Eclipse d20 – Alchemical Creations, The Item List

As for the alchemical products list, we have…

The Pinnacle – Grand Alchemy.

Grandiose, Mythic, or “Arcane” Alchemical Creations pretty much give reality the finger – and, as such, calls for extremely high DC Crafting Stunts, Grandiose Reality Editing, or massive acts of magic. This is the sort of thing that makes most Wizards, Psychics, AND Scientists go “Whaaaaa?”.

There are two major categories of High Alchemy – Arcane Materials and Arcana Essences – and one specific procedure, the Arcane Antithesis.

Arcane Materials exhibit unnatural properties. They may remain perpetually hot or cold, have virtually no weight, be near-perfect insulators, want to accelerate endlessly, maintain a sourceless difference in electrical potential across themselves, amplify or frequency-shift light, be superconductors, block magic, or gravity, or some other force, or be incredibly tough. If you want to make a boat with sails that catch the winds of thought that blow through the astral plane at superluminal speeds… this is the discipline you want. There are thousands of possibilities here from everburning cooking logs on through armored clothing and nightsight goggles and on up to space drives. Just remember that his sort of thing makes no sense and you will save yourself a headache.

Arcane Essences are distilled forces and conditions. Sanity, Magnetism (or “Lodestone”), Gravity, Darkness, Winter, Purity, Curses, Lightning, Rage, Luck – or even things like “Knowledge”, “South”, “Up”, “Entropy”, “Life” (also known as “Aqua Vitae”), “Death” (“Aqua Mortis”), or “Time”. Released without control, their effects are unpredictable and crude. Breaking a vial of Gravity is likely to cause an implosion (and perhaps a mild earthquake), followed by an explosion as the compressed materials expand again. With some method of control essences can be used for all kinds of tricks – so anyone who wants to get into Essences will want some magical or technical ability to control what they do when they’re released. Perhaps some Gadgetry again? A gravity-powered Flight Harness, a Solar Blaster, and a Magnetic Force Shield would be quite useful – and giving them an external power sources will bypass the usual usage restrictions on gadgets in favor of their alchemical “ammunition”. Once again, this kind of thing is in the realm of concepts made physical. It’s not going to make any sense unless, perhaps, you can manage to squint properly with your brain.

Arcane Antithesis: This operation does only one thing; it creates a negative version of something. Not just something like “antimatter”, which has a positive rest mass and yields energy when combined with normal matter. This means Negative Matter. Negative Energy. Negative Entropy. Negative Information. A hole in the multiverse. Something which isn’t just unlikely; it’s impossible. This is generally a lengthy project, is limited to things that might fit in a moving van, and requires the constant presence of the original thing you’re making an antithesis of.

Once you’re done the two will annihilate, leaving nothing. This isn’t quite final and absolute – but it’s about as close as you’re likely to get. Sure, there is undoubtedly another one of whatever it was coming into existence elsewhere in the multiverse, but you can be pretty sure that whatever it was – even if it was an indestructible artifact – is out of your life for a very long time to come. If you really must get rid of something this will generally do it for you.

Mastery – High Alchemy

High Alchemy still cheats – but it cheats a lot less than Grandiose Alchemy does. It still calls for Major Reality Editing, very high DC Crafting Stunts, or magic of around level six, but the things that it produces mostly operate in comprehensible ways. It too has three basic branches – Condensates, Devices, and Lifeshaping.

Condensates are pretty straightforward: you make something smaller and more concentrated with no loss in its effects. You can thus turn bottled potions into little capsules, store great amounts of water in small flasks, turn excellent six-course meals into sticks of chewing gum, make air pills that last for hours, turn various alchemical items into drops or little “gems”, turn drums of fuel oil into drops of “pyroconcentrate”, turn high-pressure steam into a dry powder (a substitute for explosives in the many worlds that don’t allow them), condense light into liquids (possible “blaster ammo”), modify equipment so that it can be expanded from, or collapsed into, little capsules, or even try to extract and condense information – perhaps turning a mass of magnetic tapes into a DVD or allowing you to drink a book instead of studying it.

