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Alchemy

Alchemy is an important part of life in Velitrium....
The Alchemist is a source of potions, elixers, amulets, talismans, fire arrows, fire staves, and a host of other devices and substances. The Alchemist and his close cousin the Herbalist, provide much of the magic and healing needed in those areas of Velitrium not fortunate enough to have a Priest of Mitra or a Druid in residence.

To become an Alchemist....

Training in Alchemy
Some Mages are also Alchemists, but many alchemists have no magical aptitude. Only The Academy teaches Alchemy,  there are, at present, no private teachers. Typical training time for Alchemy is five years.  (A starting PC is assumed to have gone through all this. The information is provided for PCs who wish to learn Alchemy later in their careers.)

The first year the student learns simple chemistry.
The second year is spent on refining and preparing ingredients.
The third year works on detecting and recognizing Elixirs, poisons etc.
The fourth year encompasses detailed analyses and identification of the same.
The fifth year involves learning a few basic formulas and actually preparing Elixirs.

The cost of Alchemy training is high, reflecting the cost of ruined materials, destroyed lab equipment etc.... Typically the five years costs $10,000.
  Upon completion of his or her studies a student is obligated to work as the Master's assistant for three years and then give the Master one third of his or her income for an additional three years.
These training times need to be added to a starting character with Alchemy skill.

Other useful skills for an alchemist are:

Prospecting MA
Useful for locating and identifying the ores from which chemicals are refined.

Naturalist MH
Useful for locating roots, berries, plants, etc. to secure valuable ingredients.

Thaumatology MA
For a non-mage this represents a working knowledge of general magical principals.

First Aid ME
For patching oneself back together after a mistake....

Herbalist MH    (See the section on Medicine)
The skills of an Alchemist are very similar to those of an Herbalist in terms of preparing and concocting the various substances and the Alchemy skill will allow a Default to Herbalist at -4.  However an Alchemist is not trained for the proper application of the final product or in diagnosing needs, dosages and the like.
Optionaly: Rather then learning the skill Herbalist, an Alchemist may study individual Herbalist Remedies treating them like any other formula.  See the section on Medicine for detailed notes on the remedies.


Alchemy  MVH    Literacy is a Prerequisite

The Alchemy skill on page 59 of the Basic Set allows the following:
Detection of Elixirs, Poisons, etc. Roll Vs Skill.
Analysis of Elixirs, Poisons etc. Roll Vs Skill.
Identify Magic Items. Roll Vs Skill -2.
Simple Chemistry, recognizing ingredients, etc. Roll Vs Skill -3.
Refining and preparing ingredients. Roll Vs Skill.  
An Alchemist has an automatic Default roll for Poisons (Alchemy -5).

High levels of Alchemy will affect the processing time to produce an Elixir or Substance, and modify the skill roll.

11 or below: The Alchemist must always have a formula handy to consult, regardless of skill level of the individual elixir or substance. Processing time is doubled.

12-15: The Alchemist processes a formula at normal rates. No other modifiers.

16-19: The Alchemist is +1 on all formulas.

20-23: The Alchemist is +2 on all formulas.

24+: The Alchemist is +3 on all formulas.



Formulas

Each Elixir or substance formula is a separate skill and must be learned individually. Alchemy skill is a prerequisite for all of these. Most Elixirs have a variety of forms available, the Alchemist learns but one form when first learning the formula. A successful Alchemy roll must be made, in addition to the skill roll needed for the Elixir in order to make it in a different form. This need be done only once, after a success the Alchemist knows how to make that form. A failure on the Alchemy roll means the ingredients are lost, try again...

A skill of 16+ means that the Alchemist can produce the elixir or substance from memory if need be, without consulting the written formula.

A skill of 24+ in an individual formula halves processing time.

Use of the written formula adds +1 to skill roll.

When making multiple batches of a substance or elixir, reduce skill by -1 for every `dose' after the first.

Most formulas will not work in a no-mana area.


