ALCHEMIST

A Discipline by Norbert Szongott


"So, you want me quickly to examine this item? You obviously don't know the art of seeing an items pattern the right way and recognizing its structure. The world is full of pattern and we just have to change them to let them work for us. Don't think now this is as easy as it looks, it is an art and hard work which you will never understand."

An Alchemist specializes in creating and examining (magic) items. He has an affinity for patterns that even the Wizards lack. Give an Alchmemist an Artifact and he will be occupied for a while.

Important Attributes: Perception and Willpower

Racial Restrictions: None

Karma Ritual: The Alchemist takes an item and concentrates on its pattern. He then changes its pattern in a way that the items colour changes. After he stops concentrating, the pattern slowly regains its form and when the item has its original colour again the Karma Ritual is complete. Many Alchemists like to experiment and never use the same two colours for Karma Rituals. Note also that an Alchemist would never use this ability to "change colours" in an other way than to make his Karma Ritual. After all he can only use it once a day and then has to buy Karma points and the Karma Ritual lasts half an hour.

Artisan Skills: Runic Carving, Embroidery

FIRST CIRCLE
Talents

Alchemic Weaving (Alchemy) (D)

Analysis* (D)

Haggle

Item History (D)

Karma Ritual

Melee Weapons

SECOND CIRCLE
Talents

Durability (5/4)

Process Metals*

Process Organic Material*

THIRD CIRCLE
Talents

Process Magical Element* (D)

Enchant Potion* (D)

FOURTH CIRCLE
Detect Magic: For the cost of one strain the Alchemist may identify magic items or enchanted places by simply looking at it and then making a successful Perception or Spellcasting test against its Spell Defense. An excellent success will also reveal if its cursed.
Talents

Forge Blade (D)

Read/Write Language

FIFTH CIRCLE
Spell Defense: Increase the Alchemist's Spell Defense by 1

Talents

Embed Spell* (D)

Wizardry

SIXTH CIRCLE
Karma : The Alchemist may spend a Karma Point on any action using Perception only.
Talents

Enchant Item* (D)

Elementalism

SEVENTH CIRCLE
Spell Defense: Increase the Alchemist's Spell Defense by 1
Talents

Abate Curse

Illusion

EIGHTH CIRCLE
Enhanced Alchemic Powers: The Alchemist adds 5 steps to his Alchemism step whenever he is trying to attach a thread to a magic item or to an enchanted place. He may also add 5 steps to his Perception or Spellcasting test when determining a magic item using the Circle Four special ability Detect Magic.
Talents

Forge Armour (D)

Nethermancy

NINTH CIRCLE
Karma: The Alchemist may spend a Karma Point on any action using Willpower or Dexterity only.
Talents

Missile Weapons

Read/Write Magic

Spot Armor Flaw

TENTH CIRCLE
Spell Defense: Increase the Alchemist's Spell Defense by 2.
Talents

Disarm Mechanical Trap

Steel Thought

ELEVENTH CIRCLE
Physical Defense: Increase the Alchemist's Social Defense by 1
Social Defense: Increase the Alchemist's Social Defense by 1
Talents

Prepare Pattern

Soften Blade

TWELFTH CIRCLE
Spell Defense: Increase the Alchemist's Spell Defense by 2.
Talents

Spellcasting (max. spell circle = rank-7)

Spell Matrix (holds any type of spell, max. spell circle = rank-7)

THIRTEENTH CIRCLE
Recovery Tests: The Alchemist gains an additional Recovery Test per day.
Initiative: Increase the Alchemists Initiative Step by 1.
Karma: Increase the Alchemists maximum Karma Points by 25.
Talents

Break Curse* (D)

Disarm Magical Trap

FOURTEENTH CIRCLE
Spell Defense: Increase the Alchemists Spell Defense by 2.
Recovery Tests: Increase the Alchemists Recovery Step by 1.
Talents

