Magic: Alchemy

Contents

The Power of Life

Alchemy is the sole form of magic which is generally accepted. In fact, a number of nations practice it widely— though mainly avoiding mutation. Alchemy distills the magical energies from living things.

Minor
Potions run the gamut from things such as increased adrenaline, temporarily stronger skin, to permanent calluses.
Major
Potions that require experience and uncommon materials include those that can offer the user farther vision, strong claws, or fast-clotting blood.

Alchemy, however, is not as easy as it sounds— one requires experience, materials, and luck to get the best out of a potion. Rare, powerful potions can be extremely dangerous.

Creating Power

To start brewing their own potions, and individual must first acquire alchemist's supplies. Of course, they then must acquire materials to brew— plants, or pieces of animals, typically. They must then spend the next hour or, for more complicated potions, hours carefully monitoring the process. If a mistake is made— it can prove to be very painful, if not debilitating. With the dangerous nature of potions, it is recommended that no more than three a day are ingested— and none within the same hour.
 

Permanent mutation

If one delves into higher level potion brewing, they can permanently alter their physiology. However, mutations aren't commonly seen— as they are often more dangerous than they are worth. Those who practice heavily in mutations will often be covered in scars, both mental and physical— some even missing limbs. The more mutations within one's body, the more likely a new one is to fail. These kinds of potions tend to require monster parts more than plants and animals. As these are seen as making oneself less than human, it isn't regarded very highly— though it isn't outright banned.
 

Alchemy kits

The core of any alchemy kit is the lyez retort— a round, pear-shaped lidded pot with a spout pointed downwards sprouting from the side, made from specially processed and distilled lyez clay. The top third can be detached for insertion and extraction, and can allow for use of the bottom as a simple pot.
  Objects placed within the lyez retort are heated by placing a source of heat at the bottom, a small clay flask will be placed underneath the spout, and as gas forms and cools down— liquid will drip out of it. Depending on the particular recipe, the remaining material in the retort may be collected or tossed aside.
  A mortar and pestle will be kept on hand to prepare solids for the retort or flask, and a thin wooden rod with a flared end will be used to stir the concoction within the flask.
  A small knife is used on occasion to cut up larger materials, or separate things such as bone or stems from ingredients. Finally, a small lidded cylinder is used to shake and mix dusts and other groups of solid ingredients.
  Pouches for ingredients, flasks for potions, and bomb casings are also common additions, often the entire kit being carried in a sizable pouched bag.
D&D Rules

Potions

Minor potions do not offer mutation, and have short-lived temporary effects.
  Major potions do not offer mutation, and can have long-lasting (up to multiple days)— but ultimately temporary effects.
  To experiment freely without a recipe— make a medicine, intelligence, nature, or wisdom roll to properly prepare the brew— 10 for minor, 13 for major.
  Ingredients are only effective alone or with at least 1 other ingredient sharing their effect in the same brew, you can only use a maximum of 4 in a single potion— at least 1 must be a base.
  You cannot create multi-effect potions.
  Ingredient effects are listed in tiers, 1-4. The base ingredient determines the duration of the potion, and each non-base ingredient has a "time modifier" which adds or subtracts from this. Some have time minimums and maximums, as well— when hit, you cannot go past these limits.
  When combining ingredients across different tiers, use the highest time modifier. Add the tiers together to determine the effects final tier.
Ex. A Tier 1 hardening ingredient combined with a Tier 3 creates a Tier 4 effect.
  Going over tier 4 does NOT stack more effects, each tier above 4 adds +1 turn, and +1 minute to the duration of the final potion.
  To discover the effects of a particular ingredient, one must make a medicine, intelligence, nature, or wisdom roll— 10/12/14/16 depending on the ingredient's tier to discern its effect.
  For tiers 3 and 4, failing to prepare the brew properly whilst not knowing the ingredient effects will result in 1d10+2 and 1d12+6 burning damage as the concoction explodes.
  Alternatively, reading about the ingredient or learning of it from a more experienced alchemist works as well.
  When making a potion without a proper alchemist's kit, its duration or effect is halved.
  Spend 1 hour to brew a minor potion, and 1d4+2 hours for a major potion, uninterrupted.
  When ingesting a minor potion, take no damage.
  When ingesting a major potion, roll 1d10— on 1, take 1d10 damage +3 per player level.
  Only 6 potions can be ingested a day. 3 minor, and 3 major. Each over this limit causes 1d12 damage, and loses its effect.
  If you wish to create a bomb— specify this before you begin brewing.
  Each bomb requires a casing, and a flammable ingredient. Each can be thrown, or lit with a fuse.
  Recipes are highly recommended, otherwise, when experimenting roll 1d4— odd numbers cause the bomb to explode.
  Bombs are delicate, taking 1d4 hours to prepare one.
  You can make a medicine, intelligence, nature, or wisdom roll to scavenge for ingredients at any given time.
  Alternatively, you can procure them from fallen foes, or purchase them.
  Refer to Oue Tyz's Guide to Alchemical Ingredients for ingredient effects.
   

Mutations

Minor mutations are permanent, and offer small physical and stat changes.
  Major mutations are permanent, and can greatly alter your appearance and stats.
  Each mutation has a positive and a negative effect. This can be offset by another mutation, but that will also have its own downside.
  To experiment freely without a recipe— make a medicine, intelligence, nature, or wisdom roll to properly prepare the brew— 10 for minor, 16 for major.
  You must spend 1d4+2 hours uninterrupted to brew a minor mutation, and 1d6+4 hours for a major mutation.
  For a minor mutation, roll 1d10— on numbers 1-2, take the failure for your ingredient(s). On a crit, take the critical success for your ingredient(s)
  For a major mutation, roll 1d10— on numbers 1-3, take 1d12 damage, +3 per player level, and take the failure for your ingredient(s). On a crit, take the critical success for your ingredient(s)
  You can attempt to mix multiple mutating ingredients into one brew, which will allow you to only roll only once for a mutation failure— add +2 to your roll.
  After three mutations— successful or otherwise— each following mutation adds +1 to failure rolls.
  You can make a medicine, intelligence, nature, or wisdom roll to scavenge for ingredients at any given time.
  Alternatively, you can procure them from fallen foes, or purchase them.
  Refer to Oue Tyz's Guide to Alchemical Ingredients for ingredient effects.

Concussive Concoctions

Alchemy can be utilized as a weapon against one's enemies, as well. Fragile clay containers can be thrown, delivering a terrible payload that explodes on impact.
  Some mutations can be carried via bombs, as well— creating horrible weapons capable of turning the enemy's body against themselves.
  These are greatly frowned upon outside of Louh, unless used against monsters.  

Finding Alchemists

Alchemists typically live on the fringes of society— much like tanners. The dangerous nature of their work makes it undesirable to situate themselves among others.
  Their stores are often easy to spot— with strange colored smoke billowing from their chimneys, lights dancing through the windows, and the smells of various materials brewing.
  If one wishes to study alchemy, an apprenticeship is easy to find— as amateurs often find themselves disabled or dead from overeager experimentation.

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