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Alchemy List


Affection Confection (Formula #9)
Level 3
Duration: 10 minutes
Range: Ingested
Skill: Herbalist

This amalgam triggers a positive emotional response when imbibed, causing the subject to bond with the first person they interact with under its effect. The mechanical effect of this is a “Poison Charm”, applied towards the first person to speak to the subject after ingesting the compound. If there is any confusion as to who it would be, it defaults to the poisoner.
When adding an ingested poison to food or drink a green sticker must be put on the container, visible to characters with Herbalism. A GM should be notified so that the effect can be adjudicated.


Anesthesia
Level: 2
Duration: 1 hour or until struck violently
Range: Ingested

When administered to a helpless target, anesthesia knocks the person unconscious for 1 full hour. This can allow prisoners to be transported with lower risk of escape, or other purposes. Anesthesia is NOT chloroform - it cannot be administered to an able opponent, even if he is unaware of your presence. If the target takes ANY damage (including blunt damage), the anesthesia wears off. Note that Anesthesia can be administered from a trap.


Balm of Vigor
Level: 5
Duration: 10 minutes
Range: Ingested

Balm of Vigor builds the imbiber’s musculature and physique, allowing her to hit for two additional points of normal damage for the next 10 minutes. It is important to remember that a player can NEVER hit for more than 4 points of damage, or 2 points of damage when using Two Weapon Fighting, regardless of the source of the damage.


Base Paste
Level: 2
Duration: Game Day
Range: Touch
Skill: None

Base Paste is a white paste with a slightly stinging odor that can be applied to a person or a shield, taking a full minute to do so. The next 4 acid damage that strikes the body or shield of the recipient (whichever it was applied to) is negated by the paste, requiring a “No Effect” call.


Claw of the Beast
Level: 4
Duration: 10 minutes
Range: Touch

Claw of the Beast is one of the vilest of blade poisons, a runny, greasy green paste that is spread along the length of a blade, causing even the least of cuts to fester and ooze. If the wielder of a weapon coated with Claw of the Beast poison hits anyone in melee damage, that blow counts as having a +1 to its damage (remember damage from combat hits can never exceed 4). In addition, any wounds caused by the poisoned blade count as being poisoned wounds.
Blade poison does not ignore armor as thrown and ingested poison does. Any blade poisoned with Claw of the Beast poison must be identified with a flag tied around the quillions of the weapon (a weapon without quillions should have the flag tied just below the striking surface). Poisoning a blade is possible to do in a very short period of time (represented by tying the flag around the weapon). Successive applications must have the old flag removed, and a new one tied on (or the same flag tied on again).


Corruption
Level: 1
Duration: 10 minutes
Range: Touch

Corruption is a toxic substance that is spread along the length of a blade, causing even the least of cuts to molder and putrefy. If the wielder of a weapon coated with Corruption poison hits anyone in melee and deals a wound, that wound must be treated as a poisoned wound. Blade poisons do not ignore armor as thrown and ingested poisons do. Any blade poisoned with Corruption poison must be identified with a flag tied around the quillions of the weapon (a weapon without quillions should have the flag tied just below the striking surface). Poisoning a blade is possible to do in a very short period of time (represented by tying the flag around the weapon). Successive applications must have the old flag removed, and a new one tied on (or the same flag tied on again).


Dilution Solution
Level: 3
Duration: Instant
Range: Tag bag
Skill: Herbalist

Dilution solution universally negates and removes any and all Alchemical effects currently active on a target, except for poisons. The call for this compound in combat is “Dispel Alchemy”.


Explosive Charge
Level: 3
Duration: Instant
Range: Touch

An Explosive Charge is a tiny bomb, capable of destroying the works of most locks. It is a single use item that will safely and automatically open a single lock. Using an Explosive Charge has no effect on any potential traps however, and may even set off a trap if it was part of the locking mechanism. Players are encouraged to role-play the use of this admixture, warning others to stand back, etc.


