
Rolemaster
Alchemy Companion
Author: T. Taylor
Stock #: 1530
ISBN: 0-915795-12-4
Published 1992 by Iron Crown Ent.
Cover Price: $18.00
Page Count: 208
Cover/Jacket Text:
Alchemy Companion (AlC) consolidates and supplements Rolemaster's
classic system for creating magic items. AlC gives gamemasters many new enhancements
for the Alchemists in their campaign, while it gives players new options for
the manipulation of magic. There's something for everyone interested in objects
of power and for those who fabricate them. Prepare to expand your horizons
with the Alchemy Companion!
Within this Grimoire you'll find:
• Complete rules which-make Alchemy a vibrant part of your campaign.
• New methods, options, and procedures devoted to creation of magic items.
• Detailed information on how to craft your own unique, individual Alchemy
system. Simulate everything from authentic Medieval practices to high-powered
magical environ- ments.
• Dozens of new skills, Static Action Tables, Critical Strikes, and Item
Creation Charts all relating to Alchemy. Includes a Magical Item Interaction
Critical Strikes Table for resolving simultaneous multiple item usage.
• More than fifteen new professions illustrating the rich varieties of
Alchemists within differ- ent cultures; from Grand Viziers and Thaumaturges to
Evil Alchemists and Charlatans—they're all here!.
• Plus, over 70 new spell lists containing more than 1500 spells, all dealing
with the High Art of Alchemy!
Rolemaster gamers now have an entire fanta- sy world at their fingertips. Shadow
World products form a rich fantasy environment for the Rolemaster game system.
Join the inhabi- tants of Kulthea, a world where remnants of a lost civilization
clash with dark forces of the present. But all live in fear of the devastating
Flow Storms, interdimensional rifts bringing terrors from another universe.
The self-contained adventures may also be used as isolated or hidden areas
in any Gamemaster's campaign world.
The completely reformatted 2nd edition Rolemaster system includes the following:
•Arms Law® & Claw Law® — The Rolemaster Arms and Animals combat systems
combined in a new, reorganized , volume. These fast-moving rules include individual
charts for 30 weapons and critical strike tables, as well as detailed creature
attacks for real and mythical beasts. Martial arts. rules also are included.
•Character Law & Campaign Law™ — The new version of, the complete
character development and campaign guide. Character Law features a unique trait
development system | that allows characters to increase their ability in any
area of skill. There are no absolute restrictions. Campaign Law, includes handy
reference material available to any' Gamemaster: weather, encounter, and price
charts, and guidelines for running a campaign in a complex, living world.
•Spell Law® — The magic system that improves any FRP game! The new
edition of Spell Law has over 2,000 spell descriptions based on three realms
of power and 15 profes- sions. It provides alchemy rules, spell attack and failure
tables, and a unique spell-learning structure.
