Alchemy Listing
Ranks 1 - 2 = Character may choose to
create any Level 1alchemical mixture.
Ranks 3 4 =Character may choose to
create any Level 2 alchemical mixture.
Ranks 5 6 =Character may choose to
create any Level 3 alchemical mixture.
Ranks 7 - 8 = Character may choose to
create any Level 4 alchemical mixture.
Ranks 9+ = Character may choose to create any Level 5 alchemical mixture.
All alchemical ingredients can be found in the wild,
however, plant or living ingredients cannot be found in Winter.
Level 1 - Basic Alchemy
All level 1 mixtures can be done in
the field or lab. It takes 1d4+2 days
in the field with 1 successful check against DC 12. In a lab it takes 4 hrs +1d3x10gp worth of mixture. If the reagents are found in the wild with a
check against DC 12, then it costs no money.
Spark Powder: this powder can be made and can coat arrow heads, sling
stones
etc. When struck against a stone
or steel surface, a spark can
ensue. (Possibly igniting some flammables)
Flash powder: can when scattered create a short
bright flash, that invokes a saving throw or suffer a -2 to all attack rolls
due to damaged eyes for 1d4
rounds.
Heat rub: Can be
applied to body parts to reduce or protect against frostbite. +1 to cold checks.
Minor acid: Can be used to dissolve organic
material slowly. 1 dmge per turn.
Drawing coal: Can make permanent marks on any non
metal substance
Drowsy brew: Causes a saving throw or someone
gets very drowsy. If they sleep it will
be a deep sleep that required 1d4 rounds to fully awaken
Vomiting brew: Make a saving throw at -2 against
poison or puke guts up. Gives a second
save vs. ingested poison with a +3
bonus.
Enibriator
brew: If char
fails a save, they are intoxicated badly.
-2 to all checks.
Stoned herb: Makes someone not care about
anything around them, acts as a minor sedative. In order to make an action while stoned, must
make a willpower check.
Skin Pigment: This mixture can be applied to the skin, which will take 1 turn to
fully cover all skin. After another
full turn of letting the
mixture set in, the skin can be
altered to any color, this alteration will last 1d6+Rank in hours.
Taste Sensitivity: This alchemical mixture can be applied to the tongue, for 1d4+Rank
rounds after the mixture has been
applied, whenever the
character tastes or eats anything, he gets
a +1 Fortitude against poisons and can identify the type of substance with a +2
bonus to his/her checks.
Level 2 - Novice alchemy
All level 2 mixtures can be done in the field or in a lab. It takes 2d4+4 days and a successful check against DC 15 to make these mixtures in the field. You may remake any failed check 1x per day. In a lab it takes 1d4+3 hours and 1d6x10 gp to make 1 dose it still requires 1 check against DC 15in a lab, if the check fails remake the check every 2 hours, but add 1gp to the cost for each day. If all the reagents are found in the field, no money cost is necessary.
Incendiary
Burst: A ray of
chemicals sprayed out into the air, ignites and can cause small fires or 1d2 hp
dmge burn.
Perfume: This liquid can increase the desire
of the opposite sex. For 1d6 hours
increase charisma check by +1 for every 3 ranks in Alchemy.
Cold Rub: A rub that helps heal burns and heat
wounds, if applied to a fire inflicted wound it heals 1d3 hp dmge.
Colored Fire: These chemicals can be applied to
any fire causing any desired color.
Sleeping Brew: Imbibers get a save
vs Fort or fall asleep 1d4+4 hours. Save is made with a +3 bonus, failure means
the victim is just very tired.
Preservation
herbs: These
chemicals and herbs can be applied to any rations or meats making food last an
additional 1 month.
Wake Up Esther: This liquid, when its aroma is
inhaled will awake a sleeping person instantly. Does not affect Comas,
or Coma like effects.
But will affect sleep
spell or all sleep induced brews.
Numb Powder: Sniffed, this powder will cause the
entire body to numb to pain. As a
result, all damage suffered feels much less pain. But if
the character falls to 10, he dies immediately
Acrid Acid: This acid causes 1d2 dmge per round
of contact with the skin, it eats through clothes but cannot eat through metal.
