Alchemy Profession in Untold Legends | World Anvil
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Alchemy

Alchemy • to •••••   Prerequisite: Knowledge of at least one magic type.   The art of infusing potions with magic. It can be used to either cause harm, or to heal. Depending on both herbal ingredients aswell as magic infused.   Some herbs have natural healing capabilities, such as Lifebloom that halves the time damage heals. Or Sootheroot that will within a day cure most natural poisons. Both taste vile however.   The alchemist need to either have familiarity and knowing the spells he wants to infuse in the potion, or scrolls of incantations he can use to bestow the magic upon the potions.   Using life magic a alchemist can infuse the potion to heal damage once swallowed. Using death magic, it works like poison, harming the subject drinking it.   Depending on the knowledge of the magic used to infuse the potion, that magic is released and takes effect upon drinking. Say the potion is infused with the first * of life magic, which heals 1 point of bashing damage. When drinking the potion you immediatly heal said point of bashing damage. If infused with the second ** of life magic, it heals 1 point of lethal damage. As you grow stronger in Alchemy, the more magic you can infuse in the potions. At Alchemy ••• You might infuse the potion with Life **, two times in order for it to heal 2 points of lethal damage. You also decide to infuse it with the first * of fire magic to insite a kind of rage in the drinker, inciting a +1 strength bonus for as many turns as you have dots in Alchemy. Costing a total of 3 mana – 1 mana for each magic infused.   A potion can be made over time, slowly adding more and more magic properties to it. To a max of your dots in Alchemy. If you want to add more than five magics either of the same kind or different, you must spendt a willpower for every magic you add untill you're happy with the result or you've lost the will to work any further. Alchemical work is tiresome, in order to attempt to infuse a potion with magic a Stammina + Crafting roll has to be made. If failing, 1 point of mana has still been spent as a puff of arcane smoke. Every roll is 1 hour of work.

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