TABLE OF CONTENTS
1.0 Introduction
1.1 Designer's Notes
1.2 Notation
1.3 What is Alchemy?
1.4 How to Use This Book
2.0 Alchemy and Item Fabrication
2.1 Historical Alchemy
2.2 Methods for Working & Grafting
2.2.1 Metal Working
2.2.2 Stone Working
2.2.3 Glass and Ceramic Manufacture
2.2.4 Woodworking
2.2.5 Leather Manufacture
2.2.6 Paper Manufacture
2.2.7 Enchanted Materials
2.3 Guilds
2.3.1 Historical Guilds
2.3.2 Apothecary Guilds
2.3.3 Magical Guilds
2.3.4 Alchemical Guilds
2.4 Laboratories and Equipment
2.5 Zoological Gardens and Menageries
2.6 Charlatanry
2.7 Fantasy Alchemy
3.0 Standard Rolemaster Alchemy & Item Rules
3.1 Spell Research
3.1.1 Limitations
3.1.2 Requirements for Spell Research
3.1.3 Successful Research
3.2 Item Creation
3.2.1 Creating the Base Item
3.2.2 Enchanting an Item
3.2.3 Imbedding Spells
3.2.4 Time Costs of Making Magic Items
3.2.5 Making Artifacts
3.3 Other Research
3.3.1 Lord Research
3.3.2 Special Research
3.4 Item Classifications
3.4.1 Bonus Items
3.4.2 Potions
3.4.3 Artifacts
3.4.4 Casting Spells from Items
3.4.5 Spell Attacks against Items
3.4.6 Multiple Bonuses
3.5 Item Costs and Values
3.5.1 Coinage Standards
3.5.2 Computing Prices
3.5.3 Base Cost Multipliers
3.5.4 Set Costs for Special or Magical Properties
3.5.5 Purchase and Resale of Goods
4.0 Specialized Alchemy Rules
4.1 Historical Alchemy
4.2 Ritual Magic
4.3 Spell Catalysts
4.4 Alternate Equipment Pricing
4.5 New Uses for Old Skills
4.6 Deity-granted Magic Items
4.7 Alternate Item Creation Rules
5.0 Optional Alchemy Rules
5.1 Item and Equipment Options
5.1.1 Items with Intelligences and Wills
5.1.2 Alchemist Materials List
5.1.3 Enchanting Items
5.1.4 Time and Level Alchemical Requirements
5.1.5 Special Weapon Characteristics
5.1.6 Options for Similar Bonus Items
5.1.7 Options for Spell Adders
5.1.8 Item Quality Based on Skill
5.1.9 Item Level Determination
5.2 Imbedded Entity Magic Items
5.3 The Laboratory and Experimentation
6.0 Alchemical Professions & Skills
6.1 Archetype Profession (Core-Rules Alchemist)
6.2 Adept (Historical Alchemist)
6.3 Pure Spell Using Alchemists
6.3.1 Royal Alchemist
6.3.2 Inorganic Alchemistf
6.3.3 Organic Alchemist
6.3.4 Evil Alchemist
6.3.5 Thaumaturge (Mentalism Alchemist)
6.3.6 Theurgist (Miracle-Worker)
6.3.7 Theocratist
6.3.8 Dwarven Alchemist
6.4 Hybrid Spell Using Alchemists
6.4.1 Shamanic Alchemist
6.4.2 Geomancer (Earth Alchemist)
6.4.3 Grand Vizier
6.5 Semi Spell Using Alchemists
6.5.1 Engineer
6.5.2 Tinker
6.5.3 Delver
6.5.4 Crafter
6.6 Non Spell Using Alchemists
6.6.1 Smith.
6.6.2 Charlatan
6.6.3 Craftsman
6.7 New Alchemical Skills
Alchemy - Forging - Preserve Organic - Research - Resist Detection
- Scrying - Sign Mastery - Smithing Lore - Weave Lore - Zoology
7.0 Alchemical & Adept Spell Lists
7.1 Alchemist Base Lists (Core-Rules Alchemist)
7.1.1 Essence Imbedding
7.1.2 Mentalism/Channeling Imbedding
7.1.3 Enchanting Ways
7.1.4 Organic Skills
7.1.5 Inorganic Skills
7.1.6 Liquid/Gas Skills
7.2 Adept Base Lists (Histroical Alchemist)
7.2.1 Philosopher's Stone
7.2.2 Philosopher's Elixir
7.2.3 Gem Seeds
7.2.4 Palingenesis
7.2.5 Automata
7.2.6 Re-Animation
