Alchemy
Alchemy
Alchemy allows trained characters to transform natural, scientific, and mystical substances into potions, elixirs, powders, and other useful concoctions.
Alchemical work requires the proper tools, components, and formula. Each formula lists the required ingredients, difficulty, preparation time, and resulting effect.
A character makes an Intellect Ability Roll against the formula’s listed Target Number. A character with the Alchemy skill gains a +1d6 bonus to this roll.
Common Alchemical Items
| Item | Cost in Gold |
|---|---|
| Alcohol (Ale, Wine, or Spirits) | Varies |
| Animal Fat (Lump) | 2 |
| Ash (Pouch) | 1 |
| Charcoal (Pouch) | 2 |
| Clean Water (Vial) | 1 |
| Honey (Jar) | 3 |
| Oil, Lamp/Base (Flask) | 2 |
| Plant Fiber (Bundle) | 2 |
| Poppy Seeds (Vial) | 4 |
| Salt (1 Pound) | 1 |
| Saltpeter (Pouch) | 8 |
| Vials/Flasks (2 Pack) | 2 |
Uncommon Alchemical Items
Dawn Leaf
A pale green plant with soft, oval leaves that shimmer faintly with a golden hue at sunrise. It is found in the Obsidian Islands.
Cost: 6 gold per leaf
Bitterroot
A gnarled, fibrous root with a harsh, acrid taste that lingers on the tongue. It is usually found near cliffs or exposed stone around the mountain ranges of Tamm-Mit-Nad.
Cost: 4 gold each
Silverleaf
A slender plant with broad silver leaves that shimmer faintly in moonlight. It grows in the northern forests of Mournshadow.
Cost: 10 gold each
Brightcap Mushroom
A small, pale mushroom crowned with a glowing bluish-white cap. Brightcap Mushrooms are fragile and quick to bruise, releasing a faint spore cloud when disturbed that usually causes a mild allergic reaction.
They grow in caverns and crypts, usually near damp stone or decayed wood.
Cost: 12 gold each
Resin
Resin is a sticky substance secreted by certain trees and plants to seal wounds in their bark. When hardened, it is brittle and can be powdered. When heated, it becomes viscous and highly flammable.
Resin is collected from forests and jungles on the continents of Shin Xu-Xyng and Demonsveil.
Cost: 6 gold per lump
Slime Residue
A viscous, gelatinous substance left behind when an ooze or slime is injured or destroyed. Slime Residue is semi-translucent, faintly acidic, and unnaturally resistant to decay.
It is harvested from caves or sewers where slimes and oozes dwell.
Cost: 15 gold per vial
Sage Leaf
A soft, gray-green leaf with a sharp, earthy aroma. It grows wild throughout the forests of Mournshadow and readily in temperate fields and monastery gardens, where it is cultivated for mundane and mystical uses.
Cost: 3 gold each
Rare Alchemical Items
The availability and cost of rare alchemical items are determined by the Game Master.
Crystal Dust
A fine, sparkling powder made by grinding fragments of rare, naturally occurring volcanic obsidian crystals found in the Omega Islands. Crystal Dust carries a faint luminescence and glows softly in darkness like starlight.
Ironroot
A thick, dark root veined with fibers that appear metallic. It is exceptionally tough and feels like a mixture of leather and ore. Ironroot is known to grow in caves and caverns on the continent of Zayon.
Nightshade
A shadowy plant with dark leaves and small violet berries. It is highly toxic in its natural state, producing effects similar to Poison Type B . Nightshade is rumored to grow in swamps and ruins throughout the Stormskull Isles.
Powdered Bone
A fine gray powder made from the ground remains of monstrous creatures and undead husks. It is commonly harvested from crypts, battlefields, and slain undead.
Vitriol
A caustic, greenish liquid distilled from mineral deposits found near volcanoes or deep cavern pools. It hisses and smokes when exposed to air and can eat through cloth, wood, and some metals.
Vitriol can inflict Corrosion. Merchants speak of it being collected in the Omega Islands.
