Medieval Fantasy RPG -

Crafting Alchemist Tradeskill Related Recipes

Star Woven Crystal (Ancestral Guardian Armor), Rune Etched Glass (Ritualist Weapon),

Corrosives: Corrosives can be used to slowly or quickly eat through metal and many other substances. They can all be contained by glass that is sealed inside a metal canister. The speed depends on the difference between the quality of the materials; for example (+10) Pure Carborane will eat through bronze (+1) very quickly (one round) while it will take much longer and many more applications to eat through (+8) Blue Steel (40 hours x10 applications).

Armor and Weapon Polish: Any material of the same or better quality than the acid will cause the acid to have no effect on the metal other than to brightly shine and polish the metal which is the main use of many of the acids made by alchemists, armor and weapon polish and conditioner. To polish armor the best results are achieved with a acid of the same quality as the metal.

Corrosion Chart: Additional bonuses of the acid vs. the metal
1-2) 4 hours reduces one unit by 10% per application
3-4) 1 hour reduces two units by 25% per application
5-6) 30 minutes reduces four units by 50% per application
7-8) 1 minute reduces eight units by 100% per application
9+) 1 round reduces twenty units by 100% per application

+1) Hydrochloric Acid (HCl)
+2) Nitric Acid (HNO3)
+3) Sulfuric Acid (H2SO4)
+4) Hydrobromic Acid (HBr)
+5) Hydroiodic Acid (HI)
+6) Perchloric acid (HClO4)
+7) Toluenesulfonic acid (CH3C6H4SO3H - solid)
+8) Fluoroantimonic acid (HSbF6)
+9) Fluorosulfuric Acid (HFSO3)
+10) Pure Carborane (secret) HSFO3.SbF5 + H2O → H2SO4 + HSbF6

Incendiary - This small paper package contains a special mix of powders and glyph-covered paper. To use an incendiary, the user speaks the activation word that ignites the prepared device. The incendiary is consumed in a brilliant colored flash or haze of strangely coiling smoke.

Incendiary Pepper Bomb - This small red packet has an eastern symbol on it. This fine powder can be thrown as an AOE weapon. On a direct hit the target must make a Fortitude Save (DC 30) or else suffer a -10 circumstance penalty to all rolls for 4 rounds because of sneezing and watery eyes. Creatures immune to gases or poisons are immune to sneezing powder. It will also create a fog in a 20' radius. This gives anyone inside +10 from concealment. When thrown into a fire it will create a dense fog in a 40' radius but the pepper effect will be negated.

Balm - energy effects cure, - Combines alcohol and is rubbed on the skin,

Cream - Antibiotic, Allergy, - Emulsion of oil and water in approximately equal proportions. Penetrates outer layer of skin well.

Gel - Regeneration, Grooming (hair), scar removal, - Liquefies upon contact with the skin.

Gum - Fast setting adhesive,

Herbal Tea - Most herbs can be powdered and when dry mixed with hot fluids to make tea, but since the taste is not always acceptable, other methods are commonly used. Tisanes - These are herbal teas, and are infusions normally made from aromatic herbs such as fennel, chamomile, peppermint etc. They are taken without milk, but depending on personal taste, sugar or honey may be added.

Infused liquid - This can be made by steeping 1 oz (25 g) dried herbal material in 18 fl oz (500 ml) water at room temperature for at least 12 hours and then straining it.

Infusions - Prepare an infusion by pouring 18 fl oz (500 ml) near-boiling water over 3 oz (75 g) fresh herb or 1.25 oz (30 g) dried herb and let it steep for 5 minutes. Flowers and leaves are suitable when making an infusion.

Infused oils - Oils can be made from herbs, using fresh or dried material. Heat 18 fl oz (500 ml) oil over boiling water – bain-marie style (NOT directly on an electric plate or gas, and while doing this, ensure that there is always water in the pot underneath heating the oil). To this oil you should add 27 oz (750 g) fresh, or 9 oz (250 g) dried herbal material – and keep it heated for 3 hours. After cooling the plant material is strained. Take a jar and fill it with fresh herbs and use enough of the oil to cover the material, and then leave for 3 weeks to diffuse.