Laboratories
Improvised equipment = -1 to skill
Home workshop, $1,000 worth of equipment = no modifier to skill
Complete lab, $5,000 worth of equipment, 10'x10' room. = +1 to skill







Formulas

Formulas fall into two general catagories, Common and Secret.  A starting PC Alchemist may select from the Common list. Unless noted otherwise, all Formulas are Mental Hard (MH) Some Formulas are Mental Very Hard (MVH)
(Common Formulas are those formulas that the Master Alchemists are willing to impart to students, �Secret Formulas� are those that the player is going to have to go out and dig up on their own!)

<A note on names:  I have never much cared for the �names� suggested in the GURPS Magic and other source books.  Instead of these Classicly inspired names, the Alchemist�s of Velitrium tend to name their compounds after themselves and what the substance does.  So instead of a Potion of Strength being called �Heracles� it might be, �Bragans Elixer of Might.�  The identical formula, concocted by a different alchemist might be called, �Jurick�s Libation of Power.�  It is the responsibility of the consumer to determine exactly what these claims mean! The names listed here are the 'boiled down, no thrills' version that Alchemist's use amongst themselves.>  

The prices listed reflect an average retail value, but the amounts may fluctuate widely depending on season, circumstances and demand. The $ amount in the parenthesis is the cost of ingredients in addition to the 'Special' Ingredient listed.


Common Formulas

Herbalist Remedies  (See the section on Medicine for details.)
 Rhondoc tincture  $15
 Pallis Powder  $25
 Jhodal Leaves  $1
 Jhensari Tea   $10
 Druid Grass, dried  $100
 Druid Tea    $100
 Snake Root Poultice  $150
 Bodis Extract  $50
 Burn Ointment  $25


Animal Control Formulas (In an Agrarian world these are much in demand)
  Potion of Bird Control, all kinds     $900   ($550 + Brains and blood of 5 types birds Time to make   2  Weeks)
                                                                            Duration = 3dx5 minutes
 Potion of Bird Control, one kind    $650   ($300 + Brains and blood of 3 birds of that type Time to make   1             
                                                                            Weeks) Example: Falcons Duration = 3dx5 minutes
  Potion of Beast Speech, one kind $750  ($450 + Brain and tounges of 3 animals of that type Time to make  3    
                                                                            Weeks) Example: Dogs Duration = 2d minutes
  Ungent of Horse Taming  $500   ($250 + Blood, sweat and brains from 3 horses Time to make  2  Weeks)
                                                                             Duration = 2d hours
  Potion of Insect Control, all kinds  $500  ($250 + 5lbs of assorted insects, 5 varieties minimum Time to make     
                                                                         2  Weeks) Duration = 3dx5 minutes
  Potion of Insect Control, one kind  $300 ($150 + 5lbs of that type of insect Time to make  2 Weeks) Ex: Honey
                                                                         Bees Duration = 3dx5 minutes
  Oil of Fish Summoning, all kinds $300 ($100 + 1 gal of fish oil from 5 types of fish Time to make   2 Weeks) Oil
                                                                      is poured on water's surface, the fish come to it and are easily netter,
                                                                      speared, hooked. Duration 30 minutes.
Formulas of Personal Enhancement

MVH  Potion of Warrior          $700  ($350 + Heart of Lion or Proven Warrior Time to make  2   Weeks)
                                                             Duration = 1 hour
MVH  Potion of Speed           $850  ($550 + Blood of Giant Weasel Time to make   3  Weeks) Duration = 3dx4   
                                                               minutes
MVH  Potion of Strength        $500   ($250 + Blood of a Giant or Ogre Time to make  2   Weeks) Duration = 1
                                                                hour
MVH  Potion of Encumbrance  $400  ($300 + Sweat of Ogre or Giant Time to make 1   Weeks) Duration = 1d+1
                                                                hours
   Potion of  Vision   $700  ($400 +  Eyes from an Eagle Time to make  10 days) Duration = 3dx5 minutes
   Potion of  Hearing  $500  ($300 + Ears from a rabbit Time to make   1  Week) Duration = 3dx5 minutes
MVH Potion of  Charisma $550 ($350 + Human Brain Time to make  3  Weeks) Duration = 1d hours



Formulas of Enchantment

  Potion of Fire Resistence  $700 ($500 + Scales of Dragon or Salamandar or Demon Ichor Time to make     
                                                           1  Week) Duration = 1d hours


