Friday, November 16, 2012

Variants – Mixing it up: Alchemy


Essentially, I added an alchemy system to beef up Mages and other casters so they would have more to do at low levels. In my own mind, there is a real difference in herbalism, ancient chemistry, poison making and actual historical Alchemy, but I congealed them into one blob so that the list of things you could make would be more extensive. I stole freely from many systems that utilize herbalism, without taking too much from any one thing directly. There are a couple of fan net books for AD&D 2nd edition that I draw from, as well as Rolemaster’s herbalism, the Bard Games version and some others.

Basically, a player learns a recipe, which once learned, he or she never forgets. Once you know the recipe, have the ingredients and proper laboratory, and finally expend the time necessary, you can make the product.

Here’s a list of recipes, some from Irtaxes’Grimiore that I discussed yesterday, and some that my players have learned since. 

In these entries, you will note a level requirement; this refers to the level of character (usually mage). This is the only limit to recipes; you must be of sufficient level to be able to understand the recipe and use it. You will also note that that some requirements are very specific ingredients, while others are quite generic, this allows some flexibility in determining how easy it is to create certain recipes.  

A Basic laboratory requires 250 gp and weighs 20 lbs. It may be transported, and takes two hours to set up and break down. It consists of beakers, tubes, lamps, wire and metal apparatuses, along with common reagents.

An Advanced laboratory costs 1000 gp, and has the same basic equipment as a basic laboratory, but requires a 10’ by 10’ ft area protected from the elements, and is not portable. There is more equipment, which also more diverse and sophisticated, such as the alembic and athanor.

Creation times refer to a total amount of time to prepare, which is invariable. The creator need only spend 6-8 hours per day required on labor, however.

Snake Venom Antidote
Level: Alchemy, 1st Level
Form: Greenish potion
Ingredients:  1 Giant Snake Venom pouch or 1 dozen normal viper or adder venom pouches.
Creation: 2 days
Requires: Basic laboratory
Effect: If drunk or poured down the throat within one turn (10 minutes or ten rounds) of death by snake venom, this will revive the recipient.
                                      
Spider Venom Antidote
Level: Alchemy, 1st Level
Form: Clear potion
Ingredients:  1 Giant spider Venom pouch or 2 dozen normal black widows.
Creation: 2 days           
Requires: Basic laboratory
Effect: If drunk or poured down the throat within one turn (10 minutes or ten rounds) of death by spider venom, this will revive the recipient. (Note: this may be useful against all insect venom, at the discretion of the Referee.)

Fungal Antidote
Level: Alchemy, 1st Level
Form: Thick yellow potion
Ingredients:  6 drams yellow mold spores.
Creation: 5 days           
Requires: Basic laboratory
Effect: If drunk or poured down the throat within one turn (10 minutes or ten rounds) of death by fungal spores, this will revive the recipient.

Phosphorescent Formula
Level: Alchemy, 1st Level
Form: Dimly glowing green potion
Ingredients:  30 drams phosphorescent fungus
Creation: 3 days           
Requires: Basic laboratory
Effect: if this potion is smashed on the floor, it will provide dim light in a 20’ radius for ten minutes.

Herbal Bandages
Level: 1st Level
Form: Damp bandages, infused with herbs.
Ingredients:  5 drams medicinal herbs (common), boiled bandages (common)
Creation: 1 day             
Requires: fire and iron pot
Effect: These bandages, if used after combat, restore 1d3 hit points.

Herbal Poultice
Level: 1st Level
Form: Soggy mush, wrapped in gauze
Ingredients:  20 drams medicinal herbs (common), boiled gauze (common)
Creation: 1 day             
Requires: fire and iron pot
Effect: This poultice, when applied to a wound during eight hours of sleep, restores 1d6 hp. If used for a full 24 hours of rest, it restores an additional 1 hp.

Alchemical Fire
Level: 2nd level
Form: Small ceramic jug
Ingredients:  10 gp of Naptha (uncommon) quicklime, and sulfer (common)
Creation: 1 day             
Requires: Advanced laboratory
Effect: When tossed, this jug will explode upon impact (successful attack vs AC 10, range 5) and cause 1d6 damage in a 5 ft radius. In a subsequent round, unless a save is made, it will cause and additional 1d4 damage, at which point the flames will die out. 

3 comments:

  1. Doyle, I've particularly enjoyed these last two posts of yours and have found them very inspiring.

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    Replies
    1. Good! I am glad that you found them so. Sometimes I feel like I am howling in the wilderness.

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