The
practice of Alchemy is at once one of both the most practical and the most
mystical of the schools of magic. A
rigorous academic study Alchemy seeks to transform and modify the objects and
elements of the everyday world (as opposed to controlling, binding and allying
with their essences – the goal of elementalism)
for the benefit of the Alchemist’s individual body and soul as well as
the creation of the “Magnum Opus”, a great work, most often an artifact of great
power: The philosopher’s stone, offering eternal life, the universal solvent,
capable of dissolving the bonds of magic and reality or Azoth, a universal
medicine capable of raising the dead and curing any ailment.
Beside their contributions to the great work, Alchemists practice a form of magic less dependent on syphoning power directly from ley-lines or their own will and capable of using less power to gain similar effects by magically altering everyday objects. Where an elementalist would bind a fragment of fire to an enemy causing him to burst into flame, and an thaumaturge lash out with a hard won tendril of pure unreality as a weapon, an alchemist will fling a specially enchanted dagger or sling bullet that seeks out and strikes the target (perhaps triggering some sort of chemical combustion reaction on impact). As a result of the importance of mundane items in their work, Alchemists have many useful skills related to machinery, poisons and technology. The Alchemist’s practicality is often lampooned by other magic PR actioners, and the caricature of an Alchemist, crushed under the burdens of his tinker’s tools, engineer’s kit, chemist’s glasses and disorganized research notes is a stock one amongst the schools of academic magic, mocking those with lesser talent for wielding raw power but perhaps greater adaptability and genius. It is a rare group of scavengers that doesn’t prize an Alchemist’s presence as his magic is no less effective for being tied to mundane objects and his broad knowledge of the sciences is often proves more helpful at avoiding danger then the puissance of a more focused sorcerer.
Beside their contributions to the great work, Alchemists practice a form of magic less dependent on syphoning power directly from ley-lines or their own will and capable of using less power to gain similar effects by magically altering everyday objects. Where an elementalist would bind a fragment of fire to an enemy causing him to burst into flame, and an thaumaturge lash out with a hard won tendril of pure unreality as a weapon, an alchemist will fling a specially enchanted dagger or sling bullet that seeks out and strikes the target (perhaps triggering some sort of chemical combustion reaction on impact). As a result of the importance of mundane items in their work, Alchemists have many useful skills related to machinery, poisons and technology. The Alchemist’s practicality is often lampooned by other magic PR actioners, and the caricature of an Alchemist, crushed under the burdens of his tinker’s tools, engineer’s kit, chemist’s glasses and disorganized research notes is a stock one amongst the schools of academic magic, mocking those with lesser talent for wielding raw power but perhaps greater adaptability and genius. It is a rare group of scavengers that doesn’t prize an Alchemist’s presence as his magic is no less effective for being tied to mundane objects and his broad knowledge of the sciences is often proves more helpful at avoiding danger then the puissance of a more focused sorcerer.
Spells
An
Alchemist’s first and most basic spell is Arcane
Research, and in addition to this
basic spell the Alchemist gains one of the following spells, determined
randomly.
Arcane Research
Alchemists
are researchers and scientists in addition to being mages, and the first spell
that an Alchemist learns is to determine the properties and nature of magical
objects and writings. Les of a spell and
more a set of practices, and Alchemist use their time between game session to
identify magical items previously recovered.
This process costs 20 GP per item for research and materials, but will
identify details regarding unknown magical artifacts. This spell may also allow an Alchemist to
create magical items by infusing the power of spells they already have along
with some of their own life energy (modeled with a varied amount of permanent
HP and CON loss) into specially prepared objects crafted from expensive and
magically charged materials.
Tin
addition to Arcane Research a newly
trained Alchemist will have one of the following spells scribed in his
spellbook or research notes:
1D6
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Introductory
Alchemical Magics
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1
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Flaming
Goblet – The
alchemist may create a pot of vile smelling liquid from the chemicals in his
kit. This magical substance combusts
upon exposure to air, burning white and hot and sticking like glue. Kept in a sealed goblet, the traditional
way to use this essence of combustion is to fling it quickly at nearby foes,
as holding onto the container is a sure way for the alchemist to burn
herself. An attack with the flaming
goblet will harm all foes in melee with the alchemist and does 1D6 damage,
with a save vs. spells for ½ damage.
