Stock #37-2628 C ONTENTS COVER ART INTERIOR ART BobStevlic GregHyland FROM THE EDITOR . . . . . . . . . . . . . . . . . . 3 I T N HIS IT’S PURE CHEMISTRY! . . . . . . . . . . . . . . . 4 byChristopherR.Rice I YELLOW GOBLIN MAGIC . . . . . . . . . . . . . 11 SSUE byMarkGellis CEREMONIAL MAGIC MADE EASY. . . . . . . 19 byW.A.Frick Everyone can use more magic. With this thaumatology- themedissue,you’llspiceupyourceremonies,enlightenyour THE PROMETHIANS: labs,andmaybedestroytheworldonceortwice. A META-MAGICAL CONSPIRACY. . . . . . 23 Alchemistsareconstantlylookingfornewwaystoimprove byJ.EdwardTremlett existing potions or create entirely new ones. It’s Pure Chemistry! provides expanded guidelines for GURPS Magic TEN WAYS TO DESTROY alchemy,including10newelixirs,threenewtechniques,anda THE WORLD WITH MAGIC. . . . . . . . . . 27 new spell of interest to potion-pushers. GURPS Dungeon byAndyVetromile Fantasy delvers may find the options for expanding elixir effectstobeparticularlyhelpful. RANDOM THOUGHT TABLE: Goblinsarewell-knownonGURPSBanestorm’sYrthfor EVERYTHING I KNOW their fascination with magic. Although most are simple I LEARNED FROM MORDOR. . . . . . . . . 35 hedge mages, a few enterprising enchanters have designed byStevenMarsh,PyramidEditor theirownbagoftricks.CreatedwiththerulesfromGURPS Thaumatology: Magical Styles, Yellow Goblin Magic pres- ODDS AND ENDS . . . . . . . . . . . . . . . . . . . 37 entsitstitularstyleanditsninesecretspells–includingthe featuringMurphy’sRules awesomelypowerfulSunburst! Do you want to cast ritual magic, but don’t have the ABOUT GURPS. . . . . . . . . . . . . . . . . . . . 38 patience or pals to make it happen? Ceremonial Magic Made Easydevelopsamethodforenablingtheaverage–andsome- timessolitary–GURPSspellcastertotapintothispower. Somepeoplethinkthateverythingshouldbefreelyavailable ® toeveryone.Ashadowysubsetofthathigh-mindedgrouphas thepowertomakethishappen.LearnhowThePromethiansare working to make magic accessible to everyone – whether the worldwantsitornot.Thisarticleincludeslightgameinfofor introducingthesepotentialfriendsorfoesintoaGURPScam- paign,buttheideascanbeportedtoanyparanormalperiod. Not all magic is beneficial. Ten Ways to Destroy the World WithMagicexploresvariouswaysthattamperingwithsuper- naturalforcescanresultindoomforeveryone.Eachofthe10 Article Colors systemless doomsdays contains ideas for the before, during, andaftermathofthesearcanearmageddons. Each article is color-coded to help you find your Thismonth’sRandomThoughtTableexploressomewaysto favoritesections. develop the educational story arc of an arcane academic. Learnhowtoovercomedelusionsordependencyonexternal PaleBlue:InThisIssue tools,andfindouttheprosandconsofon-the-jobtraining. Brown:InEveryIssue(letters,humor,editorial,etc.) Doyouknowhowharditistofindagoodmoonwhenyou DarkBlue:GURPSFeatures needone?Discoverthislittle-known“fact”withMurphy’sRules, Purple:OtherFeatures thenuncoverafewothermagicaltidbitsinOddsandEnds. Withmagic,youneverknowwhatyou’llwitnessnext.With thisthaumatology-themedissue,believingisseeing! Editor-in-Chief(cid:2)STEVEJACKSON GURPSLineEditor(cid:2)SEANPUNCH PageDesign(cid:2)PHILREEDand ChiefOperatingOfficer(cid:2)PHILIPREED EditorialAssistant(cid:2)JASON“PK”LEVINE JUSTINDEWITT ArtDirector(cid:2)WILLSCHOONOVER ProductionArtist(cid:2)NIKOLAVRTIS MarketingDirector(cid:2)PAULCHAPMAN e23Manager(cid:2)STEVENMARSH PrepressChecker(cid:2)MONICASTEPHENS DirectorofSales(cid:2)ROSSJEPSON P M 2 F 2011 YRAMID AGAZINE EBRUARY F ROM THE E DITOR M I S C butjustoftenenoughit’spowerful,useful,orjustplainweird. AGIC S CARY HRISTMAS Evenifthemagicaleffectisdangerous,there’sagoodchance Let’ssayyou’reface-to-facewithsomenewtattooedwarrior itcanbeharnessed–ifitcanbesurvived. wieldinganodd-shapedweaponandfearsome-lookingarmor. Most of the articles in this issue follow the lead of Ifyou’renotmagicallyminded,yourthoughtsarelikelynotto Thaumatology,PlantSpells,DungeonFantasy:40Artifacts, extendanyfurtherbeyond,“Uh-oh.” andthelike.Theypresentnewfacetsofarcaneartsandmagical Or in modern times, let’s say you’re an expert safecracker, mysteries that present danger and opportunity. Maintaining