Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 The Skills System 
 Alchemy Skills

Alchemy Skills

† Has Prerequisite

SkillCostNote
Distillery †300Alcohol & Chemicals
 Mixtures400Herbs and Brews
  Distillery Science500Reverse-Engineering
 Alchemy600Potions
  Alchemy II700Powerful Potions
   Alchemy III 800Golems
  Vaccinations800Disease Resistance
Toxin Coping300Prudence
Wound Care †200Binding Wounds
 Wound Care II400Improved Care
  Soothe400Calming
  Stimulate400Calming
  Stitch and Wrap400Minor Healing
  Medicine500Improved Care
   Forensics600Medical Exam
   Toxin Treatment400Offset Toxins
   Vaccinations800Disease Resistance
AlchemyDistilleryLogic 13+
This skill allows for the creation of materia medica from herbs, plants and distilled creations. It also acts like toxin coping should that skill not have been acquired by this point. The alchemist can now handle and use poisons without the risks of self-infliction. Alchemy II is the only skill which can increase the number of d20s used for success rolls. The better of the head craftsman's Muse or Logic bonus can be added to these rolls.
 Batch-SizeIngredientsTMIntervalSuccessMax TimeShelf Life
Healing Salve6 doses6 Tbsp Moly
2 gal Olive Oil
1 Lizard Tail
14Daily306 days6 months
Lekhan Oil6 doses6 Tbsp Belladonna
12 oz Quicksilver
3 Tbsp Iocane Powder
Rind of a Sea Sponge
14Daily347 days1 month
Subsistence Cube6 doses6 Tbsp Pattran
1 oz Red Mercury
2 lbs Sugar
14Daily347 days1 month
Unskilled: No benefit
Karma Attainment:1 Week in a lab or brewery
Alchemy IIAlchemyLogic 15+
This skill allows for the crafting of potions, oils and powders of a supernatural nature. After preparing the ingredients in the appropriate quantities, a d20 against the TM is rolled for each interval. The alchemist can gain a modifier to the roll from the better of either Muse or Logic. If score is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the batch is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined.
 Batch-SizeIngredientsTMIntervalSuccessMax TimeShelf Life
Elixir of Bravery4 doses12 Tbsp Frankincense
8 Tbsp Maiden’s Heart
6 Tbsp Moly
12 oz Red Mercury
14Daily9014 days3 months
Extinguishing Foam4 doses8 Tbsp Maruera
1 gal Ylang-ylang Oil
2 pints Iodine solution
13Daily7510 days2 months
Many other formulas are available in a separate document for the GM. Other than the listed two here, recipes are not naturally known from this skill, but must be acquired by apprenticeship, trade, purchase or other means. Recipes cannot be committed to memory and must be stored in writing.
Unskilled: No benefit
Karma Attainment:2 Weeks in a laboratory
Alchemy IIIAlchemy II and Mago-mathematicsLogic 16+
This skill allows the creation of life via constructs. The details of how to build various forms is available from the GM. At the end of the month of karma accustomization to this skill, the the alchemist will have constructed a homonculus.
Unskilled: No benefit
Karma Attainment:1 Month in a lab or morgue
DistilleryBrewingPerception 9+
This skill allows the creation of liquors, spirits and minor chemicals. As with brewing, there are several components to determine a drinkable result: batch-size, ingredients, TM, interval, success, maximum time and shelf life. After crafting the ingredients in the appropriate quantities, a d20 against the TM is rolled for each interval. If having alchemy or alchemy II, then additional d20s for each can be added to the roll. If any die is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the brew is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined. When brewing several batches at once, the character may choose to roll against each batch, the whole set or in divisions of his or her choice. Lastly, due to routine ingredient handling, one's risk for handling poison is reduced to TM:3 to avoid self-infliction. Alchemy and alchemy II can each add d20s to the chance of success rolls; however, as brewing is a requirement, it will not aid with this skill. The better of the head craftsman's Muse or Logic bonus can be added to these rolls.