Garlic Paste
Level: 1
Duration: 10 minutes
Range: Touch

This potent-smelling concoction is the refined essence of several naturally occurring plants, of which garlic is the most obvious component. Garlic paste is smeared onto the body, taking one full minute, and requires the wearing of a red flag. While a character is under the effect of Garlic Paste, lesser undead will not approach the user. Greater undead can still approach the user, unless Garlic is specifically listed as a weakness in the monster description (such as for Vampires). The wearer is required to announce "garlic paste" if such a creature approaches him. Garlic paste lasts 10 minutes before the enhanced essences wear off, rendering the wearer only slightly malodorous and vulnerable to future attacks from undead.

Grip of Darkness
Level 5
Duration: 10 minutes or 1 dose (Both Doubled on Goblin Iron weapon)
Range: Touch
Skill: Herbalist

This is a blade poison that can be used on any melee weapon, arrow, bolt, or throwing weapon by spending 1 minute applying it to the weapon's striking surfaces. The dose expires after 10 minutes if not used. The next legal hit from the weapon will allow an effect call of " Poison Stun". As a poison effect it may only be countered by anti-poison defenses and only removed by effects that remove poison. It is not a magical or a compulsion effect.
Any weapon poisoned with the Grip of Darkness must be identified with a flag tied around the quillions of the weapon (a weapon without quillions should have the flag tied just below the striking surface or head for a projectile).


Madweed Extract
Level: 3
Duration: 10 minutes
Range: Ingested

Madweed, when properly prepared in a liquid form, can be drunk to produce heightened strength. Madweed Extract increases the damage done by a player using a melee weapon by one point for ten minutes. This cannot raise a players damage output to more than four points per hit, and cannot raise the damage output of player fighting with two weapons to more than two points. It does not change the type of damage the player deals; a player dealing normal damage will still deal normal damage, and a player hitting for silver damage will still hit for silver damage. Madweed Extract has no effect on the damage of thrown or missile weapons.

Magic Power Elixir
Level: 3
Duration: Instant
Range: Ingested

Magic Power Elixir restores 4 points of Magic Power when drunk. It is important to remember that a player can NEVER have or use more than 20 points of Magic Power per game day, regardless of the source of the points.


Mind Expanding Elixir
Level: 4
Duration: 1 Event
Range: Ingested

Mind Expanding Elixir greatly expands the imbiber’s consciousness, granting them 2 additional points of Magic Power for the duration of the event. It is important to remember that a player can NEVER have or use more than 20 points of Magic Power per game day, regardless of the source of the points.


Minor Power Elixir
Level: 1
Duration: Instant
Range: Ingested

A Minor Power Elixir restores 2 points of Magic Power when drunk. It is important to remember that a player can NEVER have or use more than 20 points of Magic Power per game day, regardless of the source of the points.


Rejuvenation Elixir
Level: 2
Duration: Permanent
Range: Ingested

Rejuvenation Elixir restores 2 points of Magic Power when drunk, and heals any missing Body points and cures all diseases. It is important to remember that a player can NEVER use more than 20 points of Magic Power per game day, regardless of the source of the points.


Ritual Ink
Level: 1
Duration: 5 Uses
Range: n/a

Ritual Magic is some of the most powerful and potent in Novitas. Because of this, special care and materials are often used when preparing and performing rituals. Rituals are often contained on special scrolls known as Ritual Scrolls. Ritual Scrolls can only be written with Ritual Ink. In addition, some specific scrolls of powerful magic spells, such as Revive, also require Ritual Ink. Each dose of ink is sufficient for the creation of 5 scrolls requiring ritual ink.


