Alchemist

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[edit] What is Alchemy in Geomancy

Alchemy in geomancy is the art of taking certain plants, rocks, salts, and other items and turning them into exquisite potions of great health, deadly disease, and elemental destruction. Alchemy has been a long lost technique in the world until some grand mages learned how to unlock the potential of these items with a little muscle and a few sprinkles of potential energy. The result is the uncanny ability to create potions either on the fly or at home for long term use.

Alchemy in game terms involves finding two different ingredients with the same effect and combining them to produce a potion that is enchanted with the item's magical bonus. These bonuses can range from healing HP to causing the poison status effect. How the characters go about getting the items and making the potions is up to them. Most alchemists start with just a Mortar and Pestle, a bowl shaped cup and a large mashing utensil such as a handle to a hammer. These crude versions of some very fine, crystal ornate items, produce low end potions. The better the equipment, the better the potion that can be made. But it is not just left up to the quality of one's items. It also takes plenty of skill to produce some potent and powerful potions and oils.

Alchemists rely on items found in the wild or off certain objects to produce their potions and oils. The two main groups is plant-life and geology. Plant-life covers roots, seeds, petals, stems, twigs, flowers, and all manner of plants. Geology covers rocks, shards, metals, salts, and crystalline objects. The other group is one of creature parts such as feathers, horns, teeth, and objects that do not really fall under any specific category. Let's take a look at an ingredient.

Rose Petal
3 HP
5 PE
2 Nature
Poison
6 Nature

Each item has 5 effects it can produce. However, a character cannot simply pick up a rose petal and expect to create a potion. A character also needs to collect another item that will produce a similar effect. For example lets try to make a potion that heals HP. It can be any other item, from another flower, to a rock, as long as it can produce a effect that is the same. Take a look at this next item.

Moon Root
1 Cosmic
2 HP
4 Cosmic
8 Electric
150 PE

Now, one would think that with these two ingredients, a starting alchemist could make a healing potion. However, the alchemist must take into account the slot of the HP effect. The first item has the HP in slot one, the second, in slot 2. Each slot is dictated by the character's alchemist skill title.

Moon Root Skill Title
1 Cosmic <---Novice
2 HP <---Apprentice
4 Cosmic <---Journeyman
8 Electric <---Expert
150 PE <---Master

As the character can see, in order to use the HP effect, he must be at least an apprentice in Alchemy. But, luckily, a character can get away with not actually being at that level by trying to use his magical energy to release that effect. He uses his Herbalism skill to try and beat a DC to identify that item's effect from that slot and use it to make a potion. The DC for each slot is listed below.

Skill Title DC to Identify
Apprentice Effect DC 13
Journeyman Effect DC 20
Expert Effect DC 32
Master Effect DC 45

If the character were to beat a DC of 13, he would be able to identify the item's effect. He would however, have to make this DC for every item he wanted to find the effects to. Also, if he were to fail a DC on this item, he would be unable to make another attempt on it. He would have to go out and find or buy a new Moon Root and try again.

[edit] Creating potions with ingredients

So let's say he is successful in making the DC roll and he clearly identifies the Moon Root and the Rose Petal as having matching effects. What next? First, the character would have to be able to use a Mortar and Pestle to grind the ingredients up. This grinding can be as simple as a old bowl and a hard rock to mash them together. Once mashed up, the character can place the ingredients into a empty vial and fill it with some water. But he is not done yet. He must then enchant the vial with a very specific spell. This spell is special to alchemists as it is the only way to unlock the potential the items have. It is taught to the alchemist for free upon learning the secrets of Alchemy.

Alchemist's Enchant

Dmg: None SP: None Level
Sgd: None Cost: None None
Odg: Enchants potions Save: None
Rg: Touch Cast: None
Rd: None
Dur: Permanent

With this spell, a alchemist can enchant a potion to perform it's effects. A potion has no effect until it is enchanted by this spell. Once fully enchanted, a character can drink the potion and gain its effects. In order for these potions to take effect, the recipient must drink the entire vial of potion. Drinking only half or partial has no effect. In the case above, a character would gain a potion that cured +5 HP. It's not a whole lot but there are ways to increase it. Pharmacology and Toxicology allows a character to increase the duration and effect of poisons and beneficial tonics however the difference must be explained first.