The main problem with Condensates is that – for the most part – they’re simply more convenient to carry. Unless the GM is really into rocketry, and is worried about the delta-v of various fuels, it’s impressive to put a few drops of fuel into a locomotive’s firebox and have it run at full power for hours – but in settings offering easy access to extradimensional storage space, that is really all it is. There’s nothing wrong with that, and condensates are often useful, but they’re rarely a major factor unless you really MUST hide something in a false tooth.

Devices are fairly simple: they are built using alchemical techniques and so work much better than their actual construction and the designers skill justifies. A suit of armor full of clockwork might operate as a mechanical man, capable of reasoning and performing skilled tasks. A statue might function as a basic Golem. Paint might make what is painted real (See “Marvelous Pigments”). A cup or fork might purify poisons. A camera might function (if no such items exist) or reveal mysterious and normally invisible presences or reveal desires or someone’s inner nature (if cameras exist in the setting). A skeleton key might conform itself to any lock. A precious alchemical stone might function as a universal magical component, losing value as expensive spells are cast. A rod of lead (which resists various magics) might absorb several spells before melting. A flask might hold a dimensional pocket that can safely contain virtually anything. A wand of strangely alloyed gold (“Orichalcum”) might enhance spells – either slightly or a great deal but only a few times. A whip might hit like it was as heavy as mercury and be impossible to grasp save by the handle. A compass fitted with a chip of material might always point towards the main mass the chip was taken from. A spear of dissimilar metals might discharge electrical arcs on impact.

Devices are pretty classical “you get equipment bonuses”. The trouble is that they generally have to be created by the alchemist in their entirety, tend to require a certain amount of maintenance, and so are limited by personal skills. In game terms, if you have the ability to enhance your items this way, each relevant skill (usually Craft, but others may be eligible in particular cases) provides “gadget points” equal to it’s base rating (Skill Base + Attribute Modifier + Skill-Enhancing Feats) to invest in relevant items – although their overall effectiveness is always limited by the characters level. Thus the GM might rule that Craft/Armor and Craft/Clockwork can both contribute “Gadget Points” to the cost of a Clockwork Soldier (Say, 10 Points) – but that cost will go down as the character goes up in level and said Soldier goes from being a very useful ally to a minor distraction. Alternatively, if someone only wants to dabble in this form of Alchemy, an Occult Skill (Equipment Enhancement or some such) may be in order.

Lifeshaping allows an alchemist to extract qualities from living things, either storing them for later use or imbuing them into other living things or even artifacts – whether by purely mystical means, grafting tissues, or bizarre surgeries. Sadly, the extraction process is generally fairly destructive (although getting a use of a breath weapon, or dose of poison from a serpent, or some such is usually simple enough), so transferring the abilities of sapient beings around is generally pretty unethical. Moreover, it is much, MUCH, easier to give something a temporary ability than it is to make it permanent. Thus a practitioner might extract the strength of a bull – perhaps creating an elixir / “mutagen” to let someone take on that attribute temporarily, or imbuing it into an item to make it move on it’s own, or even attempting to transfer it permanently into another creature to replace it’s own strength.

Possibilities with lifeshaping include monster creation (usually starting with some minor life form too weak to hold it’s pattern well and infusing it with the desired abilities), creating “mutagens”, grafts, or “animal elixirs” capable of bestowing animalistic powers (either temporarily, permanently, or inducing something akin to Therianthropy), the transference or storage of souls, imbuing objects with temporary or permanent life, supercharging bacteria to create plagues, deadly mists and slimes, and similar weaponry), bioengineering lifeforms to produce useful products or byproducts, supercharging higher life forms to temporarily boost them or induce regeneration (sometimes known as “flesh glue), raising the (very recently) dead, extending lifespans, restoring personal energies, curing cases of disease or poisoning, restoring lost bodily functions, and making various kinds of “animal extracts”, such as putting a Rust Monsters power in a rod, or a use of Dragon’s Breath in a potion, or just smearing a location with Manticore Musk to scare off most other predators.