Ritual Quill
Level: 2
Duration: Permanent
Range: n/a

Ritual Magic is some of the most powerful and potent in Novitas. Because of this, special care and materials are often used when preparing and performing rituals. Rituals are often contained on special scrolls known as Ritual Scrolls. Ritual Scrolls can only be written with a Ritual quill. In addition, scrolls of powerful fifth level magic spells, such as Maelstrom, must be scribed with a Ritual Quill. A single Ritual Quill may be reused for any number of fifth level scrolls, but using a Ritual Quill to scribe a Ritual Scroll renders the quill useless for further writing, and it must be discarded and replaced. Creation of this object requires the player to provide his own prop to represent it. This can be nearly any writing implement that does not look modern or anachronistic. This prop must be presented and approved at Logistics at sign in, where it will be given a treasure ID number. It is an in-game, stealable item.


Scorpion's Kiss
Level 2
Duration: 10 minutes or 1 dose (Both Doubled on Goblin Iron weapon)
Range: Touch
Skill: Herbalism
This is a blade poison that can be used on any melee weapon, arrow, bolt, or throwing weapon by spending 1 minute applying it to the weapon's striking surfaces. The dose expires after 10 minutes if not used. The next legal hit from the weapon will allow an effect call of "Poison Weaken". As a poison effect it may only be countered by anti-poison defenses and only removed by effects that remove poison. It is not a magical or a compulsion effect.


Thaumaturgist’s Mortar
Level: 3
Duration: Permanent
Range: n/a

A Thaumaturgist’s Mortar is the mystic bowl in which he blends alchemical components. It acts as a cogent focus, the strop on which he hones the razor of his art. All fourth level Alchemy requires the creator to have in his possession a Thaumaturgist’s Mortar that acts as a reagent. It has no other effects.
Production of a Thaumaturgist’s Mortar costs six Production Points and 35 copper coins. Each Mortar is created specifically for its user. If a Mortar is lost, stolen, or destroyed, a new one must be created before any production of fourth level amalgams can continue.
Creation of this item requires the player provide his own prop and present it to Logistics each event. This can be any wooden, ceramic, or metal bowl that does not look anachronistic. It may vary in size from that of a tea cup to a mixing bowl. This prop must be presented and approved at Logistics at sign in, where it will be given a treasure ID number. It is an in-game, stealable item.


Theriac
Level: 4
Duration: Instant
Range: Ingested

Theriac is an ancient composition esteemed efficacious against the effects of poison, a certain compound of sixty-four drugs, prepared, pulverized, and reduced by means of honey to an electuary. It will immediately neutralize any and all poisons and diseases affecting a player or creature, allowing poisoned and diseased wounds to be healed. It is important to note that Theriac does not heal or undo the effects of the poison; it only cleanses it from the victim’s system.


Touch of Panic
Level 4
Duration: 10 minutes or 1 dose (Both Doubled on Goblin Iron weapon)
Range: Touch
Skill: Herbalist

This is a blade poison that can be used on any melee weapon, arrow, bolt, or throwing weapon by spending 1 minute applying it to the weapon's striking surfaces. The dose expires after 10 minutes if not used. The next legal hit from the weapon will allow an effect call of "Poison Fear". As a poison effect it may only be countered by anti-poison defenses and only removed by effects that remove poison. It is not a magical or a compulsion effect.
Any weapon poisoned with the Touch of Panic must be identified with a flag tied around the quillions of the weapon (a weapon without quillions should have the flag tied just below the striking surface or head for a projectile).


Vermin Bane
Level: 2
Duration: 30 minutes
Range: Ingested

An improved form of rat poison, Vermin Bane is intended for larger forms of vermin - usually the kind that walks on two legs! Developed by farmers near the Tribelands, Vermin Bane has kept many a barn safe from thieving interlopers. Sadly, Vermin Bane has proven highly effective against most creatures, and has become a staple in the assassin’s arsenal.
Vermin Bane is an ingested poison with a one hour onset time. If allowed to take effect, Vermin Bane causes an automatic Torso wound to any living creature affected by it (unless it is immune to poison). A single dose of Vermin Bane is only enough to kill a single being; you cannot poison an entire town with one application of this poison.
Ingested poisons require the poisoner to provide a stopwatch to time the duration of the poison. Logistics will not provide a time piece, and failure to produce a timepiece will cause your poisoning attempt to fail.