Beneficial Formulas

  Potion of Healing   $250 ($150 + Troll blood or bone fragment of saint or holy person Time to make 1  Weeks*)
  Potion of  Sleep   $250 ($125 + Assorted herbs  Time to make  1   Weeks) Duration = 16-HT hours
  Ungent of Awakening   $900  ($500 + Herbs 3 Weeks to make)
  Elixer of Calming   $900  ($500 + Herbs  2 weeks to make) Duration = 2d hours

* the bone fragment may be reused

Debilitating Formulas

  Potion of Madness  $400 ($200 + Blood or brain of a madman or womanTime to make  1   Week)
                                                Duration = 1d hours
  Potion of Jealousy   $750 ($400 +   Time to make  2   Weeks )   Duration = 1d hours
  Potion of Hatred  $500 ($300 + Quick Silver Time to make   1  Week) Duration = 1 hour
  Potion of Fear  $400 ($250 + Blood of a proven Coward Time to make   1  Week)  Duration = 3dx5 minutes
  Potion of Weakness  $750 ($400 + Various Herbs Time to make   2  Weeks)  Duration = 1d hours
  Potion of  Lecherousness $700 ($500 + Genitals of a Goat Time to make  10 days)   Duration = 1d hours
  Potion of  Foolishness $850 ($500 + Various Herbs Time to make  2   Weeks)  Duration = 1d hours
  Potion of  Gullibility   $900 ($500 + blood of child or 5 immature animals Time to make  2  Weeks)
                                                 Duration = 1d hours
  Potion of Drunkeness  $300 ($130 + Herbs, fruits etc. Time to make   3 days). Duration = 1d hours



Formulas of Endowment

Potion of Music  $400  ($300 + 5 songbirds  Time to make 4 days) Duration = 1d hours


Formulas of Substances   (See Descriptions)

Dragon Breath (Greek Fire)  $75 per pint ($100 per quart + Petroleum distilates, sulpher  Time to make  4 days)

Spanglesand (see below)  $500 ($300 + Various chemicals  Powder only  Time to make 3 weeks)  4 pinches  
                                                  per dose

Smoke Eggs  $2,400/dozen ($1,200 per dozen. 12 large chicken or duck eggs + various chemicals  Time to
                                                 make 2 weeks)  See Description

Fire Lighter  (see below)  $25 ($400 + Various chemicals makes enough for 25 sticks. Time to make 2 weeks)

Poisons & Antidotes  (See below)
Name                                             Class       Value/ounce       Antidote Value
  Wood Adder                                   A             $500                    $1,000
  Swamp Viper                                  A              $500                    $1,000
  Honey Bee, Giant                            H              $500                    $1,000
  Spider Venom                                 E              $500                    $1,000



Secret Formulas

Animal Control Formulas (In an Agrarian world these are much in demand)
  Potion of Beast Speech, all kinds  $1,350  ($850 + Brain and tounges of 5 different types of animaTime to          
                                                                             make  3   Weeksl) Duration = 2d minutes
Ungent of Dragon Slaying $10,000 (3,000 + Blood, and scale of dragon Time to make 4 Weeks)                                                                                                                                                                                                                                                                                                 Applied to blades does additional 5D damage. Duration = 1 stab

Formula's of Personal Enhancement
MVH  Potion of Endurance     $2,400 ($1,400 + Adrenal gland of human or bear Time to make   6  Weeks)
                                                                    Duration = 1d hours
MVH  Potion of Stealth          $2,000  ($1,000 + Blood of Big Cat Time to make  3   Weeks) Duration = 1 hour
MVH  Potion of Leadership    $2,850  ($1,650 + Brain of proven warrior Time to make   7  Weeks)
                                                                    Duration = 1d hours
  Potion of Pain Resistance  $1,000  ($500 + Adrenal glands of Bear, Bull and Giant Weasel Time to make                 
                                                                   2  Weeks) Duration = 1 hour
  Potion of  Memory  $2,500 ($1,500 + Human Brain, temporal lobe Time to make  6   Weeks) Duration = 1 hour
MVH Potion of  Wisdom  $2,400 ($1,500 + Human Brain Time to make   5  Weeks) Duration = 1 hour
  Ungent of Attractiveness    $1,000 ($600 + Royal Jelly of Giant Bees Time to make   3  Weeks) Duration = 2d+1
  Potion of Immunity to Love  $1,000  ($500 +    Time to make   3  Weeks) Duration = 2d hours
MVH  Potion of Invulnerability $3,100 ($2,100 + Powdered Gargoyle Horn Time to make  6   Weeks)
                                                                  Duration =  1d+1 hours

