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.
Doyle, I've particularly enjoyed these last two posts of yours and have found them very inspiring.
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ReplyDeleteGood! I am glad that you found them so. Sometimes I feel like I am howling in the wilderness.
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