Insect
Repellant: This liquid can be rubbed into the skin to create an anti insect
effect, all insects will not attack the character. Giant versions
make a save vs. Will to
avoid the Repellant.
Moth Balls: This alchemical balls can be stored in a backpack, closet, room or
chest to prevent the decay of any clothlike
material from moths
and other
insects. They last 3 months per dose.
Cloth Fire Protectant: This liquid can be soaked into cloth or leather materials for 1d4
hours, and the materials gain a +2 save vs Fortitude
when it comes to fire attacks.
Paper Water
Protectant: This thin
clear sappy like liquid can coat a parchment or paper, and when it dries it
makes the paper immune to
minor water drops, and the paper gets a +5 saving throw against
fortitude when it comes to water.
Level 3 Intermediate Alchemy
These mixtures can only be made in the field with 1 check against DC 20 and requires 1d4 weeks to make the mixture. Any failure means the whole process has to start over. In a lab it takes 1 + 1d4 days and 5d6x10 gp per mixture. If the herbs are collected in the wild which takes a minimum of 1 week, with a check against DC 20. Then the cost is reduced to only 1d4x10 gp in a lab. At the last day of creation in the lab, a check against DC 20 is made, if the check fails, then an additional check is made each day. A 5 gp per day cost is also added.
Minor
explosives: This
powder can be wrapped in cloth and tied to arrows, or can be used to make crude
flaming cocktails. This explosive
powder if used on an
arrowhead, causes an additional 1d8 dmge if a direct hit, & 1d4 damage to
any within 3.
Potent Acid: This powerful acid can eat through
metal, it causes 1d4hp damage to skin per round, and eats through metal. scalemail in 10
rounds, chain in 15, splint or banded in 20, plate
in 25, field plate 30. cannot damage
magical weapons or armors.
Acid
Retardant: This mixture when rubbed into
clothing or applied to the skin will absorb 5 points of acid damage
before requiring the
covered item or person suffers any damage.
Electricity
Retardant: This mixture when rubbed into
clothing or applied to the skin will absorb 5 points of electrical
damage
before requiring the covered item or
person suffers any damage.
Fire
Retardant: This mixture when rubbed into
clothing or applied to the skin will absorb 5 points of fire damage before
requiring the covered item or person suffers any damage.
Cold
Retardant: This mixture when rubbed into
clothing or applied to the skin will absorb 5 points of cold damage
before requiring the covered item or person suffers any damage.
Anti-Coma
Potion: This
mixture will reverse the effects of a Coma potion, and can recover a characters
consciousness from most minor comas.
This potion can
reinvigorate a 1 to 9 hp character, so that they become conscious and can
function until at 10.
Coma Potion: This mixture will cause a feign
death in its victim for 1d4 days, if he fails his saving throw. Sometimes victims are buried, only to
awaken alive
and suffocate.
Animal
Repellant: This
liquid is applied to clothing or skin, no normal animals will stand to be near
the person, only if defending their young
will they attack.
Love Philter: This philter will induce sexual
desire and charm in the person it is imbibed by, the person will come on to
anyone and everyone
while under its effects, so it is
best to use while alone.
Level 4 Advanced Alchemy
All advanced alchemies cannot be created in the field by any means. In a lab it takes 1d4 weeks to create a single dose of this stuff. And takes 1d8x100 gp per dose It also requires a check against DC 25 in the final week. If the check fails, another check may be made every day until successful another 10 gp is spent per day making the check. If the reagents are found in the field, then the cost reduces to 1d4x100 gp per dose. It takes 1 successful check at DC 25 to succeed. Then the mixture needs to be started all over from scratch.
Black Powder: This stuff is dangerous
to say the least, if hit with a spark, openly this stuff causes an explosion
based on the dosage used. Each
dose does
1d10 dmge. It is possible to have a
full barrel filled and then exploded which would cause trememdous 10d10 dmge to
all within
10. Black powder can be used in arrows specifically made with flint heads
to ignite upon impact, which would cause
no piercing damage, just explode for 2d10 dmge, and damaging or destroying
equipment and weapons. Beware,
accidental
problems can
occur, this stuff does not carry well and many a stupid hero has blown himself
to pieces while being struck by an
opponents
weapon in the wrong place.