Formulas of Enchantment

MVH  Ungent of Flight  $4,000 ($3,000 + Feather and blood of Giant Hawk or Giant Eagle Time to make                     
                                                       10  Weeks) Duration = 1 hour
MVH  Potion of Transformation, one form  $3, 000 ($1,800 + Blood of Were Creature and chosen creature Time
                                                                                             to make  10   Weeks) Duration = 2d hours
MVH  Potion of Transformation, multiple form  $5,000 ($3,000 + Blood of Were Creature and 5 other creatures  
                                                                                               Time to make  12   Weeks) Duration = 2d hours
MVH  Potion of Invisibility  $6,000  ($3,000 + Demon Ichor Time to make  16   Weeks) Duration = 1dx10 minutes
   Potion of Water Walking  $1,200 ($700 + 5lbs of Water Bugs Time to make  3   Weeks) Duration = 3dx4  
                                                                 minutes
MVH  Potion of Water Breathing $1,100  ($600 + Gills and blood of Giant Gar or Pike Time to make   5  Weeks)
                                                                            Duration = 1d hours
MVH Potion of Magic Resistance  $3,200 ($1,600 + Special Herb Time to make   5  Weeks )
                                                                         Duration = 1 hour



Beneficial Formulas

MVH Potion of Health  $1,200  ($750 + Blood of a saint or holy person Time to make  4   Weeks)
MVH Potion of Fertility  $11,000 ($6,000 + Genitals of 10 species M&F Time to make  20   Weeks )
                                                          Duration =  1 hour
MVH Potion of Long Sleep  $14,000 ($9,000 + Brain of cave bear Time to make  25   Weeks)
MVH Potion of Youth  $60,000 ($25,000 + Blood of an Elf  Time to make  50 Weeks)
MVH Ungent of Regeneration  $11,000 ($5,000 + Troll Blood  Time to make  20   Weeks)
MVH Potion of Soverign Antidote  $1,000 ($400 + Unicorn Horn Time to make   2  Weeks)



Debilitating Formulas

   Potion of  Odiousness  $1,700 ($1,000 + Blood or brain of a known thief Time to make   4  Weeks )
                                                           Duration =   1d+2 hours
   Potion of  Self Love  $1,450 ($750 +     Time to make  4  Weeks )       Duration = 1d+1 hours
   Potion of   Frustration  $1,150 ($650 +     Time to make  3   Weeks )     Duration = 24 hours
   Potion of   Forgetfulness  $1,200 ($700 +    Time to make  3   Weeks) Duration = 1 hour
   Potion of Truthfulness  $2,000 ($1,000 + Herbs 4 Weeks to Make) Duration = 1 hour



Necromantic Formulas

   Potion of  Aging   $1,350 ($825 + Demon Ichor or Ectoplasm of a  ghost Time to make  3   Weeks)
MVH Ungent of Communion (Speak with Dead)$6,200 ($4,100 +Human body fat Time to make   12  Weeks)
                                                     Duration = 1 question
Ungent of Animation  $1,000 ($350 + 1lb of flesh or powdered bone from an existing Zombie or  Skeleton.  Time  
                                                    to make 2 weeks)



Formulas of Endowment

MVH Potion of  Craftsmanship  $2,000 (1,100 + Blood and brains of a Dwarf Time to make  4   Weeks)
                                                                     Duration = 1d hours
MVH Potion of Love  $2,000 ($900 + Flower petals, herbs Time to make 3    Weeks)
   Potion of Friendship   $1,000 ($550 + Feathers and heart of a dove Time to make  2  Weeks)
                                                                    Duration = 1d hours

