Level 1 2 3 4 5 6 7 8 9 10 Multiplier x1 x3 x6 x10 x15 x21 x28 x36 x45 x55
Mundane potions are 20% of magic potions in cost and time.
Sale prices are typically x10 ingredient price.
At the end of the learning time the student attempts his Alchemy roll
or if the potion is magical his chance of casting the spell, whichever
is lower. Ceremony ritual can be used to increase the chance of success
for a magic potion, but not for mundane learning.
A student could seek tuition from another, in which case the tutor rolls instead. Master Alchemists cut learning time by 50% and charge typically 50 pence per week (doubling the cost).
Chance of success is as for learning. A Master Alchemist can check that potions are 'good' by inspection, alchemists of lesser ability have to try them out. Potions can however be made in batches with one roll for the whole batch.
EXAMPLE: Erasmus the Duck has Alchemy 37%, POW 11 and Ceremony 40%.
Knowing the spirit spell Farsee 1, he decides to try to learn how
to make Farsee potions. After three weeks slaving over a hot cauldron
he spends the final day chanting incantations adding 5D6 to his chance
of success: 37+4+4+3+3+2=54%.
Swigging the foul tasting liquid Erasmus rushes to the window to find he can no longer read the inn sign opposite! His player has rolled 99% and Erasmus can now make Potions of Shortsightedness 1, a commodity of doubtful resale value.
(1) A user can add MPs to a potion induced spell to enhance it's effect.
(2) FP boosters (pep pills) have a side effect - after hours equal to their level they wear off and the FP are lost again.
(3) A character taking another magic potion within an hour of taking the first runs a risk of confusing his body chemistry. If he cannot make a CONx3 save the potion has the reverse effect.
(4) Mundane Heal 1 potions exist in the form of ointments. They cannot heal internal damage or magical damage (eg from a Disrupt) however.