This skill maybe purchased multiple times.
Requires Herbal Lore as a prerequisite.
Daily. Alchemy allows the character to create non-magical elixirs, poisons, oils, and solvents. For each time Alchemy is bought, the character gets five Production Points as detailed in the "Production Skills" section.
To employ a gas requires at least 3 ranks of Alchemy. All gas packets must be orange to differentiate them from spell packets (which cannot be orange).
Alchemy cannot be used to determine the presence of an alchemical substance or magical potion in a creature’s bloodstream. See the "Alchemy" chapter for more details on specific types of Alchemy and how they might be used.
Advanced Use: A character with 10 or more levels of Alchemy is considered a Journeyman, and only spends 4 copper for every 5 production points of Alchemy.
|Cure Wounds 5||5||Elixir|
|Paranoia||10||Contact, Elixir, Globe|
|Hallucinate||10||Contact, Elixir, Globe|
|Oil of Slipperiness||15||Contact|
|Paste of Stickiness||15||Contact|
|Vorpal Coating 5||15||Contact|
|Weakness||15||Contact, Elixir, Globe|
|Enfeeble||30||Contact, Elixir, Globe|
|Sleep||30||Contact, Elixir, Globe|
|Charm||35||Contact, Elixir, Globe|
|Vorpal Coating 10||40||Contact|
|Paralysis||40||Contact, Elixir, Globe|
|Berserk||45||Contact, Elixir, Globe|