Inhalant - These are made by using one part alcohol to one part herbal material to create concentrates.

Lotions - These lotions when placed on the skin produces its effect.

Ointment - Dehydration, temporary ability increase, insect repellant, - Combines oil (80%) and water (20%). Effective barrier against moisture loss. Ointments - They can be made by heating solid fats or petroleum jelly over boiling water (as above with the macerated oils) and adding 2.5 oz (60 g) dried material to 18 fl oz (500 ml) of fat/petroleum jelly.
o This mixture must be warmed over the boiling water for 3 hours and then strained and decanted into jars.

Paste - Weapon sharpening, Grooming (teeth), Combines three agents - oil, water, and powder; an ointment in which a powder is suspended.

Perfumes -

Potion - A potion is a vial filled with a magical liquid, Potions are made by using fresh or dried herbs and chemicals and simmering it in 12 oz of water for at least 1 hour. Potions - They are made by using 2.5 oz (60 g) of fresh herbs or 1.25 oz (30 g) of dried herbal material and simmering it in 18 fl oz (500 ml) of water for at least 20 minutes. Bark and root are very suitable types of material to use when making a decoction. A potion is single-use only. Must be unstoppered or broken, then consumed to be of use.

Poultices - A poultice is made by soaking a clean cloth in a herbal infusion, decoction or a diluted tincture. Then a soft moist mass that is heated and spread on cloth over the skin. First make a paste from dried or fresh finely chopped or powdered material and mix it in water. Then heat it to a temperature that will not burn the skin and reheat when it cools.

Sacred Oil - used in all magic items - 1 magical oil - 1 magical resin - combined over 9 different temperatures and cooled and skimmed 4 times to purify.

Salves - perception boost, eye infection,

Syrups - These are infusions or decoctions mixed with sugar to promote a more palatable taste. This also helps to preserve it. It is normally created by using 18 fl oz (500 ml) fluid to 18 oz (500 g) sugar.

Tinctures - The same process is followed as when making macerated oils, but instead of oils, a water/alcohol mix is used to extract the active ingredients. This is an effective way to extract the constituents. Tinctures are stronger than infusions or potions and are made by using one part material to four parts purified alcohol.

Magic Powders - These powders steeped in a magical libation when placed under the tongue or disolved in liquid and drunk produces its effect.

Tincture Tonic -

tincture - cinnamon, gotu kola, lemon thyme, rosemary, sage + 4 more ingredients

Preservative: (makes 400 doses)

potion - lemon x 2, turmeric x 2

Magical Fastening -

Magical - Price x 16 (Uncharged) Note: Magical items can hold up to 20 charges. Charging an item takes a spell component that is 50% of the cost of the power per charge.

Recipe: (1) intricate metal chain (hard), (1) quality band (soft), (1) powdered jewel (magical), (1) scored wooden token, (1) tiny metal clasp, (1) sacred parchment, (1) Sacred Oil,

Special: Tinctures (take at least 8 ingredients and can make special recipes if the right combination is found)

Special Recipes: (make 4 doses)

Anesthesic

inhlant - sacred willow leaves, white poppy x2, kava kava,

Anti-Ageing - (lasts one day)

Gel - sacred oak leaves, borage, celery, lemon thyme,

Cream - sacred oak leaves, lemon thyme, alfalfa, pennywort

Healing Boost

syrup - sacred alder leaves, echinacea, garlic, goldenseal

Magical Disease

Salve - sacred ash leaves, clover, lemon, gotu kola,

Magical Poisons

potion - sacred holly leaves, echinacea, garlic, golden seal

Memory Recovery (Magical)

inhalant - sacred birch leaves, rosemary x a

Negate System Shock - (from injury)

