ICEWEBRING


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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