Showing posts with label alchemists. Show all posts
Showing posts with label alchemists. Show all posts

Friday, August 13, 2010

New Stuff: Alchemy Spells 2

Binding of the arcane essence.
Cost: See below table
Duration: instant/as per spell
Life: base 1 day+1 week per allocated effect point.
This allows the Alchemist to bind standard spells into alchemical compounds. The spell must be either known by the alchemist, or be provided during formulation by a capable spellcaster. The spell must be successfully cast, and the final effect recorded and allocated as appropriate to the spell description. Once the bound spell is cast, the alchemist must succeed in an Alchemy task check, modified by the difficulty of the bound spell.
Success indicates the compound and spell are successfully bound. Extra effect points may be allocated to effective life and limitations as per Enhancement of the material form. Otherwise, the default life of the compound is one day, with no limitations.
If the roll fails, the compound (and costs) are lost, and the bound spell immediately takes effect as if cast at the Alchemist and helpers. Assume that all working on the formulation are within 3’ of the spells point of effect, allow all but the casting Alchemist a DEX test to jump to cover and take ½ effect.

Cost of compounds are based on the school of the spell to be bound.
Cantrip/Chant2d6 gold coins or Solidii
Dweomer/Blessing 10 x 2d6 gold coins/Solidii
Sorcery/Prayer 100 x 2d6 gold coins/Solidii
Wizardry/Miracle 1000 x 2d6 gold coins/Solidii

In addition, any costs associated with the bound spell must be paid up front, and any physical effects upon the caster occur as listed to whoever provided the bound spell.

When consumed (or used –one could bind a spell into some odd ointment) the user may and must immediately cast the bound spell. The user of the compound does not suffer any effects related to casting the spell. Cool, huh ?

New stuff: Alchemy spells 1.

Enhancement of the material form
Cost: 100silver x 2d6 x maximum points chosen.
Difficulty: the chosen maximum Characteristic boost.
Time to prepare 1 day per point of maximum

This spell allows an alchemist to create potions or other medicines that temporarily increase the users natural characteristics. Choose a characteristic from STR, DEX, END,or INT. Specify a maximum number of points to add to the stat; this is the difficulty for creating the compound. If successful, note the final effect. If the effect of the success is less than or equal to the maximum chosen, the compound boosts the characteristic by that amount. The basic duration of a result that is less than or equal to the maximum chosen has a duration of one hour and an effective life of one day.
If the final result exceeds the maximum, the caster may allocate effect points to duration, effective life and any limitations.
Points added to duration extend the potion by one hour per point. Points allocated to life increase the life of the compound by a week. Limitations are a set of words that limit who can use the compound. Each point allows one word. Example: “Me”(1 point) “My friends”(two points) “elves or dwarfs”(three points) “Anybody but that tool, Bilbo” (5 points).
Failure causes an explosion, doing damage equal to the maximum points chosen plus the negative effect (treated as positive for all you clever Nellies). With a blast radius of 1 yard per point of negative effect. Additionally, the cost of the casting is lost.

Note: compounds increasing INT are often highly addictive for spellcasters*. When an INT boost compound expires, a spellcaster user must succeed in an INT test vs dice equal to the boost or immediately attempt to consume another INT compound within (2d6 – boost) hours if available. If after that time a compound was not available, the spellcaster suffers a minus to all spell rolls equal to half the boost (rounded down) for a number of days equal to half the boost (retain fractions). This effect is not directly ameliorated by INT potions , but is effected by magical cures.
*defined as anyone who learns or can inherently cast a spell.