Part 1
https://elfmaidsandoctopi.blogspot.com/2024/11/alchemy-formula-1-poison.html
fictional tabletop fantasy game use only
fictional tabletop fantasy game use only
Black Powder Lore
Tier 0 = Lv Zero
1 Quickload - preload rounds and powder in wax paper wads, and tricks to half speed loading time of black powder weapons
2 Fire Crackers - make small noisy firecrackers, may scare animals
1 Quickload - preload rounds and powder in wax paper wads, and tricks to half speed loading time of black powder weapons
2 Fire Crackers - make small noisy firecrackers, may scare animals
3 Fuse - make a basic fuse you can light to delay a blast up to a round
4 Black Powder - make enough powder for one shot
Tier 1 = Lv1-41 Delay Fuse - make longer slower fuses that can burn for hours or can be longer
2 Door Charge - to blow open wooden doors or locks by placing them on the door
3 Smoke Bomb - create a smoke pot that generates smoke with a lit fuse
4 Grenaide - make a simple bomb with a fuse you can throw
Tier 2 = Lv5-8
1 Fire Lance - make a shot or ball type of fire lance, which might be loaded on carts with hundreds
2 Rocket Arrow - make an arrow type of fire lance, that might be loaded on carts with hundreds
3 Overcharge - +1 gun damage per dice on 1 to hit gun explodes injuring user
4 Impact Fuse - exploded if thrown, dropped or stepped on, used for traps, can set so safe to transport before arming
Tier 3 = Lv9-12
1 Land Mine - 2 ENC clay pot landmine with hot coal trigger requiring change daily or use impact fuse
2 Sea Mine - 10 ENC clay floating mine with hot coal trigger requiring change daily or use impact fuse
3 Improved Charge - +1 damage per dice on bombs
4 Improved Blast - +1/3 area of explosions or smoke bombs or blunderbus
Tier 4 = Lv13-16
1 Seige Mine - make a 30 ENC wall breaching charge you place directly
2 Rocket Artillery - 2m long rocket can deliver grenades or smoke bombs or other device
3 Smokeless Powder - cleaner burning powder without clouds of smoke
4 Explosive Shell - modify artillery cannonballs into a spherical shell holding explosives, fragments, balls or other contents like liquid metal or incendiaries. Not for handheld firearms
Tier 5 = Lv17-20
1 Rocket Engine - make dangerous briefly fast vehicles, winged missiles to deliver siege mines or other weapons, and even flying machines or other dangerous experiments. Will require other skills to use well
2 Storm Rocket - can make weather-changing rockets by shooting sky. Make rain, fog or break a storm with a 2m rocket over the local area hex
3 Improved Powder - new methods to make main ingredients on an industrial scale reducing prices 50% of gunpowder but takes a year using putrefaction and other slow refining processes that make better powder so guns last longer
4 Waterproof Powder - firearms reliable if wet, rain or other humidity
Normally a fire weapon can ignite a person who fails a saving throw for 1HP per round for a d4 rounds. The defender spends an action for an agility save by rolling or beating or dousing the fire to put it out. Certain formula add to duration and increase damage
A fire lance is a one use tube on a stick - a crude early firearm
Later ones were re-usable and became hand guns
The stick keeps the unskilled users from fumbling on a roll of 1
there are several main types - ball, shot, arrow and fire
some attach one to a spear or polarm shaft perhaps several
or a cart with many strapped on from a pushcart in a dungeon or a ox cart for hundreds
A player now enters battle with a long delay fuse in teeth to light stuff in a battle
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template
more formula than these I just need at least this many to make it work
there will be a herbalist, apothecary and acid list
Tier 2 = Lv5-8
1 Fire Lance - make a shot or ball type of fire lance, which might be loaded on carts with hundreds
2 Rocket Arrow - make an arrow type of fire lance, that might be loaded on carts with hundreds
3 Overcharge - +1 gun damage per dice on 1 to hit gun explodes injuring user
