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© 1994 by Scott Gray and Sharon Tripp. These pages may not be reproduced for profit. They may be copied, provided they are not altered and the authors' names remain attached.

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Alchemical Formulas

Alchemists can learn the recipes for a number of elixirs. Exactly what poisons and alchemical mixtures are allowed in the campaign will be determined by the GM. Each particular formula will combine one or more of the effects listed in the section of this manual entitled Elixirs and Alchemical Mixtures (p. 35).

Knowing a recipe does not guarantee production. The alchemist must have all the ingredients, in the form of components obtained ingame. In some cases there may be some element of chance involved.

Alcohol. Alcohol acts as a level 1 depressive, light pain reliever and level 3 intoxicant. In some games this is also a low level, high force addictive (level 1, force 5).
Withdrawal period before addiction broken: 25 weeks
Addiction effects: Lose two fatigue
Withdrawal effects: 1 less fatigue from distraction
Administered: Ingested
Prerequisite: Alchemy or brewing craft ability
Skill points: 2
Rarity: 1

Consumption. This is a level 10 health affecting poison. The victim cannot tell that (s)he has been poisoned, though will feel ill. A chirurgeon with the appropriate skill may diagnose the poisoning.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 3
Rarity: 5

Consumption antidote. Halts any further damage from consumption poison, but does not restore the lost health points.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 4
Rarity: 4

Death's kiss. This poison combines the effects of feign death, level 12 paralysis and level 5 depressive.
Administered: Ingested, insinuative
Prerequisite: Alchemy
Skill points: 4
Rarity: 6

Dizzy. This mixture causes the person who imbibes it to lose all balance. The poison acts as a level 6 paralysis, except that it only affects balance; the character may still speak and use his/her hands, but has difficulty standing or fighting as the poison takes effect. The character may use lockpicking or chirurgery or like abilities, but full-body abilities (including any movement other than crawling, combat skills and abilities, escape and waylay) are disallowed.
Administered: Ingested, insinuative
Prerequisite: Alchemy
Skill points: 2
Rarity: 5

Ellenic fire. Used as a thrown weapon doing base of "5 fire". Strength isn't applied to the damage, but masteries, doubled attacks and vitals attacks are. On contact with air the fuel burns quickly, doing surface damage to what it contacts in the few seconds before it burns out. It burns so quickly that it is a relatively inefficient way to start large fires. Phys reps should be large foam balls.
Administered: Special (thrown)
Prerequisite: Alchemy, explosives use skill
Skill points: 6
Rarity: 4

Entleris. Expectorant.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 2
Rarity: 2

Gunpowder. Level 3, force 1 explosive. This particular mixture is the explosive used to fire arqebuses and blunderbusses. Another type of explosive might be used in its place, but can be damaging to the weapon.
Administered: Special (ignited)
Prerequisite: Alchemy, explosives use skill
Skill points: 5
Rarity: 3

Healing salve. This acts as a level 1 quicken healing, light pain reliever and level 1 depressive. Note that the healing salve is applied at the beginning of the chirurgery process. The pain reliever effect kicks in five minutes into the healing process, and continues until an hour has passed from when it took effect.
Administered: Ointment
Prerequisite: Alchemy
Skill points: 1
Rarity: 2

Hunger. Level 5, force 4 addictive, level 3 adrenalate.
Withdrawal period before addiction broken: 20 weeks
Addiction effects: The character loses two fatigue points. The character gains a voracious appetite, and will actively seek the drug.
Withdrawal effects: Overnight healing reduced by one point.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 2
Rarity: 3

Intensity. This drug is a level one adrenalate which modifies a character's emotions and reactions to a caricature of what they were when drug was ingested. It is also a level 8 sense- affecting hallucinogen, although the hallucinogenic effects are very mild. A character affected by it mistakes things not seen or heard clearly for whatever is appropriate for the character's mood. Intensity is not known to be addictive.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 2
Rarity: 4

Isselyn. Isselyn acts as a level 5 quick poison as well as being a moderate pain reliever.
Administered: Ingested, insinuative
Prerequisite: Alchemy
Skill points: 1
Rarity: 3

Lethargy. Lethargy is a level 3 fatigue affecting poison.
Administered: Ingested, insinuative
Prerequisite: Alchemy
Skill points: 2
Rarity: 4

Lethargy antidote. Halts the damage incurred by the lethargy poison, but does not restore the lost fatigue points. It does possess minor adrenalate qualities, which will grant one temporary fatigue point for one hour after ingestion.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 3
Rarity: 4

Malexite. Explosive level 6, force 3. Does six points of damage in a three foot radius.
Administered: Special (ignited)
Prerequisite: Alchemy, explosives use skill
Skill points: 5
Rarity: 4

Qat. Highly addictive (level 8, force 3), level 2 adrenalate. Despite adrenalate effects, qat causes laziness which lasts 4 hours from when imbibed.
Withdrawal period before addiction broken: 15 weeks
Addiction effects: If addiction occurs, the character begins to seek qat with great determination, and is considered to be lightly wounded when more than four hours have passed since the last dose of qat.
Withdrawal effects: The character loses two fatigue points.
Administered: Ingested, special (smoked)
Prerequisite: Alchemy
Skill points: 2
Rarity: 1

Rage. Adrenalate 4, addictive (level 4, force 2). This drug is mood affecting, making the person short-tempered and giving temporary berserker benefit. These effects last one hour.
Withdrawal period before addiction broken: 10 weeks
Addiction effects: Character loses two permanent fatigue points, and is generally irritable. (S)he will only display the disadvantages, not the benefits, of berserker when using the drug in the future.
Withdrawal effects: Character loses one permanent fatigue point and is generally lethargic until the addiction is broken.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 2
Rarity: 3

Saaleni. Sense-affecting (hallucinogen) level 6, heavy pain reliever, mild addictive (level 2, force 6).
Withdrawal period before addiction broken: 30 weeks
Addiction effects: The drug will only act as a moderate pain reliever. The person generally starts hearing voices, which sometimes become so distracting that the person cannot concentrate; this distraction makes it difficult to concentrate over long periods of time, granting the equivalent of short attention span disad for as long as the addiction remains.
Withdrawal effects: Character suffers from lack of acute physical control. (S)he is unable to use defensive maneuvers or dexterity abilities. Also becomes ill, losing one permanent health point until the addiction is broken, or the drug is used again.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 2
Rarity: 4

Seros. This preservative is primarily used for vegetable components. It preserves vegetable components an additional 2 months, but also works to preserve animal components an additional 1 month.
Administered: Special (applied)
Prerequisite: Alchemy
Skill points: 3
Rarity: 1

Shimara. This is primarily an animal preservative. It preserves animal components for an additional 3 months, but also works to preserve vegetable components for an additional 1 month.
Administered: Special (applied)
Prerequisite: Alchemy
Skill points: 4
Rarity: 2

Sleep. This functions as a moderate pain reliever and level 8 depressive. Note that when delivered through a wound, the pain reliever effect does not apply.
Administered: Ingested, insinuative
Prerequisite: Alchemy
Skill points: 2
Rarity: 2


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