[pnpgm] Alchemist skill
Alex Koponen
akoponen at mosquitonet.com
Sun Feb 1 21:29:29 CET 2015
The question about how to make a healing potion triggered the
thought...how about an Alchemist Skill?
BTW Herbalists make Healing potions.
Alchemist
Cost To Learn 100
Per EL Increase 8
Maximum Level (I + D + Em)/2 or 80
Skill in recognizing and enhancing natural materials (similar to
Permanent Magics BMC5 spell) and in creating potions that have some of
the natural material magic though made from inferior material. Example
an inferior gem, while unenhancable as an item could still be ground up
and used as the base magic material for a potion that would have some of
the qualities of an enhanced large flawless gem, but only for a limited
time after swallowing and only at reduced values.
To make a potion the Alchemist must make a skill roll adjusted by
the following factors:
Using gems/jewels the roll is modified by the appearance and clarity
factors of the stone that is ground up (note that small stones make one
potion, medium stones can make two potions and large stones can make
four potions).
Equipment: Creating a potion without at least a 5 GC kitchen
equivalent gives a -5. A full 500 GC laboratory with the proper
glassware and heating sources gives a +5 to skill. Some use magically
enhanced laboratory sets to further enhance the effective skill of the
Alchemist.
Time: Potions take 8 hours to create. Given the proper materials
multiple potions can be created at the same time if the equipment can
handle it. Add 20% to the cost of the equipment for each additional
potion it can handle. [Example: a very large laboratory that could
handle making 4 potions at once would cost 800 GC.] Being hasty imposes
a penalty of -5 if done in four hours and -10 if done in two hours.
Taking extra time gives a bonus of +5 for 16 hours over two days and +10
for 32 hours over four days.
Results: Failure by more than 25 results in totally ineffective or
ineffective and mildly poisonous potions. Failure by 1 to 25 results in
a potion of reduced potency, dropping effectiveness and time by half.
Success gives a 1 ounce potion that for EL/2 turns will affect the
person that consumed it. [Note that magic users that use the BMC
Permanent Magics Enhancement spell create potions that last ELx5 turns.]
Healing potions do their curative effect 30-(EL/2) phases. Any
adjustable feature of the magic is adjusted by being multiplied by the
EL/100.
Example: A master Alchemist buys a medium sized, severely flawed and
dull piece of Jet. Taking it back to his large laboratory he grinds it
up and spends only 2 hours creating two potions. As the potion can only
grant one power he selects the power of granting the imbiber total
immunity to disease for 24 hours IF it is first swirled in a gold vessel
before drinking. His skill of EL80 is adjusted by -7 for the poor
quality of the materials, by +5 for the equipment used and by -10 for
the haste giving an adjusted EL of 68. On a success it can provide
immunity to disease for 24 hours multiplied by 68/100 = roughly 16 1/3
hours. A partial failure would only provide immunity for 8 1/6 hours.
Both potions use the same roll.
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