Alchemy
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Alchemy |
Conjuration |
Conveyance |
Divination |
Enchantment |
Fascination |
Fortune |
Healing |
Hellfire |
Mana Manipulation | Oneiromancy |
Shadowcasting |
Shapeshifting |
Summoning, Binding, Warding |
Weather Control |
Basics
- Roll: Intelligence + (Alchemy knowledge or Herbalism or Science) vs (3 + level)
- 3+ successes gives full strength, 1-2 successes gives reduced strength
- Modifiers: -1 difficulty for rituals that have been mastered (we interpret this as "paid the ritual's freebie or XP cost or took it as a starting ritual")
- Cost is same as usual for rituals, overriding Sorc Rev 65
- You can cast an Alchemy ritual without purchasing it, you just don't get this modifier
- Duration of casting: 1 day per level of the ritual; if your Alchemy level exceeds the ritual level, reduce duration by a number of days equal to the difference (minimum of an hour or so)
- Additional -1 day if ritual is mastered
- '+rules magical items' does not apply (because the items are single-use)
- Extended rolls not allowed
- Duration of effect: Varies, but normally one scene
- Rituals: See below
Naming Formats
As of September 2021, we are changing the names of some of the Alchemy and Enchantment Rites to a standard format. It makes it easier for you and for staff as a whole.
All alchemy will be called Potions
Name | What it does |
---|---|
Wisdom | - Diff |
Boon | + Dice |
Bane | - dice for opponent |
Fools | + diff for opponent |
- The name of the stat affected by the alchemy or enchantment will be in the name of the rite.
- The level at which you have purchased the rite will not change.
- Example: Occult Wisdom Charm will be minus diff to the Occult ability.
- If there are special circumstances surrounding your rite, it will be a +note on you
- Example: Lower level because it can only be used by a certain person.
If you have any questions, feel free to ask. This is in process and will continue (slowly) over the next few weeks while we get things shuffled over.
Aspects
Instead of aspects, this Path gives access to certain types of rituals at each level.
Ritual level | |||||||
---|---|---|---|---|---|---|---|
Type of effect | Limits | 1 | 2 | 3 | 4 | 5 | 6 |
Emulate a supernatural power | See below | n/a | n/a | 1 | 2 | 3 | 4 |
Emulate a background or merit or negate a flaw | Staff discretion | TBD | |||||
Add dice to an ability | n/a | +3 | n/a | +4 | n/a | +5 | |
Add dice to an attribute | All uses | n/a | +1 | n/a | +2 | n/a | +3 |
Slightly limited (e.g. soak rolls) | n/a | +2 | n/a | +3 | n/a | +4 | |
Significantly limited (e.g. non-soak Stamina rolls) | n/a | +3 | n/a | +4 | n/a | +5 | |
Lower difficulty of an ability | n/a | -2 | n/a | n/a | n/a | n/a | |
Lower difficulty of an attribute | All uses | n/a | n/a | n/a | -1 | n/a | -2 |
Slightly limited | n/a | -1 | n/a | -2 | n/a | n/a | |
Significantly limited | n/a | -2 | n/a | n/a | n/a | n/a | |
Subtract dice to an ability | n/a | -3 | n/a | -4 | n/a | -5 | |
Subtract dice to an attribute | All uses | n/a | -1 | n/a | -2 | n/a | -3 |
Slightly limited (e.g. soak rolls) | n/a | -2 | n/a | -3 | n/a | -4 | |
Significantly limited (e.g. non-soak Stamina rolls) | n/a | -3 | n/a | -4 | n/a | -5 | |
Increase difficulty of an ability | n/a | +2 | n/a | n/a | n/a | n/a | |
Increase difficulty of an attribute | All uses | n/a | n/a | n/a | +1 | n/a | +2 |
Slightly limited | n/a | +1 | n/a | +2 | n/a | n/a | |
Significantly limited | n/a | +2 | n/a | n/a | n/a | n/a |
Typical duration is one scene. Longer/shorter duration may raise/lower the required level at staff discretion.
Emulating the powers of other supernaturals:
- Requires sufficient Lore for the relevant type of supernatural (at least 3 dots).
- Cannot emulate mage powers, they're too broad and often require the mage to get multiple successes.
Note that using a magical item does trigger Awareness checks.
- For this purpose, the item's level is 2 less than the level of the Alchemy ritual that created it (minimum 1).
For items documented using +equip, you should do '+equip/use' when using them.