The essence of combustion is extremely volatile and while it can be
used to set small fires, an alchemist (even in heavy gloves and a mask) will
have little control over it once the essence has been exposed to air.
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2
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Secrets
of Combustion – The alchemist has made an especial study
of flame and immolation, and he cannot directly call to the element, the
alchemist’s knowledge of fire allows him to sing to and cajole small natural
flames in their own crackling language either encouraging it to flame up into
a greater inferno or damp it down reducing its heat. With this spell an alchemist can cause a
campfire to suddenly sink to mere embers or flare into a bonfire, twice its
current size. After these magical changes a flame will grow, shrink or exhaust
fuel normally, a bonfire rapidly burning the wood laid out for a small
campfire, and the coals catching and reigniting available fuel. Damage producing uses of this spell will
rarely do more then double the damage of the fire they are effecting (for
example turning a torch into a 1D6 as opposed to 1D6/2 weapon).
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3
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Stupefying
Dust – A sachet of magically charged dust that
the alchemist may blow at opponents (usually with a small bellows or pump)
while making the proper incantations to various spirits. The dust has a dulling and stupefying
effect on 2D8 hit dice of opponents who will be caught in the cloud. Any creature that breaths the dust (and is
effected by charms or other mind altering spells) will fall into a docile
state of immobility, stupidity and placidity for two “spell exhaustion”
results on the exploration die. The
spell may be resisted with a successful Save vs. Spells, and life threatening
physical pain (at least 1HP worth) will jar victims from their trance.
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4
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Regal
Glue - With this spell the Alchemist
temporarily enchants a vile smelling pot of glue that will bond any
non-organic materials together so strongly that only magic can part them
until the spell wears off after one “Spell Exhaustion result on the
Exploration Die, after which a successful “Force” check will break the
bond. Most commonly used to seal
doors.
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5
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Purification – With the application of
variously magically charged regents the Alchemist can purify water or food
that has been contaminated or poisoned, making it harmless. This spell may also be used to inflict
serious injury on elemental creatures of water and some forms of demonic
corruption in melee.
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6
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Illumination – A strange paste that glows with
terrible brightness when exposed to air.
An application of this paste can brightly illuminate an 80’
circle. The glow will last for two
“Spell Exhaustion” results on the Encounter Die. The paste is poisonous, causing blindness
(with failed save) if ingested.
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Class Abilities
Tier 1
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Nigredo
– The first stage
of the great work, ‘blackness’ the process of decomposition and putrefaction
and the corresponding spiritual self-examination of the Alchemist’s
failings. In doing so the Alchemist
also conducts numerous experiments on himself with poisons, drugs and other
dangerous chemics. This
experimentation grants a +2 to all
saves vs. poison.
Chemic -3, Tinker –
2, Engineering -1,
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Tier 2
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Albedo - The second and final physical
stage of the Alchemical project, the “whiteness” a purification of the
corruption and poisons introduced into the Alchemist and his works during the
Nigredo. Through this process the
Alchemist comes to some sort of spiritual awakening usually antithetical to
any existing religion and cleanses both their body and soul of
corruption. This process of
purification grants a +2 to all saves against spells as well as a permanent
+1 to Wisdom and +1 to Constitution.
Alchemy – Alchemist gains the ability to
make minor ingestible magic items, however these potions, drugs and tonics
tend to be somewhat unstable and prolonged or excessive use is very
dangerous.
