Alchemy

**The character must keep the scrolls for the staff to reference when using this skill.**

The **Alchemy** skill allows a character to create single use items with protection or healing effects.

## Description

An alchemist can gather and implement recipes that use herbs for the creation of balms or potions. There is one recipe for the creation of balms, one for potions and one for each of the various effects that can be generated. An alchemist of the appropriate level can learn these recipes from magical scrolls. Once a scroll is used the scroll disintegrates but the character has the recipe memorized forever.
Each production batch creates two balms or potions depending on the delivery method used.

Anyone may use balms and potions of any level. Balms take ten seconds to be applied to the target. A character applying a balm must make an audible count "Applying One, Applying Two…." to indicate their actions. A potion can be poured instantly but does not work if thrown. After the count, the character must name the effect of the balm or potion for the target to hear. However this is considered an OOP statement and surrounding characters will not know the nature of the effect beyond what he/she can deduce from the target's reaction.

Each of the effect recipes will have a list of the herbal components that must be used to create the alchemical product. The recipes for Balms or Potions augment the effect recipes by a designated modifier.

**For example:** The recipe for a Heal 10 calls for 1 Bindweed.

The recipe for making a balm requires x1 the original recipe so it would take 1 Bindweed to make a Heal 10 Balm. The alchemist would also need to have memorized the Heal 10 Scroll and the Balm Scroll, which are both level one.

The recipe for making a potion requires x2 the original recipe so it would take 2 Bindweed to make a Heal 10 Potion. The alchemist would also need to have memorized the Heal 10 Scroll and the Potion Scroll. Since the Potion Scroll is level three, a character would need level three alchemy to memorize that scroll.

Any character with the appropriate level of Appraisal or Alchemy can recognize a balm or potion he/she examines for three seconds. The character must be holding the item and cannot move, speak, activate a feat with a type other than "Negate" or sustain any hit point damage during the examination or he/she must begin again. Appraisal can identify any alchemical balms or potions up to level four. Alchemists can identify balms and potions of their Alchemy level or below. The general level of a balm or potion is based on the highest recipe required to create it. For example, a Cure Balm would be a level three solution because the Cure recipe is level three. However a Mend Item Potion would also be a level three because all potions are a minimum of level three based on the potion recipe level.

## Costs

 Apprentice
 Journeyman
 Master
 Grand Master

## Novice

### **Balm**

This recipe can be combined with any alchemical effect recipe to create an alchemical balm. Anyone can use any balm. Balms take ten seconds to be applied to the target. A character applying a balm must make an audible count "Applying One, Applying Two..." to indicate their actions. If the count is interrupted the balm is considered used but has no effect.

### **Create Light**

This solution causes a faint glow to emit from any item it is applied to. A glow stick or something that emits a similar amount of light can represent the light produced but the light is not the clear focused light of a flashlight so if a flashlight is used, something must be employed to muffle and diffuse the beam. This solution cannot be used on a creature or simply on the ground. The light lasts for one hour. A Create Light Balm takes ten seconds to apply to an item. A Create Light Potion can be poured on an item instantly.

### **Heal 10**

A Heal 10 effect will restore ten points of health back to a living creature. If the alchemical solution is used on a creature that is dying, it will bring the target back to the number of hit points granted by the solution or his/her maximum, if it is less than the intended amount. If the solution is used on a creature that is not living, a creature at full health, a dead creature, or undead creature, it has no effect. A Heal 10 Balm takes ten seconds to apply to a creature. A Heal 10 Potion can be poured into the mouth of a conscious or unconscious creature instantly.

## Apprentice

### **Sense Hidden**

This solution allows the character to intuitively feel when creatures or items are hiding from his/her normal senses. If a character comes within sight of a creature hidden or invisible creature with his/her arms crossed over his/her chest or wearing a blue headband, the character should say "Sense Hidden." If the creature responds by saying, "Yes," the character will know that someone is concealed in the area but will not know where specifically he/she is hidden. If a character encounters hidden object, he/she will be able to feel it when touched. This effect will dissipate if the character activates an additional feat of the same type, reaches dying or dead status or when he/she begins to Recuperate. A Sense Hidden Balm takes ten seconds to apply to a creature. A Sense Hidden Potion can be poured into the mouth of a conscious or unconscious creature instantly.