Potions & Antidotes (See below)
Name                                             Class       Value/ounce       Antidote Value
Cobra Venom, Spitting                     S             $1,200                 $1,600
Cobra Venom, King                         B             $1,000                 $1,400
Scorpion, Giant                               C              $2,500                 $2,900
Centipede, Giant                              F              $1,500                 $1,900
Shrew, Giant                                   C              $5,000                 $5,400

                                                                                                                        


New Formulas, Substances and Items




Dragon's Breath
 (Greek Fire)  $75 per pint ($100 + Petroleum distilates, sulpher  Time to make     Weeks)
The equivilant of Greek Fire.  1 pint burns for 1 minute and does 1d-1 damage per turn. Toughness and armor apply (Per pg121Basic Set)  This is the fuel used in Drakes.
Unless otherwise specified Dragon�s Breath is contained in 1 pint earthenware flasks. It must be supplied with a wick, (oily rag) lit and thrown at target.  Produces thick smoke while burning.


Poisons & Antidotes              
Name                                             Class       Value/ounce       Antidote Value
Cobra Venom, Spitting                     S             $1,200                 $1,600
Cobra Venom, King                         B             $1,000                 $1,400
Scorpion, Giant                               C              $2,500                 $2,900
Centipede, Giant                              F              $1,500                 $1,900
Shrew, Giant                                   C              $5,000                 $5,400

Wood Adder                                   A             $500                    $1,000
Swamp Viper                                  A              $500                    $1,000
Honey Bee, Giant                            H              $500                    $1,000
Spider Venom                                 E              $500                    $1,000


Animal Handling skill with a specialization in snakes is needed to milk venom safely (-4 to Animal Handling or Naturalist -4 otherwise)  An Alchemist skill roll is needed to preserve the venom against deterioration.  Cost of Venom is a reflection of difficulty in collecting it! There is a material cost of $50 per ounce to preserve venom.

At least 1 ounce of venom is needed for making 1 dose of antidote. It takes 1 week to manufacture an antidote and $100 worth of materials.  Each poison Class (S, B, A etc) is a seperate antidote skill. All antidotes are MH.  



Ungent of Animation
Rubbed onto a corpse less then three days dead it will, within twelve hours, turn the corpse into a Zombie under the control of the person who applied the Ungent.  Duration is permenat until zombie is destroyed.  The principal ingredient is 1lb of flesh or powdered bone from an existing Zombie or Skeleton.  Material cost $350  Retail $1,000  Time to make 2 weeks.
Sufficent for 1 human sized corpse



Dagger of Venom
These daggers are not made of metal, but rather are of a solidified chemical compound.  It is cast into a mold and allowed to cure.  When an individual is stabbed with one of these weapons it immedeately begins to dissolve in the wound, poisoning the victim.  A dagger is rather fragile and is unable to penetrate armor heavier then leather or studded leather without shattering, so they are best employed against unarmored targets.  A dagger is substantial enough to be used three times (actually inflicting wounds) before the process of dissolution so weakens the dagger as to be unusable.  If a dagger is left in the wound the dose of poison increases.
A single stab and withdrawl does 4D damage with a HT roll reducing it to 2D
The second wound does 3D with HT reducing it to 1D
The third stab does 2D with HT roll reducing it to 1D-3
If the dagger can be left in the wound, the poison is much more potent and has not been weakened by exposure to air in its active state or degraded by passing through clothing and such repeatedly.
A stab that remains in the wound for two to three rounds does 8D damage with a HT roll reducing it to 4D
A stab that remains implanted for more then 3 seconds doeas 12D damage and a HT roll reduces it to 6D. The dagger is completely useless and impotent at this point.
Arrow and bolt heads are also possible. The smaller size of these limits the total damage to 4D with a hT roll reducing it to 2D.
The wounds of the dagger are extremel painful as the poison is caustic in nature.
The blade is inert until it is brought into contact with body fluids, so it may be safely handled. However, if it is allowed to get wet, by immersion, rain, etc, the blade will immediateley begin to react and will melt away into a pool of  poisonous chemicals in less then 10 seconds.
Material Cost $150 ($50 for arrowheads)  Retail $1,000  Materials, various caustic and toxic chemicals, herbs, and powdered lime.  Time to make 3 days plus 1 week to cure.  Must have premade mold