potion - sacred hawthorn leaves, buchu, clover, lavender,

Perception Increase -

potion - sacred blackthorn leaves, alfalfa, oat straw

Inhalant - sacred blackthorn leaves, peppermint, rosella, rosemary

Poison Antidote -

lotion - sacred elder leaves, anise, basil, cardamom,

lotion - sacred elder leaves, chamomile, lemon thyme, lemon verbena,

Inhalant - sacred elder leaves, cinnamon, cloves, rosemary,

potion - sacred elder leaves, marjoram, melissa, rose hip,

poultice - sacred elder leaves, St Johns wort x 2, yarrow,

Remove Fear

Inhalant - sacred rowan leaves, melissa, peppermint x2, rosemary

Sedative

potion - sacred hazel leaves, chamomile, jasmine,

potion - sacred hazel leaves, oat straw, gotu kola, St johns wort

potion - sacred hazel leaves, lavender x2, melissa,

Speed Potion -

potion - tan seer leaves, basil x2, gotu kola x2,

Torn ligaments

poltice - sacred alder leaves, comfrey, pennywort x2

Wounds

poltice - sacred alder leaves, yarrow x3

Leather Balm - This dull red oil is created by alchemists and used by tailors to soften tanned hides or leather of up to +1 to make it much easier to work with. (+10)

Mercuric Balm - This metallic liquid is used by metalworkers to soften metal of up to +1 to make it much easier to work with. (+10)

Graphite Powder - This soft black powder is used by woodworkers to ease the joining of wooden pegs and other parts of up to +1 to make it much easier to work with. (+10)

Mystical Ink - This glowing black ink is used by sages to ease the writing of magical spells of up to +1 to make it much easier to work with. (+10)

Essence of Ki - This swirling bottled essence is used by Sensei to create martial tokens of up to +1 to make it much easier to work with. (+10)

Mineral Oxide - This sparkling liquid is created by alchemists and used by jewelers to polish gems and stones of up to +1 to make it them easier to work with. (+10)

Purifying Liquid - This glowing liquid is created by alchemists and used by artificers to create items of up to +1 to make them much easier to work with. (+10)

Glass Vials - This set of large glass vials are used by alchemists to ease the storage adn combining of chemicals of up to +1 to make them much easier to work with. (+10)

Temperate Stone - This circular flat stone becomes hot or cold on command and is used by alchemists to evenly heat or cool chemicals of up to +1 to make them much easier to work with. (+10)

Heat Sink - This large ceramic container is filled with sand and other powders and is used by alchemists to cool or warm chemicals and other items of up to +1 to make them much easier to work with. (+10)

Metallic Dye - This swirling metallic liquid can be added to metal while it is white hot causing the metal to become the color of the pigment.

Leather Dye - This thick colored liquid can be added to woven materials while it is being tanned causing the hides to become the color of the pigment.

Dehydrated Food – Explorers and adventurers of all sorts benefit from alchemically dried food. Although expensive, dehydrated food takes up only a tenth as much space as an equivalent supply of trail rations, making it ideal for long journeys where water is plentiful and food is scarce. Characters eating dehydrated food must consume twice as much water per day as they normally require or suffer the effects of going without water. This recipe makes twenty days worth of food.

 

Ghan Sho - Thick gray paste that when applied by a healer can stabilize a dying creature.

 

NEW FROM ETERNUS
New Store: Check out the 600+ unique new magical items at our new store that were just released for playtest.
New Class Powers: Find a bunch of new class powers to choose from. Every class has been expanded.
See Quick Start Guide: With new powers and items there has never been a better time to play.
CAMPAIGNS
Eternus is very excited to announce that we will be releasing three new Campaigns in the next few months. They will all be free to playtest for members of our site. Keep an eye out for new info and other releases.

See Quick Start Guide: Eternus is designed to be easy to play for the beginner while offering the expert RPG player the feel of real combat. Don't take our word, get in on the fun!
PHILOSOPHY
Our philosophy is that the rules should add to the fun or get out of the way. Our system encourages you to be creative. It doesn't try to diminish your natural ability to role-play, it enhances it. Opportunities to advance your character and gain an edge on your opponents abound in our system, take advantage of them when you can. See Tactics

If you have a hard time getting into character many elements of the system will lay a path of choices before you and encourages you to get in tune with your character naturally. See Characters

 

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