abouttotackletheVaultMaster6X.Asyouapproach,allkinds thatspine-tingling“scaryChristmas”thrillisadelightforplay- of lasers start crisscrossing around the VaultMaster, and an ers and GMs alike, each time a new magical effect is encoun- ominous-looking camera begins turning toward you. Again, tered.Enjoy! thereisnothingbutdanger. However, in a world where magic is real, you approach a W H , W N RITE ERE RITE OW glowingdagger.Asyoutouchit,itsplitsintothreeindividual blades, pivoting around an ethereal center. You hear it whis- Speakingofdelightsineverybite,didthisissuecontaina peringyourname–yourtruename–anditfeelslikeitwants particularlymeatymagicalmorsel?Orwasthereabitofgris- tobethrown.Yousenseitwantstodrinkdeeplyofblood. tlethatmadeanarticlefizzle?Youcansendyourprivaterunes Sure, you might be scared, but you’re probably thinking, of reproach or renown to [email protected], or post “Cool!” yourpublicpointsonlineatforums.sjgames.com. In this way, magic is like “scary Christmas.” Yes, an unfa- miliar magical effect often represents a potential new threat, AdditionalMaterial:PhilMastersandJonathanWoodward Pyramid,GURPS,Warehouse23,andtheall-seeingpyramidareregisteredtrademarksofSteveJacksonGamesIncorporated.e23andthenamesofallproducts publishedbySteveJacksonGamesIncorporatedareregisteredtrademarksortrademarksofSteveJacksonGamesIncorporated,orusedunderlicense. Pyramidiscopyright©2011bySteveJacksonGamesIncorporated.Allrightsreserved. Submissionofyourphotos,letters,humor,captions,andmarginaliaconstitutespermissiontoSteveJacksonGamesIncorporatedtousetheminallmedia. AllsuchsubmissionsbecomethepropertyofSteveJacksonGamesIncorporatedandwillnotbereturned. Thescanning,uploading,anddistributionofthismaterialviatheInternetorviaanyothermeanswithoutthepermissionofthepublisherisillegal,andpunishablebylaw.Please purchaseonlyauthorizedelectroniceditions,anddonotparticipateinorencouragetheelectronicpiracyofcopyrightedmaterials.Yoursupportoftheauthors’rightsisappreciated. P M 3 F 2011 YRAMID AGAZINE EBRUARY I ’ P T S URE C ! HEMISTRY C R. R BY HRISTOPHER ICE GURPS alchemy can be potent stuff, capable of healing alchemicalenhancements,newelixirs,newpreparations,and wounds,enhancingbattleprowess,orevenbringingbackthe more detailed rules on how spells can influence the whole dead!Thisarticleexpandsthesecapabilitiesevenfurtherwith processofbrewingelixirs. O R PTIONAL ULES Thefollowingoptionalrulesaredesignedtoallowmoreflex- Example:A-4toskilland40%increaseinproductiontime ibilityandvariationwhencreatinganalchemyelixirs–butata and cost would allow a alchemist to add the Extended Dura- costintimeorresources,sometimesboth.TheGMshouldknow tion ¥3 enhancement (+20%) to his potion of Endurance, theruleswellenoughtospotpossibleabuseandclearlyforbid allowingittolast3dhours,not1d.Ofcoursethiswouldcost combinationsthatarestrangeorproduceextremeresults. an additional $120 of ingredients and would take 59 days to brew,not42. TheGMshoulddecidewhichenhancements(pp.B102-109) “I’msort ofascientist,”sherepeated hefeelssuitsagivenelixir.Notalloftheseareagoodfit;inpar- ticular, Rapid Fire, Side Effect, Symptoms, and most other wearily,“butpartofmyscienceisold. “attack” modifiers are explicitly off limits. Especially useful Ittiesupwithalchemy.” enhancements are Area Effect (for pastilles only), Extended Duration (to whatever level the GM is comfortable with), and –MargaretMahy,Alchemy Delay. Cosmic is permitted; e.g., Cosmic, Irresistible attack (+300%)removestherollthatthosewithMagicResistanceget toresisttheelixir. There is one new enhancement designed to be used with M A ALLEABLE LCHEMY theseoptionalrules. Ever wished that potion of Stealth would last just a bit Extra Dose longer? Or maybe you’d like to be able to use that potion of GamblingwithoutitshowinguponthosepeskyDetectMagic +50%/level scans?Wellnowyoucan...foraprice. Thisspecial-useenhancementallowsanalchemisttocre- Alchemists are experimenting and inventing all the time; ateanelixirwithadoserestrictionhigherthannormal.Ifall that’s how new elixirs come about. However, sometimes they theconsumedelixirshavethisenhancement,itincreasesthe don’tinventanentirelynewformulabutinsteadvaryanexist- maximumnumberofdosesthatcanaffectatargetby1(for