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Bleak Forest

Sigil

Paths Arcane: Alchemy

Created by Johnathan L Bingham

Necromancer

Alchemy Index

Sigil

Alchemy

Sigil

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.

Stacking brews: drinking a second alchemical item before the first has expired risks a Magical Misfire (see The Alchemist in Playing the Game).

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:

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

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