GURPS Wiki
Advertisement
GURPS Wiki

Alchemy/TL is a (IQ/Very Hard) skill that studies magical transformations and transmutations. There are several forms of Alchemical Items.

Default: None

Given in the actual myth Circe used a potion on Odysseus' crew and GURPS Adaptions list that setting as TL1 Alchemy can, in theory, exist at TL1.

In a magical game world, an alchemist would be able to identify concoctions with magical effects (“elixirs”), such as love potions and healing unguents, and prepare them from suitable ingredients. This is a mechanical process, using the mana inherent in certain things; therefore, those without Magery can learn and use Alchemy, and Magery confers no benefit.

Mentions[]

  • Banestorm (p. 186) on its overlap with Chemistry in Ytarria
  • Dungeon Fantasy 2 (p. 3) on brewing potions
    • (p. 9 & 19) on identifying hazardous materials
    • (p. 14) on identifying potions
  • Dungeon Fantasy 3 (p. 18) on interchangeability with Herb Lore
  • Fantasy (p. 18) on fitting Alchemy into a system of magic
    • (p. 23) on Alchemy as an extension of natural magic
    • (p. 152) on the real-world development of alchemical theory
    • (p. 156) on Alchemy in general, internal alchemy, and creating gold
  • Fantasy-Tech 1 (p. 29-30) on Alchemy as a mundane but effective science
  • Low-Tech (p. 30) on alchemist's kits
  • Magic (p. 210-222) on Alchemy in general
  • Pyramid #4/4: Fantasy/Magic II includes "The Alchemists' Guild" (and the Alchemical Ability Talent)
  • Thaumatology (p. 100-107) on Alchemy in general

Quotes[]

Kromm[]

Sean Punch has commented on Alchemy in the following posts to the forums.sjgames.com

  • On errors in Magic [1]
  • On high Alchemy scores for NPCs [2], [3]
  • On its use with Quick Gadgeteer [4], [5]

See Also[]

References[]

Advertisement