4 Impact Fuse - exploded if thrown, dropped or stepped on, used for traps, can set so safe to transport before arming
Tier 3 = Lv9-12
1 Land Mine - 2 ENC clay pot landmine with hot coal trigger requiring change daily or use impact fuse
2 Sea Mine - 10 ENC clay floating mine with hot coal trigger requiring change daily or use impact fuse
3 Improved Charge - +1 damage per dice on bombs
4 Improved Blast - +1/3 area of explosions or smoke bombs or blunderbus
Tier 4 = Lv13-16
1 Seige Mine - make a 30 ENC wall breaching charge you place directly
2 Rocket Artillery - 2m long rocket can deliver grenades or smoke bombs or other device
3 Smokeless Powder - cleaner burning powder without clouds of smoke
4 Explosive Shell - modify artillery cannonballs into a spherical shell holding explosives, fragments, balls or other contents like liquid metal or incendiaries. Not for handheld firearms
Tier 5 = Lv17-20
1 Rocket Engine - make dangerous briefly fast vehicles, winged missiles to deliver siege mines or other weapons, and even flying machines or other dangerous experiments. Will require other skills to use well
2 Storm Rocket - can make weather-changing rockets by shooting sky. Make rain, fog or break a storm with a 2m rocket over the local area hex
3 Improved Powder - new methods to make main ingredients on an industrial scale reducing prices 50% of gunpowder but takes a year using putrefaction and other slow refining processes that make better powder so guns last longer
4 Waterproof Powder - firearms reliable if wet, rain or other humidity
Incendiary Lore
Tier 0 = Lv Zero
1 Match - make an easy to ignite use stick
2 Fuel - refine and distil oil from animal, plants or mineral sources
Tier 0 = Lv Zero
1 Match - make an easy to ignite use stick
2 Fuel - refine and distil oil from animal, plants or mineral sources
3 Fuse - make a basic fuse you can light to delay a blast up to a round
4 Torch - make a reliable burning torch with a stick and resin (can premake resin)
Tier 1 = Lv1-4
1 Delay Fuse - make longer slower fuses that can burn for hours or can be longer
2 Smoke Bomb - create a smoke pot that generates smoke with a lit fuse, expands 3 range area per round, egg size one round (5 per ENC), 1 ENC grenade size d4 rounds or a 4 ENC pot burns for 10 minutes
Tier 1 = Lv1-4
1 Delay Fuse - make longer slower fuses that can burn for hours or can be longer
2 Smoke Bomb - create a smoke pot that generates smoke with a lit fuse, expands 3 range area per round, egg size one round (5 per ENC), 1 ENC grenade size d4 rounds or a 4 ENC pot burns for 10 minutes
3 Fire Arrow - +1 damage in ignited and may start a fire
4 Incendiary Bomb - bottle or urn with fuel and a fuse you can throw
Tier 2 = Lv5-8
1 Impact Fuse - exploded if thrown, dropped or stepped on, used for traps, can be set so safe to transport before arming
4 Incendiary Bomb - bottle or urn with fuel and a fuse you can throw
Tier 2 = Lv5-8
1 Impact Fuse - exploded if thrown, dropped or stepped on, used for traps, can be set so safe to transport before arming
2 Fire Lance - can make a fire-type fire lance that can fire a 30 degree cone of fire 1 range
3 Smoke Formula - make fire weapons make more smoke fire arrows and incendiaries produce more choking smoke for a d4 rounds, arrows expand 1 area per round, incendiary expand 3 area per round
4 Improved Fuel - improves the damage and burning effect of fire weapons. Fire arrows burn a d3 rounds for 1 HP per round after initial damage, Incendiaries +d4 and if on fire d4 per round, mines and most others by +1 per dice
3 Smoke Formula - make fire weapons make more smoke fire arrows and incendiaries produce more choking smoke for a d4 rounds, arrows expand 1 area per round, incendiary expand 3 area per round
4 Improved Fuel - improves the damage and burning effect of fire weapons. Fire arrows burn a d3 rounds for 1 HP per round after initial damage, Incendiaries +d4 and if on fire d4 per round, mines and most others by +1 per dice
Tier 3 = Lv9-12
1 Fire Caster - make a pressurised piston fire-throwing weapon for siege or ship battle