[edit] Potions and Poisons

Using the same two ingredients from above, a character can choose to make a potion that decreases HP when drunk or splashed onto a target. To do this, he would follow the same steps to making a potion except would state that he is making a poison. Now, if a target were to drink or be hit with the potion and have it break on them, they would lose -5 HP.

This rule is true for every effect under an item. For example a Moon Root's first effect states a 1 Cosmic. If this were to be combined with another item that has a Cosmic effect, a beneficial potion would increase the resistance to Cosmic, a poison would cause Cosmic damage. The alchemist also can choose to make it a poison which will reduce Cosmic resistance. A Rose Petal states "poison" under one of its effects. If it were combined with another item, a potion would cure the poison status and a poison would cause the poison status.

The base effect and duration of these is determined by the Pharmacology and Toxicology skills.

Items also have other certain and rare effects within them. These are listed below with a potion and poison effect.

Invisibility - This effect, when made into a potion, grants the imbiber the effects of Invisibility, as per the level 1 Illusion spell. The alchemist can also grant a potion that gives the drinker the ability to see any invisible object or creature under the effects of an invisibility spell or other similar spells. An explosion sub-type grants all within the blast radius either of these effects for the same duration. A poison causes the targets affected to become unable to turn invisible for the same duration.

Cure All - Extremely rare, Cure All as a potion causes the imbiber to be completely restored back to full HP and PE. A poison drops the target's PE and HP to 0 instantly.

Heal All - Another legendary effect, Heal All as a potion causes the target to be removed of any imperfections through any curse, disease, status effect, or bodily ill instantly. A poison would cause the target to become decrepit, diseased ridden, and cursed through various status effects.

[edit] The Process – From material to potion

The process to which items go through is hidden by mystery. No one really knows why if you ground up certain ingredients that you can produce a concoction that will heal or damage. Some say that everything has some magical essence in it. Alchemists who ponder this often have massive labs dedicated to such research. The average alchemist however, has none of theses items available and rely on but a few that are portable.

In order to create any potion, you need two items with the same effects, however it doesn't matter which slot the effect is in as long as the character can identify them, and a mortar and pestle to start.

First, ingredients are mashed together using a mortar and pestle. This takes the bulk of the time and can take anywhere from a few minutes to a hour. During this time, the alchemist states whether he is making a poison or a potion. The character takes both the ingredient effects and adds them together.

Rose Petal = 3 HP, Moon Root = 2 HP; The total HP effect would be 5.

Once done, the alchemist has made a basic potion "stew". He would add in his pertaining skill bonus to the duration, let's say he has a Pharmacology of level 8. He would have made a potion that would cure 1d8+5 HP. If he wished to make a poison, and he had a Toxicology at level 5, he could make a potion that would damage -1d6+5 HP. However he does not have to stop there, as long as he doesn't enchant the potion just yet, he can send the dust through a couple of other items that increases it's potential. The Alchemist can cap and enchant the vial at any point though the equipment used must be done in this order.

The alchemist can choose to place the vial into a retort which is a large flask with a small fire underneath it. This causes the powder to heat up and will actually double the effects of the item. In the case above, the 5 HP effect would double to 10 HP.

Lastly, the alchemist can place the ingredients into a Ormblic which is a strange device that resembles something like a small boiler. This effect causes the ingredients to become combustible and very volatile. This adds the "Explosive" subtype to the vial which will cause the vial to explode in a 10' radius dousing targets with its effects if broken or the cap is removed. Once the ingredients are sent through this device, a cap is placed on the vial and the alchemist can enchant it. Once enchanted from this point, it cannot be changed and all previous steps must be taken before sent through an Ormblic. With the explosive subtype, a alchemist could create a healing potion that effects all targets within a 10' radius. However it does not differentiate between friend or foe and would affect all targets within the radius.

