchemy flask you carry at your hip, or an alchemist’s belt with vials and pouches for holding substances. We encourage players to be creative if they have ideas of their own. Whatever prop you use for your alchemy kit, it should be obvious to other players that it can contain liquids.

Using Alchemy

Simply put, you create substances at your lab and put them into your alchemy kit.

Your Alchemy Kit can hold a maximum of four Fauna, Flora, Mineral, or Spiritus substances, and four Mercurial substances at any one time. Some Fauna, Flora, or Mineral substances are marked as Mercurial in your recipe book. These don’t count against your Fauna, Flora or Mineral limits, but instead provide their own collective pool of substances you can use. When determining the limit of substances in your kit, substances with more than one use still count as one substance when determining how many you can hold in your kit.

To use an elixir, the recipient must role play drinking the substance while you call out the verbal. You can feed it to someone, even if they are paralyzed or unconscious. To use a venom, you must role play applying the venom to the recipient’s weapon while you call out the verbal. To use acid attacks, you must touch the packet to a flask or vial before making the attack.

Creating Substances

There are four types of alchemical substances; Fauna, Flora, Mineral and Spiritus. Creating Fauna substances requires the Fauna Alchemy skill, Flora substances requires the Flora Alchemy skill, and Mineral substances requires the Mineral Alchemy skill. Spiritus substances require the True Alchemy skill.

Substances are generally created by pouring your own magic – in the form of attributes – into the substances and adding them to your kit. Those with the Alchemical Components skill can also use Fauna, Flora, Mineral, and Spiritus components to create substances instead of using their own attributes. These components can be found during the game.

You create one or more substances by spending one minute of focus at your Alchemy Lab. During this time, role play measuring, mixing, and the like. After spending a minute of time at your lab you can add create multiple substances, and fill your alchemy kit if you wish. Once you leave the lab, however, you must once again start the creation process from the beginning.

Normally substances must be added to your own alchemy kit. Only the Alchemist can use the effects of the substances they create. Substances that create Grant effects, however, have magic that can be passed onto others. With the Alchemy skills, you can either use this Grant effect directly on a willing recipient after creation while you are at your lab, or you can add the substance to your alchemy kit and use the Grant effect later when it is needed in battle. Substances can be used on any character if they willingly consume elixirs or allow you to apply venoms to their weapons.

Alchemical substances can be enhanced in two ways.

A Fauna, Flora, or Mineral substance can be created with any component of the proper type. If a substance requires a Flora component, for example, you can use any Flora component to create it. You must have the Alchemize Components skill to consume components during your creation process. Each component also has a descriptive name. By using the exact named component, you can make a more powerful substance. Using the exact named component acts like a catalyst to enhance the magic of the alchemy.

Spiritus substances are created using both Spiritus components and attributes. Both must be used to create these powerful substances.

By using a Spiritus component, you can make tagged substances – which are called bottled alchemy – at the start of game. Bottled substances are powerful in two ways. First, the tagged substance can be given to other characters who can use it even if they do not know alchemy. Second, a bottled substance will last until it is used. The bottled substance will not fade at the end of the event or when you rest to refresh attirbutes. You can hold onto it for multiple events if you want to do that.

Durations

Fauna, Flora, and Mineral substances in your alchemy kit that do not create Grant effects last until you refresh the attribute used to create them. Fauna substances, for example, fade when you use a long rest to refresh your Fire attribute. This is true even if you used Alchemical Components to create them. Substances that create Grant effects follow the normal Grant rules; these effects last until they are used and any unused Grant effects fade at the end of the event. Substances that allow you to use an effect some number of times will fade when you have exhausted all those uses, and any remaining uses will fade when you take a long rest to refresh the Attribute used to create the rune.

Spiritus substances are more powerful. They do not fade when you take a long rest to refresh attributes. They last until the end of the event, unless you use them before then.

Bottled substances will remain as a separate tagged vial and last from event to event until you use them. Bottled substances that create Grant effects follow the normal rules for those effects. Bottled substances that can be used some number of times will last until all remaining uses are exhausted.

 

Alchemical Substances

All characters with Alchemy skills have substances in their Alchemy Recipe Book. Those with Fauna Alchemy have all Fauna substances, those with Flora Alchemy have all Flora substances, those with Mineral Alchemy have all Mineral substance, and those with True Alchemy have all Spiritus substances. If this book is lost you may spend time at your lab recreating it from memory.

 

Fauna Substances

Requirement: Fauna Alchemy

These potions, venoms and salves are stored in your alchemy belt or an alchemy flask. Each substance requires you to use your Fire attribute, or Fauna components in an equal amount if you have the Alchemize Components skill.