Bile of Nox
Level 4
Duration: 10 minutes or 1 dose
Range: Touch
Skill: Herbalist

This is a blade poison that can be used only on a goblin iron melee weapon, arrow, bolt, or throwing weapon by spending 1 minute applying it to the weapon's striking surfaces. The dose expires after 10 minutes if not used. The next legal hit from the weapon will add both "poison" and "slay" to the damage call.
Any weapon poisoned with the Bile of Nox must be identified with a flag tied around the quillions of the weapon (a weapon without quillions should have the flag tied just below the striking surface or head for a projectile).


Blackout Juice
Level 4
Duration: 10 minutes
Range: Ingested
Skill: Herbalist

This toxin causes instant unconsciousness when ingested. The mechanical effect is “Stun Poison”, taking effect immediately when ingested.
When adding an ingested poison to food or drink a green sticker must be put on the container, visible to characters with Herbalism. A GM should be notified so that the effect can be adjudicated.


Bug Repellent
Level: 1
Duration: 10 minutes
Range: Touch

This potent-smelling concoction is the refined essence of several naturally occurring plants, of which several foul-smelling flowers are the most obvious component. Bug Repellent is smeared onto the body and requires the wearing of a flag. While a character is under the effect of Bug Repellent, any creatures of the Insect type will not approach the user. The wearer is required to announce "Bug Repellent" if such a creature approaches him. Bug Repellent lasts 10 minutes before its potency diminishes, leaving the user slightly stained and vulnerable to future attacks from insects.


Catholicon
Level: 5
Duration: Instant
Range: Ingested

Catholicon restores 4 points of Magic Power when drunk, heals any missing Body, Limb or Torso wounds, and cures all poisons and diseases. It is important to remember that a player can NEVER use more than 20 points of Magic Power per game day, regardless of the source.


Elixir of Cosmic Power
Level: 5
Duration: 1 Event
Range: Ingested

An Elixir of Cosmic Power amplifies the imbiber’s psyche to an amazing level, granting them three additional points of Magic Power for the duration of the event. It is important to remember that a player can NEVER have or use more than 20 points of Magic Power per game day, regardless of the source of the points.

Elixir of Toughness
Level: 3
Duration: 1 game day
Range: Ingested

An Elixir of Toughness fortifies the imbiber’s body, granting them an additional point of Body until the next Convergence. It is important to remember that a player can NEVER have or use more than 4 points of Body per game day, regardless of the source of the points.

Elixir of Wisdom
Level: 2
Duration: 1 Event
Range: Ingested

An Elixir of Wisdom bolsters the imbiber’s mind, granting them an additional point of Magic Power for the duration of the event. It is important to remember that a player can NEVER have or use more than 20 points of Magic Power per game day, regardless of the source of the points.


Ethereal Sealant
Level: 5
Duration: Game Day
Range: Touch
Skill: None

Ethereal Sealant is a highly prized compound that makes the target completely immune to all magical spells and effects, both harmful and beneficial. It takes 1 full minute to apply to a subject person. This includes magical attacks, buffs, and healing. The effect remains until convergence even if the subject dies, preventing Revive from being cast on the body.


Grounding Wire
Level: 2
Duration: Permanent until discharged
Range: Touch
Skill: None

Grounding Wire is a piece of copper wire, invisibly marked with mystical and powerful sigils and runes, wound around the user's boot or footwear. It absorbs the first dart that does magic damage that hits the wearer. If not discharged, it can be removed and saved for later. Only one can be worn at a time. If someone wearing one on each foot is hit by a damaging magic dart of any type, a feedback loop causes automatic limb wounds to both legs.
This item requires a physical prop, an actual piece of copper wire, which must be worn on the foot of the person claiming the effect of the Grounding Wire. It should be removed once the Grounding Wire effect is expended, but may be reused as another Grounding Wire.