ingone,ratherlikeacookingrecipe.Thebasicmethodologyis elixirsthatstateamaximumnumberofdoses). simple: Alchemists can add advantage enhancements to changethepropertiesofagivenelixirbyacceptingadditional Example:Normally, you may only gain the benefits of penaltiestotheskillroll,aswellasanincreaseinproduction three potions of Speed at a time. If you were to consume a timeandingredients.Each-1totheAlchemyskillrolland10% fourth nothing would happen. However, if all four potions increase in production time and ingredient cost allows +5% hadthisenhancement,youcouldgainthebenefitsofallfour worthofenhancements (+4BasicSpeedandMove). Adventureidea:Aclimacticbattletakesplaceinanalchemist’sstockroom.Iftheheroescanresolvethebattlewith minimalcollateraldamage,they’llberich.Ifthere’stoomuchdamage,thentheentirelabmightexplode... P M 4 F 2011 YRAMID AGAZINE EBRUARY Techniques M A AGICAL LCHEMY TheGMmightallowanalchemisttoimproveeachcombi- While GURPS Magic doesn’t go into detail about using nation of elixir and enhancement as a Average technique, magicwithalchemy,itdoesgivevagueguidelinesaboutcer- withamaximumlevelbeingtheunderlyingelixir’sskilllevel. tainspellsthatmighthelpwithbrewingelixirs.Althoughuse- Improving a technique doesn’t affect the cost or production ful, it doesn’t offer any concrete numbers. The GM should timeatall. decidehowmanyspellsthatamageknowsthatmightapply Example: A potion of Gambling with the No Signature to a given elixir; e.g. Create Water, Essential Air, and Distill enhancement(+20%)isatechniquethatdefaultstotheelixir could be used in a potion of Water Breathing, but Essential techniqueforGamblingat-4.RaisingGambling/NoSignature Earthcouldnot.Whileyoudon’tneedtocastthespells,you toskill-1wouldcost3points,andcannotexceedthebaseelixir doneedtomakearollagainstyourbestoneduringthebrew- technique.However,nomatterhowmuchyouraisethetech- ingprocess. nique,thetimetobrewandthecostforingredientsarealways 40%more. Some enhancements come in levels, in which case the I will give you a fundamental alchemistmaychoosehowmanylevelsheusesbeforebrewing hiselixir.However,hiseffectiveskillcannotexceedthatofthe axiom, that unless you turn the basicelixirtechnique. aforesaid copper into white, and Example:Analchemistwith8pointsinEndurance/Extended DurationcouldbrewapotionofEndurancewiththeExtended make visible coins and then Duration,¥3enhancement(+20%,-4)or¥10(+40%,-8)athis afterwards again turn it into fullskill;onewith¥30duration(+60%,-12)wouldbeatanet-4, onewith¥100duration(+80%,-16)wouldbe-8;andsoon. redness, until a Tincture results, verily, ye accomplish nothing. Requirements TheGMcouldgiveeveryonewiththeAlchemyskillaccess – Arthur Edward Waite, totheaboverules,butthiswillmakethemmuchmorepower- trans., Alchemy: ful for no actual point cost. A better idea might be to charge alchemists a perk apiece for each elixir they can apply these The Turba Philosophorum rulesto(“ElixirVariation”)oroneperenhancementthatthey canapplytoanyelixir(“ElixirEnhancement”).Thelattermay beabetterfittomostcampaigns,asitallowstheGMtodecide which enhancements are available in his campaign ahead of time.TheGMcouldalsobemorerestrictiveandchargeaperk Belowisachartexpandingtheoptionsawizard-alchemist for each combination of elixir and enhancement: “Enhanced mighthave. Elixir (Endurance, Extended Duration).” If any of these options are too restrictive, the GM might instead offer an Discounts for Spells Unusual Background (Alchemical Prodigy) allowing an alchemist any enhancement on any elixir, charging whatever Name TimeReduction CostReduction hefeelsisappropriatetohiscampaign. EssentialSpell* -15% -15% perapplicablespell perapplicablespell Example: In a modern-day secret magic campaign that Distill -10% – requiresoneperkperelixir,AnnaliseSloanehastheperkElixir Mature -5% – Enhancement(ExtendedDuration).Afterfailingtogetpasta Cook – -10% guard earlier in the week, she decides to brew a potion of CreateSpell† -5% -5% Drunkennesswiththreetimesthenormalduration.Thiscosts perapplicablespell perapplicablespell morethannormal(anadditional$40),takesanextra29hours SpecificSpell‡ -15% -15% to brew, and is at a -4 to her Alchemy