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DRAFT Rules
General
Alchemy is based on using natural and magical ingredients to make potions or
other one-use magic items. In general, alchemical magical items will not spoil
due to age, but items not based on Potence and over 100 years old may often
not function as originally developed. The power for many alchemical items is
based on Potence from the natural world. Often the Potence in a natural object
is associated with cetain powers or effects and can only be used to make specific
types of magic.
Types of Alchemical Magic Items
The main types of items are potions, salves, and venoms. Potions must be imbibed
to be effective. Salves can be applied topically to get the effect, but are
not really effective for minor contact. Venoms are sticky pastes that provide
a contact effect when applied to a weapon that hits or when otherwise touching
the object envenomed.
Types of Alchemical Ingredients
Most ingredients can only be used for a specific magical effect or narrow range
of effects. Some, like Mandrake can be used for a broad range of alchemical
magic. Some special potions require combinations of ingredients to make. All
alchemical items take one full amount of ingredient at the correct potency to
make. If item requires two ingredients, the resulting potency is the lesser
of the two ingredients.
| Ingredient | Magical Effect | Type | Potency Range |
| Acid | Potion | ||
| Confusion | Potion | ||
| Confusion | Venom | ||
| Mandrake | Confusion | Venom | |
| Healing Herbs | Healing | Potion/Salve | 1-3 |
| Magwort | Increase Potency | Ingredient | 1-3 |
| Black Blood | Mana Restore | Potion | |
| Goblin Moss | Mana Increase | Potion | |
| Poison | Potion | ||
| Mandrake | Poison | Venom | |
| Poison | Venom | ||
| Poison | Venom | ||
| Mandrake | Sleep | Venom | |
| Sleep | Venom | ||
| Mandrake+Various | Spell | ||
| Truff | 2-3 | ||
| Black Earth (Kroil) | Paralysis | Venom | |
| Linghi Fungus (very rare) | Agelessness (1 year) | Potion | 10? for one year (no boosting will work) |
Magical Effects:
Acid: Ignores armor and does damage to the target.
Confusion: lowers resisitance to spells and ability to think clearly. Effective PM for spell defense (spirit defense normal) drops an amount equal to the potency. Sense skill drops an amount double the potency.
Healing:
Increase Potency:
Mana Increase:
Mana Restore:
Poison:
Sleep:
Spell: Specific mystic magic spell is stored and can be cast by the person using the item
Alchemy
Brew (Specific): Limited by Alchemy skill, sometimes Folklore or Vokadrazana, and capabilities of the ingredients (some ingredients are more difficult to brew). Potency is adjusted skill (by potency or limits of other skills) divided by 5 [or divide by 3]. Note: many ingredients are difficult to brew with a -5 to -10 to skill.
Research Alchemy: ability to research new Brew skills. Precursor to various unknown brew skills: Alchemy # (high), Folklore # or Humanities # (or matching), 5 x ingredients to experiment with, and sometimes know one or more matching spells.
Alchemy Ingredients
Ingredients have spell effect listed, potency range, brewing difficulty, harvest notes, and other notes
|
Name |
Effect |
Potency |
Difficulty |
Notes |
|
Truff |
1-3 |
0 |
Plant, F/V 10+, Trained Pig |
|
|
Magwort |
Multiple |
4+ |
-5 |
|
|
Poison Blade |
||||
|
Tar Root |
Increase Pot |
+1 or +2 |
-10 |
Used to increase another potion |
Mystic Spell Potions:
Most mystic spells are available for 2-5 gold for one potency.
|
Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com |
Updated 14 MAY 02 |