From: "Christopher M. Dicely" <[email-masked]>
Date: Sat, 22 Feb 1997 18:53:03 -0800

GURPS Alchemy
Alternate Rules for Magical Elixirs

ALCHEMY, the science of magical transformations and=20
transmutations, is a trade which exists on the border between the=20
mechanical and the metaphysical, between art and science. Because=20
the process is largely mechanical, and draws on the mana, or=20
magical energy, inherent in materials rather than drawing power=20
Aptitude. However, because the ability to sense the flow of mana=20
in alchemical reactions aids the alchemist, practitioners with=20
Magical Aptitude will be at an advantage.
The chief application of the art of alchemy is the=20
manufacture of substances having magical effects. These=20
substances are referred to generically as elixirs.
Alchemy works normally in areas of normal and high mana. In=20
low-mana areas, elixirs take twice as long to make and work for=20
only half as long. In areas of very high mana, elixirs take only=20
half as long to make, but any failure is critical.
These rules make Alchemy more difficult to learn, but expand=20
the depth of the field beyond that presented in GURPS Magic.

The Alchemy Skill
Alchemy is a Mental/Very Hard skill with no default. Like=20
magical spells, alchemy can be learned at only half-speed without=20
a teacher. It cannot be learned at all in a no-mana area. A=20
practitioner of alchemy with the Magery advantage gains a +1=20
bonus to alchemy skill rolls, +2 if Magery 2 or higher.
Making Alchemical Items
        An alchemist may make any possible elixir. Each elixir has=20
both a genus and a form. The genus of the elixir controls its=20
general effects, and corresponds to a magical spell. The form of=20
the elixir is one of the following: potion, a liquid taken by=20
drinking; powder, a solid either eaten in food or dissolved in=20
drink; pastille, a thumbnail-sized tablet ignited by fire to=20
release a smoke; or unguent, a cream or jelly rubbed into the=20
skin.
        Each genus of elixir is an Average maneuver based on Alchemy=20
skill. Genera corresponding to Very Hard spells default to=20
Alchemy-5, while those corresponding to Hard spells default to=20
Alchemy-3. Each form of elixir, for each genus, is a Hard=20
maneuver defaulting to (Genus)-2. No form can be improved beyond=20
the level at which the appropriate genus is known, no genus can=20
be  improved more than five points from the default level. If the=20
alchemist also knows the spell corresponding to a genus of=20
elixir, at a level equal to  or greater than his Alchemy skill,=20
he receives a +1 to all rolls based on that genus. In addition,=20
the alchemist must buy familiarity with a genus at 1/4 CP in=20
order to make elixirs of that genus normally, otherwise the=20
process is an experimental one (use the Invention rules on CI125,=20
using a value of $25 per day that would normally be required to=20
make the elixir, with the time to make the prototype equal to the=20
time it would take to normally make the elixir).
        Making elixirs is governed by the rules on M98, except as=20
noted herein. The appropriate rating to roll against for success=20
in producing an elixir is the rating in the maneuver=20
corresponding to the form and genus of the elixir being made.=20
There is a critical success in making an elixir: any critical=20
success results in an elixir which will last twice as long (this=20
applies only to how long it remains potent if unused, it does not=20
increase the duration of any effects). Manufacturing an elixir=20
takes a time in days equal to three times the fatigue that would=20
be necessary to cast the corresponding spell. See Spell=20
Conversions below to determine equivalency for spells, and for=20
exceptions.
Spell Conversions
        For most spells, the basic effect of any form of elixir will=20
be the same as the effect of the spell with certain=20
modifications. The duration, except where noted, will always be=20
the basic duration of the spell, additional time cannot be spent=20
to make an elixir similar to a maintained spell.=20
        Some spells have no corresponding alchemical genera. In=20
general, there are no alchemical genera corresponding to any=20
Enchantment or Meta-Spell spell.
        Furthermore, some spells are limited in the forms in which=20
elixirs can be made. Elixirs of genera corresponding to spells=20
which require the caster to select some part of the subject to be=20
effected (common especially in the College of Body Control) can=20
only be manufactured in unguent form, with the location to which=20
the elixir is applied becoming the target area. Elixirs=20
corresponding to spells whose subjects must be inanimate objects=20
only can be made in pastille form, and affect all valid targets=20
within the area of effect.
        Most alchemical elixirs have effects which differ somewhat=20
except pastille will effect only the user of the elixir. The area=20
of effect for a pastille will always be the hex in which the=20
pastille is ignited in and the six surrounding hexes, therefore=20
the time requirements of the elixir should match that area of=20
effect. Spells which normally affect only a single target can be=20
made in pastille form, they take twice as long to make and affect=20
all valid targets in the area of effect at full potency.
        Elixirs corresponding to spells which are resisted are=20
handled just as resisted spells, with the alchemist=92s margin of=20
success in the roll to create the elixir used in the Quick=20
Contest.