roll, but will last 3d hours,not1d. *SpellssuchasEssentialFlame,EssentialAir,etc.Thisis notcumulativewiththeCreatespellsreductions. Ramifications † Spells such as Create Fire, Create Air, etc. This is not cumulativewiththeEssentialspellsreductions. These rules can put alchemists on par with spellcasters, ‡Ifagivenelixirmimicsaspecificspell,andyoualsohave with pastilles that can affect huge swathes of a battlefield or thatspell,yougetadiscountforbrewingthatelixir.Forexam- potions of battle lasting longer than normal. The GM should ple,amagewhohastheFearspellandisbrewingapotionof takethisintoaccountifhechoosestousetheserules. Fearcangainareductionof15%ontimeandcost. EssentialMagicfromPyramid#3/25:EpicMagicoffersadditionalspellsthatbuildoffthefoundationoftheEssential elementalforcesfromGURPSMagic.Theycanalsoformthefoundationofaworld-endingboom(pp.27-34). P M 5 F 2011 YRAMID AGAZINE EBRUARY Otherspellsmightnotprovideareductionintimeorcostbut arestilluseful.Forinstance,theKnowRecipespellwouldallow Both the preparation and the thepreparationofanyalchemicalelixirwithoutknowledgeofit byhavinganexamplepotionto“reference”withthisspell.This ingestion of external alchemical elixirs ignoresthe-6penaltyfortryingtobrewanelixirwithoutafor- equally depend on the guidance of mulary (GURPS Magic, p. 211). The GM should feel free to devisenewwaysspellslikethismightapplytoalchemy. an enlightened teacher with a great Regardlessofhowmanyspellsapplytoagivenelixir,neither deal of experience. thecostnortimemayeverbereducedbelow80%.Inadditionto theAlchemyskillrollthatmustbemade,arollagainstthelow- – Chen Kaiguo and estskillofthespellsusedduringthebrewingprocessmustbe made,withamodifierof-1perspellusedafterthefirst. Zheng Shunchao, Example: Annalise Sloane is brewing another potion of Opening the Dragon Gate Drunkennessbutneedsitfastthistime,soshedecidestouse the Mature, Distill, Cook, Essential Food, and Drunkenness spells.Thisresultsinanet45%reductionontimeand40%dis- Usingtheserules,alchemistswhoalsoknowmagicbecome countoningredients.ShestillhastomakeherAlchemyskill much more effective than others who do not. The GM could rollat-1,androllagainstthelowestskillamongthespellsshe usetheserulessettingwideorrestrictthemtothosewithan usedat-4. appropriatetrait,thoughheshouldn’tchargemorethanaperk If using the optional rules under Malleable Alchemy ormodestUnusualBackgroundifhedoes. (pp.4-5),thisbecomesslightlymorecomplex.First,applyall theenhancementsthataregoingtobeaddedtotheelixir,then F ! B ! ASTER ETTER subtractallthediscountsgivenforusingspellsabove,usethe resultingnumberasthecostandtimemultiplier. W H T ! E AVE THE ECHNOLOGY Example:AnnaliseSloanedecidestobrewathirdpotionof AcommoncomplaintaboutAlchemyishowmucheffortit Drunkenness, but she needs it as potent as the first and as takestoproduceanelixir,sincerecipesareusuallymeasuredin quick as the second. Since she has the perk Elixir Enhance- weeks.Still,thebenefitcanfaroutweighthetimespentifyou ment (Extended Duration) and several useful elixir brewing maketherightelixirs.Forinstance,apotionofHealingisalways spells, she sets to work. She decides to make her potion last goingtobeuseful...buthowoftenwouldyouuseapotionof three times as long; this increases the cost and time by 40%. Music?TheremightbeatimewhenyoureallyneedthatMusic However, she also has the Mature, Distill, Cook, Essential potion,andyouneeditnow.BarringadvantageslikeGizmoor Food,andDrunkennessspells.Thisresultsina45%reduction Gadgeteer, this could prove a problem for an adventuring on time and 40% discount on ingredients. Totaling the two alchemist.TheGMcouldallowtherulesforLongTasksorTime modifiers gives +40% for both time and ingredients from Spent(p.B346)tobeappliedtoAlchemybrewsforshortercre- increasing the duration, but -45% (for time) and -40% (for ation times (minimum of one working day). Alternatively, by ingredients) for using additional spells. This results in a net takingmoretime,analchemistcanensurethatagivenelixiris modifier of -5% for time and +0% for ingredients. Annalise successful,especiallyifhehasthetimetospare. thusdevisesapotionthattakes68.4hourstobrewbutcosts thesameasanormalpotionofDrunkenness. D R