Ice Quartz
A pale blue crystal that radiates a brittle, icy aura. Frost creeps along surfaces it touches, and prolonged contact with bare skin can cause frostbite. It is harvested in the Northern Pale.
Brimstone
A mustard-colored mineral that reeks of acrid smoke and simmers with unnatural intensity. It is extremely rare but is said to occur in caverns and ruins on the continents of Zayon and Dreadmoor.
Potions and Elixirs
Each completed potion or elixir contains one use.
| Potion or Elixir | Required Components | Difficulty | Brewing Time | Effect |
|---|---|---|---|---|
| Antidote | Silverleaf, Charcoal, Clean Water, Vial | Hard (5+) | 2 hours | Neutralizes Poison Type A or Type B. |
| Beauty Cream | Dawn Leaf ×2, Honey, Clean Water, Vial | Ordinary (3+) | 4 hours | Grants +2 Charisma for 8 hours. |
| Elixir of Awareness | Brightcap Mushrooms ×2, Honey, Vial | Hard (5+) | 4 hours | Grants +1 Wisdom modifier for 1 hour. |
| Elixir of Clarity | Crystal Dust, Sage Leaf, Clean Water, Vial | Moderate (4+) | 3 hours | Grants +1 Intellect modifier for 1 hour. |
| Elixir of Courage | Fine Wine, Nightshade, Honey, Vial | Hard (5+) | 3 hours | Grants +1 Attack Score and immunity to Fear for 1 hour. |
| Elixir of Reversal | Silverleaf, Ice Quartz, Nightshade, Vial | Overwhelming (6 ×2) | 12 hours | Dispels all magical effects on one creature. |
| Elixir of Shadows | Nightshade ×2, Oil, Powdered Bone, Vial | Extreme (6) | 6 hours | Grants +2 Dexterity for 1 hour. |
| Elixir of Strength | Ironroot ×3, Ale, Powdered Bone, Vial | Extreme (6) | 8 hours | Grants +2 Strength for 1 hour. |
| Elixir of Transmutation | Ironroot, Vitriol, Crystal Dust, Slime Residue, Vial, Advanced Kit | Improbable (6 ×3) | 24 hours | Temporarily alters the drinker’s body for 10 minutes. The exact alteration, such as stone skin or liquid form, is determined by the Game Master. |
| Elixir of Resistance | Silverleaf, Sage Leaf, Clean Water, Vial | Overwhelming (6 ×2) | 8 hours | Grants +2 Defense Score for 1 hour. |
| Elixir of Vigor | Ironroot ×2, Animal Fat, Clean Water, Vial | Hard (5+) | 4 hours | Grants +1 Vitality modifier for 1 hour. |
| Potion of Fleetfoot | Brightcap Mushroom, Oil, Vial | Hard (5+) | 4 hours | Grants +3 Initiative and increases Movement Speed from Moderate to Fast for 10 minutes. |
| Potion of Healing | Dawn Leaf ×2, Crystal Dust, Strong Alcohol, Vial | Hard (5+) | 6 hours | Restores 2d6 plus the character’s level in current Hit Points. |
| Potion of Refreshment | Dawn Leaf, Clean Water, Vial | Ordinary (3+) | 1 hour | Restores 1d6 current Hit Points. |
| Vaccine | Resin, Plant Fiber, Sage Leaf, Vitriol, Clean Water, Vial | Hard (5+) | 3 hours | Cures disease in one creature. |
Failed Brews
If an alchemist fails their Ability Roll while attempting to create a potion or elixir, roll 2d6 and consult the table below. Some failed brews may still prove useful.
| Result | Failed Brew | Effect |
|---|---|---|
| 2–4 | Bitter Dregs | Has the appearance of wine sediment and causes mild intoxication. |
| 5–6 | Blightwort Brew | Tastes like weak beer and immediately inflicts Poison Type A . |
| 7 | Alchemical Explosion | The concoction detonates and destroys the alchemist’s kit. |
| 8 | Dread Milk | Looks like ordinary milk. The drinker suffers from Fear. |
| 9 | Mindbreaker | A fizzy purple fluid that tastes like grapes and causes Paralysis. |
| 10 | Noxshade Oil | A green, oily liquid that burns the throat and causes −1 Dexterity for 1 hour. |
| 11 | Blackwater | Looks like black water, tastes like mud, and does absolutely nothing. |
| 12 | Warp Juice | A red, fruity liquid that grants +4 Strength for 10 minutes and then kills the drinker. |
Formulas and Mixtures
Each completed formula or mixture contains one use.