Hand of Death
Level: 3
Duration: Instant
Range: Thrown

Hand of Death poison is named after the ancient assassin cult who invented it, and used it with great success for many years. A virulent poison that instantly soaks into skin, Hand of Death is usually carried in fragile ceramic vials or glass bulbs that shatter on impact when thrown.
Hand of Death poisons are thrown tag bags that ignore armor and cause poisoned wounds. Hand of Death poison causes two points of poison damage to any living creature it hits.


Hermetic Rod
Level: 2
Duration: Permanent
Range: n/a

A Hermetic Rod acts as a scientific focus; it is the hub of an Alchemist’s energies. All third level Alchemy requires the creator to have in his possession a Hermetic Rod that acts as a reagent. It has no other effects.
Production of a Hermetic Rod costs four Production Points and 20 copper coins. Each Rod is created specifically for its user. If a Rod is lost, stolen, or destroyed, a new one must be created before any production of third level amalgams can continue.
Creation of this item requires the player provide his own prop and present it to Logistics each event. This can be any rod, bar, or staff that does not look anachronistic. It may vary in size from that of a small drum stick to a walking stick. It is usually metal and lavishly decorated and adorned with eldritch runes. This prop must be presented and approved at Logistics at sign in, where it will be given a treasure ID number. It is an in-game, stealable item.


Mirror of Sophistry
Level: 1
Duration: Permanent
Range: n/a

An Alchemist’s Mirror of Sophistry acts as his philosophic focus, showing him a reflection of himself in which he may judge and consider his morals and direction. All second level alchemy requires the creator to have in his possession his own Mirror of Sophistry that acts as a reagent. It has no other effects.
Producing this item costs two Production Points and 10 copper coins. Each Mirror is created specifically for its user. If a Mirror is lost, stolen, or destroyed, a new one must be created before any production of second level amalgams can continue.
Creation of this item requires the player provide his own prop and present it to Logistics each event. This can be any framed or engraved mirror that does not look anachronistic. It may vary in size from that of a playing card to a wall hanging. This prop must be presented and approved at Logistics at sign in, where it will be given a treasure ID number. It is an in-game, stealable item.


Ogre Extract
Level: 5
Duration: Game Day
Range: Ingested

Ogre Extract braces the imbiber’s body, granting them two additional points of Body until the next Convergence. It is important to remember that a player can NEVER have or use more than 4 points of Body per game day, regardless of the source of the points.


Philosopher’s Stone
Level: 4
Duration: Permanent
Range: n/a

A Philosopher’s Stone is the cynosure of an alchemist’s skill; it is the object with which he can focus his knowledge and learning to accomplish great feats. All fifth level Alchemy requires the creator to have in his possession a Philosopher’s Stone that acts as a reagent. It has no other effects.
Production of a Philosopher’s Stone costs eight Production Points and 50 copper coins. Each Stone is created specifically for its user. If a Stone is lost, stolen, or destroyed, a new one must be created before any production of fifth level amalgams can continue.
Creation of this item requires the player provide his own prop and present it to Logistics each event. This can be any rock, crystal, or orb that does not look anachronistic. It may vary in size from that of a golf ball to a volley ball. This prop must be presented and approved at Logistics at sign in, where it will be given a treasure ID number. It is an in-game, stealable item.


Smelling Salts
Level: 3
Duration: Permanent
Range: Ingested

Use of Smelling Salts on a subject cures the target of any Stun, Charm, Dominate, Fear, or other magical (or natural) mind-affecting effects such as Anesthesia, Truth Serum, etc. The Smelling Salts must be held under the nose of the recipient for a full minute to take effect, at which time the subject is immediately cured of all such effects. Smelling salts is a permanent item, but can only be used once per game day.