Vile Acid: This acid eats away through skin at
a rate of 1d6 dmge per round. It can
eat through all clothing in 1 round and through metal in 1
round per AC benefit of the metal. It can eat through +2 or less items, the
enchantment adding an extra round of time before eaten
through. If the acid is removed after only partial
submersion or melting, then the item loses one plus per round of acid
damage. This
acid will last for 1d4+Rank in rounds
before thinning out. 16 oz of vinegar
or wine will neutralize the acid.
Lode Stones: This is not a philter,
but an actual process that allows the creation of lode stones. These rare stones are used for a variety of
magical purposes.
Flare: These chemical torches create 120
of light and inflict 1d10 dmge if someone is struck. They last 3 hours each.
Heat or Cold
Resistant Elixter: These philters when rubbed on the skin protect from extreme hot or
cold, they allow for a ½ or Ό saving
throw, and characters suffer
no damage from normal temperatures or normal fires.
Mad Rush: This pure white powder if inhaled
will cause a brief dangerous bezerkness in its victim. It causes the victim to increase Str, Dex
and
Con by 3 points temporarily, while giving
the person +10hp. This character gets
2x attacks for the full duration of this effect. The
effect lasts 2d6 rounds, however when the effect wears off, the
opposite occurs. The victim loses 5
points in all the above attributes
from his base and regains them at a rate of 1 per full day of bed
rest. There is also a 20% chance per
use of addiction, which means
the character can only regain 1 point
per month of complete rest as he fights the withdrawals. Often this is taken as a last resort, do
or die so to speak.
Mind Enhancer: This drug when injected causes the
intelligence of its user to gain 2 points for 1d20 hours. While under these effects all spells
and abilities are gained
as if the character actually had 2 points higher. When the effect wears off the victim loses 5 points of
intelligence and these
must be recuperated at a rate of 1 per complete bed rest day. There is a 5% chance of addiction per
use.
Minor Steroid: This drug temporarily increases
muscle mass with a few minor side effects, a single dose of this drug must be
taken once per
week for effects to remain consistant. One month of use and the user gains 1 point of strength as long
has he maintains one
dose per month. If he continues
one dose per week, he increases another 1 point every month for 3 months. After three months
of constant once per week use, the user has become tolerant to the
steroid, and can gain no further increases.
Side effects, every
time the drug is used, there is a cumulative 5% chance that the
user becomes addicted and must take a dose every week. If the
user fails 3 addiction checks, then he needs to take it every day
or suffer 5 to primary abilites for 2 weeks while he goes cold
turkey. If the user ever
takes the drug again, there is a 30% chance of addiction with a cumulative +5%
after that. If more than
1 does is taken in a week, then this drug seriously starts to tear
away constitution, at a rate of 1 point per week. After 5 points
are lost, 1 of the 5 points is a permanent loss. The others can be recovered with 1 week of
bed rest per point.
Level 5 Master Alchemy
All master alchemies cannot be created in the field by any means. In a lab it takes 2d4 weeks to create a single dose of this stuff. And takes 2d6x100 gp per dose. In the last week of creation it takes a check against DC 30 to create the mixture, if failed, another check may be made each day, though it costs 20gp per day of retrying checks. If the reagents are found in the field, then the cost reduces to 1d8x100 gp per dose. It takes a successful check at DC 30 to succeed. If the check is failed, by less than 5 points another week and 100gp are spent to retry, if the fail is by more than 5 points, the entire mixture is useless. If the mixture fails by more than 10 points, then the mixture causes a to the ability score if drunken.
Flaming Powder:
This powder is highly volatile, and
usually is stored in an air tight container.
When scattered through the air, it creates a 10 arc of white hot flame
that inflicts 3d6 damage save vs DC 18 for ½ dmge. If a vial that contains the powder is thrown or struck, the
powder explodes doing 8d6 damage to all within 15 Reflex save vs. DC 18 for ½
dmge.