Chemic -4, Tinker –
3, Engineering -2, Piloting -1
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Tier 3
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Citrinitas – The
abandonment of the “lunar soul” discovered during the Albedo, the
“yellowness” is a stage of the great work where the alchemist becomes filled
with unnatural vigor energy through the creation and consumption of various
tonics, potions and elixirs including a great deal of molten gold. These noble elements are transformed by the
alchemist’s spiritual furnace into bodily strength and beauty. The resilience and energy of an Alchemist
who has passed through the Citrinitas
grants a +2 to all saves vs. Petrification, and a permanent +1 to
Strength and Charisma.
Transmutation – With a
successful Chemic’s check, a laboratory prior to each session the alchemist
may convert small quantities of one base metal or element into another.
Chemic -5, Tinker –
4, Engineering -3, Piloting -2
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Tier 4
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Rubedo – Sometimes called the reddening
or purpling, symbolic both of the Alchemist’s mastery or ‘kingship’ over
magical substance and herself. Upon
reaching the Rubedo the Alchemist is ready to begin their Magnum Opus” and
has purified their own being as well.
As a result of this process the Alchemist will gain a permanent +4
Intelligence (Up to 18) and become highly resistant to all forms of elemental
damage – normal flame, cold, electricity, poison and acid will not harm the Alchemist and
the Alchemist receives a three point per die damage reduction from magical
elemental attacks.
Magnum
Opus – The
Alchemist may create a Magnum Opus, a process of great expense and magical
resources. The Alechmist will be
required to invest at least 100,000 GP in the creation of a powerful artifact
Chemic-6, Tinker –
5, Engineering -4, Piloting -3
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Transmutation - Lead can be transmuted to gold, or even rare magical metals such as ancient
‘tool steel’ or orichalcum. Normal ‘pure elements’ may even be converted into
their magically infused ‘true elemental’ variety through this process. This
process is very costly, involving both complex scientific apparatuses, regents
and materials that will always cost 1D6
times the value of the metal or elements produced.
The Magnum Opus – At the highest level of their artistry the
Alchemist has the knowledge and skills to craft a magical artificat. This Great work is the culmination of all
that has come before. For Every 100,000
GP invested in the creation of the artificat there is a 1 in 6 chance of
successful creation. Examples of such
items include the Philosopher’s Stone that allows the alchemist to store and
cast spells, regenerate damage and raise the dead, The Universal Solvent
capable of dissolving even the bonds of reality and moving the Alchemist freely
between planes and universes (and potentially escaping the Apollyon) or Azoth,
a simple tincture of immortality that will transform the alchemist into a
golden ageless being.
Alchemy – The process of turning regents
and chemicals into magically potent elixirs, tonics and drugs is the pinnacle
of the Alchemists art of chemistry, a far greater accomplishment then the mere
brewing of poisons or other mundane items like explosives, oils and
caustics. This process allows the
Alchemist to create a batch of identical magical ingestible (usually potions, but
not always) that will have minor beneficial magical effects when used
moderately. The Alchemist must spend 100
GP per dose attempted on materials and equipment, decide on an effect and make
a chemic skill check. On a successful
skill check the Alchemist can creates 1+ their margin of success dose of
whatever potion they sought up to the limit they bought materials for. For example: Boils Jeepson, the Alchemist
seeks to make some healing tonics, light effervescent fizzes that will cure 1D6
HP upon ingestion. HE’s 4th
level, and hence has a Chemics skill of
4, and figures such a useful item will be in great demand, and spends 400GP
knowing that he can’t succeed his D6 skill check by more than 3. With a roll of 2, the process goes well, but
not perfectly, and Jeepson begins the next session with 3 (1+ the 2 pip margin
of success) health tonics, for the cost of 400 GP.
Typical
Alchemical potions/items include:
Healing Tonics (1D6 HP recovery), Poison Antidotes (allows a reroll of a
failed poison save if taken immediately), Vivification Dust (+1 to initiative
and +1 attack for 1 combat), Heroism Potions (+2 attack bonus for 1 combat),
Salves of Resistance to Fire, Cold, Lightning or Acid (-2 point per die from a
specific kind of elemental damage). The
use of these Alchemical agents is somewhat dangerous, and while the first dose
per session is always side effect free subsequent doses will require a Con
Check (at a cumulative -2 per additional dose taken) to avoid the one of the
following deadly or deeply destructive, permanent side effects:
D20
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Terrible
Alchemical Overdoses
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1
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Brain boils and
explodes – Instant Death.
