Bleak Forest
Paths Arcane: Alchemy
Created by Johnathan L Bingham
Alchemy Index
Alchemy
- Acid Burn
- Alchemist’s Fire
- Distillation of Shadows
- Draught of Fortitude
- Elixir of Arcane Sight
- Elixir of Elements
- Night Eyes Potion
- Vigour Draught
- Restorative Balm
- Oil of Enervation
- Potion of Invigoration
- Oil of Petrification
- Philosopher’s Tincture
- Quickening Salve
- Oil of Armoured Skin
- Major Transformation Elixir
- Minor Transformation Elixir
- Transmutation Potion
- Veiled Eyes Potion
Alchemy
Alchemists use their skills to boost allies, weaken enemies, change bodies, and produce offensive and defensive capabilities to augment the consumer. They make potions, oils, elixirs, powders, and salves that can give benefits, cause harm, or change things in different ways.
To make alchemical items, an Alchemist needs the right ingredients (see Components tables) and must pass an Occultism check against the item’s BAM! (the Alchemy Focus grants Advantage), spend the crafting time to prepare it, and finally imbue the product with their own Vitality to activate it. Most alchemical products are drunk or applied to the skin. Some, like Alchemist’s Fire or Acid, can be thrown up to Near range (25 m). Healing Herbs (see Herb Compendium) are not alchemical ingredients and can only be used in recipes if specifically listed as both a herb and a component.
EXAMPLE: Crafting an Alchemical Item
The Nameless (Spiritus +0, Occultism Skilled +2, Alchemy Competent) brews a Quickening Salve (2nd Order, Difficult 16). They have Claw (Common), Mercury (Uncommon) and a Magic Feather (Uncommon), and spend 2 Watches in camp. Competent Alchemy gives Moderate Advantage, so the target drops one step to Average (13).
Roll: d20 + 0 (Spiritus) + 2 (Occultism) vs. 13. Result: 9 + 2 = 11. Failure. The components are spoiled, no Vitality is spent, and they roll on the Magical Misfire table. They must find more before trying again.
Next attempt, with fresh components: 15 + 2 = 17. Success. They pay 4 Vitality and the salve is ready. Used in combat, it grants one extra action per round and half again the movement rate for 1d6 rounds, then a Corpus save (Average 13) or 1 Fatigue marker.
Alchemical Products
Alchemists’ products are one of the following categories:
- Elixir: a thick, tarry liquid (requires a sap or tar base). Can be applied over an area. Can be thrown if in a vial up to Near range (25 m)
- Oil: a viscous fluid suspension (requires an oil base). Can be applied topically, ingested, spread over an area, or thrown if in a vial
- Potion: a liquid suspension (requires a liquid base such as water, wine, or blood). Usually ingested but can be applied over an object or area. Can be sprayed from a container up to Near range (25 m) or thrown in a vial up to Near Range.
- Powder: a fine dusty substance (requires a dry solid base ground into a powder). Can be used to coat an object or area. Can be thrown at Close range (3 m) or further if blown by wind (up to Near range until dispersed)
- Salt: a crystalline substance coarser than powder (requires a salt base). Can be spread over an object, creature or area. Can be thrown at Close range (3 m) or further if blown by wind (up to Near range until dispersed)
- Salve: a fatty spreadable compound (requires a lipid base such as tallow or wax). Can be applied topically to a creature or object. Cannot be thrown.
The following circles define the difficulty of crafting certain alchemical items:
1st Order
| Die Roll (d6) | Item Name | BAM! |
|---|---|---|
| 1 | Acid Burn | Average (13) |
| 2 | Restorative Balm | |
| 3 | Oil of Enervation | |
| 4 | Potion of Invigoration | |
| 5 | Vigour Draught | |
| 6 | Minor Transformation Elixir |
2nd Order
| Die Roll (d20) | Item Name | BAM! |
|---|---|---|
| 1–3 | Alchemist's Fire | Difficult (16) |
| 4–6 | Draught of Fortitude | |
| 7–9 | Night Eyes Potion | |
| 10–11 | Oil of Armoured Skin | |
| 12–14 | Quickening Salve | |
| 15–17 | Veiled Eyes Potion | |
| 18–20 | Transmutation Potion |
3rd Order
| Die Roll (d6) | Item Name | BAM! |
|---|---|---|
| 1 | Distillation of Shadows | Challenging (19) |
| 2 | Elixir of Elements | |
| 3 | Elixir of Arcane Sight | |
| 4 | Oil of Petrification | |
| 5 | Philosopher's Tincture | |
| 6 | Major Transformation |
Acid Burn
- BAM!: Average (13)
- Duration: 3 rounds
- Range: Near (25 m)
- Type: Potion
- Alchemical Components: Acid (C) and Lamp Oil (C)
- Damage/Effect: 1D2 points of damage per round (3 rounds) to an item’s durability. If armour is reduced to zero durability before 3 rounds, then 2 points of Vitality per round for the remaining duration (max 3 rounds). If no armour is worn, then this does 1d2 Vitality damage per round for 3 rounds.
