Alchemy Discipline

Alchemy is the art of transforming material, imbuing it with magical powers, and creating powerful magical items and potions.

### *Warnings:*

1. *Alchemy is a long term investment in the TAG system that may not see short term benefits. A character learning Alchemy should consider learning another discipline for a primary source of spells for adventuring and combat.*
2. *Alchemy is a more complex spell discipline, requiring a greater amount of player time to understand the alchemy process and to utilize it to its fullest potential. Casual players or players that do not want to invest extra time outside of adventuring may want to avoid learning the Alchemy Discipline.*

There are multiple categories of imbuing results:

* Permanent – imbuing an item for permanent effects is the most costly in material, time and spell points; and it requires the greatest skill level.  Examples are magic weapons, armor and artifacts of magical power.
* One time – is the cheapest, easiest method in Alchemy.  Potions and magic scrolls have a onetime use, thus are easier to make.
* Charged – these are items that run out of charges and are either discarded or can sometimes be recharged.
* Cool down – these are items that can be used and then must wait a predetermine amount of time before their magical power can be used again.

### **Alchemy Information**

#### **Delays in the Alchemy Work is Okay**

Because Alchemy is a laborious process spells that take more
than one round to cast can be interrupted and resumed at a later time, even
days later.  All time periods for creation
of items can be extended – consecutive days are not required.  A project can be put on hold for an extended
time period and started up again where the alchemist left off.  Delays are of the norm.  After an exceptionally busy day of
adventuring the Alchemist may not have the spell points necessary to cast all
of the spells to complete a day’s work on an item.  This is not a problem, simply note where you
left off.

#### **Alchemist log**

An Alchemist log is critical for the busy Alchemist to keep
track of her projects.  The project
should be described in the log by spells used, number of days or sessions
required, where the Alchemist is in the process and anything else that will
help the player keep track of her projects.

#### **Hints for Alchemy**

Because it can take long periods of time to create some of
the best items with Alchemy, an Alchemist needs to take advantage of the
discipline’s strengths.  Following are
some hints to make playing an Alchemist more fulfilling and useful.

* Look at the low level scrolls, potions, and gems for ways to use up your spell points just prior to a safe rest period, at the end of the day, in safer locations, while well-guarded.

* Transfer unused spell points into scrolls, potions, and spell point storage methods for use during adventuring.
* It best to have a large project and a small project in progress at all times.  That gives you several outlets for your unused spell points.
* For an Alchemist, an unused spell point at the end of a day is a wasted spell point.

## Alchemy Spell Lists

### **Scribe Arts**

These spells are used to create spell scrolls and spell
books.  Scrolls and books are used in
different ways and require different methods and commitments to create.  Scrolls for one time use are easier to make
than books designed to be able to cast a spell multiple times, or by someone
who has no magical skills.

### **Armor Imbuing**

Armor Imbuing spells are used to apply bonuses to all forms of armor, making them stronger and more versatile through various bonuses to armor rating, resistances, skills and stats.

### **Gems and Jewel Crafting**

Gems can be imbued to hold spells, spell points and bonuses of different types making them special magic items.

### **Weapons Artisan**

The Weapons Artisan can craft weapons of various types and magical attributes, along with some magical wands and staves of limited power. For better wands and staffs use the Staves and Figurine spell list.

### **Staves and Figurines**

Figurines
are small statues or trinkets that contain an imbuement.  They can be statues that are too large to
move or very small trinkets you would keep in a satchel, or backpack. Staves come in many lengths.
Some are as small as wands no more than 12” to 18” and some are staves
4’ to 7’ tall. Using this spell list an Alchemist can create some very powerful magical figurines, staves and wands.

### **Potions**

This spell list allows an Alchemist to create potions
infused with spells.  When the user
consume them the effect is set upon the user, or allows to cast a specific
spell that was infused into the potion.