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[]
- Basic Set (p. 174-175)
- Banestorm (p. 186)
- Dungeon Fantasy 2 (p. 3, 9, 14, 19)
- Dungeon Fantasy 3 (p. 18)
- Fantasy (p. 18, 23, 152, 156)
- Fantasy-Tech 1 (p. 29-30)
- Low-Tech (p. 30)
- Magic (p. 210-222)
- Thaumatology (p. 100-107)