Alchemist’s Fire
- BAM!: Difficult (16)
- Duration: 1d6+1 rounds
- Range: Near (25 m)
- Type: Elixir
- Alchemical Components: Bane Tree Sap (UC), Phosphorus (UC), and Tallow (C) (all consumed)
- Damage/Effect: Creates a flaming gel that does 1d3 points of damage per round and cannot be doused with water. Only smothering in dirt or with a blanket can stanch the effects after 2 rounds.
Distillation of Shadows
- BAM!: Challenging (19)
- Duration: 1 watch (4 hours)
- Range: Self
- Type: Elixir
- Alchemical Components: Shadow Essence (R), Ectoplasm (UC), Grave Dust (C), and Ashes (C) (all consumed)
- Effect: You become a creature of shadow for the duration. You gain Extreme Advantage on all stealth checks and cannot be perceived by mundane sight in anything less than full daylight. You become intangible and cannot touch or be touched by anyone. You may move through gaps large enough for smoke (cracks under doors, through keyholes, etc.). You deal 1d6 cold damage on melee attacks as shadow-chill (This attack bypasses armour but not magic). Sunlight or strong magical light (Light spell) suppresses the effect for 1d3 rounds. You cast no shadow while under this effect, which is immediately noticeable to observant creatures.
Draught of Fortitude
- BAM!: Difficult (16)
- Duration: 1 Watch
- Range: Self or Touch
- Type: Potion
- Alchemical Components: Bone (C), Iron (C), and Pother Berry (UC) (all consumed)
- Effect: The drinker gains +2 Armour rating (stacks with existing armour) against all physical attacks for the duration and ignores the first Minor or Moderate Condition inflicted during this time (after which the effects of the potion are expended). Multiple draughts do not stack; subsequent draughts extend the duration only. Once the effect ends, make a Corpus save (Average 13) or gain 1 Fatigue immediately.
Elixir of Arcane Sight
- BAM!: Challenging (19)
- Duration: 1 watch (4 hours)
- Range: Self
- Type: Elixir
- Alchemical Components: Lambent Moth Wings (UC), Magic Blood (UC), Tree Resin (C) and Shimmer flower Pollen (R) (all consumed)
- Effect: Your sight reveals every active magical effect as a coloured aura. Each school has a distinct hue: Arcana silver-blue, Alchemy amber, Sigilcraft green, Psionics violet, Occultism deep red, and Healing gold. At a glance, you can identify the school and approximate power of any magical effect within Far range (100 m). Hidden or invisible magical traps, sigils, and glyphs are clearly visible. While this effect lasts, your eyes glow with shifting colours that cannot be concealed.
Elixir of Elements
- BAM!: Challenging (19)
- Duration: 1 watch (4 hours)
- Range: Self
- Type: Elixir
- Alchemical Components: Mandrake Root (UC), Elemental Salts (Air, Earth, Fire, or Water) (R), Tree Resin (C), and Magic Blood (all consumed)
- Effect: You adopt the physical form of a creature of the elemental planes. Your Attributes do not change, but you otherwise obtain the capabilities of the new form (see Creature Compendium for elementals). The change is visible and obvious. You remain in the new form for the duration of the potion. You retain all memories, skills, and mental faculties.
Night Eyes Potion
- BAM!: Difficult (16)
- Duration: 1d6 Ticks
- Range: Self or Near
- Type: Potion
- Alchemical Components: Lambent Moth Wings (UC), Spring Water (C), and Glow Worm (C) (all consumed)
- Damage/Effect: Can see in total darkness for 1d6 Ticks
Vigour Draught
- BAM!: Average (13)
- Duration: 1d6 Rounds
- Range: Self or Touch
- Type: Potion
- Alchemical Components: Mushroom/Toadstool (C) and Wine (C)
- Damage/Effect: Moderate Advantage on all Corpus saves for the duration. Multiple draughts do not stack; later draughts extend the duration only. When the effect expires, make a Corpus save (Average 13) or gain 1 Fatigue marker.
Restorative Balm
- BAM!: Average (13)
- Duration: Instantaneous
- Range: Touch
- Type: Salve
- Alchemical Components: Tallow (C) and Moss (C) (both consumed)
- Damage/Effect: Rubbed into aching muscles, the balm removes 1 Fatigue marker and ends the Exhausted condition. It heals no Vitality and removes no other condition; that is the work of the Healing Arts.
Oil of Enervation
- BAM!: Average (13)
- Duration: 1d6 Rounds
- Range: Near (25 m)
- Type: Oil
- Alchemical Components: Venom (C) and Olive Oil (C) (both consumed)
- Damage/Effect: Reduce Corpus by 1 point per draught (with impacts on saves and vigour for the duration). Multiple draughts do not stack. Subsequent draughts extend the duration only.
Potion of Invigoration
- BAM!: Average (13)
- Duration: 1d6 Rounds
- Range: Self
- Type: Potion
- Alchemical Components: Spring Water and Mushroom/Toadstool (both consumed)
- Damage/Effect: Increase one Attribute Stat by 1 point per draught for the duration (Choose Stat at consumption). Cannot raise an Attribute above 18. Multiple draughts do not stack for a stat, only the highest active bonus applies. Subsequent draughts extend the duration only.
