Alchemy
Alchemy is the craft of real substances: poisons, medicines, painkillers, tonics, incendiaries, and the nostrums sold as cures for everything. It is a discipline of the Trade skill (see Skill Mastery, Alchemist Discipline).
Alchemy is mundane. It spends no magan and uses no form or command. Its products are real substances: permanent, unaffected by Magical Impermanence, and beyond the reach of dispelling.
Quick Reference
| Concoction | Category | What it does | When | Delivery | Price |
|---|---|---|---|---|---|
| Aconite | Poison | Primal damage, then Tainted | Damage (Immediate); Condition (Delayed) | Ingested, Wound | 1 ss / 1 gs / 4 gs |
| Alum | Medicine (counter-vial) | Ends one Bleeding | Immediate | Contact | 1 ss |
| Ambergris | Nostrum (legendary) | Fortified T3 | Immediate | Ingested | Not sold |
| Aqua fortis | Poison | Sea damage; eats metal, limestone, marble | Immediate | Contact, thrown | 1 sc |
| Aqua vitae | Anodyne | Dulls pain; may make you drunk | Delayed; Exploration, Travel | Ingested | 1 ss / 1 gs |
| Arsenic | Poison | Tainted; no healing while Tainted | Delayed | Ingested | 1 ss / 1 gs / 4 gs |
| Belladonna | Poison | Disoriented, then Tainted | Delayed | Ingested, Contact | 1 ss / 1 gs / 4 gs |
| Bezoar | Nostrum (effective) | Each shaving lowers Tainted 1 tier | Immediate | Ingested | 10 gs a stone |
| Blood draughts | Nostrum (legendary) | Wake the dying; the dead speak; revival; healing | Immediate | Ingested | Not sold |
| Cantharides | Poison | Primal damage, then Tainted | Damage (Immediate); Condition (Delayed) | Ingested, Contact | 1 ss / 1 gs / 4 gs |
| Chalk-water | Medicine (counter-vial) | Ends one Corroding from acid | Immediate | Contact | 1 sp |
| Coffee | Tonic | Lowers Exhausted; sharp-eyed; crash after | Delayed; Exploration, Travel | Ingested | 1 ss |
| Comfrey poultice | Medicine | Bruised to the Bone heals in 1 day | Immediate | Contact | 1 ss |
| Dwale | Anodyne | Drowsy or asleep, for surgery | Delayed; Exploration, Travel | Ingested, Inhaled | 1 sp / 1 sc / 1 gs |
| Embalmer's salt | Medicine (counter-vial) | Ends one Decaying | Immediate | Contact | 1 sc |
| Hellebore, white | Poison | Primal damage, then Exhausted | Damage (Immediate); Condition (Delayed) | Wound, Ingested | 1 ss / 1 gs / 4 gs |
| Hemlock | Poison | Impaired | Delayed | Ingested, Wound | 1 ss / 1 gs / 4 gs |
| Henbane | Poison | Disoriented T2 and Invigorated; one trial | Delayed | Ingested, Inhaled, Contact | 1 sp / 1 sc / 1 gs |
| Hippomanes | Nostrum (legendary) | Charmed by the first creature seen, maybe forever | Immediate | Ingested | Not sold |
| Honey dressing | Medicine | Wound resists infection; +2 health per rest | Immediate | Contact | 1 sp |
| Leech's eyesalve | Medicine | Lowers Infected 1 tier | Immediate | Contact | 1 ss |
| Mandrake | Anodyne | Sharper mind, clumsier body; may Disorient | Delayed; Exploration, Travel | Ingested, Contact | 1 ss / 1 gs / 4 gs |
| Moly | Nostrum (legendary) | Warded T3 | Immediate | Ingested | Not sold |
| Mumia | Nostrum (legendary) | Heals and clears Injuries | Immediate | Ingested | Not sold |
| Oil of vitriol | Poison | Sea damage; eats cloth, leather, wood, flesh | Immediate | Contact, thrown | 1 sc |
| Opium | Anodyne | Kills pain; deep sleep; may cause a stupor | Delayed; Exploration, Travel | Ingested, Contact | 1 ss / 1 gs / 4 gs |
| Quicklime | Poison | Blinding cloud; Sea damage | Immediate | Thrown | 1 ss |
| Serpentine | Incendiary | Grenade: Fire damage, Deafened. Petard: breaches gates | One phase after it's lit | Thrown or placed | 1 sc a grenade |
| Snowdrop | Nostrum (effective) | Ends one nightshade dose | Immediate | Ingested | 1 ss |
| Stag's heart bone | Nostrum (legendary) | Inspired T3 | Immediate | Ingested | Not sold |
| Sublimate | Poison | Stone damage, then Tainted | Damage (Immediate); Condition (Delayed) | Ingested, Contact | 1 sc / 2 gs / 8 gs |