Unstable Acid: This acid is the most potent variety known to sages, wizards and
alchemists. A single dose will last
hours without deteriorating and will eat holes through stone floors 20 30
deep. A single splash of this stuff can
dissolve holes through any material in 1 round, an additional 1 round per plus
of the item. If the acid is splashed
against skin, it does 2d10 damage per round no save. After 3 rounds, the affected limb has been eaten through to the
muscle tissue and is no longer usable without a regenerate spell. If the chest is hit, then 1 constitution
point is permanently drained every round affected. If the face is hit, 1 charisma is drained every round. These attribute losses are permanent. The acid, when it hits skin, will wear
itself out in 2d6 rounds. 1 pint of
vinegar or water, will reduce the acid so that it no longer causes injury. This acid is called unstable, because there
is no known container that can hold it for long, only a glass container can
hold it, and then it can only be stored for 2d6 hours before needing to be
poured into another container. This
acid has a 5gp per day cost, just to maintain the transfer from container to
container.
Mutant Alteration:
This rare and dangerous alchemical
mixture can be used to genetically alter and individual. It involves part chemistry and part
molecular biology. When the serum is
created, which involves 1 pint of blood from the subject. The following mutations can be
attempted. But there is a price that
comes with such a benefit, and the effects are risky. Upon imbibing the mixture and the months duration, a random side
effect can occur from the genetic mutation of a successful brew.
Increase an
attribute: An
infinite amount of attributes can be gained but for every attribute over the 1st,
there is a 5% to the random effect roll.
Str Blood must
be infused with blood of a Giant and then the serum is created
Dex Blood must
be infused with blood of a Quickling Brownie and then the serum is created.
Con Blood must
be infused with blood of a Giant Troll
Int Blood must
be infused with Dragons blood
Wis Blood must
be infused with a priests blood of no less than 10th level
Cha Blood must
be infused with a nymphs blood.
If
the alchemical mixture succeeds, if it fails and they try the serum anyway,
then the attribute is drained 1 point permanently.
Random Effect:
1-50% - Random Mutation
51-00% - No Side Effects
1.
Lose 1d4 points from another ability
2.
Skin color changes
3.
Race alters to a half breed of the
blood used (Modify character accordingly)
4.
Genetic Weakness ( -3 constitution)
5.
Genetic Sickness ( Become bedridden
for 1 year, but no other side effects)
6.
Genetic Decay ( Lose 1 hp per day,
until an antidote can be created or character is dead)
7.
Normal Side effect ( Sickness, 1
month bed rest)
8.
Loss of Life ( Life force mutated
beyond repair (Normal raisings can reverse and restore))
Give dark
vision:
A special serum is created from the blood of a dark vision creature, then the serum is used as eye drops for 1 month. If the mixture is successful the character gains permanent dark vision after the month of the serum. This requires 6 doses of the serum to last the month.
Make skin rough
and sturdier:
When increasing skin, the
levels have to be gained in increments, you cannot jump from none to level 3.
Level 1: Requires gorgon or behir scales and
blood, the subject over the course of 1 month and 10 doses gains a +1 to AC
permanently
Level 2: Requires a dragons scales and blood,
the subject over the course of 1 month and 10 doses gains another +1 to AC
And suffers 1 point of damage per hit
permanently
Level 3: Requires a demon or 18HD outsiders
blood and skin. The subject over the
course of 1 month and 10 doses gains another
+1 to AC
gains a 5 / +1 damage resistance.
There is a 1-40% chance upon using these mixtures that a genetic side effect occurs.
Making new mixtures: Characters are encouraged to create
new mixtures and reagent combinations.
If a character creates a new mixture the effect of the mixture
determines what level the mixture would fall under, only a rank of 5 or higher
allows a character to attempt to create new mixtures. New mixture success is based on the following:
Level of Mixture:
Add +1 % per rank in alchemy
1. 25% base chance of success
2. 20% base chance of success
3. 15% base chance of success
4. 10% base chance of success
5. 5% base chance of success
For every week put in working add an
additional 5% to the base chance
For every 100 gp put in an
additional 5% to the base chance.
So if a level 3 mixture was trying
to be created with a 500gp and 3 week time and a 7 rank the chance for success
would be 62%
Base (15%) + 500gp(25%) + 3 week
(15%) + 7 ranks (7%) = 62%