Medalion Of Airy Water
A chemical compound that is poured into a medalion mold and allowed to cure. When immersed in water it for more then 30 seconds it begins to disolve and give off a huge spray of bubbles that allow the wearer of the medallion (it cannot be worn under clothes) to breathe the water infront of his face.  The Medallion will dissolve completely after 30 mintes.  If it is removed from water before that it will cease it�s  function after 1 minute. Any remaining time may be used again in a future immersion.
The Medallion gives off sufficent Air to allow one othe person to share the cloud.  More then one is feasible if they take turns.
Material Cost $$400  Retail $1,500  Materials, various chemicals, herbs, and powdered lime.  Time to make 5 days plus 1 week to cure.  Must have premade mold



Fire Staves
 These are made by alchemists, not mages.  It consists of a bundle of reeds, Yellow Leafed Swamp Cane, harvested during a two week period after the cane flowers and before the seed pods are fully formed.  The cane must be cut under water (the plant grows in shallows up to 2 feet deep) and the cut stem must not be allowed to dry out or drain its sap.  The reeds cannot be any thicker than a man�s thumb, or thinner than his little finger.  They must be utilized within three days of being cut.  The reeds are stripped of their leaves and placed in vats of a specially prepared chemical bath. They remain in the bath for thirty days, absorbing the salts and chemicals where they react with the plant�s sap.  At the end of thirty days they are carefully removed from the vat and tied into tight bundles of eight to ten reeds. These bundles are coated in plaster or clay, all except one end, and allowed to harden, which takes three days. A staff is about 4� in diameter and 4 feet long.
  When the length of the staff is struck sharply against a solid object, the ground or a wall, it starts a rapid chemical reaction.  Three seconds later the exposed end sprays a cone of fire three hexes long and one hex wide.  The flame lasts one second and leaves a trail of glowing sparks on the floor in front of it. At this point the staff is finished, though the reeds will smolder and drop glowing embers for some time to come.  The rxn cannot be stopped or the staff reused.  A staff can be discharged under water, in this case the burning is confined to a bubbling efferfescent ball about a foot in diameter at the end of the staff.  The burning will last for three seconds.
  Damage from the flame jet is 2d the round it hits and 1d the round following.  Under water the fire ball does 1d per round for three rounds.  The staves are light, so striking some one is treated as a light baton. A blow will start the reaction. Once burned out the staff is useless as a weapon and will crumble if struck.   Cost = $1,000 each.



Fire Arrows:  
These are alchemical devices that explodes into a ball of fire when it hits a target (or anything else for that matter!)  They are made in much the same way as Fire Staves, using the same materials and substances. On a hit the target takes regular arrow damage plus 2d fire damage. They will go off if too roughly handled and will discharge underwater for 1d damage. (See the description of Fire Staves for more info.) A dozen arrows or bolts will be packed in a padded, reinforced wood and leather case. This keeps them safe from all but the roughest handling, but it takes about 5 seconds to unbuckle, open and unwrap the arrows. The force of the arrow release and acceleration starts the chemical reaction, so an arrow shot straight up will explode in the air two seconds after release. (Being smaller than staves the rxn is quicker.) It is possible for someone shot at close range with a firearrow to rip it out before it explodes, IF he recognizes it AND grabs it quickly enough AND is willing to suffer another 1d damage tearing it out.  The blast radius is only 1hex. It affects only the target and anyone in close combat.  The arrows/bolts are worth $100 each.  The Alchemist must have the Armourer skill 'Bow & Arrows' or employ someone with that skill to fletch and balance the arrow.



  Spanglesand  $500 ($300 + Various chemicals  Powder only  Time to make 3 weeks)  4 pinches per dose
                                        Listed Page 126 of Magic Items 2  reduces vision rolls by -4 in 7 hex area for 5 turns


Smoke Eggs  $2,400/dozen ($1200 per dozen. 12 large chicken or duck eggs + various chemicals  Time to make  2 weeks)  As page 85 of Magic Items 2... Smoke cloud fills 7 hexes centered on egg. Obscures vision as per Darkness spell, irritating to eyes, vision rolls at -4 regaining 1 point per 15 minutes spent out of cloud. Smoke pours from the broken egg for 6 seconds and gradually dissipates.

