<strong>Alchemy</strong><br/>This is almost a scientific discipline rather than a magical art<br/>but it does require a magical will to cause the effects that it is<br/>capable of creating. By projecting intent and arcane energy<br/>into a concoction brewed with the Craft (alchemy) skill, the<br/>Magician can create potions capable of restoring health,<br/>Willpower, or affecting his abilities in other ways. Upon<br/>selecting this Elder Art, the Magician of Dessi immediately<br/>gains one free rank in Craft (alchemy). The effects of these<br/>potions are summarised below but the Games Master is free to<br/>allow experimentation in an effort to discover other formulas.<br/><br/>♦ Attribute Potions: Known by the ability score they<br/>enhance, these potions add 4 points to the drinker’s<br/>Strength, Dexterity, Constitution, Intelligence, Wisdom<br/>or Charisma. This enhancement lasts one hour and a<br/>creature can only use one attribute potion per ability score<br/>per day (i.e. six per day, each one affecting a different<br/>statistic). Creating an attribute potion takes 1d6 minutes<br/>to brew and a DC 18 Craft (alchemy) check.<br/><br/>♦ Combat Potion: Also called The Fighter’s Friend, this<br/>potion improves a drinker’s Base Combat Skill by +2<br/>(but cannot take it over +20), which may add an attack<br/>per round to the imbiber’s total. The potion lasts for 2d10<br/>minutes before it wears off, at which time the drinker<br/>suffers a –2 penalty to his Base Combat Skill (minimum<br/>of +0) for one full hour due to exhaustion. Combat<br/>potions take 1d12 minutes to brew and a DC 25 Craft<br/>(alchemy) check.<br/><br/>♦ Health Potion: Also called a healing draught, this<br/>requires a DC 15 Craft (alchemy) check to create and 1d4<br/>minutes to brew. Drinking a healing potion will restore<br/>the Magician’s base magical damage in Endurance. A<br/>creature can only fully benefit from one healing draught<br/>per day; any other healing draught consumed during that<br/>time heals only its minimum possible amount (as if only<br/>1s were rolled on its dice).<br/><br/>♦ Mind Potion: This potion can restore some of a<br/>Magician’s spent Willpower. It gives back the Magician’s<br/>base magical damage in Willpower and cannot bring the<br/>total above the drinker’s maximum normal value. Mind<br/>potions take 1d10 minutes to brew and require a DC 20<br/>Craft (alchemy) check. Like healing draughts, only one<br/>potion each day will restore a normal amount; additional<br/>potions provide only the minimum possible value.<br/><br/>♦ Restoration Potion: This potion will utterly cure the<br/>imbiber of all ability damage and negative conditions<br/>that currently afflict him. It does not heal Endurance<br/>damage, nor can it restore permanently drained ability<br/>points. It may only restore one negative level. However,<br/>all temporary ability damage and conditions such as being<br/>dazed, nauseated, blinded and so forth are cured instantly.<br/>This potion requires a Craft (alchemy) check of DC 20<br/>and 2d10 minutes to brew.<br/><br/>Creating potions requires the Magician carry a mortar,<br/>pestle and other small herbal implements, which are<br/>automatically gained when the Magician first trains in this art.<br/>Replacements must be purchased or made if the originals are<br/>lost. Materials for each potion are also needed. These must<br/>be found in the field, as most are rare and unusual ingredients<br/>that seldom get stocked in stores and marketplaces. Gathering<br/>the ingredients for a given potion might be an adventure<br/>in itself; the Games Master should determine whether a<br/>Magician can find materials at any given time during a game.<br/>Generally a Knowledge (nature) or occasionally a Knowledge<br/>(arcana) check (DC 15 to 30) will allow a Magician of Dessi<br/>in an appropriate locale to find the necessary ingredients for<br/>a single potion.<br/>Lastly, Alchemy can change the base properties of substances.<br/>By making a DC 20 Craft (alchemy) check while in contact<br/>with a solid object, the Magician can subtract his base magical<br/>damage from its Hardness (shattering it automatically if the<br/>rolled damage would reduce the object’s hardness to 0 or<br/>less). If the base magical damage is 10 or more, the Magician<br/>can change 1 cubic inch of material per class level into another<br/>substance (lead to gold, for example). This change only lasts<br/>for one day per class level. This use of Alchemy does not<br/>require any materials or tools.