[edit] Material Information

Alchemist supplies are split into three categories, Herbs, Crystalline, and Other Ingredients. Alchemical skills will give character's a bonus when trying to identify items at a higher level. Each ingredient does not weight a whole lot and should only be taken into account if a character plans to take tons of items with him. For the most part however, these ingredients are kept in a lab with all of the other equipment. Ingredients to be used are small pieces, no more than a few inches in size are needed to create a potion. Also, certain ingredients can only be found in certain climates. Those areas are listed under the ingredient type. Also, certain types are "generic" such as a tree leaf or plant bulb. These are used in common plants and trees. Lastly listed is the price if character's are able to find an alchemist shop willing to sell ingredients.

Herbs
Crystalline
Other Ingredients

[edit] Examples

Chrissi has found two ingredients, a Burning Tip and a Pyro Core. The effect she has identified is +4 Fire and and +6 Fire effects. The Burning Tip has the +4 Fire while the Pyro Core has the +6 Fire. She wishes to create a oil that she can put on her weapon that will cause Fire damage whenever she strikes a target. In this case, the potion would be considered beneficial. If she wanted a potion to do fire damage when someone drinks it or breaks over them, she would make a poison. So she begins work on crushing the items with a mortar and pestle. She produces a dust that does +10 Fire damage. She has a Pharmacology skill at level 12 so her total fire damage would be 1d10+10. She caps off the vial and enchants it with her spell. When applied to her weapon, it adds the additional fire damage for 5 minutes.

Jon wishes to concoct a powerful cloud of gas that will cause all who are in its area of effect to become severely sick and poisoned. To do this, he finds a Fern Stem from the forest and buys a Gaia Core from the local market. Both effects have the Poison effect listed and makes his DC check to identify the Gaia Core as having poison. Jon has a Toxicology skill at level 4 so the effect will last for 5 minutes. He does not need to use a retort but wishes to place the vial into an Ormblic to add the explosive subtype to it. What he's created is a potent potion that will cause the poison status effect to anyone within a 10' radius when it is released. The save to resist the noxious blast is a CON DC 14, a base of 10 and a +4 for Jon’s Toxicology skill.

Derrick has a grand idea of creating two items, one an oil that will enchant all items with ice damage, and another that will reduce all target's resistance to ice. For his first potion, he finds an Aurora Core and some Freeze Salts. Together, they add +10 Ice damage. He is satisfied with that and sends it through an Ormblic. He has a Pharmacology skill of 15 so he creates an oil that lasts for 5 minutes and does a total of 1d10+10 Ice damage. Once through the Ormblic, any target who is within the blast receives 1d10+10 Ice damage to their weapons. He then creates a potion out of a Boreal Thistle and a piece of Ice grass. Total, he has a 10 Ice resistance. Since he wants to reduce target's resistance to Ice, he creates a poison and has a Toxicology skill of level 10. He finally creates a poison that will reduce all targets’ Ice resistance by 1d8+10 for 5 minutes once sent through an Ormblic. Together, this makes a nice one-two punch that any ally would benefit from.

Lacey wants to make a powerful healing potion for her friend. She finds two rare ingredients, a Sage Weed and Messic Petal. Together, both items have a +40 HP. She also has a Pharmacology skill of 30 so her base would be 3d8+40 HP. She wants to get the most out of her potion and sends it through a retort which doubles her HP bonus to +80. She does not want her friend's enemies to benefit from the potion so she does not send it through an Ormblic. After she is done, she has creates a potion that would heal her friend for 3d8+80 HP!

Kevin wants to boost his ally’s defense against a potentially hard hitting opponent ahead. He scavenges to find two items that would do the trick, a blade of Ice Grass and a Lode Core. Together they combine for a +8 DEF. He wants the highest DEF he can get so he also adds in his Pharmacology skill (level 10). He has created a potion with a +1d8+8 DEF for 5 minutes. He also has the resources to send the materials through a Retort which doubles his DEF to 1d8+16. Lastly, he wants to make sure his whole party can benefit from this single potion so he sends it through an expensive Ormblic and gives it an explosive subtype.

