Production Changes:
-All production costs are 1 Karl per level of skill to reflect the economy of the game world.
Alchemy Variants:
- Make (including lab production) to be able to use.
Enthrall-
Thrown Incant: "Enthrall gas poison."
Duration: 1 hour
This alchemical substance causes the target to unquestioningly follow the commands of the alchemist that administers it. The recipient of this effect will act emotionless and zombie-like while under the effects of this substance. This effect can only be removed by resurrection, enthrall antidote, or the duration expiring.
Vorpal 20- Acts as a 7th/8th edition vorpal only it adds 20 damage to a swing.
Web-
Thrown Incant: "Web gas poison."
Duration: 1 hour
This alchemical substance causes the recipient to be under effects identical to the 7th/8th edition monster ability 'Physical Web'. It may be removed by cutting out the webbed person, ripping out with an endow, applying an alchemical solvent, a release spell, or the duration expires.
Acid-
Thrown Incant: "Acid Gas Poison"
Duration: instant
A decently strong acid that causes a target to take 5 points of alchemical damage.
Note: This and Fire poison are the only alchemical substances that will effect undead.
Fire-
Thrown Incant: "Fire Gas Poison."
Duration: instant
An alchemical substance that horribly burns a target, causing 10 points of alchemical damage.
Note: This and Acid poison are the only alchemical substances that will effect undead.
Forget- This alchemy works in a similar fashion to the 7th/8th Edition alchemical substance Forget It Well, however there is no phrase and false memory. The person affected simply loses their last hour of memory.
Cure Light Elixir- Heals 5 points of body damage.
Needle Daggers- This special rogue weapon allows for a contact poison to be used in conjunction with a weapon strike. It requires +2 backstab, small weapon skill, and alchemy one to be able to use. The dagger is only effective from behind as per back attack bonuses for rogues. The call is the name of the poison followed by poison and the weapon strike. (Example: Death Poison, *whack*) The poison from this attack can be toxin shielded. This weapon can also be used to attack directly to body, but is base one and no proficiencies, strength bonuses, or magical spells can be used in conjunction with it, as it is too fragile. The damage call for this would be 'body', which is stopped by a magic armor and bless points do count for body. The only way to produce such a dagger is to have one to copy the design from and to have knowledge of both alchemy, at least 1 level, and 4 levels of weapon smithing to produce a new needle dagger.
Potion & Scroll Production:
- As all production skills, 1 Karl per level of production cost.
The only changes to this are to define which of the new spells are scrollable and potionable.
For Celestial: Stun, Bolt, ensnare, elemental blade, blast, ethereal weapon, dillusion, and storm are scrollable. Wizard Lock is no longer scrollable.
For Earth: The only new spells that are potionable are Fear and Terror.
Weapon Smithing:
-As all production skills, 1 Karl per level of production cost.
- Silvering costs 1 Crown per inch of striking surface. Also, silver nuggets can be used to defray cost at a rate of 1 per 4 inches of striking surface.
To enhance the skill, different qualities of weapons have been added. Smiths can choose to make wooden, normal, well forged, or finely made weapons. The quality reflects the duration that the weapon will remain usable and its cost.
Wooden weapons cost only 1/2 of the normal production cost, but are only usable until the end of the event on which they are created.
Normal weapons cost the base 7th/8th edition costs and last for 3 months.
Well-forged weapons cost 1 & 1/2 times the base costs and last for a full year.
Finely made weapons cost 2 & 1/2 times the base costs and last for a full three years.
- Master Crafted Arrows (that allow a carrier of archery) are 1 for 4 points of production, and are unrecoverable.
- Needle Daggers can be made for 16 points of production, provided the smith has an example to copy and Alchemy 1.
- Armor & Trap Making remain unchanged from core rules except for modified production costs.