| Theriac | Nostrum (legendary) | Ends Tainted; immunity as it ages | Immediate | Ingested | Not sold |
| Valerian | Tonic | Calm; better rest; slows you | Delayed; Exploration, Travel | Ingested | 1 sp |
| Verdigris | Poison | Tainted | Delayed | Ingested, Contact | 1 ss / 1 gs / 4 gs |
| Vinegar | Medicine (counter-vial) | Ends one Corroding from lime or lye | Immediate | Contact | 1 sp |
| Vinegar sponge | Tonic | Rouses from a stupor for 1 AP | Immediate | Inhaled | 1 sp |
| Viper wine | Nostrum (effective) | Ends one Withering | Immediate | Ingested | 2 sp a vial |
| Warming cordial | Medicine (counter-vial) | Ends one Freezing | Immediate | Ingested | 1 sc |
| Wildfire | Incendiary | Fire damage and Burning; soaks arrows or quarrels | Immediate | Thrown, arrows or quarrels | 1 ss a pot; 2 sp an arrow or quarrel |
| Willow bark | Medicine | Dulls mild pain | Immediate; Exploration, Travel | Ingested | 1 sp |
| Wine or vinegar wash | Medicine | Dominance on the next Infected trial | Immediate | Contact | 1 sp |
| Yew | Poison | Primal damage and Tainted, a round later | Delayed | Ingested, Wound | 1 ss / 1 gs / 4 gs |
The Alchemist
Categories and Modifications
There are six categories of concoction and six modification picks:
- Categories: Anodyne, Incendiary, Medicine, Nostrum, Poison, Tonic.
- Modifications: Concentrated, Corrected, Masked, Potent (comes with Poison), Prolonged, and Thickened and Lingering (one pick teaches both).
At each mastery level from Untrained to Grand Master, choose one category and one modification. You can make concoctions only from categories you have chosen, and apply only modifications you have learned.
Poison is a fixed pair: choosing the Poison category teaches Potent with it. At each level where you don't take Poison, choose one of the other five categories and one of the other five modifications. A Grand Master has all six of each.
The Codex
Recipes are collected in play, from a teacher, a found book, or experiment, and kept in a Codex (see Equipment). Recipes you learned at earlier mastery levels are memorized. You need the Codex to make a recipe learned at your current mastery level, and for anything that needs a crafting trial.
Identification
Identifying a concoction is a use of the Alchemist discipline (see Skill Mastery, Alchemist Discipline). A concoction's DC is its maker's Mastery DC. Identification can also be done in camp as the Sage role.
The Poison Register
Every legal sale of a poison is recorded: the seller writes down who bought it. If a poison turns up in a body, the town knows whose door to knock on, so honest alchemists are careful who they sell to. A buyer who wants no record has to find the black market (see Skill Mastery, Thievery, Demimonde).
Talking About Tier
Two things describe a concoction, and they mean different things:
- Tier always belongs to a condition: "Tainted T2" means the dose can push its victim as far as Tainted Tier 2. A concoction with no condition, such as an acid or an incendiary, has no condition tiers.
- Social Class places a whole recipe on the Automatic Use table (Skill Mastery, Universal Trade Rules): Peasant, Knight, Burgher, Magnate, Noble, or Royal. A recipe's Social Class comes from its condition tier plus any modifications, and it decides who can make the recipe without a roll and how hard the concoction is to use. Each entry's table gives the Social Class.
So an alchemist says "I'm making hemlock, Impaired T2, Masked," and the table says that's a Magnate recipe.
Some concoctions come in named strengths instead of condition tiers, such as opium's pain relief −1, −2, and −3. Their first, second, and third strengths count as T1, T2, and T3 for batches and materials.
Making a Concoction
A preparation is one dose or batch in progress.
1. Choose
- The recipe: a concoction from a category you know. The recipe sets its own duration; only the Prolonged modification makes it last longer.
- The condition tier (T1, T2, or T3): how far its condition can go.
