The Elder Scrolls - A New Era
Alchemy allows you to identify certain magical properties in ingredients and create potions.
Potions are bottled liquid mixtures of magical ingredients that provide benefits to a person, or that can be used to harm their enemies. Whenever a person imbibes a potion, its magic components are applied to that person immediately.
It is advised that people do not drink too many potions too quickly, otherwise there may be adverse effects, and they could be catastrophic. You have been warned!
All potions are created by using alchemical ingredients.
All possible ingredients fall into one of several broad Ingredient Types (corresponding to the schools of magic whose effects they can be used to reproduce). All ingredients also have an internal magicka pool known as the Ingredient Pool (which scales with the quality of the ingredients) that is used to determine the strength of the components created from those ingredients.
A person can also coat a weapon with a potion or poison, in which case it applies its components to the next person (or enemy) that the weapon deals damage to (after whatever natural endurance they have manages to absorb it), up to a maximum of around about three hits (or until an hour has passed, in which case the effect is lost).
Creating any potion takes roughly half an hour, requires a set of alchemical tools, and follows these steps:
Step 1: Choose Ingredients
First, the alchemist chooses the ingredients they will use for the potion. Creating a single potion requires at least one unit of ingredients, plus one additional unit for each component beyond the first. The alchemist will presumably also want a container, such as an alchemical vial, in which to store the complete potion.
For the same of simplicity and making things numerical, such is my way.
Below is a list of the general quality of ingredients, and the Magicka Pool each quality of ingredients holds within itself.
|Terrible Ingredients (*)||5|
|Poor Ingredients (*)||10|
|Common Ingredients (*)||20|
|Expensive Ingredients (*)||40|
|Extravagant Ingredients (*)||80|
|Exquisite Ingredients (*)||150|
*is the ingredient type. Such as the FIre Thorn, which could be used in Destruction or Restoration spell effects.
Step 2: Choose Component(s)
In this step the alchemist decides magic component(s) that he wants the potion to possess.
For example, Fire Thorn could be used to create a Fire Protection Potion, as well as a Oil which sets your blade alight.
OOC Explination:Create the desired component(s) using the rules in Magic Components section in Spell Casting: components being created for use in potions must use the Self form.
Alchemists learn effects for use in components by purchasing the Alchemist talent for a particular school of magic. If the alchemist has the talent, he may utilize any effects from that school in components for enchantments.
(They do not need to ‘know’ a spell to create a spell potion in this case, they simply experiment)
For example: Creating a Potion of Heal at level 3, costs 45 which means you would need at least 45 in your Ingredient Pool to create the effect. So, Two sets of Common Ingredients and a Terrible Ingredient or just one Extravagant Ingredient of the Restoration School
Step 3: Try to make the Potion.
Alchemy is all about experimentation.
At least until you discover that perfect combination of ingredients or components and can replicate the potion repeatedly.
However, you must of course have the ingredients in question to brew such a brew. If you do not have them, no brew for you.
The alchemist makes an Alchemy skill test against the difficulty of the potion.
The Cost of the potion is distributed: each component requires the use of a separate unit of ingredients (of the correct type for the school of the component). The most expensive component is the potion’s primary component.
The Difficulty of creating the potion is equal to the difficulty of the hardest component, with an additional -10 penalty for each component beyond one.
The cost for each component must be paid from the ingredient pool of the corresponding unit of ingredients. If a pool would be reduced to below zero this way, then the alchemy test fails entirely.
So the Potion of Heal for example is a level 3 spell (Standard) so will be made at a +0 Alchemy Test, but if one were to add the spell Rejuvenate to the potion at level 1, which costs 5 Magicka, it would then drop the penalty to -10 to create the Potion of Rejuvenation, which would heal for 15 Trauma and 1 level of Fatigue
Step 4: Create Potion
On success, the potion is created with all its effects, and if you are lucky, the effects you want.
Do not fret if you fail however, there is a chance the potion might still be produced, but be careful, the potion might just backfire.. or it could still work, but turn your hair purple or something.
In other words, you roll your alchemy check at the difficulty found from above, if you succeed, the potion is made how you want it to be made.
If you fail, the potion may still be made regardless.
BUT it may also have some extra unintended effects.
The GM will roll on a Backfire table to see what effects those are.
In addition to regular potions, characters can also create Alchemical Grenades: mixtures that can be thrown as weapons.
Creating an Alchemical Grenade follows the same steps as potion creation.
Components being created for use in Alchemical Grenades must use the Ball form, and effects may only be drawn from the Destruction school.
However exceptions may be made with the GM’s approval, if it makes sense.
Also, all talents (and any other rules) that apply to potions also apply to alchemical grenades.
Using Alchemical Grenades
In combat, alchemical grenades are typically stored in small vials and thrown at the enemy. The alchemist utters a brief magical phrase to “prime” them, causing them to activate several seconds later. On creation the alchemist can choose to use the most common activation phrase, or one of their own making (meaning that others cannot utilize their grenades unless they know the unique phrase).
OOC: Priming is a free action.
Throwing an alchemical grenade is treated as making a ranged, area of effect attack with an effective range equal to four times the character’s Strength bonus (close range is half that distance, and extreme range is twice that distance).
Characters can use their highest rank Combat Style skill for this test, regardless of what it is, as long as it incorporates ranged weaponry of some kind. If the character misses then the grenade lands and activates outside the range of the primary target, but the GM may decide that it hits other targets based on the degrees of failure and the circumstances.
Regardless of where it lands, once primed the grenade will detonate a few seconds later (just enough time for the character to use it to make an attack). Apply the effects at the impact point exactly as you would for a spell with the Ball form with the exception that the effect has no source character for the purposes of any reflection or other magic that would normally divert a spell back at its caster.