Of course, the problem here is that you have to have a source for the property you want to extract and bestow. That’s generally not much of a problem with common domestic animals, and only a moderate problem with less common ones – but if you want to give someone the strength, diving ability, and swimming ability of a sperm whale… you will likely have some considerable difficulty in catching one alive, getting it into your laboratory, building apparatus to fit, and basically distilling vital functions from it – especially since it is almost certain to resist. Stealing functions from intelligent creatures – basically rendering them down for useful bits – is generally about as unethical as it gets. That’s why “creating monsters” is usually a thing for villains, not heroes.

Journeyman Procedures – Middle Alchemy

Middle Alchemy doesn’t cheat very much. “Notable” Reality Editing, High – but not particularly Epic – DC’s, and Spells of level three or less will suffice. It covers Compounds, Firecrafting, and Drugs and Toxins.

Compounds exploit the inherent, natural, magic of animals, plants, and minerals. The witch doctor who prepares a meal of Lions Heart to imbue youngsters facing their rite of manhood with courage, the jeweler combining metal and carefully chosen gems to exploit their magic, and the herbalist brewing mystical tonics are all simply activating the magic inherent in their materials, rather than creating enchantments of their own.

Compounds are indeed magical, but tend to be quite specific and more powerful effects tend to either have prices attached, don’t last very long, or call for extremely exotic magical materials since there is only so much magic inherent in most materials. Thus, unlike most d20 “crafting”, these recipes tend to call for specific ingredients rather than simply assigning a generic raw material cost. This also means that this field offers a list of specific applications (determined by the user’s skill and what components are available), rather than a generic description of how it works and what is possible. Ergo, here are some possibilities. There are plenty of others of course – but there is no guarantee that the ingredients for any of these will be available in any particular setting.

  • Bane Powder or Venom: Damages some type of creature, bypassing most defenses. Often applied to weapons.
  • Beast Draught: Temporarily grants a specific animal ability or may permanently grant a personality trait appropriate to the source animal.
  • Birthstones, when set in appropriate metals and combined with appropriate symbols may have actual – if minor – magical powers. Or just be superstitions. That depends on the setting.
  • Bloodfire Catalyst: Turns the user’s blood into an outrageously corrosive substance and makes the user resistant to acid while this effect lasts. Fire based versions also exist, but are even trickier to make.
  • Bottled Sleep: Acts like a days rest, but uses deep reserves – making it effective only once per month.
  • Burgeoning Verdigris Elixir: Makes plants grow in mere moments.
  • Canned Fog: Pours out a sizeable cloud when opened. Other weather can also be canned; tornado in a can anyone?
  • Canopy Of Waters: The air in a fair radius remains breathable, but the area is effectively underwater: fires won’t burn, people can swim through the air, and so on.
  • Dark Elixir: Drinking this allows the user to use any one shadow magic spell of level two or less, or one specific shadow magic spell (chosen when the elixir is brewed) of level three. It can also be used to add +20% reality to a Shadow Magic spell cast normally. Sadly, the components are very rare.
  • Dental Paste: Mends and restores teeth.
  • Draught (or Paint) Of Living Death: Makes a living creature seem to be undead.
  • Ectoplasmic Dream: Creates a vision, phantasm, or dream when opened, the general type of vision or phantasm must be defined in advance, but the user may determine the details.
  • Ectoplasmic Draught: Allows the user to exhale a Psychic Construct.
  • Elixir Of Mental Clarity: Relieves any mental affliction, including senility and being near death for a time.
  • Entropic Salts: Cause devices and structures to breakdown or fail. A pinch might rust a lock into uselessness or break a wagon wheel, a handful might cause a tank engine to fail or a treat to snap.
  • Foamstone: Expands enormously, and then becomes as hard and durable as granite,
  • Fumes Of Vision: These grant clairvoyant visions, capable of crossing space, time, and dimension, but aren’t especially reliable and offer very little control. Concentrating on something will usually get a few somehow-relevant glimpses if the GM is feeling cooperative though.
  • Golem Transformation: The user temporarily takes on the traits of a Construct.
  • Liquid Metals can transform from solid to liquid and back again when properly triggered, This also covers “memory metals” that can take on many detailed forms.
  • Reanimation Elixir: Raises the recently dead for a short time.
  • Recharging Bath: Adds charges to a charged magical item over a time proportionate to the charge cost.
  • Sacred Balm: Acts as a Panacea spell, albeit at minimal caster level. Often requires very rare components or the blessing of a major, good-oriented, religious figure.
  • Sacrificial Incense: Can summon and manifest minor spirits and makes an acceptable offering to any spirit or divine being.
  • Scroll Ink; Allows the user to scribe scrolls without a feat or XP cost.
  • Spectral Sand: Dissolves into brilliant rainbow light when thrown, an effect similar to Color Spray.
  • Spell Catalysts” These make specific spells or groups thereof either more powerful or easier to cast.
  • Tangle (Foam, Webbing, etc) is basically an area-effect relative of the Tanglefoot Bag.
  • Tempering Oil makes objects it is applied to considerably more durable.
  • Universal Solvent is hard to store and use, but often surprisingly effective.
  • Vigil Candles: Grant a minor blessing to a specified individual when burned, no matter where they are if blessed / holy. If cursed / unholy they inflict a minor, temporary, curse on them.
  • Waters Of Alchemical Sulfur: When applied to a mundane item it permanently gains the Masterwork quality.
  • Wraith Dust: When thrown adheres to ghosts and other intangible apparitions and renders them temporarily solid.
  • Yielding Grave Elixir: Raises small numbers of weak undead permanently or lots of weak undead temporarily, can temporarily enhance the powers of greater undead.