- Modifications: any the recipe allows and you have learned, each at most once, up to three.
2. Find the Social Class
Each entry has a table with the condition tiers down the side and the number of modifications across the top. The cell where they meet gives the days to make one dose and the recipe's Social Class.
| Social Class | Use DC | Trade Mastery Required |
|---|---|---|
| Peasant | 4 | Untrained |
| Knight | 8 | Basic |
| Burgher | 10 | Skilled |
| Magnate | 14 | Expert |
| Noble | 18 | Master |
| Royal | 21 | Grand Master |
Making concoctions needs at least Untrained Trade (Alchemist) mastery.
- If the recipe's Social Class is at or below your Trade (Alchemist) mastery, you make it without a roll.
- If it is above your mastery, you can still attempt it. Make a crafting trial (Intelligence tier die + Trade mastery die) at the halfway point of the work, against 2 + (the recipe's Use DC − your Mastery DC). Your Mastery DC is your mastery level + your Intelligence tier (see Mastery System).
- Example: a Skilled alchemist with Intelligence tier 4 (d6) has Mastery DC 8. She attempts a Magnate recipe (Use DC 14). The trial DC is 2 + (14 − 8) = 8.
- Past Royal, a recipe has no Use DC on the table. Each step past Royal adds 3 to Royal's 21.
- Example: a Grand Master with Intelligence tier 7 (d12) has Mastery DC 14. She attempts aconite, Tainted T3, with three modifications (Royal + 2). Its DC is 21 + 3 + 3 = 27, so the trial DC is 2 + (27 − 14) = 15.
- A natural minimum fails the trial, and you also suffer the concoction's effects: opium knocks you out, a helpful concoction's effect is wasted on you, and a damaging one deals your own dice to you. Incendiaries can kill their maker this way: a Serpentine natural minimum is the workshop exploding.
- On a failure, choose Abandon or Commit (see Spoiled Batches).
3. Time and Batches
- One dose takes the days shown in the entry's table.
- A batch takes half again as long (multiply by 1.5, rounding up).
| Condition tier (or strength) | Batch size |
|---|---|
| T1 (first strength) | Up to 10 doses |
| T2 (second strength) | Up to 5 doses |
| T3 (third strength) | Always a single dose, but it takes a batch's time |
Concoctions with no condition tiers, such as acids and incendiaries, make batches of up to 10.
4. What the Maker's Skill Fixes
When the work is finished, the maker's skill is fixed on every dose:
- The dose's DC = the maker's Mastery DC. Every trial to resist the dose, and every Identification of it, is against this DC.
- Damage = the maker's Trade mastery die + Intelligence tier die. Making it with Dominance steps both dice up (see Mastery System).
Where You Work
Each entry's Workspace row names what its recipe needs, and a laboratory can make anything a field kit can. The GM approves the workspace.
- Laboratory: a furnace, stills, glassware, and crucibles, for anything distilled, sublimated, melted, or long-aged. A laboratory is a building (see Strongholds). Until characters own one, they rent or arrange access to an existing laboratory or apothecary's shop. You can have as many preparations underway as your mastery level or the laboratory's stills allow, whichever is lower. The GM sets how many stills a laboratory has.
- Field kit: the alchemist's portable gear (see Equipment, Alchemist's Gear), for any recipe that needs no furnace. You can have one preparation underway at a time. It advances one day each evening you take the Sage role in camp (see General Rules, Camping Roles).
Vessels
- Liquids need a glass or pewter vial (see Equipment). Acids need glass. Vials are reusable unless broken or thrown.
- Dry doses, such as powders, bark, and dried herbs, are dispensed in a paper twist, the apothecary's chartula, at no cost.
- Thrown vessels, such as wildfire pots and grenades, are clay, at 1 cf, included in the materials.
Price
What a PC Alchemist Pays
The alchemist pays only for materials, plus their own time. Their skill makes a better dose at no extra cost.
| Rarity | Materials per dose (T1) |
|---|---|
| Common | ¼ sp |
| Uncommon | 1 sp |
| Imported | 5 sp |
| Exotic | priced individually |
A T2 dose needs three times the materials, and a T3 dose six times. Rarity is regional, except Exotic: a substance is Common where it grows or is made, and Uncommon or Imported farther away. Each entry's Rarity row says where, unless the GM decides otherwise.