IMINISHING ETURNS Anotherwaytocreateanelixirinashortspanoftimeisto Going Green createalesspowerfulversionofit,reducingitineveryway.For every10%bywhicheitherthebrewingtimeorrequiredingredi- Most of these options pertain especially to the ents cost are reduced (up to a maximum of 80%), the value, Alchemy skill, but that doesn’t mean Herb Lore can’t duration, and all effects of the potion are reduced by 10% as getinontheaction!Forinstance,maybetattooelixirs well. Forinstance,apotionofFetchingandCarryingcouldhave (p.7)areonlyavailabletothosewithHerbLore,orthe thebrewingtimereducedby50%,beingmadeinonlythreeand Elixir Enhancement (Extended Duration) perk (see ahalfdays,butwouldstillcost$200,wouldonlylast1d-2hours p.5) can only be taken by a Taradashar witch who (minimumof1),andwouldletyoucarryupto2timesasmuch knowsofsecretherbsthatcanlengthenthedurationof asyournormalencumbrance.TheGMhasthefinalsayonwhat agivenbrew.Withalittleimaginationandsomework, elixirscanbereducedinthismannerandhowmuchtheycanbe thepossibilitiesareendless. reduced.AlsoifMalleableAlchemy(pp.4-5)orMagicalAlchemy (pp.5-6)areused,thisruleisappliedlast. Magicitem:DeepBottle.Thiscontaineristhesamesizeandshapeasaregularpotionbottle,butitcanstoreuptosix doses.Unfortunately,it’simpossibletotellhowmanydosesremain;it’sonlypossibletotellifit’s“full”(oneormoredoses) or“empty”(nodoses).It’sreusable,thoughcarelessheroeswhofindonemaynotknowthat! P M 6 F 2011 YRAMID AGAZINE EBRUARY E A XPANDED LCHEMY ThesmallsectioninGURPSMagicleavesalotofroomfor gun! Or it can simply be uncorked and splashed on a target; expansion,givingfairlygoodexamplesofhowtomakecustom useThrowingat-2tohit,withRange1.Allofthesemethods elixirs, charms, and so on. GURPS Thaumatology further areeffectiveagainstunarmoredvictims. expandedthisbutdidn’thavemanyready-to-useelixirs,prepa- Grenadeelixirscost1.5timesnormaltocreate,butdonot rations, etc. for game play; the following expands the elixirs increase production time. Only elixirs that have potion listed availabletoalchemists. asoneoftheirformscanusethisoption. M E F Tattoo Elixirs ORE LIXIR ORMS Anewformofpreparationthatmightbeavailableinaset- Somevariationsonthestandardelixirformsexist. ting, especially to primitive tribesmen or other nature types (seeGoingGreen,p.6),tattooelixirscantaketheformofany Combination Potions beneficialelixirtype.Ratherthandrinkingthem,rubbingthem Thisisn’treallyanewelixirsomuchasmultipleelixirscre- on,orthelike,theyareinsteadtattooedontotheskinofasub- atedinsuchawaythatalloftheireffectsoccuratonceandlast ject. While the preparation cost doesn’t change, there is an foraslongastheshortestdurationofallthecombinedelixirs. additional $50 worth of inks, needles, etc. that are needed to IfoneormoreofthecomponentshasandurationofInstantor tattooagivenelixir. Permanent, the effects of the other components last for the These accoutrements must all be prepared along with the shortestnon-instantduration,halved. potion and are as integral to the process as the elixir itself, thoughtheymaybereusedforthesamepotionlater(reducing Examples: A Combination potion of Endurance/Fetching thecostoffutureapplicationstoamere$10).Aftertheprepa- andCarryingwouldallowasubjecttofeelnofatigueandmul- ration is created, the alchemist (or someone else) must then tiplyhisencumbrancelevelsby4;itwouldlastupto1dhours. useArtist(BodyArt)tocreatetheactualtattoo;thetattoomay ApotionofHealing/Celerity(seep.8)wouldinstantlyheal1d takeanyform,butit’susuallyindicativeofthetypeofelixirit damageandgivethebenefitsofCelerityfor3dminutes. is.Toactivateatattooelixir,youneedonlythinkaboutitand ACombinationretainsitspowerforhalfaslongasitsnor- takeaReadymaneuver;theelixirtakeseffectimmediatelyas maltype(seeGURPSMagic,p.213),soapotionwouldlast12 thetattooglowsbrieflythenfades,leavingbareskin. hoursifleftopenormixedwithsomethingelse. Youmayonlyhaveonetattooelixirperlimb,withoneon Combinationsarehardtomake.Rollagainsttheaverageof thehead(faceistypical),twoonthetorso(oneonthechest, your skill (round down) with the elixirs involved, with a -2 oneontheback). penaltyperelixir.Youmayonlycombinetwoelixirsifyouknow Tattoocharmsusethesamerulesasabovebutcost$500for