Alchemy

Alchemists are rarely concerned with the politics between the divine and the arcane. While they may sometimes be high-minded academics, they are more often simple hedge wizards, herbalists, healers, and poisoners out for profit. Though the men of the north consider poison to be a woman’s weapon, alchemists do not suffer persecution, and they know that at some point or another, their services will be needed even by those who insult them.

Alchemists are a great class for players who want to pursue the arcane arts on their own terms, without worrying about persecution, as long as they are willing to forgo some of the more supernatural spells available. On the other hand, the variety of ways to deliver their spells, from drinking potions, to poisoning weapons, to lobbing explosive flasks, makes up for their limited spell list.

Arcane Background (Alchemist)

Arcane Skill: Alchemy (Smarts)
Power Points: 10
Starting Powers: 3

Casting

To create a potion, the alchemist needs access to at least a small lab (such as might be carried in a trunk) and one hour per spell Rank (a Novice spell takes one hour to imbue into a potion). At the end of the required time, the alchemist rolls his Alchemy die and pays the relevant Power Points. These Power Points are not recovered until the potion is consumed or destroyed (poured on the ground, dispelled, etc.). At that point they return to the caster at the usual rate (typically one per hour).

Backlash: An alchemist who rolls a 1 on the spellcasting die, regardless of wild die, must roll a d20 to experience one of the following effects:

  • 1–10: Noxious vapors affect the mage’s ability to think straight. His Smarts and all linked skills are lowered by one die for an hour per Rank of the spell he was casting.
  • 11–15: The power immediately activates, with the caster as the target. While this may produce some unwanted beneficial effect, such as the alchemist gaining armor while miles from any
    action, a bolt spell is more deadly.
  • 16–18: The casting goes out of control, resulting in an explosion. Everyone within a Medium Burst Template centered on the alchemist takes 2d6 damage.
  • 19–20: As above, but the damage is 3d6 in a Large Template.

List of Master Formulas

An alchemist only has to learn the Master Formula once to deliver all its variations of it. Bolt, Blast, and Burst may also be imbued with a trapping such as Fire, Ice, Acid, or Electric. These are mostly for flavor, but may have special effects on a raise.

Armor, Blast, Bless/Curse, Blind, Bolt, Boost/Lower Trait, Burst, Concentrate, Confusion, Darksight, Detect/Conceal Arcana, Drain Power Points, Draining Touch, Entangle, Environmental Protection, Farsight, Fear, Greater Healing, Healing, Light, Mind Reading, Obscure, Pummel, Quickness, Sluggish Reflexes, Slumber, Smite, Speed, Stun, Succor, Wall Walker, Warrior’s Gift.

Trappings

If the alchemist rolls a Raise when preparing the spell, he can enhance the solution by adding a trapping.

Acid: Any target hit by the solution permanently loses a point of armor.
Cold: Slow the target. It moves at half-pace while the power is active.
Electricity: The power bounces to a target in the same zone.
Fire: The power bypasses 2 points of Armor on the target
Water: The power rejuvenates a Shaken target, allowing them to make a spirit roll.

Delivery

There are numerous ways to get a spell to its intended target. The mode of delivery must be specified when the Alchemist first begins to prepare the spell.

Flask

Armor, Blind, Bolt, Boost/Lower Trait, Concentrate, Darksight, Detect/Conceal Arcana, Drain Power Points, Draining Touch, Entangle, Environmental Protection, Farsight, Greater Healing, Healing, Light, Quickness, Sluggish Reflexes, Speed, Succor, Wall Walker, Warrior’s Gift.

The spell is prepared as a solution that can be imbibed or applied to the target on touch. Drinking a potion takes an action in combat, and throwing a flask at a target requires a Light Thrown attack to hit the spot. The range for a potion flask is 0/1/2 Zones.

A Touch Attack (Fighting at +2) can be used to simply smear the potion on an enemy at close range.

If a spell has an option that allows for multiple casts (such as Bolt), the Alchemist creates as many flasks as castings of the spell.

Passing a potion to an ally who is not in melee is a free action, but the ally must spend an action to drink it.

Exploding Flask

Blast, Bless/Curse, Blind, Burst, Confusion, Entangle, Fear, Obscure, Pummel, Quickness, Sluggish Reflexes, Slumber, Stun.

Throwing an exploding flask works similarly to lobbing a grenade. All rolls determining the number of targets hit or friendly fire are based on the roll used to throw the item, not the spellcasting roll used to prepare the solution. Throwing range for an exploding flask is 0/1/2 Zones.

Oil

Blind, Bolt, Boost/Lower Trait, Confusion, Drain Power Points, Draining Touch, Entangle, Sluggish Reflexes, Slumber, Smite.

Oils can be applied to blades or arrows, and set to trigger upon striking an enemy. Oils can be applied to a blade or an arrow as a free action outside of battle. In a battle, applying the Oil will count as a standard action and add a -2 penalty to any additional actions taken during that turn.

Multiple Oils, or several charges of the same Oil can be stacked on a single weapon, but remember that power points are not recovered until the Oil is spent. For example, just as a Mage can spend extra power points to cast 3 Fire Bolts, a sword can be imbued with three charges of Fire Bolt Oil.

Oils based off of formulas that normally affect an area template (such as Entangle) can cast a number of charges.

Small Burst Template – 1d4 Charges
Medium Burst Template – 1d6 + 2 Charges
Large Burst Template – 1d8 + 4 Charges
Cone Template – 1d6 Charges

Poison

Bless/Curse, Blind, Boost/Lower Trait, Confusion, Drain Power Points, Draining Touch, Entangle, Fear, Mind Reading, Sluggish Reflexes, Slumber

It is possible to slip a poison onto food, drink, or a surface, but it will be fairly noticeable unless the alchemist stacks a charge of Conceal Arcana on top of it. An unsuspecting victim will only discover the poison on a Notice roll with a -4 penalty. A suspicious victim will take a -2 penalty to the notice roll. Someone using Detect Arcana will need to make an opposed arcane skill check against the Alchemist.

Poisons based off spells that have an Area of Effect template option can be enlarged using the same conversion as Oils. This can be useful for poisoning an entire feast rather than a single cup of wine.

Alchemy

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