 Batch-SizeIngredientsTMIntervalSuccessMax TimeShelf Life
Absinthe30-Flagon Firkin5 lbs Herbs
5 lbs Sugar
12Weekly246 weeks1 year
Acid Splash1-Flagon (8 uses)10 lbs Salt
1 pound Copper
1 pint Ethyl Alcohol
13Daily252 days3 months
Bonfire Blend1-Flagon (8 uses)12 Tbsp Jaffray
1 lb Phosphorus
13Daily485 days1 month
Bourbon60-Flagon Cask50 lbs Corn
10 lbs Barley
12Quarterly604 years20 years
Coma Draught1-Flagon (8 uses)8 Tbsp Laishaberries
1 gal Ethyl Alcohol
13Daily426 days3 months
Ethyl Alcohol30-Flagon Firkin500 lbs Corn10Daily4010 days3 years
Rum60-Flagon Cask15 lbs Sugar
1 gal Molasses
Various Spices
11Quarterly605 years20 years
Smelling Salts1-Flagon (8 uses)24 Tbsp Venus Flora
1 gal Ethyl Alcohol
10Daily3510 days1 year
Sun Oil1-Flagon (8 uses)8 Tbsp Jaffray
12 eggs
1 gal Ethyl Alcohol
10Daily386 days1 year
Whiskey60-Flagon Cask40 lbs Rye
15 lbs Barley
5 lbs Corn
11Quarterly402 years15 years
Unskilled: No benefit
Karma Attainment:1 Week in a brewery or medical lab
Distillery ScienceMixturesMind 12+
This skill takes mixtures to the next level, where beyond identification of a potion, the actual formula can be reverse-engineered. Using the same TM, interval rolls and expiration times for creating a batch, the formula can be discovered. Whether successful or not, the sample potion used in the process is destroyed.
Unskilled:
Karma Attainment:1 Week in a laboratory
ForensicsHomeopathy and Medical Zoology (Any)Logic 14+
By use of forensics, an examiner can conclude with a high degree of accuracy the cause of death of a corpse. If looking at an animal mauling, most persons can deduce this, assuming the body is less than a week old. However, someone with forensics can gain the size category and from the bite marks or clawed incisions determine some details about the predator. If the cause of death cannot be determined by external examination, then if a laboratory is available, an autopsy can be performed to test for a toxicology and for magical evidence in the flesh. The chart below is used for a person with this skill via a Logic check to discover what occurred. Of course, things that did not happen to the corpse would not be rolled.
 Discovery TMFailure 
Exterior
 Mauling/Weapons 3Additional injuries post-death, or wounds don't appear severe enough to be a fatality 
 Size of Attacker 8Angles of the attack create confusion 
 Weapon or Savage “Appendage” 10The wounds are inconsistent, possibly due to post-death issues 
 Specific Creature 17This can only be determined if Size and Weapon are known 
 Burned by Fire 4Burns obvious but source unknown or whether it is actual cause 
 Burned by Lightning 7Burns obvious but source unknown or whether it is actual cause 
 Burned by Acid 8Burns obvious but source unknown or whether it is actual cause 
 Life-Draining, Necrotic or Smite 14No clear cause of death 
 Toxin Involved 16No Suspicion 
 Dehydration 5Nothing discerned 
 Starvation 6Nothing discerned 
 Asphyxiation 8Nothing discerned 
Interior
 Life-Draining, Necrotic or Smite 14No clear cause of death 
 Old Age 18No Suspicion 
 Heart Failure 14No Suspicion 
 Toxin Involved 9No Suspicion 
 Dehydration 3Nothing discerned 
 Starvation 3Nothing discerned 
 Asphyxiation 4Nothing discerned 
Time: For each full week of time after death has occurred while no form of preservation has happened, an additional penalty of -1 is included in the Logic roll.
Unskilled: No benefit
Karma Attainment:3 Days drawing sketches of death scenes
MedicineWound CareLogic 13+
This skill trains a person in the anatomy and physiology of creatures in the following kingdoms: animal, atavistoid and humanish. When performing a medical treatment on a creature from these groups, a bonus of +3 is granted for any check or save against the feat’s TM.
Unskilled:
Karma Attainment:3 Days Studying Anatomy
MixturesDistilleryJudgment 10+
The mixtures skill is general knowledge of how herbs, brews and chemicals combine. What this provides is a field test of a potion or oil to identify on a Logic feat check (TM:16) for novel and unfamiliar blends without destroying the dose. Further, if in a lab and trying to identify a batch of potions, then with the destruction of one dose, the others of the same kind can be known without a roll. Lastly, this conveys the ability to handle poisons without a risk of self-infliction. From a construction value, this skill permits use of concrete without being a mason.
Unskilled:
Karma Attainment:Long Rest in a bar or lab
SootheWound Care and DistilleryJudgment 13+
To perform the treatment of this skill, one must have a medical kit. This requires three actions (36 seconds) to administer the ointments and manipulate the spine of the recipient; however, upon completion, this will remove a shaken restriction or reduce a frightened restriction to a shaken condition. This will also reduce 1 point of Pain.