Buying From Someone Else
Every entry lists the price of a market dose: the ordinary, unmodified version an apothecary keeps in stock. Market prices include the vial or pot. A market dose's strength is set by its condition tier, not by who made it. Wherever a rule refers to the maker, such as the dose's DC, its damage, or Attrition equal to the maker's mastery level, a market dose uses this table:
| Market dose | Dose's DC | Damage | Maker's mastery level |
|---|---|---|---|
| T1, or no condition tiers | 6 | 1d4 + 1d4 | 3 |
| T2 | 8 | 1d6 + 1d6 | 4 |
| T3 | 12 | 1d10 + 1d10 | 6 |
Example: a wildfire pot bought in a shop deals 1d4 + 1d4 Fire damage and Burning 3.
Modified doses aren't stocked. They are made to order, priced by their Social Class:
| Social Class | Price |
|---|---|
| Serf | 1 sp |
| Peasant | 1 ss |
| Knight | 1 sc |
| Burgher | 1 gs |
| Magnate | 2 gs |
| Noble | 4 gs |
| Royal | 8 gs |
Anything past Royal is priced by the GM. A commissioned dose has its maker's DC and damage.
Fakes sell for what the real thing would.
Availability
Concoctions follow the Availability rules (see Equipment, Availability). A concoction's recipe gives its Social Class, and the GM can adjust it for how rare the concoction is in that region.
Items Without Condition Tiers
Items with no condition tiers are Peasant recipes. Their materials are priced like a dose whose condition is at T1, by rarity. A crafted fake takes 1 day.
Spoiled Batches
When a crafting trial fails, choose:
- Abandon: stop at once. Half the remaining time and materials are saved. You get nothing.
- Commit: finish the batch. You gain Dominance on your next attempt at the same recipe. This doesn't stack. Then the GM rolls 2d6 in secret on the table below and notes the result on the batch. The batch looks ordinary, so whoever uses it, the alchemist or a buyer, gets the result. You can learn what you actually made by identifying it.
| 2d6 | Result | What happens |
|---|---|---|
| 2–3 | Delayed | It works one round later than it would have |
| 4–5 | Spoils fast | It works, but only until your next rest; then it's inert |
| 6–7 | Inert | It looks and smells right, and does nothing |
| 8–9 | Vinegar | Obviously ruined. Everything is lost |
| 10–11 | Short yield | Half the batch, rounded down, is inert. A single dose works one tier lower instead; if it can't drop a tier, as with a T1 dose or one with no condition tiers, it's inert |
| 12 | Better than intended | It works, and the GM chooses one: a modification the recipe allows, whether or not you've learned it, the dose's DC +1, or the damage dice one step up |
Using Concoctions
Delivery
Each recipe lists how it reaches the body:
- Contact: on the skin, splashed or smeared.
- Ingested: eaten or drunk.
- Inhaled: smoke, dust, or a soaked sponge.
- Wound: on a blade, arrow, quarrel, or dart. A coating holds one dose and lasts until it's used or wiped off. Coating a weapon takes 1 AP. You can coat several weapons in advance. Wound poisons must reach health: damage absorbed by armor doesn't deliver them.
One dose is one use: one drink, one hit, one projectile.
Delayed
A Delayed concoction takes effect at the end of the creature's turn in the round after it's used. Concentrated removes Delayed.
- When only one of a concoction's effects is Delayed, the entry marks that effect, as in "Primal damage; Tainted (Delayed)." Its other effects work immediately.
Duration
Each recipe sets how long a dose works. Instantaneous lasts this round, Short lasts the encounter or scene, and Long lasts half the adventuring day. The Prolonged modification lengthens it by one step.
Resisting
A concoction with condition tiers, such as a poison, is resisted over several rounds. The target makes one Attribute Trial per tier: the first when the concoction takes effect, and the rest at the end of each of its turns. Each failure advances the condition one tier. After the last trial, the condition stays at the tier it reached for the rest of the dose's duration (see Conditions, Lasting sources).
Willing and Unwilling Users
- A willing user of a helpful concoction gets its full effect automatically. They roll only against its side effects, using the side effect's own attribute against the dose's DC.
- An unwilling target of a helpful concoction makes an Endurance trial against the dose's DC, unless the entry names another attribute. On a success, nothing happens.
- Crash: when a helpful concoction ends, its crash lasts as long as the substance did.
Applying and Activating
Taking a dose needs no skill: anyone can drink, eat, or breathe one.