Enhanced Matrix

Show Armor Flaw

FIFTEENTH CIRCLE
Magic Magnetism: For the cost of 1 Strain per round the Alchemist may concentrate on any Magic Item he sees up to a distance of 100 yards. Through minor levitation magic the item will float to the Alchemist at a movement rate of 25 yards per round and a maximum height of 3 yards above the ground.
Great Alchemic Powers: The Alchemist may add additional 10 steps whenever he uses the Detect Magic ability or is trying to attach a thread to a magical item or to an enchanted place by using the Alchemy talent.
Karma: The Alchemist may spend a Karma Point on any action using Charisma only.
Talents

Armored Matrix

Ethereal Weapon



(D) Discipline Use Talent

* Denotes New Talent

New Talents


Analysis
Step Number: Rank + Perception Step
Action: YesSkill Use: Yes
Karma: NoStrain: None
Discipline Talent: Alchemist

Using Analysis a character may determine the magical abilities of an item. the character makes an Analysis test against the Spell Defense of the item. For each success level beyond poor he knows one magic ability of the item or how to trigger it (if necessary) or that the item is cursed (if so). If he reaches a success level high enough to gather more information, but there is nothing else to discover he will know. Successive use of this talent only reveals more information if the character reaches a higher success level than before. Analysis may only be used once on an item unless the character increases his rank in Analysis. The use of Analysis requires 10 minutes of time and a laboratory step 1.

Process Metals
Step Number: Rank + Dexterity Step
Action: YesSkill Use: Yes
Karma: NoStrain: None
Discipline Talent: None

This talent allows the character to process metals to make normal items including weapon and armory by making a Process Metals test against a difficulty number determined by the item to be made. An extraordinary success will create a non magical +1 item. Use of the Process Metals talent requires a forgery and half a day of work multiplied by the difficulty number.
ItemDifficulty Number
Knife/Dagger/SwordSize*2
Other metal weaponSize*3
Throwing metal weaponSize*3
Metal ArmorArmor Rating*2
ShieldArmor Rating +3
Other every-day itemsranges from 2 to 10 (GMs decision)

Process Organic Material
Step Number: Rank + Dexterity Step
Action: YesSkill Use: Yes
Karma: NoStrain: None
Discipline Talent: None

This talent works exactly as the Process Metals talent except that it works on living (or once living) goods. It may as well be used to produce items. Time required is also half a day per point of difficulty number and the character must use proper working tools.

Process Magical Element
Step Number: Rank + Perception Step
Action: YesSkill Use: No
Karma: NoStrain: 1
Discipline Talent: Alchemist

Process Magic Element allows working with magical elements and the creation of elemental coins, crystal armory, ... To use this talent the character needs a laboratory step 1 and the proper tools to process the material (eg. a forgery). Time required is one hour multiplied by the difficulty number. A character rolling a critical failure destroys all the material used.

WorkItemDifficulty Number
Rechargesmall light quartz5
medium light quartz7
large light quartz9
crystal viking7
crystal plate10
Implantblood pebble9
living crystal11
absorb blow charm6
astral sensitive eye9
death cheat charm8
desperate blow charm7
desperate spell charm7
Horror fend charm6
targeting eye9
Remove something same as implant+1
Create elemental coinearth13
water14
air16
fire17

Enchant Potion
Step Number: Rank + Willpower Step
Action: YesSkill Use: No
Karma: YesStrain: None
Discipline Talent: Alchemist

This talent allows the creation of magical potions. To create a potion a character simply rolls the Enchant Potion dice against a difficulty number determined by the type of potion he wants to create. Enchant Potion requires a step one laboratory and two hours of time multiplied by the difficulty number. If an extraordinary success is rolled, the potion has a +1 bonus to whatever the potion is used for (GM has final decision). The character may try to create a better potion. For each success level higher than normal he declares to use as difficulty number he may add a +1 bonus. The Character must have the Alchemic Thread Weaving talent at least at the same rank in order to use Enchant Potion.