AlchemyatIQorless.AtIQ+1,youmaycombinethree,atIQ+3 theinks.Theyareotherwiseidenticaltoregularcharmsasfar youmaydofour,atIQ+5youmaycombinefive,andsoon.The asrechargerates,cost,etc.EveniftheGMdoesn’tallowHerb cost of a Combination elixir is equal to the sum of the elixirs’ Loretocreatealchemicalcharms,it’sanexcellentskilltoper- costs,multipliedby1.8.Thetimerequiredtocreateoneisequal mitthecreationoftattoocharms. tothesinglelongesttimerequiredamongalltheelixirs,multi- pliedby1.2fortwoelixirs,1.4forthree,1.6forfour,andsoon. N A T EW LCHEMY ECHNIQUES Grenade Potions SomenewtechniquesforAlchemistsmayproveuseful. This is an offensive form of elixir, similar in nature to a Batching potion. However, instead of being drunk, it only needs to hit the target’s bare skin, making it a contact agent. Typically, a Hard grenadepotionelixirisputinasmall,breakablebottle(DR1, Default:Anyelixirtechnique.Seebelow. HP2;$2,0.5lbs.).Theresultant“grenade”weighs1lb.,istar- Whenmakinganelixir,analchemistmayaccepta-1penalty getedat-5,andbreakson1-4on1donafall.Hurlingitisan to his skill to brew another elixir of the same type, making a attackwiththeThrowingskill:Acc0,RangeST¥2,andBulk-2. “batch”ofthatelixir.Withthistechnique,youmaybuyoffthis It shatters on striking DR 3+, such as armor (affects wearer, penalty for making larger amounts of a given elixir. You must unless Sealed), a shield (affects shield), or the ground (area specialize by elixir type and form, which defaults to the base effects, if any, only). It will bounce off unarmored (or more elixir technique; for example, Batching (Endurance/Potion) lightlyarmored)targets. wouldbevalidbutBatching(Endurance)wouldnot.Whilethis Despite the name, a grenade elixir can be used in many techniquehasnoactuallimit,youwouldusethelowerofthis otherways.Forexample,inamodernsetting,itcouldbedis- technique or the unmodified elixir technique when making persed with a handheld sprayer, a squirt gun, or a paintball elixirbatches(youcan’tgetabonusformakingfewerpotions). Plotidea:Theheroesfindalchemicalformulaethatdon’tdescribewhattheydo–onlyhowtomakethem. P M 7 F 2011 YRAMID AGAZINE EBRUARY In our opinion, Alchemy is the single most powerful skill in GURPS. With the Alchemy skill, you can create any of 68 different magical elixirs, many of which have extremely powerful effects. – Adam Griffith, Bjoern-Erik Hartsfvang, and Stuart J. Stuple, GURPS for Dummies Identify Magical Item AlchemicalInkcomesintwoparts:Thefirstistheactualink, whichfunctionsexactlylikeregularinkuntilaspecialdustis Hard pouredoverit.Atthatpoint,theinkgainstheaboveproperties. Default:Alchemy-2.CannotexceedAlchemy+2. (See GURPS Low-Tech for more information on writing, scrolls,andbooks.)Onedoseisenoughtowrite1,000words’ WhenidentifyingapossiblemagicalitemthroughAlchemy worthofinformation.Itmayalsobeusedasameansofper- ratherthanmagic(GURPSMagic,p.212),usethistechnique manentlymarkingsomeonebywritingonthem;however,the instead. victimmustbeeitherhelplessorwilling. When used with the Tattoo Elixir optional rule (p. 7), Identify Elixir Alchemical Ink automatically counts as reused materials; the Hard artist need only retrace the tattoo that is already there. This Default:Alchemy.CannotexceedAlchemy+4. reducesthecostbutnotthetime!Youmuststillbrewtheelixir toreapplyit. Whenidentifyinganelixir(GURPSMagic,p.212),usethis techniqueinsteadofyourAlchemyskillifhigher. Duration:Permanent. Form:Special. Cost:$100/$150. Recipe: $50; 3 days; defaults to Less Boom, More Cowbell Alchemy-1. Because Alchemy is so closely related to Chemistry, a GM might allow a Animal Friendship alchemist who knows both skills to use the Salvaging Critical Failures (GURPS Thaumatology,p.40)rule.ThiswouldpermitaalchemistwhoknowsChemistry AlternativeName:Pan. at15+tomakeaskillrolltoavoidblowinghimself(orhislab)upbyturninga The subject gains the Animal CriticalFailureonhisAlchemyrollintoaregularfailure. Empathy advantage (p. B40) for the WhileHerbLore(seeGoingGreen,p.6),doesn’tusuallyproduceexplosions, duration.Ithasnoeffectonthosewho Naturalistmightserveasimilarpurposeinavoidingothercatastrophes. alreadyhavethisadvantage. Duration:2dhours. Form:Anybutpastille. N E EW LIXIRS