Spyderbyte
Level 3 
Duration: 10 minutes or 1 dose (Both Doubled on Goblin Iron weapon)
Range: Touch
Skill: Herbalist

This is a blade poison that can be used on any melee weapon, arrow, bolt, or throwing weapon by spending 1 minute applying it to the weapon's striking surfaces. The dose expires after 10 minutes if not used. The next legal hit from the weapon will allow an effect call of "Poison Curse". As a poison effect it may only be countered by anti-poison defenses and only removed by effects that remove poison. It is not a magical or a necromantic effect.
Any weapon poisoned with Spyderbyte must be identified with a flag tied around the quillions of the weapon (a weapon without quillions should have the flag tied just below the striking surface or head for a projectile).


Tanglefoot Bag
Level 3
Duration: 10 minutes
Range: Thrown
Skill: Herbalist

This compound is fashioned after the sticky webs of the ettercap, exploding on contact into a mass of tangling strands. It can be thrown at a target (as a tag bag) to glue them in place.
The effect call of this compound is "pin poison". As a poison effect it may only be countered by anti-poison defenses and only removed by effects that remove poison. It is not a magical or a compulsion effect.


Transmutation
Level: 5
Duration: 1 game day
Range: Touch

Transmutation is the ultimate expression of the Alchemical art, the ability to transform one material into another. With the paste created with this formula, an alchemist can temporarily change the base metals of a weapon into one of the following extraordinary types: silver, Goblin Iron, or Elven Steel.
The effect lasts one game day, and has the same limitations a weapon of that material would normally have, so, for example, a weapon changed to Elven Steel cannot have poisons applied to it. Transmutation can only be used on weapons. With the proper rituals and components, it may even be possible to occasionally create a permanent transmutation effect.


Truth Serum
Level: 4
Duration: 1 minute
For one full minute after being affected by Truth Serum, the target cannot knowingly lie. He is not compelled to speak, but if the target does CHOOSE to speak, he or she cannot lie. It should be noted that truth is relevant, subject to the target's beliefs and knowledge, but the target will tell the truth, as he sees it, to the best of his ability. Used with a Charm spell this compound is very powerful.


Two-step Venom
Level: 5
Duration: Instant
Range: Thrown

The most lethal of all poisons, Two-step Venom is a distilled concentrate of several of the nastiest poisons known to mortals. It gains its name from the simple fact that very few of its victims can take more than two steps before dying. Like Hand of Death poison, Two-step Venom is usually carried in fragile containers and is instantly absorbed into living flesh, and it races through the bloodstream until it finds the heart and brain, which it destroys. The use of two-step venom against a sentient being is generally considered to be a crime punishable by death in most civilized areas.
Two-step Venom is represented by a thrown tag bag that follows all of the standard rules for such, causing poisoned wounds and ignoring armor. Two-step Venom causes four points of damage to any creature it hits (unless it is immune to poisons).


Vial of Acid
Level: 3
Duration: Instant
Range: Thrown

This admixture is a caustic agent usually contained within fragile, breakable glass or ceramic bulbs. It deals four points of damage to the target upon being struck. This damage should be called as “FOUR ACID”.
As with other Alchemical compounds, a Vial of Acid can be blocked by a shield. Unlike other amalgams, however, a Vial of Acid impacting on a shield will destroy the shield, rendering it of no further use for the remainder of the event. Players carrying a shield that is struck by a Vial of Acid should immediately discard it.


Weapon Stone
Level: 4
Duration: Game Day
Range: Touch
Skill: None

A rune-covered whetstone to make a blade impossibly keen, or a perfectly balanced stone ring to add to a club or mace, a Weapon Stone is an expendable item that enhances a weapon for 1 Game Day, adding +1 damage (not to exceed normal limits). It can be used on any melee weapon, bladed or blunt.
A Weapon Stone takes one minute to apply, but no physical representation is needed for it, beyond this paper.


Wolfsbane
Level: 2
Duration: Instant
Range: Ingested

Wolfsbane is a concoction with only one use: to remove the curse of Lycanthropy. However, it must be taken by the end of the next event to stave off the curse. This compound comes in a liquid form, similar to a potion, and may be administered to an unconscious or dying person with the skill First Aid (note that if a person is still dying from a torso wound, this won’t heal them – it just removes the curse).


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