Unskilled:
Karma Attainment:1 Week of active work in a hospital or medical lab
StimulateWound Care and AlchemyJudgment 13+
To perform the treatment of this skill, one must have a medical kit. However, as an action, the medic can administer a pill and strike the proper glands to cause the reaction to become instantly activated. The medic must make a Judgment check (TM:9) for this to be successful. However, if it is, the recipient gains a heightened state of awareness for the following 10 minutes, gaining advantage on all Mind saves and checks for that duration, including Awareness checks.
Unskilled:
Karma Attainment:1 Week of active work in a hospital or medical lab
Stitch and WrapWound Care and DistilleryMuse 12+
To perform the treatment of this skill, one must have a medical kit. It is a “after-battle” injury treatment like a wound care II would be. It is technically an enhancement of that skill. It requires a full minute for treatment; however, it can restore three points of damage. Moreover, if any suffering came from “crits” or a “bleed” effect, then this treatment can repair an additional d4 of damage. Like wound care a recipient of the treatment cannot receive another administration until after a long rest and new injuries occur.
Unskilled:
Karma Attainment:1 Week of active work in a hospital or medical lab
Tags: [ ]
Toxin CopingNo RequirementJudgment 13+
This skill purely grants nothing more than the ability to handle and use poisons without the risks of self-infliction. This low cost skill offers no other benefits. To clarify, it will not allow the milking of poisons from animals, but plant leaves which are poisonous to the touch could be gathered.
Unskilled:
Karma Attainment:
Toxin TreatmentWound Care and AlchemyMuse 4+
To perform the treatment of this skill, one must have a medical kit. This requires two actions (24-seconds) to cut, cup and apply a tourniquet to prevent the influence of a poison. At the end of the second action, the medic rolls a Muse check against TM:13/span>. If successful, this the poison will be effectively neutralized within 2d4 rounds, half that time if the patient is a dwarf or resistant to poison. However, the procedure will inflict a single point of damage to the recipient. While this is not fast-acting, it can be performed mid-battle if the GM agrees conditions are proper.
Unskilled:
Karma Attainment:1 Week of active work in a hospital or medical lab
Tags: [ ]
VaccinationsAlchemy and Medical Zoology 
This allows for the creation of potions that will grant the imbiber a year of resistance against a specific disease, such as crow frenzy or rat fever. Should the “vaccinated” encounter the disease, he or she would make the appropriate save with advantage. As with most concoctions, there are ingredients needed, a formula to follow, and a batch-process over time that produces the potion. Each vaccination is unique, and the GM will provide the requirements for each when one with the skill attempts to create them. This may include the need to acquire less-common ingredients and possibly even purchasing the formula.
Unskilled:Not possible
Karma Attainment:Long Rest
Wound CareNo Skill RequirementJudgment 10+
With this skill, on an action, this renders aid to a creature who has been wounded by Body damage. If the recipient has fallen in battle at zero or lower points, then this will immediately stabilize the being and remove the death saves. Care can be continued for two more actions at the discretion of the one rendering aid. During those actions, a skill check using Judgment modifiers can be rolled against TM:10 to restore one point of Body. With the possession of a wound or medical kit the restoration of the Body point is automatic. If not having one and the first check fails, then another action can be used to try again. However, no matter how many successes, only one point total of Body can be restored through this skill, which does help those even if in negatives. Additionally, wounds from necrotic or poison damage can be restored with this skill, which is helpful as salves do not heal those types of harm. Recipients of a successful wound care cannot receive another treatment until after a long rest and new injuries occur.
Unskilled:
Karma Attainment: 1 Day studying in library or hospital
Wound Care IIWound CareJudgment 12+
This is an advancement of wound care and for all practical purposes should be considered the same effect; however, when restoring Body points, no roll is required. Additionally, it is possible to restore a total of two points to a recipient. Of course, three actions are required to achieve this maximum effect, unless having a wound or medical kit; with one, both Body points can be restored on the second action. Recipients of this skill act the same as if having been treated by wound care and cannot gain the benefit of another without a long rest occurring between them. To clarify, only one method field medicine or wound care can be applied, but not both. Further, new injuries must have occurred before a new treatment can be administered.
Unskilled:
Karma Attainment: 1 Day of study at a hospital or library