### **Shield Mental**

This solution grants the target a magical shield that protects the individual from one Mental Effect. Mental effects include any effect with the tagline "Soothe," "Charm," "Frenzy," or "Captivate." This shield lasts until the target uses it or reaches dead status. A character may not wear two of the same kind of shield or more than five shields at any one time. If a character is wearing multiple shields, they will be used in order from most specific to most general. A Shield Mental Balm takes ten seconds to apply to a creature. A Shield Mental Potion can be poured into the mouth of a conscious or unconscious creature instantly.

## Journeyman

### **Potion**

This recipe can be combined with any alchemical effect recipe to create an alchemical potion. Anyone can use any potion. A potion can be poured instantly into the mouth of the character, or the mouth of a willing or unconscious individual whose mouth is within reach but does not work if thrown.

### **Mend**

If used on a creature this solution allows the target to regrow all his/her mutilated limbs. The tagline "Mend Limb" must be said when the solution is applied. If the solution is used on a creature that has no mutilated limbs the item is used but the spell has no effect. If used on an object, this solution restores a shattered or broken item back to its original form. The tagline "Mend Item" must be used as the solution is applied. A Mend Balm takes ten seconds to apply to a creature or item. A Mend Potion can be poured into the mouth of a conscious or unconscious creature or over an item instantly.

### **Shield Metabolic**

This solution grants the target a magical shield that protects the individual from one Metabolic effect. Metabolic effects include anything with a "Stun," "Knockout," "Weaken," or "Poison" tagline. This shield lasts until the target uses it or reaches dead status. A character may not wear two of the same kind of shield or more than five shields at any one time. If a character is wearing multiple shields, they will be used in order from most specific to most general. A Shield Metabolic Balm takes ten seconds to apply to a creature. A Shield Metabolic Potion can be poured into the mouth of a conscious or unconscious creature instantly.

## Master

### **Cure All**

A Cure All effect will remove all metabolic and mental effects on the target. This effect does not restore a creature at dying or dead status back to life or restore any amount of hit points, nor does it dispel non-metabolic or non-mental effects. Metabolic effects include anything with a "Stun," "Knockout," "Weaken," or "Poison" tagline. Mental effects include anything with a "Soothe," "Charm," "Frenzy" or "Captivate" tagline. If the solution is used on a creature that is not living, a dead creature, or undead creature, it has no effect. A Cure All Balm takes ten seconds to apply to a creature. A Cure All Potion can be poured into the mouth of a conscious or unconscious creature instantly.

### **Shield Death**

This solution grants the target a magical shield that protects the individual from one Death effect. Death effects include anything with a "Slay" or "Cleave" tagline. This shield lasts until the target uses it or reaches dead status. A character may not wear two of the same kind of shield or more than five shields at any one time. If a character is wearing multiple shields, they will be used in order from most specific to most general. A Shield Death Balm takes ten seconds to apply to a creature. A Shield Death Potion can be poured into the mouth of a conscious or unconscious creature instantly.

## Grand Master

### **Alchemy Scroll Making**

A Grand Master of Alchemy has thoroughly learned the craft to the point where he/she can scribe the magic scrolls that are imbued with recipes other alchemist need to memorize to create alchemical solutions. Scribing scrolls requires a great deal of concentration from the alchemist, the willpower to imbue the scroll with magic and a certain combination of components capable of holding the magic. A Grand Master can create a scroll for any recipe he/she knows from levels one to four but may not create scrolls for unique recipes he/she may have developed. For information on component requirements, see the Scroll Scribing page.

### **Alchemy Research**

A Grand Master has moved beyond what he/she can learn from others but can now begin to create rare or even potentially unique solutions. Generating these proprietary solutions take a period of research and experimentation. If the solution a character is attempting is fairly common and easy to generate, it may not take very long to perfect the recipe. However if he/she is trying to generate a high level effect or something beyond the range of typical magical practices, it may take a lot of time to create something stable and effective. It should also be noted that some things simply cannot be created do to lack of a component that generates the necessary magic or because it is simply beyond the boundaries of magical law. You can learn more about the specifics of the process on the Research page.