PotionDifficulty Number
Booster8
Healing*12
Resist Disease9
Cure Disease*14
Kelix“s Poultice8
Kelix“s Antidote*11
Increase talent step +y for x rounds
(only works for talent with Skill Use)
5 + x*y
increase defense +y for x rounds8 + x + 2*y
poisondamage step*rounds*2
potion has several effects+3 for every effect potion already has

Embed Spell
Step Number: Rank + Willpower Step
Action: YesSkill Use: No
Karma: YesStrain: 1
Discipline Talent: Alchemist

The Alchemist may embed a Spell into a magic item. The Spell must not be at a higher Circle than the Alchemists Thread Weaving talent for the Discipline of the Spell. As long as the Alchemist does not know the Read/Write Magic talent he has no grimmoire and so needs another character to supply the understanding how the Spell works. The Strain paid is one permanent point of blood magic to hold the Spell into the item. Once the item shatters beyond repair the Alchemist may heal the damage. If the Embed Spell talent fails no Strain is paid. To use this talent the Alchemist needs a step 2 laboratory and one day per difficulty number.

Difficulty Number: 2 + Circle of Spell +5 per thread of the spell. Multiply this number by the number of uses per day. Add +3 for every enchantment the item already has.

Break Curse
Step Number: Rank + Willpower Step
Action: YesSkill Use: No
Karma: YesStrain: 1
Discipline Talent: Alchemist

Break Curse allows the character to nullify a curse on an item (not on a person). He makes a Break Curse test against a difficulty number determined by the step of the curse (use dispelling table). The strain is one point permanent blood magic. If the character dies, the curse is active again. If the curse is broken otherwise during the effect of Break Curse the character may recover the damage. Note that this talent is not the same as the break curse talent knack.

Enchant Item
Step Number: Rank + Willpower Step
Action: YesSkill Use: No
Karma: YesStrain: See Text
Discipline Talent: Alchemist

The Alchemist may enchant an existing item with magical powers. The item must first be created using proper material and a "Process" talent. The difficulty number is based on the enchantment to be made. Time required is one day multiplied by the difficulty number. If the Alchemist chooses to use a higher success level than normal as his difficulty number he may give the item an additional +1 bonus per success level after normal to whatever the item is used for. Rolling an extraordinary success also adds a +1 bonus. Enchanting an item is very exhausting and causes 1 point of damage per hour. To enchant an item the Alchemist needs a step 2 laboratory and the Alchemic Thread Weaving talent. As with many Alchemist talents the Karma paid only enables the Alchemist to use this talent but the Karma die is not rolled. If the item already has other enchantments add +3 to the difficulty number per enchantment the item already has.

ItemDifficulty Number
small light quartz7
medium light quartz8
large light quartz10
crystal viking11
crystal plate18
blood pebble13
living crystal15
absorb blow charm10
astral sensitive eye9
death cheat charm12
desperate blow charm12
desperate spell charm11
Horror fend charm8
targeting eye10
elemental earth (for one coin)22
elemental water (for one coin)22
elemental air (for one coin)23
elemental fire (for one coin)23
orichalcum coin20
cloaksense brooch11
Espagra-scale cloak8
Dwarf winternight cloak10
quiet fingers9
one-size-hat6
elfweave robe8
dry boots7
everclean cloak8
fire starter7
hot pot6
warm cloak10
fire cannon16
item giving +0 bonus (any)12
other magic items2-20 (GMs decision)

Prepare Pattern
Step Number: Rank + Willpower Step
Action: YesSkill Use: No
Karma: YesStrain: 1 (see text)
Discipline Talent: None

Prepare Pattern allows the character to change the Pattern of an item to enable a character to weave a thread to it to enhance its powers. The Alchemist must have the Enchant Item and Alchemic Weaving talents at the same or higher rank to use Prepare Pattern effectively. Spending the Karma enables the Alchemist to use this talent, but the Karma die is not rolled. Even worse, Karma cost is one per month! A step 3 laboratory is required to use Prepare Pattern.

If the Prepare Pattern test fails no strain is paid. Each use of Prepare Pattern may increase the maximum thread rank by one and add new powers to the item. It takes a month of eight hours work per day per maximum thread rank the item shall support after the process of preparing an items pattern. If one Prepare Pattern test should ever fail, the item looses its last successfully prepared thread rank and Prepare Pattern may never be used on this item again. A critical failure destroys the item completely by destroying its pattern. The Alchemist takes damage: Roll the damage dice which step is equal to twice the thread rank woven to the item, no armor protects. When an Alchemist successfully uses Prepare Pattern he automatically has woven a thread to the item. He has earned the necessary Legend Points by preparing the pattern. The maximum thread rank an Alchemist may prepare an item for is his rank in Prepare Pattern.