Oil of Petrification
- BAM!: Challenging (19)
- Duration: Progressive onset (see below)
- Range: Touch or thrown at Near range (25 m)
- Type: Oil
- Alchemical Components: Iron shavings (C), Lamp Oil (C), Ectoplasm (UC) and Earth Salts (R) (all consumed)
- Damage/Effect: Applied to or thrown at a target, this oil begins to harden exposed skin and tissue. Round 1: the target makes a Corpus save (Challenging 19) or gains the Slowed condition (movement halved, one action per round). Round 2: on a failed save, the target is Restrained (cannot move). Round 3: on a failed save, the target is Petrified (fully immobile, Armour 6 but cannot act) for 1d6 watches. Each round the target may attempt a new Corpus save (Challenging 19) to halt progression at their current stage. The Restoration healing power ends the effect immediately.
Philosopher’s Tincture
- BAM!: Challenging (19)
- Duration: Permanent
- Range: Self
- Type: Potion
- Alchemical Components: Gold Coin, Dragon Blood, Mandrake Root, and Phosphorus (all consumed)
- Effect: The pinnacle of the alchemical arts. Permanently raise one Attribute (Corpus, Anima, or Spiritus) by 1 point, to a maximum of 18. No Attribute may be raised above 18 by this tincture. The increase is permanent and survives Recursion. Only one tincture may take effect per Recursion; later doses in the same Recursion are inert. On a failed crafting check, all components are destroyed and no Vitality is spent. This is not a recipe to attempt lightly.
Quickening Salve
- BAM!: Difficult (16)
- Duration: 1d6 rounds
- Range: Self or Close
- Type: Salve
- Alchemical Components: Claw, Mercury, and magic feather (all consumed)
- Damage/Effect: You gain one extra action per round (attack, move or spell) and your movement rate increases by half. The extra action adds no Mishap die under Diminishing Returns. Multiple doses do not grant more actions; later doses extend the duration only. When the effect ends, make a Corpus save (Average 13) or gain 1 Fatigue marker.
Oil of Armoured Skin
- BAM!: Difficult (16)
- Duration: 1 watch (4 hours)
- Range: Self
- Type: Oil
- Alchemical Components: Iron shavings (C), Life’s Blood (C) and Bane Tree Sap (UC) (all consumed upon use)
- Damage/Effect: Your skin hardens like bark for the duration: +2 Armour rating against physical attacks, and you ignore the first Bloodied condition inflicted on you. While the oil lasts, Wiles checks to move silently are at Minor Disadvantage.
Major Transformation Elixir
- BAM!: Challenging (19)
- Duration: 1d6 watches (4–24 hours)
- Range: Self
- Type: Elixir
- Alchemical Components: Dragon’s Blood (R), Mandrake Root (UC), Fae Dust (UC) and Fur/Pelt (C) (all consumed)
- Damage/Effect: You assume the physical form of an animal medium size category (Choose or roll: 1 = boar, 2 = large bat, 3 = large cat, 4 = giant rat, 5 = spider, 6 = wolf). Your Attributes do not change, but your physical capabilities match your new form (swim if frog, fly if bird, etc.). You retain your own memories and skills. Clothing and carried items do not transform. The form lasts for the duration or until you choose to end it. You can speak while in animal form.
Minor Transformation Elixir
- BAM!: Average (13)
- Duration: 1d6 Ticks
- Range: Self
- Type: Elixir
- Alchemical Components: Mandrake Root and Fae Dust (consumed)
- Damage/Effect: You assume the physical form of an animal small size category (Choose or roll: 1 = cat, 2 = fox, 3 = owl, 4 = raven, 5 = serpent, 6 = toad). Your Attributes do not change, but your physical capabilities match your new form (swim if frog, fly if bird, etc.). You retain your own memories and skills. Clothing and carried items do not transform. The form lasts for the duration or until you choose to end it. You cannot speak while in animal form.
Transmutation Potion
- BAM!: Difficult (16)
- Duration: 1d6 watches (4–24 hours)
- Range: Self or Touch
- Type: Potion
- Alchemical Components: Mandrake Root, Spider Venom, and Frog/Toad Skin (all consumed)
- Damage/Effect: The drinker's body subtly changes for the duration. Choose one: gain a minor physical trait (claws deal 1d3 damage, gills allow water breathing, eyes grant low-light vision). The change is obvious to observers. Multiple draughts shift toward permanent transformation — after 3 doses in one Recursion, make a Spiritus save (Challenging 19) or one change becomes permanent.
Veiled Eyes Potion
- BAM!: Difficult (16)
- Duration: 6 rounds
- Range: Self or Touch
- Type: Potion
- Alchemical Components: Lambent Moth Wings, Spring Water, and Lichen (all consumed)
- Damage/Effect: Allows you to see hidden or invisible objects. This effect lasts 6 rounds per draught