SRP: Simple Role Playing Rules
Rules for Alchemy

Link to Rules; Link to Maggiore Mailing List Archive

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

 

Old Notes

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