 

Acid Flasks

Mercurial: Counts against the Mecurial limit of your kit.

Cost: 1 Fire or Fauna Component

You gain 2 packets attacks.

 “2 Damage by Acid”

 

If you use Ripper Toad Saliva as your component:

You gain 4 packets attacks.

 

You must role play drawing acid vials from your kit, touching the packet to your alchemy kit before you make each throw.

 

Elixir of Splinting

Cost: 1 Fire or 1 Fauna Component

 “Cure Maim by Alchemy”

 

If you use a Bear Tooth as your component:

You gain an additional use.

 

Elixir of Striding

Cost: 1 Fire or 1 Fauna Component

 “Cure Root by Alchemy”

 

If you use a Raven Feather as your component:

You gain an additional use.

 

Venom of Snake Bite

Cost: 1 Fire or 1 Fauna Component

Role play applying this to a blade while you say the verbal.

“Grant Melee Attack by Venom, 3 Damage by Poison”

 

If you use a Shed Snake Skin as your component:

“Grant Melee Attack by Venom, 5 Damage by Poison”

 

Venom of Scorpion Sting

Cost: 1 Fire or 1 Fauna Component

Role play applying this to a blade while you say the verbal.

“Grant Melee Attack by Venom, Agony by Poison”

 

If you use Scorpion Venom as your component:

“Grant Melee Attack by Venom, Agony and 2 Damage by Poison”

 

Flora Substances

Requirement: Flora Alchemy

These elixirs, venoms and salves are stored in your alchemy belt or an alchemy flask. Each substance requires you to use your Water attribute, or Flora components in an equal amount if you have the Alchemize Components skill.

 

Elixir of Good Health

Cost: 1 Water or 1 Flora Component

“Grant Disease Defense by Alchemy, Resist”

 

If you use Periwinkle as your component:

You gain an additional use.

 

Elixir of Healing

Mercurial: Counts against the Mecurial limit of your kit.

Your kit may hold up to 4 Mercurial substances.

Cost: 1 Water or Flora Component

You gain 2 uses.

“Heal 2 by Alchemy”

 

If you use a Goldenseal as your component:

You gain 4 uses.

 

Elixir of Purity

Cost: 1 Water or Flora Component

“Cure Metabolic by Alchemy”

 

If you use Holly as your component:

You gain an additional use.

 

Elixir of Anti-Venom

Cost: 1 Water or Flora Component

“Grant Poison Defense by Alchemy: Shield”

 

If you use a Red Fen Mushroom as your component:

“Grant Poison Defense by Alchemy: Resist”

 

Intoxicant

Cost: 1 Water or 1 Flora Component

You make a whole bottle of some kind of intoxicant. The intoxicant affects everyone who imbibes liquid from the bottle, up to 10 drinks. You must prepare an intoxicant scroll that has the following text and attach it to the bottle.

Intoxicants are special in that you do not add them to your alchemy kit. Instead you create a bottle of spirits or a snuff box of dusts that last until the end of the event. You may work with a character with an appropriate Craftsman skill to create bottles or dusts that last indefinitely if you need a store of intoxicants.

If you imbibe this substance: You become intoxicated. You feel good and as you take more doses you are less and less likely to retain good judgement. If you imbibe a number of doses equal to your Earth, you are likely to become a little wild or overly emotional.

If you exceed your Earth, you are likely to pass out for a time. Real danger will awaken and sober you quickly.

For role play purposes, intoxicants taste or feel different depending on which component was used to create them. Some folks form strong preferences towards a particular type.

 

Mineral Substances

Requirement: Mineral Alchemy

These potions, venoms and salves are stored in your alchemy belt or an alchemy flask. Each substance requires you to use your Earth attribute, or Mineral components in an equal amount if you have the Alchemize Components skill.

 

Elixir of Clarity

Cost: 1 Earth or Mineral Component

“Cure Mental by Alchemy”

 

If you use Moon Silver as your component:

You gain an additional use.

 

Elixir of Stone Skin

Cost: 1 Earth or Mineral Component

“Grant Physical Defense by Alchemy: Shield”

 

If you use Magnetic Iron as your component:

“Grant Physical Defense by Alchemy, Resist by Alchemy”

 

Venom of Blue Lightning

Cost: 2 Earth or Mineral Components

Role play applying this to a blade while you say the verbal.

