Alchemist

Alchemist

Cost: 5

You create and utilize magical substances and salves from both common and exotic components. In order to use Alchemy you must have two props. The first is an alchemy lab with a recipe book, bottles, boxes, mixing pots, and other trappings to make the area look good and add atmosphere. Once you set up this alchemy lab for the event it cannot be moved. The second is a pouch or belt with a number of small pouches and bottles that act as props where you carry your personal stash of substances that you use as you adventure.

Using the Mineral, Flora, and Fauna Alchemical skills is fairly straightforward. You spend your own attributes to prepare a substance at your alchemy lab and role play adding it to your alchemy belt or pouch. When you spend attributes on an alchemical substance, any other materials you might use are assumed to be common enough that you have them on hand in your Alchemy lab and don’t have to track them. Once in your alchemy pouch, you can use each substance one time on your adventures. You maintain the magic of these substances; the magic of these substances fades when you take a long rest.

Although Alchemy has some benefits over normal magic, one disadvantage is that you cannot choose what to cast on the fly. You prepare an array of substances at your lab and those are what you have available as you adventure.

You can also create substances with Alchemical components using the Alchemize Components skill. You create and store these substances in the same way using Flora, Fauna, and Mineral Alchemy except that you consume components instead of attributes and the substances last until the end of the event.

You gain Acid as a battle trait, but only if you roleplay attaching something from your Alchemy belt to your packet or weapon before you deliver the attack.

Alchemize Components

Cost:2
Requirement: Fauna, Flora, or Mineral Alchemy

If you have the Fauna, Flora, or Mineral Alchemy skill you can consume alchemy components instead of attribute points when you create substances using those skills. Each alchemy component is treated as one attribute point; Fauna components can be used for Fire when using Fauna Alchemy, Flora components can be used for Water when using Flora Alchemy, and mineral components can be used for Earth when using Mineral Alchemy. Each event you are limited in how many alchemy components you can consume to make substances; you can use a number of alchemy components in place of attribute points equal to your Air attribute. These special substance last until the end of the event; they do not fade when you take a long rest.

Fauna Alchemy

Cost: 5

You can spend points of Fire in your lab to create alchemical substances with the Fauna identifier. Your recipe book now has formulas for all Fauna recipes in this rule book. Spend one minute at your alchemy lab, choose one or more common alchemical substances with the Fauna identifier, and store them in your Alchemy belt. Only you can use these substances (although substances that themselves create a beneficial effect can be used on others) and their magic fades when you take a long rest.

Flora Alchemy

Cost: 5

You can spend points of Water in your lab to create alchemical substances with the Flora identifier. Your recipe book now has formulas for all Flora recipes in this rule book. Spend one minute at your alchemy lab, choose one or more common alchemical substances with the Flora identifier, and store them in your Alchemy belt. Only you can use these substances (although substances that themselves create a beneficial effect can be used on others) and their magic fades when you take a long rest.

Mineral Alchemy

Cost: 5

You can spend points of Earth in your lab to create alchemical substances with the Mineral identifier. Your recipe book now has formulas for all Mineral recipes in this rule book. Spend one minute at your alchemy lab, choose one or more common alchemical substances with the Mineral identifier, and store them in your Alchemy belt. Only you can use these substances (although substances that themselves create a beneficial effect can be used on others) and their magic fades when you take a long rest.

Resist Toxicity

Cost: 4

You are used to dealing with all manner of toxic substances and materials. Once per short rest you may call out “Resist” to negate one Acid or Poison attack. This skill has no attribute cost.

True Alchemy

Cost: 2
Requirement: Fauna, Flora, or Mineral Alchemy

You can use True Alchemy recipes to create permanent alchemical substances that you can trade and that do not expire at the end of the event. This process usually takes days; you create your substances and consume components at check in at the start an event. It is possible, though uncommon, to encounter a Spirit of Alchemy during an event that will allow players to use True Alchemy in minutes instead of days, allowing players to make these substances during the course of an event. These substances have game tags associated with them and unlike other types of alchemical substances they can be traded to other players and used without any Alchemy skill.