Campaign of the Month: September 2013
Step: Rank + PER
Use requires an Alchemist’s Kit or access to an Alchemist’s Shop.
The Alchemy skill includes an understanding of the magical principles and formulas used to create magical concoctions, the knowledge needed to gather ingredients, and the ability to test and analyze different potions a character might discover in the course of adventuring. Magicians may also use the Alchemy skill to make blood charms (see the Gamemaster’s Companion).
Most alchemical concoctions require natural herbs, roots, leaves, minerals and animal parts to be used in their creation. Gathering the materials usually requires a full day of work. To find and successfully gather rare ingredients, gamemasters may require the gatherer to make a successful Alchemy Test. The Difficulty Number is determined by the gamemaster, based on the rarity or scarcity of the ingredients being gathered. Characters may also purchase ingredients from herbalists or other alchemists at approximately 10 percent of the finished concoction’s standard price. At the gamemaster’s discretion, some concoctions may require exotic ingredients that characters must travel far and wide to find. Once a character has gathered the necessary ingredients, he may begin combining them. This task requires an additional full day’s work in a suitably equipped shop or using an alchemist’s kit (see Adventuring Equipment, p. 266).
Creating Potions and Salves
At the end of a potion’s preparation time, the character makes an Alchemy Test against the appropriate Enchanting Difficulty as shown on the Healing Aid Table, p. 261. If successful, the potion is finished and immediately usable. If the test fails, the potion is inert and useless. At the gamemaster’s discretion, a Pathetic Result may produce a critical mishap, such as an explosion or a poisonous potion. Gamemasters may allow player characters with the Alchemy skill to create new potions with unique effects. Base the Difficulty Numbers for such potions on similar potions. Add +3 to the potion’s Difficulty Number to reflect the difficulty of creating new potions. A character can create larger batches of potion by further increasing the test’s Difficulty Number. For each extra dose desired, add +5 to the Difficulty Number.
Alchemists can also use natural ingredients to brew various poisons (see the Gamemaster’s Guide, p. 123). The base Difficulty Number for brewing a poison is equal to the higher of the poison’s Spell Defense or Step Number. The amount of time required to gather ingredients and brew the poison is the same as for potions. Most alchemists working in cities will not sell poisons openly, because most local authorities frown on poison peddlers. Many alchemists, however, will sell them under the counter to favored or known customers. This is especially true in cities like Kratas, where the skills of a capable poisoner are constantly in demand. A character can create larger batches of poison by increasing the test’s Difficulty Number. For each extra dose desired, add +5 to the Difficulty Number.
A character who possesses an elixir of unknown properties may attempt to analyze it. This analysis requires only a few drops of the substance and about an hour’s time for analysis. The gamemaster makes a secret Alchemy Test for the character against the Difficulty Number used to create the potion, or the higher of the substance’s Spell Defense or Step Number if it is a poison. An Average or Good Result reveals the potion’s general purpose, such as for healing, harm, or an antidote. An Excellent Result reveals the exact effects of the potion or poison. A Pathetic Result tells the character thatthe concoction is something other than what it really is.