Anything that must be applied or activated, such as coating a blade with a wound poison, applying a contact poison, lighting and throwing an incendiary or a pot of acid or quicklime, or dosing an effective nostrum, uses the Trade rules for Automatic Use (Skill Mastery, Universal Trade Rules):
- If you know the concoction's category and your Trade (Alchemist) mastery reaches its Social Class, you do it without a roll.
- Otherwise, make an Off-Label Use roll against the recipe's Use DC (see Making a Concoction, Find the Social Class). On a failure, the dose is wasted.
No Stacking
A concoction doesn't stack with itself. While it is active on you, another dose of the same concoction has no effect. Once it ends, a new dose works normally. Different concoctions do stack.
Typing
Every substance that deals damage has a type, by origin, which is also its damage type. Some entries list a type even though they deal no damage; there, it only describes their origin.
| Type | Substances |
|---|---|
| Fire | Incendiaries |
| Primal | Plants and animals |
| Profane | Decay and carrion, such as mumia |
| Sea | Caustics, such as acids and quicklime |
| Stone | Minerals and metals, such as arsenic, mercury, and verdigris |
- Resistance of that type reduces the substance's damage.
- Immunity to that type cancels its damage only, never its conditions. A Fae immune to Primal takes no damage from aconite but can still be Tainted by it.
- Acids ignore the resistance of the material they eat (see their entries).
Pain Relief
Painkillers let you ignore pain penalties up to the dose's strength: −1, −2, or −3. Pain penalties are the penalties from Injuries and from Bruised to the Bone. Painkillers never restore the use of a broken or missing limb or a lost eye: a broken arm still can't hold a shield.
Pain Traumas are the ones that say "Endurance trial or the AP is spent": Broken Ribs, Cracked Sternum, Internal Injury, Painful Scar, and Skull Fracture. Painkillers can help with those trials as their entries say.
Rousing
Waking someone who is asleep or knocked out costs 1 AP. Someone unconscious at 0 health needs warm blood to wake. A stupor, such as opium at pain relief −3, dwale asleep or deep, or a drunk who has passed out, costs 2 AP, or 1 AP with a vinegar sponge.
Addiction (Optional)
If the GM is using the optional Addicted rule, a frequent user of an Addictive substance makes an Endurance trial against the dose's DC each time they use it (see Conditions, Addicted).
Hazardous
A Hazardous item is dangerous to carry. Fire can set it off, a hard fall can break it, and water can ruin it, as the GM decides. The table shows what each item is at risk from.
| Item | At risk from |
|---|---|
| Acids | Breakage |
| Serpentine | Fire, damp |
| Wildfire arrows or quarrels | Fire |
| Wildfire pot | Fire, breakage |
Protection (see Equipment, Alchemist's Gear): a latched case protects against fire and breakage while shut, and drawing from it takes 1 AP; a waxed cloth wrap protects against damp; the field kit's padded places protect against breakage; Corrected Serpentine's corned powder ignores damp.
Modifications
Each modification can be applied at most once per concoction, and a concoction can carry up to three. Each modification moves the recipe up one Social Class. Together they add time: one modification adds 1 day, two add 3 days, three add 7 days. Each entry's table already shows the totals.
| Modification | Effect | Needs |
|---|---|---|
| Concentrated | Removes Delayed | A Delayed concoction or effect |
| Corrected | Tames the side effect: Dominance against it for a willing user, or removes a side effect that helps a poisoned target | A side effect |
| Lingering | Adds one instance of Attrition at the end of the target's next turn, equal to the maker's mastery level. Each entry names its Attrition label | Damage |
| Masked | Taste and smell are hidden in food or drink, or bitterness is hidden for a willing user | Ingested or Inhaled delivery |
| Potent | Poisons only. Fail the trial by 5 or more: straight to T2. Natural minimum: straight to T3. It never raises a dose past its own tier, so it needs a T2 or T3 dose. | A poison with a condition at T2 or T3 |
| Prolonged | The duration is one step longer: Instantaneous becomes Short, and Short becomes Long. Long is the limit | A duration |
| Thickened | Adds a delivery the recipe lacks, such as Wound for an ingested poison, or Contact as a salve. For acid and fire: it clings to the surface | A delivery to add |
Each entry lists the modifications it allows. Some entries define a modification for that substance (wildfire's Corrected fuse, Serpentine's Concentrated quick match); there, the entry's definition applies.