Videl wants to wreck havoc on her enemies with a blast of pure gravity. She knows that she does not want it to affect just one target and wants the maximum amount of damage she can dish out. She goes to town and buys a Levi Stone and digs in the earth to find a Bright Germite. She successfully identifies the plant and stone as having a total +12 Super Force damage. With her Toxicology skill at a 35, she has a base of 3d8 Super Force damage. Since she runs it through a retort, she now has a total of 3d8+24 Super Force damage. That, coupled with an Ormblic, makes the potion very destructive for her enemies.

A Legendary Alchemist, has discovered a single Mana Shard. With this very rare alchemical item, she adds in a touch of Bright Germite and discovers she has created a superb +24 Illusion Oil that she can bless onto one of her friends. She takes deep precaution and runs it through a retort. With her Pharmacology at level 52, she has a base effect of 4d12. Coupled with a +48 Illusion damage and having it last for 3 days, she quietly blesses this legendary oil to her friend.

[edit] Alchemical Spells

Along with making potions and poisons, the alchemist can mix ingredients on the fly to create magical attacks that do a special type of damage known as Alchemical Damage. Alchemy spells are cast with relative ease. With special pouches, the alchemist does not need to use a move action to find and use the items however upon cast of the spell, the items needed are destroyed. Alchemy spells have a low PE cost as there are material components and there is no CAST DC as the combination of items creates the blast.

Alchemical Damage is damage that affects the target's armor but they are unable to apply their AC in reducing the damage. Any spell that has alchemical damage is physical damage however still reduces ST damage but the target can only apply his DEF to reduce the damage.

Alchemical pouches are specially and magically designed especially for Alchemists. Different types of bags allows the pouch to hold a certain number of alchemical ingredients regardless of size or shape. These items allow the alchemist to cast spells by just a quick grab into the pocket. These items are listed under mundane items.

There are several items that can be required for the spell. The alchemist only needs two of the items listed in order to cast the spell.

Biokinetic Barrier - Places a meta-field around a target that increases planar resistances
Black Cloak - Surrounds a target with a black shroud that stealth's them
Blood Dust - Gore, blood, meat, and bone explode around a point causing damage
Bright Sphere - Sends a blast of fiery light towards a target
Burst Wave - A supersonic wave burns and seers the flesh of all targets
Chlorine Gas - Plumes a thick and corrosive gas into the air at a point
Cold Fume - Sprays a cone with cold, absorbing, foam
Crystal Flash - Explodes a crystal into millions of fragments around a target
Elementite Explosion - Deals elemental damage based on the items used
Dragon Spike - Smashes a target with a magical lance of dragon teeth
Leaf Bomb - Creates a spray of razor twigs and leafs around a target
Planar Triage - Deals a planar damage dependent on the items used to create the spell
Powder Charge - Throws a heavy compact explosive compound at a target
Psychic Pain - Unleashes an ultrablast of psionic energy against a target
Seer's Death - Allows the target to function at negative hit points
Sewer Sludge - Sticks a target with rotted and toxic goo for a short time
Shadow Dance - Grants additional strikes to allies or damages an enemy with dancing dark blades
Shield Power - Surrounds a target with a shield that absorbs damage
Stimulant - Sends a small trickle of energy towards a target that restores HP and PE
System Shock - Attempts to send a biological creature into a bodily shock
Water Geyser - Blasts an area with a high pressured water cannon
Wind Wall - Creates a high force wind to block arrows and targets

[edit] Alchemical Items

The Alchemist is also very knowledgeable at making chemical items for other creatures to use. They function exactly like their intended use. An alchemist however, can make stronger or better versions of some items that only he may use; not even other alchemists know exactly how to use them properly. Upgraded versions require double the base materials. Creating alchemical items requires multiple ingredients and takes about 30 minutes to make a single item.