2 Fire Mine - a flaming bomb suitable for a catapult or a set charge
3 Oxidant - has own air supply in chemicals so water and smothering with water or other means won't snuff fire, will float on water while burning, more difficult to extinguish or perform first aid
4 Poisonous Smoke - added to smoking weapons save each round per round or lose d3 HP
Tier 4 = Lv13-16
1 Fire Retardant - make a potion to make items like clothes not flammable +2 save -1 damage per dice, last one application, 2d4 damage on beings made of fire and repulsive to them
2 Fire Mask - improvise a cloth, urine and charcoal filter mask for +2 save vs smoke or gas vs one attack or make a more permanent 4 ENC sealed mask with goggles that lasts 100gp
1 Fire Caster - make a pressurised piston fire-throwing weapon for siege or ship battle
2 Fire Mine - a flaming bomb suitable for a catapult or a set charge
3 Oxidant - has own air supply in chemicals so water and smothering with water or other means won't snuff fire, will float on water while burning, more difficult to extinguish or perform first aid
4 Poisonous Smoke - added to smoking weapons save each round per round or lose d3 HP
Tier 4 = Lv13-16
1 Fire Retardant - make a potion to make items like clothes not flammable +2 save -1 damage per dice, last one application, 2d4 damage on beings made of fire and repulsive to them
2 Fire Mask - improvise a cloth, urine and charcoal filter mask for +2 save vs smoke or gas vs one attack or make a more permanent 4 ENC sealed mask with goggles that lasts 100gp
3 Blade Fire - make a weapon cause +d3 fire damage for a d4 rounds per application once lighted
4 Slow Fuel - burns longer +d4 rounds duration of any fire weapon, torches and lamps duration doubles
Tier 5 = Lv17-20
1 Fire Cloak - make a cloak or suit of salamander skin or asbestos cloth +2 save -1 damage per dice, +2 AC vs fire attacks, it can also be applied to a shield or armour or made into a paint to cover a 3x3m area
4 Slow Fuel - burns longer +d4 rounds duration of any fire weapon, torches and lamps duration doubles
Tier 5 = Lv17-20
1 Fire Cloak - make a cloak or suit of salamander skin or asbestos cloth +2 save -1 damage per dice, +2 AC vs fire attacks, it can also be applied to a shield or armour or made into a paint to cover a 3x3m area
2 Blinding Smoke - smoke causes sighted creatures to save or blinded for as long as in smoke and 2d4 rounds after if they fail a save
3 Cluster Incendiary - a fire mine variant that breaks up into many smaller incendiaries in flight over a larger area than a fire mine
3 Cluster Incendiary - a fire mine variant that breaks up into many smaller incendiaries in flight over a larger area than a fire mine
4 Elemental Fuel - make a lamp or torch last a year, four for a larger fire or stove. Heals fire creatures 2d4 damage and delicious
Normally a fire weapon can ignite a person who fails a saving throw for 1HP per round for a d4 rounds. The defender spends an action for an agility save by rolling or beating or dousing the fire to put it out. Certain formula add to duration and increase damage
A fire lance is a one use tube on a stick - a crude early firearm
Later ones were re-usable and became hand guns
The stick keeps the unskilled users from fumbling on a roll of 1
there are several main types - ball, shot, arrow and fire
some attach one to a spear or polarm shaft perhaps several
or a cart with many strapped on from a pushcart in a dungeon or a ox cart for hundreds
A player now enters battle with a long delay fuse in teeth to light stuff in a battle
-----------
template
more formula than these I just need at least this many to make it work
there will be a herbalist, apothecary and acid list
X Lore
Tier 0 = Lv Zero
1
2
Tier 0 = Lv Zero
1
2
3
4
Tier 1 = Lv1-4
1
2
3
4
Tier 2 = Lv5-8
1
2
3
4
Tier 3 = Lv9-12
1
2
3
4
Tier 4 = Lv13-16
1
2
3
4
Tier 5 = Lv17-20
1
2
3
4
Tier 1 = Lv1-4
1
2
3
4
Tier 2 = Lv5-8
1
2
3
4
Tier 3 = Lv9-12
1
2
3
4
Tier 4 = Lv13-16
1
2
3
4
Tier 5 = Lv17-20
1
2
3
4