| Formula | Required Components | Difficulty | Time | Effect |
|---|---|---|---|---|
| Acid Flask | Vitriol, Salt, Clean Water, Vial | Moderate (4+) | 1 hour | A flask of corrosive acid. When thrown at a creature, it inflicts Corrosion . Range: 45 ft. |
| Binding Glue | Resin, Clean Water, Plant Fiber, Vial | Ordinary (3+) | 2 hours | A sticky paste that bonds metal, flesh, stone, or wooden objects together. It cures in 30 seconds and requires an Extreme Strength Ability Roll (6) to break apart. |
| Einherjar Wine | Fine Wine, Resin, Oil, Brimstone, Flask | Hard (5+) | 1 hour | When thrown at a creature, the flask explodes and causes the target to enter a rage. The target can make only physical attacks and cannot use magic or Powers for 2d6 rounds. A successful Vitality Resistance Roll (5+) prevents the effect. Creatures immune to Charm are unaffected. Range: 45 ft. |
| Fire Flask | Charcoal, Oil, Ash, Flask | Ordinary (3+) | 1 hour | A flask filled with fiery energy. When thrown, it explodes within a 5 ft. by 5 ft. area and inflicts 1d6 fire damage upon one creature. Range: 45 ft. |
| Flash Powder | Brightcap Mushroom, Saltpeter, Vial | Hard (5+) | 1 hour | When thrown, it produces a blinding flash within a 15 ft. radius. Creatures in the area must succeed on a Wisdom Resistance Roll (5+) or suffer Blindness for 2d6 rounds. Range: 45 ft. |
| Frost Flask | Ice Quartz, Clean Water, Ash, Flask | Hard (5+) | 4 hours | When thrown, it causes an icy explosion within a 10 ft. radius. Every creature in the area suffers 1d6+1 cold damage and has its Movement Speed reduced to Sluggish for 1d6 rounds. Range: 45 ft. |
| Oil of Slipperiness | Oil, Slime Residue, Clean Water, Vial | Moderate (4+) | 2 hours | Covers a horizontal surface within a 15 ft. radius with slippery oil. Creatures in the area must succeed on a Dexterity Resistance Roll (5+) or fall and lose their next action. The oil remains for 3d6 rounds. If exposed to fire, it inflicts Ignite upon every creature in the area. |
| Philosopher’s Cinder | Brimstone ×1, ×2, or ×3; Crystal Dust; Nightshade; Vitriol; Slime Residue; Flask; Advanced Kit | Improbable (6 ×3) | 48 hours | Produces a lava-like liquid that transmutes a medium-weight quantity of unrefined copper or bronze into one gold guild bar worth 400 gold coins. Each additional pouch of Brimstone, up to three total, reduces the Difficulty Target by one level. |
| Shin Xu-Bang! | Brimstone ×2, Saltpeter, Resin, Charcoal, Flask | Extreme (6) | 8 hours | A flask of non-elemental energy. When thrown, it explodes within a 10 ft. radius and inflicts 2d6 damage upon every creature in the area. A successful Dexterity Resistance Roll halves the damage, rounded up. Range: 45 ft. |
| Sleep Powder | Poppy Seeds ×2, Ash, Oil, Vial | Hard (5+) | 3 hours | When thrown, it creates a cloud within a 20 ft. radius. Creatures with fewer than 2d6 Hit Points fall into a deep sleep for 2d6 rounds. Creatures immune to Sleep or Enchantment are unaffected. |
If the Ability Roll used to create an item from this table fails, roll 1d6. On a result of 6, the Alchemist’s Kit explodes and is destroyed.