ALCHEMIST
A Discipline by Norbert Szongott
Important Attributes:
Perception and WillpowerRacial Restrictions:
NoneKarma 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, EmbroideryAlchemic Weaving (Alchemy) (D)
Analysis* (D)
Haggle
Item History (D)
Karma Ritual
Melee Weapons
Durability (5/4)
Process Metals*
Process Organic Material*
Process Magical Element* (D)
Enchant Potion* (D)
Forge Blade (D)
Read/Write Language
Talents
Embed Spell* (D)
Wizardry
Enchant Item* (D)
Elementalism
Abate Curse
Illusion
Forge Armour (D)
Nethermancy
Missile Weapons
Read/Write Magic
Spot Armor Flaw
Disarm Mechanical Trap
Steel Thought
Prepare Pattern
Soften Blade
Spellcasting (max. spell circle = rank-7)
Spell Matrix (holds any type of spell, max. spell circle = rank-7)
Break Curse* (D)
Disarm Magical Trap
Enhanced Matrix
Show Armor Flaw
Armored Matrix
Ethereal Weapon
(D) Discipline Use Talent
* Denotes New Talent
New Talents
Analysis
Step Number: Rank + Perception Step | |
Action: Yes | Skill Use: Yes |
Karma: No | Strain: None |
Discipline Talent: Alchemist |
Step Number: Rank + Dexterity Step | |
Action: Yes | Skill Use: Yes |
Karma: No | Strain: None |
Discipline Talent: None |
Item | Difficulty Number |
---|---|
Knife/Dagger/Sword | Size*2 |
Other metal weapon | Size*3 |
Throwing metal weapon | Size*3 |
Metal Armor | Armor Rating*2 |
Shield | Armor Rating +3 |
Other every-day items | ranges from 2 to 10 (GMs decision) |
Step Number: Rank + Dexterity Step | |
Action: Yes | Skill Use: Yes |
Karma: No | Strain: None |
Discipline Talent: None |
Step Number: Rank + Perception Step | |
Action: Yes | Skill Use: No |
Karma: No | Strain: 1 |
Discipline Talent: Alchemist |
Work | Item | Difficulty Number |
---|---|---|
Recharge | small light quartz | 5 |
medium light quartz | 7 | |
large light quartz | 9 | |
crystal viking | 7 | |
crystal plate | 10 | |
Implant | blood pebble | 9 |
living crystal | 11 | |
absorb blow charm | 6 | |
astral sensitive eye | 9 | |
death cheat charm | 8 | |
desperate blow charm | 7 | |
desperate spell charm | 7 | |
Horror fend charm | 6 | |
targeting eye | 9 | |
Remove something same as implant | +1 | |
Create elemental coin | earth | 13 |
water | 14 | |
air | 16 | |
fire | 17 |
Step Number: Rank + Willpower Step | |
Action: Yes | Skill Use: No |
Karma: Yes | Strain: None |
Discipline Talent: Alchemist |
Potion | Difficulty Number |
---|---|
Booster | 8 |
Healing* | 12 |
Resist Disease | 9 |
Cure Disease* | 14 |
Kelix“s Poultice | 8 |
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 rounds | 8 + x + 2*y |
poison | damage step*rounds*2 |
potion has several effects | +3 for every effect potion already has |
Step Number: Rank + Willpower Step | |
Action: Yes | Skill Use: No |
Karma: Yes | Strain: 1 |
Discipline Talent: Alchemist |
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 CurseStep Number: Rank + Willpower Step | |
Action: Yes | Skill Use: No |
Karma: Yes | Strain: 1 |
Discipline Talent: Alchemist |
Step Number: Rank + Willpower Step | |
Action: Yes | Skill Use: No |
Karma: Yes | Strain: See Text |
Discipline Talent: Alchemist |
Item | Difficulty Number | small light quartz | 7 | medium light quartz | 8 | large light quartz | 10 | crystal viking | 11 | crystal plate | 18 | blood pebble | 13 | living crystal | 15 | absorb blow charm | 10 | astral sensitive eye | 9 | death cheat charm | 12 | desperate blow charm | 12 | desperate spell charm | 11 | Horror fend charm | 8 | targeting eye | 10 | 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 coin | 20 | cloaksense brooch | 11 | Espagra-scale cloak | 8 | Dwarf winternight cloak | 10 | quiet fingers | 9 | one-size-hat | 6 | elfweave robe | 8 | dry boots | 7 | everclean cloak | 8 | fire starter | 7 | hot pot | 6 | warm cloak | 10 | fire cannon | 16 | item giving +0 bonus (any) | 12 | other magic items | 2-20 (GMs decision) |
---|
Step Number: Rank + Willpower Step | |
Action: Yes | Skill Use: No |
Karma: Yes | Strain: 1 (see text) |
Discipline Talent: None |
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: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty: | 10 | 11 | 13 | 14 | 16 | 17 | 19 | 20 | 22 | 23 | 25 | 26 | 28 | 29 | 31 |
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)
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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