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2
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Blood turns to
liquid fire, igniting the body from within – Instant Death.
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3
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Endless severe
convulsions that rapidly break every bone and rupture organs, ceasing only
when the victim’s muscles have torn themselves apart – Death in D4 rounds.
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4
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Hideous homunculi,
antithetical to terrestrial life (1HD Outsider) burrows its way free of
victim’s chest before fleeing – Instant Death.
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5
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Body desiccates and
shrivels into a dusty husk – Instant Death.
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6
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Body is covered with
hideous boils that reappear frequently.
Carrying capacity reduced by ½, CHR reduced by ½ (death by infection
if below 3) and preventing the use of armor due to pain from chaffing.
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7
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Flesh and muscle
liquefy and dribble from every orifice as a pus like slurry. The long-term withering effect results in
the loss of ½ STR and ½ CON. If this
drops either below ‘3’ the result is death.
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8
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Character becomes a
compulsive and excessive eater of just about anything. This is necessary for their radically
altered biology and results in hideous, stinking obesity. -2 to CHR, loss of ½ DEX (if under 3, death
by cardiac arrest results) and -2 to initiative.
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9
|
The nervous system
of the imbiber becomes supercharged and highly sensitive. While the ability to feel slight drafts as
if they were strong gusts and hear the rivets creeking a mile away in the
hull grants a 5 in 6 search skill, it also makes the character almost
incapable of suffering injury. Any
blow will cause excruciating pain, and even with a strong will and training
the character must save vs. wands whenever struck or collapse defenseless in
excruciating pain for a full turn.
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10
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Body shrivels and
atrophies over the next few rounds while emitting a fierce light. After the light fades the victim is hunched
and weakened having lost ½ their STR.
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11
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Eyes begin to glow
and heat like coals. When the searing
pain is over the victim’s eye sockets are carbonized hollows and they are
blind.
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12
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Over the course of
the next few turns the imbiber’s skin becomes grey and translucent and they
develop an allergy to magic. All saves
vs. dangerous magic are at -6, and beneficial magic cast on the character
does 1D6/2 points of damage per application.
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13
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Victim begins to
glow, creating a 5’ circle of sickly yellow light and result in a -2 to AC
vs. missile weapons.
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14
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Violent Insanity has
wormed its way into the potion abuser’s diseased mind. In battle they no longer have full control
over their actions randomly striking any target in range, including their
friends (GM rolls target randomly each round). Additionally, unless restrained or sedated
(with lotus or mad kelp perhaps) the character will now charge into combat
with any creature or person that seems remotely threatening (including
Steward guards and Vory thugs back in Sterntown).
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15
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Nothing happens, at
least not right away, but when the party returns to safety the overindulgent
PC will bud a sinister and evil clone in their sleep. This creature will have the character’s
abilities and class levels and steal out into Sterntown (likely taking the
character’s equipment) to commit acts of bloody mayhem which will quickly
lead back to the character and result in bloody revenge from the aggrieved and outraged factions.
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16
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One of the imbiber’s
arms turns to brittle stone. Besides
being wary of shattering, this reduces DEX by 4, STR by 2 and prevents the
use of shields and two handed weapons.
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17
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Victim falls into a
coma or magical slumber for the rest of the session and the next 1D4-1
sessions.
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18
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The victim’s voice
turns into the pop of molten metal, the clack of crab claws or the grinding
of gears, they may still speak to friends and companions, but cannot cast
spells or communicate with strangers.
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19
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Drinker falls into
severe convulsions for 1D6 turns and save vs. wands or do 1D6 points of
damage in strains and snapped bones.
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20
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Skin turns an
unnatural color (purple, blue, red or green).
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