Alchemy

Alchemy is the Talislantan equivalent of chemistry. Th ough based on metaphysical principles, this skill is not a magical fi eld of study like spellcasting or en chanting. Th at is, while alchemical creations often have magical eff ects, they are not enchanted, and do not count against the seven-item limit for enchanted items. An important precept of Talislantan alchemy is that the characteristics of living creatures and in animate substances can, in some sense, be distilled from their physical components.

Basic knowledge of alchemical lore and practices includes the ability to read alchemical ciphers, pre pare and preserve ingredients, identify mixtures by test, and utilize alchemical apparatus. Alchemists can also concoct, forge, or otherwise create the categories of substances listed below.

An Alchemist character must possess the relevant Quirk to create the above substances.

Specifi c substances are described in detail in the Gamemaster’s Guide to Talislanta, including Degree of Diffi culty, ingredients, creation time, cost of ma terials, and typical selling price. Th e Quirks required to create alchemical substances are detailed fully later in this chapter.

When creating an alchemical substance, a failure means that the ingredients are lost and the alche mist must start again from scratch; a partial success means that the alchemist has failed, but can continue to work on the creation without new ingredients; and a success or critical success means that the process works as planned. An alchemist can work on more than one project at a time, but if so, she takes a -5 penalty on each roll for each extra project (the stan dard multiple action penalty).

Training Period: 100 weeks Attribute Modifi er: INT