This particular option can be a lot of fun. You can go questing for rare ingredients and tell people that you could cure that condition if you just had some specific components, and so on – but if you get too far into it, you can wind up with people wanting to know what components can be found in every monsters corpse, and along every path, and in every town, which is more than a bit boring. With Compounds you need to be careful to strike a balance. This also fits in fairly well with the Ceremonial Magic rules, although powerful magical components can quite reasonably upgrade the results that can be achieved.

Firecrafts are mostly straightforward, and fall under Middle Alchemy for two reasons – because quite a lot of worlds normally disallow simple explosives, rockets, guns, and super-concentrated fuels unless you use magic in their construction and because using a little magic to make them so greatly decreases the chance of either setting yourself on fire or producing catastrophic explosions. Other than that… in any world where fireworks work properly, this sort of thing is usually relatively cheap and adding special ingredients may produce unusual effects. An alchemist who specializes in blowing things up can be quite formidable.

  • Catalysts and Inhibitors can speed or slow chemical reactions, induce fevers (and a limited form of Haste) or suspended animation, extinguish or enhance fires, preserve unstable materials for later use, counteract poisons or make them take effect near-instantly and otherwise either vastly speed up or slow down various chemical reactions.
  • Explosives power grenades, can be formed into shaped charges blow holes in barriers, blow up areas, propel shrapnel, and power guns, cannons, and mortars. Special ammunition can be given various weapon-properties through alchemy, although the total very rarely goes above the equivalent of +3.
  • Fire Constructs take advantage of the fact that a fire can be considered something very close to a form of life – and are closely related to both Firework, Incendiaries, and Fuels. They are basically temporary “creatures” made of fire, rather like Gandalfs Fiery Dragon Firework – but capable of actually following orders, making decisions, and taking physical actions. Sure, they’re a bit insubstantial and fairly short “lived”, but they can be about as impressive as it gets.
  • Fireworks include all the usual fountains, pinwheels, rockets, bombs, firecrackers (these can be alchemically treated to drive away spirits and ghosts), and other ornamental stuff. Interestingly, fireworks can be made to give off other energies, creating auras of elemental force, holy or unholy areas, and even inclining areas towards particular alignments or types of magic. Flares in particular can light large areas, blind opponents, create strobe-like effects, act like sunlight to harm the undead and other light-susceptible creatures, and act as signals.
  • Fuels drive steam, internal combustion, and rocket engines, provide warmth, set things on long-lasting (and very intense) fire, burn underwater, and amplify fire spells.
    Incendiaries can produce fiery blasts, set an area on fire, provide long-lasting light, burst into flames when exposed to air, produce enough heat to melt metal or stone, power flame rifles and pistols – and can even leave behind small quantities of molten iron. I recommend caution when making FOOF however, no matter how skilled you are.
  • Luminaries include things like glowing chalk, luminous paint or ink, “glow sticks”, and a wide variety of other things that store or produce light. This isn’t usually a major category unless your alchemist desperately needs solar cells or nonmagical flameless lights – but simple and minor does not necessarily mean that they can’t be handy.
  • Smokes may impede vision, render the air toxic and unbreathable, cause temporary blindness, use up all the oxygen in an area, or leave various sorts of residues.