Cost:$250/$400. Recipe:$50;1week;defaultstoAlchemy-1. An alchemist can always use more elixir recipes! Not all elixirs are useful all the time, but in a pinch, an alchemist Celerity might know how to brew something that could save the day. Belowareafewnewelixirs. AlternativeName:Haste,Quicksilver. Alchemical Ink Much like Speed, an Elixir of Celerity quickens the user’s reactions.Whenconsumed,onedosegrantstheExtraAttack AlternativeName:None. or Enhanced Move (Ground) advantage (user’s choice). Two dosesgivehimalevelofAlteredTimeRateinstead,whilethree AlchemicalInkiseasytomake,nearlyindelible,andcheap; dosesgrantsasecondlevelofAlteredTimeRatebutforcesthe thusitisascribe’sbestfriend.Itisimmunetobeingleeched usertomakeaHTaftertheelixirwearsoff;failuremeansthe outbyliquidsifusedonpaperbutcanbescrubbedoffaharder imbiberpermanentlyloses1HT. surface given enough time (usually an hour per 100 words). Pyramid#3/1:ToolsoftheTrade–Wizardshasgoodadditionalresourcesforalchemists.TheGuildhallofthe HermeticBrotherhoodhasanalchemicallaboratory,andOutoftheRoughgivesinformationongemsandtheir propertiesthatmightproveusefultoalchemists. P M 8 F 2011 YRAMID AGAZINE EBRUARY Duration:3d¥2minutes. Form:Anybutpastille. Under the Hood: Elixir Costs Cost:$5,400/$10,000. Recipe: $800; 20 weeks; defaults to Thenewelixirsinthisarticlemakeuseofthesameconventionthatthosein Alchemy-4. GURPS Magicdo:Theyroundtothenearestmultipleof25,anddecreasethe valueslightlyfor“popular,”easilysellableelixirs.Thismakesthemathmucheas- Combustion ierwhenbuyingorsellingelixirs,andiseasiertoremember.Still,theremightbe AlternativeName:Conflagration. thosewhowantamoreaccuratenumber;ifso,simplyfigureouthowmanydays itwouldtaketomakeagivenelixir,thenmultiplyby$33(orthecampaign’scost Thisisavitriolicliquidthat,ifdrunk, forSlowandSureenchantment)andaddthecostoftherecipe’singredients.For causes the imbiber to burn from the “rare”magiccampaigns,simplymultiplyby$66(ordoublethecampaigncostfor insideout,justasifhehadbeenaffected Slow and Sure enchantment) to get the appropriate cost. Thus, an elixir of by a Burning Death spell (GURPS Grooming(below)wouldcost$281/$512usingthemoredetailedrules. Magic,p.76).Ifusedingrenadeformit does 3d burning to the target until its durationexpires.Ineitherform,ittreats the target’s flammability class as if it were one step lower, Greater Healing allowingittocatchfirequicker.Ifleftexposedtotheair,there AlternativeName:None. isachance(9orless)everyminutethatitmayburstintoflame, affectingwhateveriswithinoneyardexactlyasifithadbeen ThiselixirworkslikearegularelixirofHealingbutheals3d thrown. HP instead of 1d – or if HP is full, restores 3d of lost FP. Repeateddoseshavefulleffect. Duration:2dseconds. Form:Potionorgrenadepotion. Duration:Instant. Cost:$900/$1,600. Form:Anybutpastille. Recipe:$200;3weeks;defaultstoAlchemy-2. Cost:$500/$850. Recipe:$150;3weeks;defaultstoAlchemy-2. Dream Walking Grooming AlternativeName:Oneiroi. AlternativeName:Glamour. Thiselixirallowsthesubjecttosendhismindintoasleep- ing target’s dreams. This functions exactly like the Dream Thesubjectmustrubtheelixirontohisbody,taking1d-1 Projectionspell(GURPSMagic,p.46)except–toprojectyour- minutestodoso(minimum1minute).Thisthencausesthe selfintoyourtargetsdream–yourollagainstthebetterofyour potionto take effect,givingthe subjecta “make-over”:trim- IQ,yourDreamingskill,orthealchemist’sskillwiththepotion. mingandstylinghishair,givinghimamanicure,exfoliating his skin, etc. Outwardly this mimics the Haircut spell Duration:3d¥4minutes. (GURPS Magic p.39) but also gives a +1 reaction bonus for Form:Any. thedurationoftheelixir. Cost:$600/$1,150. Recipe:$150;2weeks;defaultstoAlchemy-2. Duration:2dhours. Form:Ointmentonly. Cost:$300/$500. Recipe:$50;1week;defaultstoAlchemy-1. There are many different ways to Nightmares obtain the Three Essentials and AlternativeName:Phobetor. many preparations for use along the The next time the subject sleeps, he is affected as per the alchemical path – each with unique Nightmare spell (GURPS Magic, p. 140), including a resist- ancerollagainsttheskillofthealchemistwhomadetheelixir. medicinal and initiatory powers. AnelixirofNightmaresmightbetailoredtoaspecificper- – Robert