Acid Flask
Ingredients: Gaia Core, Cornorea Plant x3, Defiled Water
Upgrade: Acrid Flask - Deals 3d8 Nature per round for 1d8 rounds

Banshee Flask
Ingredients: Hollow Bone x5, Liquid Pain x2, Chaos Core, Nalvian Root
Upgrade: Specter Flask - Same as original, CON DC 35

Blessed Water
Ingredients: Holy Water x3, Pure Twig x2
Upgrade: None

Caffeine Powder
Ingredients: Sage Weed x2, Mage Binder x2, Star Thistle
Upgrade: None

Concussion Stone
Ingredients: Lode Core, Psionic Liquid x3, Bottled Light
Upgrade: Meteorite Stone - Knockback 20', STR DC 25

Corrupt Water
Ingredients: Defiled Water x3, Liquid Darkness x2, Black Weed x2
Upgrade: None

Eternal Torch
Ingredients: Bottled Light, Bottled Fire x6, Phoenix Feather
Upgrade: None

Fix-It-Puddy
Ingredients: Bone Dust x2, Platinum Dust x2, Claymore Petal x2, Sword Salt
Upgrade: Binding Puddy - After 1 minute it restores 4d8 ST to armor

Flash Bang
Ingredients: Burning Tip, Bright Germite x2, Force Rock, Impact Stone, Bottled Light
Upgrade: Flash Blast - Same as original, AGI DC 35

Flash Pellet
Ingredients: Daylit Thistle, Force Rock, Bottled Light
Upgrade: None

Glow Bud
Ingredients: Bright Germite, Bottled Light
Upgrade: Glow Bulb - Increases radius to 30' and lasts 3 hours

Flare Rod
Ingredients: Bottled Fire x2, Burning Tip, Bottled Light
Upgrade: Large Flare Rod - Same as original but lasts for 8 hours and extends light to 60'

Magma Flask
Ingredients: Bottled Fire x5, Pyro Core x2, Chaos Core
Upgrade: Volcanic Flask - Deals 4d8 fire damage every round for 5 rounds in a 15' radius

Memory Paper
Ingredients: Gravity Weed x2, Boreal Thistle, Psionic Liquid
Upgrade: None

Signal Bulb
Ingredients: Warp Salt, Cloud Dust
Upgrade: None

Smoke Rod
Ingredients: Quick Reed, Pure Twig, Liquid Darkness
Upgrade: Large Smoke Rod - Same as original but lasts for 30 minutes and fills a 60' radius

Sleep Trace Dust
Ingredients: Rain Flower x2, Saiv Germite, Polar Dust x2
Upgrade: None

[edit] Chemical Oils

There are no upgrades for these oils and can be found under the Chemical Items section

Concussive Oil
Ingredients: Force Stone x2, Claymore Petal x3, Sword Salt, Petro Seed x3

Corrupt Oil
Ingredients: Defiled Water x3, Bottled Darkness, Black Weed x2, Nalvian Root x2

Flourished Oil
Ingredients: Claymore Petal x4, Sword Salt x3, Impact Stone, Quick Reed x2

Hypo Oil
Ingredients: Moon Root x2, Morken's Twig x3, Warp Salt x3, Psionic Liquid x2

Nitrogen Oil
Ingredients: Arctic Salt x2, Polar Dust x2, Blue Moss x2, Rain Flower x2, Ice Grass

Poisoned Oil
Ingredients: Cornorea Plant x4, Rotted Heart, Slime x3, Venom Spittle x3

Phase Oil
Ingredients: Enix Shard x2, Warp Salt x6, Bottled Light x3, Quick Reed x2

Shatter Oil
Ingredients: Claymore Petal x2, Flux Petal, Petro Seed, Tooth x4

Soul Oil
Ingredients: Psionic Liquid x2, Mummy Wrappings, Fire Salt x3, Mage Binder

Sting Oil
Ingredients: Fire Salt x2, Slime, Burning Tip x2, Glass Dust, Gaia Core

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