The Drugs and Toxins of Middle Alchemy both work incredibly quickly and can go a bit beyond the natural limits of such things – which is, of course, why you need alchemy to make them. This sort of thing includes d20 style poisons and antivenoms (real poisons and antitoxins generally do not take effect instantly), drugs that induce emotions, healing herbs which greatly accelerate healing by resting (about x 3), induced hibernation, powders of blindness, confusion, nausea and hallucinations, erasing memories, inducing (often poorly controlled without a lot of practice) psychic powers, vermin spray (does a fair amount of damage to vermin), hangover cures (that also work on recreational drugs), cleansing foam, generic antitoxins and disease cures, brews that knit bones, and that always-hot commodity, longevity elixirs. This may even may include the various Pulp Drugs if the game master is feeling very, VERY, generous.

The trouble with these substances is simple: they can push, augment, and disrupt the user’s body, and act unnaturally quickly – but they’re not magic. They won’t work on creatures with extremely abnormal metabolisms (or which have no metabolisms at all), their possible effects are really quite limited by d20 standards, they will lose effectiveness with overuse, and there are likely to be side effects – potentially quite serious side effects. There’s only so much combat drug that you can use before giving yourself a heart attack or stroke. That’s why most Alchemists only indulge in this sort of thing on rare occasions.

Student Brews – Low Alchemy

Low Alchemy is basically chemistry. Unlike most of the other reality-defying fields of research described above, you don’t actually need to use special powers to make it work – but a bit of Minor Reality Editing, the use of basic (generally level one) spells or even relevant level zero cantrips, and setting fairly high DC’s can vastly decrease the required time, enhance the purity and quality of the results, allow the preparation of larger quantities, let the user work with insufficient or primitive equipment, let the user skip past having to know more specific skills like “metallurgy”, and/or greatly reduce the chance of accidents. It’s still chemistry though. In a setting where characters strike like battleship guns, treat anti-tank missiles as minor annoyances, and can commonly take a one-magaton city-killing fusion bomb (according to d20 Future a mere 16d8, averaging 72 points of damage) to the face without breaking stride, Low Alchemy is fairly often convenient, but isn’t especially terrifying.

Quite a lot of Middle Alchemy can be done as Low Alchemy as well, but it makes items produced that way a lot less effective, a lot less pure, cost a lot more, and far more dangerous to make.

Given the extent of chemistry as a real science I’m not even going to try and list all the major categories of substances available – but here are a dozen that adventurers are fairly often interested in:

  • Clay and Ceramics cover pottery, bricks, tiles, cements, glazes, heat shields, synthetic bones, thermal and electrical insulators, crucibles, armor plating, catalytic surfaces, containment for various substances, terracotta, pipes, cutting edges, and many other products. Fast-setting and extra-strong varieties are reasonably often useful to adventurers.
  • Coloring Agents such as paints, dyes, enamels, bleaches, and lacquers, preserve materials, are often notable items of trade, and play a considerable role in Ritual Magic.
  • Corrosives include powerful acids and bases, as well as some substances which only affect specific targets – dissolving only steel, or only flesh. Batteries fall into this category too, as well as electroplating.
  • Distilling produces perfumes and alcohols, “cracks” crude oil into various products, separates out specific chemicals, and produces a wide variety of intoxicants.
  • Firearms, Gunpowder, and Explosives also fall under Low Alchemy IF – and ONLY IF – they normally work in the setting. If not, then it will take a much more powerful alchemist to concoct a version that will. If it’s high-energy reactions that are forbidden – such as in the Forgotten Realms where a fire god basically regards explosions as tasty candy and eats them before they can actually explode anything – you may need to go all the way up to Condensates and use the “Powdered Steam” trick. In any case, presumably I do not need to explain what guns are good for in RPG’s.
  • Gases include sleeping gas, flammable gases, nerve gases (poisons, but ones that call for a relatively small dose), mustard gas, liquified gases, anesthetics, and a wide variety of other unpleasantness.
  • Glues, Adhesives, and Sealants have a multitude of obvious uses, ranging from hull-sealing slap patches to surgery. Honestly, if an adventurer can’t think of some uses for a tube of superglue, they should go home.
  • Neutralizing agents start with compounds of clay and charcoal (which absorb and neutralize odors, water, and a wide variety of other chemical and alchemical agents), antitoxins, PH balancers to counter corrosives, water purification tablets, hygroscopic materials that suck water out of things, gas masks, and a wide variety of other chemical countermeasures.
  • Oils and Lubricants range from simple animal fats on through buckeyballs, near-frictionless, non-reactive, and “nonstick” surfaces.
  • Polymers and Plastics are used in armor, packaging, and thousands of other products. If you have a computer to look at this with, you should be familiar with a LOT of plastic products.
  • Smelting covers extracting metals and making alloys with various combinations of natural properties, glassblowing (including crafting vessels, lenses, and stained glass), making gemstones and crystals (both real and false), and even creating alloys that closely resemble precious metals without actually costing very much. If you want to be a counterfeiter you could do far worse.
  • Toxins and Medicines have problems. Poisons can be very effective in reality, but in d20 there are saving throws – and with realistic agents most of them won’t have a particularly high DC, d20 creatures often have no metabolism to be affected by realistic poisons, and are very often incredibly resistant even if they fail their saving throws. Real life medicines are only rarely up to the effectiveness of a first level spell and usually take far, FAR, too long to work. Personally, I would not waste my time. – unless you need to treat a LOT of people. After all, if it’s just three adventurers with a magical plague, you go with Cure Disease. If it’s city full of ordinary folks… a vaccine or drug which can be produced in massive batches is probably preferable.

Pathfinder’s Tinctures, Alchemical Reagents, and Power Components also fall into this category.

There are a lot more categories of Low Alchemy of course – but there isn’t a lot of point in going into them. These items may be occasionally useful, and they might even play a critical role in some special plan – but just how often will something like Pathfinder’s Paper Wall Paste (can be used to create a 5 x 5 sheet of paper that looks like a dirt wall on one round) really be that important? Why not just learn to cast Silent Image, which affects a much larger area and is at least ten thousand times as versatile?

That’s why Pathfinder added in the Alchemical Tinkering spell – which transforms one alchemical item into any other alchemical item – although given the vastly greater options for Alchemy on THIS list, that spell will only work on items of Low Alchemy (there might be higher level variants available though). That way clever players who come up with creative ideas for making some alchemical item actually useful can simply pull them out without loading themselves down with a half a ton of expensive alchemy that they will almost certainly never use.

Now there are doubtless sources with items that don’t fit into any of these categories properly out there – but there should be more than enough possibilities here for play, and this is Eclipse! if you find something really weird that you like in am obscure sourcebook… just ask your GM about including it. Odds are that it can be managed. Go ahead and post it here in the comments too; there’s no reason not to share.

10 Responses

  1. Hmm…
    Seeing it laid out so starkly like this makes me wonder what you’d expect if someone picked up say, all of the reality editing, rune working and skill stunting methods – which seems doable even for a character of a middling level – dipping into rune magic or a bit of narrative editing is something a number of characters can do, and if you do some trick like you did for magecrafters and merge the craft (alchemy) skill and alchemy mastery (or the casting skill, I suppose) to let you get an extra benefit from the pumping of the base skill.