The strain is permanent damage of blood magic that may never be healed and is used to force and hold the items pattern into the new form. It is paid for every rank a character has to know a Key Knowledge to weave a thread to. This should be at least every two ranks beginning with the first one. The Alchemist decides what the Key Knowledge is, but it must not be a deed.

Refer to the examples in the Earthdawn rulebook, the GM has the final decision. However, an Alchemist may choose to limit the item to a maximum of four thread ranks when he uses Prepare Pattern the first time on an item. If he does so, the difficulty number decreases by one whenever he uses Prepare Pattern on this item and the item only requires Key Knowledge for the first thread rank. This means it only costs one point of blood magic to prepare such an items pattern up to rank four.

The Alchemist also has to decide the Legend Point cost of the first rank when he uses Prepare Pattern the first time. Use the typical Earthdawn System (x = x-1 + x-2; see the talent rank cost table) to determine the cost of the other ranks. The abilities an item gains after a thread has been woven to it should be in accordance to its cost.

The Difficulty Number: If an Alchemist is just copying an item he once made, he may lower the difficulty number by 2. This bonus only applies if the item is going to be exactly the same as the first one, no additional threads are allowed. All decreases or increases to the difficulty number are cumulative.

Rank:123456789101112131415
Difficulty:101113141617192022232526282931

Maximum threads: If the item only supports one thread add +1 to the difficulty number, if it supports more than two threads add +1 for every additional thread. This decision is also made on the first use of Prepare Pattern.
Rank cost: If the cost for the first rank is 200/300/500 increase the difficulty number by +1/+2/+3
Spell Defense: The spell defense of the item is max. thread rank + bonuses that add to the difficulty number + 6 + W4-2 (bonus dice! also count -1)

Alchemic laboratories

Laboratory step 1: A step one laboratory consists of basic alchemic tools as few chemicals, pipettes, flasks and a stove. Cost of a step one laboratory is 250 silver coins. There is also a variant which is called the wandering laboratory: Cost is the same and it is small enough to be transported easily (weight is 10 lbs). Keep in mind that there are fragile pieces included. Time required for talent use if only a wandering laboratory is available is doubled and all rolls are at -1. Each use of a talent requiring a step one laboratory consumes materials worth 5 silver pieces.

Laboratory step 2: A step two laboratory consists of all kind of alchemic tools and material including a hot fire place. Cost of a step two laboratory is 1,000 silver coins and it takes a 4th Circle Alchemist one month to build it. Each use of a talent requiring a step two laboratory consumes materials worth 25 silver pieces.

Laboratory step 3: A step three laboratory consists of a step two laboratory plus a forgery plus enchanted tools to make it easier to feel and work with patterns. A step three laboratory is an enchanted place and an Alchemist may weave threads to it. Cost of a step three laboratory is 10,000 silver coins and time required is at least six months under the supervision of an Alchemist at least Circle 8.

Forgery: A forgery is no laboratory but required for some Alchemist talents. It contains a forgery plus working tools plus raw materials such as iron in small quantities. Cost of a forgery is 1,000 silver coins and it takes at least one month to build it. Material cost is determined by the item produced, GM decision.

Fine Forgery: A fine forgery is almost the same as an ordinary forgery except is contains magical tools and special equipment. A Weaponsmith at least Circle 4 may build a fine forgery. Cost is 5,000 silver coins and it takes three months to complete it. A fine forgery lowers the difficulty number of all items by one (which means the difficulty number for higher success levels can be lowered by more than one).

Upgrading a laboratory or forgery only costs the difference of the two costs (eg.: upgrading a step one laboratory to step 2 costs only 750 silver pieces), the costs of a forgery may also be subtracted when building a step 3 laboratory. Time required is not reduced. Using a better laboratory than required does not increase cost but adds +1 to any roll if the laboratory is step 2 for a talent which requires step 1 and +2/+4 if the laboratory is step 3 and the talent requires only a step 2/step 1 laboratory.



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Earthdawn is a Registered Trademark of FASA Corporation. Original Earthdawn material Copyright 1994 by FASA Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks.


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Norbert Szongott