Alchemical Fire Lighter:  A finger sized piece of greasy, black stone. (Commonly 3� in length.) This is an alchemical substance that when scraped across a rough surface, like stone of unfinished wood, while ignite into a match sized flame.  The flame consumes the substance at a rate of about 1� per hour.  It is used to light candles, pipes, torches, small fires etc.  Lighting a candle typically uses 3 seconds of �fuel� while a pipe or small fire takes 5 seconds of fuel.   
Though a 3� piece is good for about 3500+ candle lightings, for practical purposes it becomes difficult to use the stick once it is less then an inch long without burning ones fingers, allowing about 2400 candle lightings.
Though far more reliable then flint and steel, it still does not work in windy or wet conditions.  If immersed in water the stick will begin melting in about a minute and after three minutes it is useless.
(This is a fairly common item and can be found for sale in most towns and decent sized villages.)
Cost = $25

Charms

Charms fall into two categories, Amulets and Talismans.  These devices mimic certain Alchemical Formulas. Manufacturing Charms, will require the Alchemist to learn some skill to physically make the object.  Which skill is required will depend on what kind of materials the talisman is made of.  While most Amulets and Charms have no required material types, a few of the more powerful ones do have particular material requirements.  

To make Amulets and Charms of metal the Alchemist must have the skill of Jeweler MH

To make Amulets and Charms of gemstones the Alchemist must have the skill of Jeweler MH

To make Amulets and Charms of clay, porcelin etc the Alchemist must have the skill Pottery  MA

To make Amulets and Charms of wood, bone, ivory, soft stone etc  the Alchemist must have the skill Sculpting PA

To make Amulets and Charms of glass the Alchemist must have the skill of Glassblower PH

(Note:  The Alchemist may elect to specialize in either Jeweler Metal Working or Jeweler Gemstones.  The Specialty will be at +4 to skill, the non specialty will be at -2.



Amulets provide `always on� protection with no time to cast and no fatigue costs.
Talismans must be activated by thought or command and last a predetermined amount of time.Talismans must recharge between uses and require 1 day (24 hours) or recharge per week of time required for construction.  Unless otherwise stated a Talisman�s power is manifested for 1 minute.
Each Amulet or Talisman is a unique Formula and skill, just like potions.  The Potion version of the charm, where it applies, is a prerequisite for the Charm version.  All Charms are MVH skills.  Time to make is 10x the Potion Formula this results in a substantial increase in production costs.




Amulets

Aside from the special ingredients listed in the Formula for the Amulet and the matreial that the Amulet itself is made from, all Amulets will require the sacrifics of a 1 point Exclusive Powerstone as an essential ingredient for each level of Empowering (as applicable.)



Moly Amulets
These protect against 1 particular spell (Lesser Amulets) or 1 entire College of Magic (Greater Amulets)  To make these requires various herbs and ingredients a prepared Scroll of either the spell to be protected against (For Lesser Amulets) or 5 Scrolls of spells from the College to be protected against(For Greater Amulets.)  Lesser Amulets are made of Silver, Greater Amulets are of Gold.

Cost to Make
Lesser Amulet  Silver = $1,000 Powerstone = $160 each, Scroll = $25 x Energy to cast spell + $1,600 in ingredients.  50 weeks to make (350 days x $25/day) $8750

Example : Amulet vs Stone to Flesh + 1 = $2,760 + $250 + $8750 =  $11,760
To make the Amulet +2 the entire process must be repeated. The actual Amulet is of course reused. Cost for the repeat is =  $10, 760 bringing the total Amulet value to $22,520

Greater Amulet Gold = $3,000  Powerstone = $160 each,  Scroll = $25 x Energy to cast spell + $1,600 in ingredients.50 weeks to make (350 days x $25/day) $8750

Example:  Amulet vs Mind Control College +3  =   $5,080 + Scrolls of Fear, Panic, Terror, Berserker, Bravery (14 x $25) = $350 + $8,750. = $14,180
To make the Amulet +2 the entire process must be repeated. The actual Amulet is of course reused. Cost for the repeat is =  $11,180 bringing the total Amulet value to $25,360




