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 Coma’s,  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%

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