    • Well, given that the list already extends to treating both fundamental aspects of reality (Space, Time) and abstract concepts as objects (such as distilling a bottle full of “west”) and lets alchemists play games with the defining properties of mass-energy, I’m not entirely sure what kind of improvement you could manage beyond more / quicker / easier. Perhaps just treating the character as a freeform alchemical spellcaster who can bottle spells in advance?

  2. Eclipse Pathfinder – the (Expanded) Alchemist


    Also, not sure what the specialization listed for the alchemical casting progression does – Is it supposed to be an enhancement or another cost cutter or…?

    • Depending on what you’re asking… It’s “Ulric wants to make his alchemy cheaper” (“Reduced CP Cost” since spells usually don’t have any direct cost), with – of course – the “only recovers 1d6 levels of spells per two hours of work with a trunkful of alchemical equipment” being the actual specialization.

      If it should matter any, Ulric was actually from one of the playtest games, back when Eclipse consisted of a set of equations and about ten pages of ability names with modifiers and costs jotted next to them – so the terminology hadn’t yet entirely settled down. (Sadly, if not unexpectedly, no one else at all could run that version).

      • Seems like there was an… inverse double count problem – Specialized fast learner gives 40 CP over 20 levels, 80-40 = 40. The specialization should have either made it more effective in some way or lowered the cost to 20, I think?

      • Ah! I’d thought that you were asking about the Alchemical Spellcasting in the basic book, not what the Pathfinder ALchemist has.

        That one is straightforward – the bardic chart costs 8 CP/Level, so 20 levels of it is 160 CP, reduced to 80 CP through Specialization (generally taken as Reduced Cost unless otherwise specified) – and of which 40 CP are being offset by Fast Learner.

  3. Hey, first time posting here, (I hope I’m doing this right).

    Anyway, with regards to creating/combining creatures, I’m reminded of Mongoose’s Crossbreeding, which I liked conceptually, but in terms of game balance it seems kinda problematic to be able to create a creature and then Polymorph into it or summon it or whatnot. Worse still, I see no reason why you have to be the one who created it to use it. I mean, anyone can Polymorph into an owlbear. And then I can’t help but wonder, why couldn’t people Polymorph into owlbears before the first owlbear was created?

    Maybe I’m missing something incredibly obvious. I’ve just been lurking for a few months and figured that this was a topic about which I actually had something to say, so I should just say it.

    Also, is there anywhere to put general questions?

    • Oh, it works. And welcome to the site!

      As for the question… the general rule is that both polymorphing and summoning only work with well-established species that are reasonably common in the setting (if there’s no such limitation, why does something have to exist in the setting at all before you can turn into it or summon it? Wouldn’t that make “anything I imagine” fair game?). There’s a longer description of the reasoning behind that over HERE) . So simply using alchemy to create some near-unique creature does not mean that you can turn into it, it probably won’t breed true (or at all) if it’s too weird (there has to be a reasonable developmental path for that to work), and such things may not be stable at all.

      As it happened, according to the original “ecology” notes, “Owlbears” turned out to be stable. Ergo, once there was a sizeable breeding population, making them an established species, it became possible to summon them and shapeshift into them. Up until then, there was no established pattern in the setting to use – and trying to transform yourself into something without a pattern is almost certain to result in death as some of the organs don’t work or are in the wrong place or some such. Similarly, when you summon… there is noting to call when using a Calling spell and nothing to pattern your temporary creation on when using a Summoning.

      Finally, most of the general questions go on the d20 tab, but sticking them on any loosely-related article works as well.

  4. […] Alchemical Creations – A sample list of potential Alchemical Concoctions […]

  5. […] Mystic Herbs. In conjunction with The Gates Of The Silver Key, the Silver Tree produces fruits and mystical herbs that allow the creation of 1d6 mystical potions or works of alchemy every day without other costs. Such things are suitable catalysts and components for almost any form of Middle Alchemy. https://ruscumag.wordpress.com/2020/11/28/eclipse-d20-alchemical-creations-the-item-list/ […]

Leave a comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.