-Skill info
To make an elixir you use a Formula and alchemy skill.
elixir formulas are taken as hard techniques that cannot go above alchemy skill
Making most elixirs with formula but no technique is alchemy -1, some are worse.
Making an elixir with no formula or someone who has it mastered is an additional -6
to master a formula, the technique has to be level with the Alchemy skill

-Crafting elixirs
An elixir takes a number of weeks to craft, during which it brews 24 hours/day
It must be tended at least 8 hours/day.
Anyone may tend it, but the one Lowest skill of attendants is used for the skill roll.
An alchemist cannot split attention between two processes at once.
Larger batches can be made, with penalties to skill and increased cost.
(cost = recipe x number of doses made, skill penalty = -1 x number of doses made)
At the end of the crafting period a roll against the Formula technique is made
A success succeeds and a failure ruins the ingredients, for crit fail see magic pg 210

-Herb lore
Herb lore can be used to offset the price of alchemy recipes.
A successful Herb Lore roll reduces recipe price by 50% up to $100.
Herb lore may be used entirely to craft elixirs, but only the cheapest and unreliably.

-Alchemical Laboratories
To avoid penalties a sturdy table and $1,000 worth of equipment is required.
A professional-grade lab has 100 sq ft, $5,000 worth and grants a +1 to skill
The best has 200 sq ft, $20,000 worth and grants +TL/2 to skill (Just +1 at TL3)

Are very rare.
Most alchemists only have a handful of formulas
elixirs worth more than $1,000 (for the second number under cost) are very hard to
find Elixirs marked as possibly illegal, are banned by the pearl council; mostly used
among criminals.

-Wizard Alchemists
May use some spells to aid process
Might speed it up or reduce price
Same for magic equipment

-Types of elixirs

  • Potions
    Liquid form, imbibed, instant effects, lose potency in 1 day if open to air
  • Powder
    solid, ingested in food or drink, takes effect in 2d minutes, lasts for years
  • Pastille
    Tablet, inhaled, clouds 3 yards across 8’ high when lit. indoors smoke lasts 1 minute
    10 Seconds outside takes effect in 2d seconds. Tablet lasts 1 month in air, destroyed
    in water Double cost and time to make
  • Ointment
    cream or jelly, works by touching skin. Immediate effect, only affects the first contact

-Gadgeteer Alchemists
Gadgeteer Alchemists may research formulas faster than normal. see magic, p.211 for
Quick gadgeteer and gizmo are too cinematic for Roearth right now.

Roll Alchemy based on Per to recognize an Alchemical elixir when they see it or smell
food or drink with it in it. Acute senses aid appropriately. Mages get a Per+Magery to
see it’s magical

Only an Alchemist can analyse an elixir
takes four hours and a laboratory
Roll against alchemy, crit fails activate table on magic p.210
May reduce time to 10 seconds and no laboratory by tasting it.
any failed roll suffers full effect if it’s a bad one
(Though a crit fail can’t blow up a lab either xD )
Success gives vague indications of elixir’s purpose
If the alchemist has the formula it pinpoints it’s nature
a crit success reveals it’s effects, though not it’s name
Costs vary depending on alchemist

-Identifying Magic Items
Cannot completely identify magic
can spend an hour in lab and $50 with a roll at Alchemy -2
success determines if it is enchanted
Crit success gives inkling to enchantments purpose
Crit failure the item may be damaged by acid or flame

-Simple Chemistry
Chemistry defaults to Alchemy-3
basic knowledge of acids and alkali, distillations, dyes, scents
Also recognize chemical reagents by appearance, smell etc.
Many alchemists test by taste


Roerth aronlondon