“Grant Melee Attack by Venom, Short Paralyze by Poison”

 

If you use Mercury as your component:

“Grant Melee Attack by Venom, Paralyze by Poison”

 

Venom of Red Fury

Cost: 2 Earth or Mineral Components

“Grant Melee Attack by Venom: Short Frenzy by Poison”

 

If you use Hot Volcanic Ash as your component:

“Grant Melee Attack by Venom: Frenzy by Poison”

 

Spiritus Substances

Requirement: True Alchemy

These potions, venoms and salves are stored in your alchemy belt or an alchemy flask. Each substance requires you to use both the listed components and the listed attributes. These substances do not fade when you take a long rest to refresh attributes; they will last until the end of the event if you do not use them.

 

Elixir of Life

Cost: Once per event, 1 Void and 2 Spiritus Components

This elixir can be fed to a dead body before it has turned to spirit.

“Cure Death and Drain by Alchemy”

 

If you use at least one Unicorn Tear as your component:

“Cure Death by Alchemy”

 

This substance is so exhausting to create that you can only create one per event. The creation process takes both the Spiritus components and a point of Void.

This substance lasts until the end of the event; it does not fade when you take a long rest.

 

Elixir of the Hearth

Cost: 1 Spiritus Component

You no longer need to spend a point of Earth to use the Wayfare spell, The Safety of Home.

 

This substance lasts until the end of the event; it does not fade when you take a long rest.

 

 

(Updated Alchemy Skills)

Alchemy

Cost: 5

Alchemy is the art of creating magical elixirs, flasks, and even venoms from mundane and magical components. All alchemists maintain an Alchemy Lab to create substances, and you also carry an Alchemy Kit to carry those substances on your person when you leave the lab to adventure. You spend attributes to create the substances within your Alchemy Lab, and place them into your Alchemy Kit as described in the Alchemy chapter. Characters with the Alchemize Components skill can also use alchemical components to make substances.

Although Alchemy has some benefits over normal magic, one disadvantage is that you cannot choose what to cast on the fly. You prepare an array of substances at your lab and those are what you have available as you adventure.

Alchemy is explained in detail in the Alchemy chapter.

You can use Acid as a battle trait, and use it as the trait for attacks from skills that have text allowing you to use battle traits with them.

Alchemize Components

Cost: 2

If you have the Fauna, Flora, or Mineral Alchemy skill you can consume alchemy components instead of attribute points when you create substances using those skills. Each alchemy component is treated as one attribute point; Fauna components can be used for Fire when using Fauna Alchemy, Flora components can be used for Water when using Flora Alchemy, and mineral components can be used for Earth when using Mineral Alchemy. Each event you are limited in how many alchemy components you can consume to make substances; you can use a number of alchemy components in place of attribute points equal to your Air attribute.

Fauna Alchemy

Cost: 5

You can spend points of Fire in your lab to create alchemical substances with the Fauna identifier. Your recipe book now has formulas for all Fauna recipes in this rule book. Spend one minute at your alchemy lab, choose one or more common alchemical substances with the Fauna identifier, and store them in your alchemy kit. Only you can use these substances, and their magic fades when you take a long rest.

Flora Alchemy

Cost: 5

You can spend points of Water in your lab to create alchemical substances with the Flora identifier. Your recipe book now has formulas for all Flora recipes in this rule book. Spend one minute at your alchemy lab, choose one or more common alchemical substances with the Flora identifier, and store them in your alchemy kit. Only you can use these substances, and their magic fades when you take a long rest.

Mineral Alchemy

Cost: 5

You can spend points of Earth in your lab to create alchemical substances with the Mineral identifier. Your recipe book now has formulas for all Mineral recipes in this rule book. Spend one minute at your alchemy lab, choose one or more common alchemical substances with the Mineral identifier, and store them in your alchemy kit. Only you can use these substances, and their magic fades when you take a long rest.

True Alchemy

Cost: 5

Requirement: Fauna, Flora, or Mineral Alchemy

You can create alchemical substances with the Spiritus identifier. Your recipe book now has formulas for all Spiritus recipes in this rule book. Spend one minute at your alchemy lab, choose one or more common alchemical substances with the Spiritus identifier, and store them in your alchemy kit. Only you can use these substances, and their magic fades at the end of the event.

You can also use True Alchemy recipes to create permanent alchemical substances that you can trade and that do not expire at the end of the event. This process usually takes days; you create your substances and consume components at check in at the start an event. It is possible, though uncommon, to encounter a Spirit of Alchemy during an event that will allow players to use True Alchemy in minutes instead of days, allowing players to make these substances during the course of an event. These substances have game tags associated with them and unlike other types of alchemical substances they can be traded to other players and used without any Alchemy skill.

Resist Toxicity

Cost: 3

You are used to dealing with all manner of toxic substances and materials. Once per short rest you may call out “Resist” to negate one Acid or Poison attack.