7.2.7 Black Arts
7.2.8 Brewing Lore
7.2.9 Symbolic Ways
7.2.10 Rune Mastery
8.0 Pure Spell Using Alchemists' Base Lists
8.1 Royal Alchemist Base Lists
8.1.1 Animations
8.1.2 Heuristics
8.1.3 Apothecary Lore
8.2 Inorganic Alchemist & Organic Alchemist Base Lists
8.2.1 Chemical Manipulations
8.2.2 Organism Skills
8.3 Evil Alchemist Base Lists
8.3.1 Discharging Ways
8.3.2 Unmaking Ways
8.3.3 Life Essence Storing
8.3.4 Demon Imbedding
8.3.5 Poison Mastery
8.4 Thaumaturge Base Lists
8.4.1 Mentalism Imbedding
8.4.2 Channeling/Essence Imbedding
8.4.3 Intelligence Imbedding
8.4.4 Personal Power Imbedding
8.5 Theurgist Base Lists
8.5.1 Transmutations
8.5.2 Channeling Imbedding
8.5.3 Mentalism/Essence Imbedding
8.6 Theocratist Base Lists
8.6.1 Channeling
8.6.2 Item Blessing
8.6.3 Holy Armors
8.6.4 Elemental Imbedding
8.6.5 Religious Conversion
8.6.6 Perimeter Wardings
9.0 Hybrid Spell Using Alchemists' Base Lists
9.1 Shamanic Alchemist Base Lists
9.1.1 Attribute Imbedding
9.1.2 Charmcraft
9.1.3 Mana-Absorption
9.1.4 Spirit Imbedding
9.1.5 Spirit Totems
9.1.6 Spirit Calling
9.2 Geomancer Base Lists
9.2.1 Divinations
9.2.2 Earth Magic
9.2.3 Earthly Currents
9.2.4 Harmonize Forces
9.2.5 Region Lore
9.2.6 Conjury
9.3 Grand Vizier Base Lists
9.3.1 Item Analysis
9.3.2 Sign Law
9.3.3 Spell Imbedding
9.3.4 Weaving Lore
10.0 Semi Spell User Base Lists
10.1 Engineer Base Lists
10.1.1 Constructions
10.1.2 Explosives
10.1.3 Fortifications
10.1.4 Structure Wardings
10.2 Tinker Base Lists (Mending Mastery)
10.3 Delver Base Lists
10.3.1 Constructing Ways
10.3.2 Delying Law
10.3.3 Mannish Ways
10.3.4 Material Transport
10.3.5 Symbol Imbedding
10.4 Crafter Base Lists
10.4.1 Metal Lore
10.4.2 Stone Lore
10.4.3 Wood Shaping
11.0 Miscellaneous SpeM Lists
11.1 Guild Lists
11.1.1 Spell Books
11.1.2 Multipliers
11.1.3 Weapon Alterations
11.1.4 Warding Lore
11.1.5 Warding Power
11.1.6 Spirit Runes
11.2 Professional Lists
11.2.1 Metal Mastery
11.2.2 Stone Mastery
11.2.3 Glass/Ceramic Mastery
11.2.4 Wood Mastery
11.2.5 Leather Mastery
11.2.6 Paper Mastery
11.2.7 Cloth Mastery
11.2.8 Guildscraft
11.3 Optional Alchemist Base Lists
11.3.1 Arcane Imbedding
11.3.2 Alchemical Preparations
12.0 Tables
12.1 Critical Strikes Tables
12.1.1 Explosion Critical Strikes Table
12.1.2 Mangling Critical Strikes Table
12.1.3 Steam Critical Strikes Table
12.1.4 Magic Item Interaction Critical Table
12.2 Alternate Static Action Tables
12.2.1 Alchemy/Lab Work Static Action Table
12.2.2 Magic Ritual Static Action Table
12.2.3 Channeling Static Action Table
12.2.4 Smithing/Forging/Crafting Static Action Table
12.2.5 Summoning Static Action Table
12.2.6 Task Time Table
12.2.7 Reading Runes/Using Items Static Action Table
12.2.8 Scrying Static Action Table
12.2.9 Research Static Action Table
12.3 Magical Creation/Research Tables
12.3.1 Magic Item Creation Table
12.3.2 Spell Research Table
12.4 Attack Resolution Tables
12.4.1 Explosion Attack Table
12 4.2 Will Contest Table
12.4.3 Arcane Column for BAR
12.5 Master Level Bonus Chart for New Alchemical Professions
Spell & Spell List Index
Bibliography.
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