Amulet of Calming
Amulet can be of any material. cost varies
Time to make = 20 weeks
Material cost per plus of protection = $760           Retail Value= $4,260


Amulet of Immunity to Love
Amulet is made of stone
Time to make = 30 weeks
Material cost = $900            Retail Value= $6,150


Amulet of Pain Resistence
Amulet is made of bronze or iron
Time to make = 20 weeks
Material cost  = $1,260                                              Retail Value= $5,000


Amulet of Attractiveness  
Amulet is made from a gemstone of high quality
Time to make = 30 weeks
Material cost  = $10,000                                              Retail Value= $15,250


Amulet of Health  (Immunity to Disease)
Amulet can be made of any material
Time to make = 40 weeks
Material cost  = $750 + relic (A lot!)                            Retail Value= $25,000+


Amulet of Poison immunity
Amulet can be made of any material
Time to make = 20 weeks
Material cost  = $400 + Unicorn Horn (A lot!)              Retail Value= $35,000+





Talismans

Talisman of Vision
Talisman can be of any material. cost varies
Time to make = 100 days    Recharge in 1 days
Material cost per plus  = $ 600                        Retail Value = $3,200 per plus

Talisman of Hearing
Talisman can be of any material. cost varies
Time to make = 10 weeks  Recharge in 1 days
Material cost per plus  = $                              Retail Value = $2,300 per plus

Talisman of Strength
Talisman can be of any material. cost varies
Time to make = 20 weeks  Recharge in 2 days
Material cost per plus  = $410                              Retail Value = $4,100 per plus

Talisman of Speed
Talisman can be of any material. cost varies
Time to make = 30 weeks  Recharge in 3 days
Material cost per plus  = $810                              Retail Value = $6,100 per plus

Talisman of Music
Talisman can be of any material. cost varies
Time to make = 20 weeks  Recharge in 2 days
Material cost per plus  = $560                              Retail Value = $4,100 per plus

Healing (must include bone of saint etc)
Talisman can be of any material. cost varies
Time to make = 10 weeks  Recharge in 1 days
Material cost per D of healing  = $400 + relic (a lot!)         Retail Value = $20,000 per D

Talisman of Encumbrance
Talisman can be of any material. cost varies
Time to make = 10 weeks Recharge in 1 days
Material cost per plus  = $560                              Retail Value = $2,400 per plus

Talisman of Stealth
Talisman can be of any material. cost varies
Time to make = 30 weeks    Recharge in 3 days
Material cost per plus  = $1,300                          Retail Value = $6,600  per plus

Talisman of Warrior
Talisman can be of any material. cost varies
Time to make = 20 weeks Recharge in 2 days
Material cost per plus  = $ 900                             Retail Value = $4,400 per plus

Talisman of Endurance
Talisman can be of any material. cost varies
Time to make = 60 weeks   Recharge in 6 days
Material cost per plus  = $1,660                      Retail Value = $12,200 per plus

Talisman of Invulnerability
Talisman can be of any material. cost varies
Time to make = 60 weeks    Recharge in 6 days
Material cost per plus  = $2,500                       Retail Value = $12,860 per plus

Talisman of Fire Resistence
Talisman can be of any material. cost varies Cannot be of wood or bone
Time to make = 10 weeks    Recharge in 1 days
Material cost  = $760                       Retail Value = $3,000

Talisman of Transformation per type
Talisman can be of any material. cost varies
Time to make = 100 weeks    Recharge in 10 days
Material cost  = $2,500                       Retail Value = $20,000

Talisman of Transformation, all
Talisman must be of gold. cost $3,000
Time to make = 100 weeks    Recharge in 10 days
Material cost  = $6,800                       Retail Value = $25,000


Talisman of Flight
Talisman can be of any material. cost varies
Time to make = 100 weeks    Recharge in 10 days
Material cost  = $3,300                       Retail Value = $22,000


Talisman of Invisibility
Talisman can be of any material. cost varies
Time to make = 160 weeks    Recharge in 16 days
Material cost  = $3,400                       Retail Value = $31,400


Talisman of Waterwalking
Talisman must be of  wood
Time to make = 30 weeks    Recharge in 3 days
Material cost  = $1,000                       Retail Value = $6,250