Bartlett, son to take advantage of the bonuses listed under the spell. While this increases neither cost nor production time and Real Alchemy doesn’tcallforanyextrarolls,itdoesrequirethatyouhavea workingunderstandingofthesubjectsfearsandphobias(typ- icallyaPsychologyskillroll)orhaveabloodorhairsample. Adventureidea:Theheroesawakeninastrangedungeonwithoutgear.Theirbodiesarecoveredwithunusualmagical tattoosthathavepowers(tattooelixirs).Theydon’tknowwhatthetattoosdo,butcanfigureitoutbytrialanderror. Goal:Escape! P M 9 F 2011 YRAMID AGAZINE EBRUARY Elixirsbrewedlikethismakesitharderforaspecificpersonto Duration:1d+1days. resist the effects (-2 penalty). All others have a +4 bonus to Form:Any. resistapotionbrewedforaspecificsubject. Cost:$1,150/$2,000. Recipe:$150;4weeks;defaultstoAlchemy-2. Duration:AsNightmare. Form:Any. N A -R Cost:$225/$400. EW LCHEMY ELATED Recipe:$50;1week;defaultstoAlchemy-1. S PELL Alchemists with access to certain spells can do a lot to improvetheirproductioncapacityandcheapentheircosts. Adding Magery to Alchemy Thereareevenafewspells(suchasKnowRecipe)thathave MageryaddstoThaumatology,sowhynotAlchemy?If explicituseswhenitcomestoalchemy.Hereisonemore. Alchemy is a skill that only mages (or those who under- standtheprinciplesofmagic)canlearn,thentheGMmight Internalize Elixir (Meta-Spell) allowMagerytoaddtotheskillitself,thoughitshouldthen require Thaumatology as a prerequisite. This means that Special talentedmageswouldalsobetalentedalchemists–anout- Thisspellallowsamagetobindthemagicalessenceofa comenotsuitableinallcampaigns. beneficialelixir(Healing,Battle,andthelike)tohimselfin anintangibleformtobeusedatalateron.Oncebound,the elixiritselfbecomesinert,justasifithadbeenexposedtoo long to air becoming useless. Each elixir bound in this way Shadow Form may be activated by a Will roll; this takes a Concentrate maneuver.Successmeanstheelixirtakeseffectinstantly;fail- AlternativeName:Umbra,Shade. ure means the elixir is lost and has no effect whatsoever. ThesubjectgainstheShadowFormadvantage(p.B83)for Critical failures are bad; the elixir has the opposite intended thedurationoftheelixir.Hemayalsochoosetotransformup effect, or all bound elixirs are rendered inert, or something tohisMediumencumbranceworthofgearwithhimwhenhe equallydisastrous–theGMshouldbeinventive. drinks the potion; the gear remains on his person when the Duration:Permanentuntilelixirisused. durationends. Cost:2per$500costoftheelixirbeingbound. Duration:2dhours. Timetocast:1minuteperelixir. Form:Anybutpastille. Prerequisites:Magery1,DetectMagic,andKnowRecipe. Cost:$3,000/$5,200. Recipe:$600;10weeks;defaultstoAlchemy-3. A A BOUT THE UTHOR Sleeplessness Christopher R. Rice is currently working part time as a computerrepairman.FromPortsmouth,Virginia,heplotsthe AlternativeName:None. doom of his gaming group, who manage to thwart his every This elixir grants the subject the Doesn’t Sleep advantage move with grace and style. He is currently (trying to) earn a fortheduration.Additionaldosesafterthefirstaddabase+2 degree in electrical engineering and dreams of being able to daystothedurationuptothreedosestotal,for1d+5days.Any writeforalivingoneday.Havinggamedover17years,helikes doseafterthefourthrequiresaHTrollvs.thealchemist’sskill; tothinkheknowsathingortwoaboutthesubject.Hewishes failure causes the subject to suffer 1d FP that can only be tothankL.A.,hisownpersonalmuse,aswellastherestofhis regainedthroughsleep.Criticalfailuremeansthesubjectgoes gaminggroupandfamily.HealsogivesspecialthankstoJason intoacoma. Levine and Antoni Ten Monrós for their patience in helping himwithhisfirstarticle. As a fact, a strong and determined Will can arrive in a short time at absolute independence, and we are all in possession of the chemical instrument, the great and sole Athanor which answers for the separation of the subtle from the gross and the fixed from the volatile. This instrument, complete as the world and precise as mathematics, is represented by the sages under the emblem of the pentagram or five-pointed star, which is the absolute sign of human intelligence. – E. Levi, Transcendental Magic P M 10 F 2011 YRAMID AGAZINE EBRUARY