Recipes | Heroes of Fantasy

Recipes

Recipes are divided by area of alchemy into common, elemental and master, according to the raw materials you need to make them.

Above all, however, they differ by source sphere, i.e. fire, water, earth, air.

Knowledge of Recipes

You do not need to know recipes by heart; it is enough to make them according to a written procedure. But if you lose such notes, you can no longer use the recipe. Furthermore, if someone searches you, you can justify a recipe for healing or against insects, but a recipe for poison or explosives may be an invitation to the scaffold.

You know recipes for free up to a complexity equal to your knowledge of the given source sphere, i.e. fire, water, earth, air.

Knowledge level

Knowledge level = Number of Feats in the field

Obtaining further recipes is not automatic; you have to search for them with masters, in forgotten laboratories or in secret libraries.

Learning a Recipe

If you want to know a recipe by heart, learning it takes you a week. For each extra knowledge level the time is shortened by 1, and vice versa (according to Time shift).

Recipe Descriptions

Raw Materials

For each recipe, the required amount of raw materials from the given area is listed (you can use raw materials of higher quality, but never lower). Without them you cannot create the product (but you can try to use only half or, on the contrary, double the raw materials).

Base

In addition to raw materials, making an alchemical item may require a certain base, such as wood for arrows, an iron ball for a bomb, or gold for a ring. In addition, all potions require water and a vial.

If a gemstone or pearl is required without a listed price, count 10 gp per complexity level.

Difficulty

Gives the difficulty of making the item.

Manufacture

The amount of time it takes to produce the item.

Duration

Duration determines the time for which the effects of the product will last after activation.

If the product can be used more than once, the number of uses is listed in this section of the description.

If you want the product to last longer, you can use more ingredients in its production in proportion to the desired prolongation.

Lifetime

The longest possible time from the end of production to the use of an item determines its lifetime. Once this time has been exceeded, the item is useless.

Description

The actual effects of the item are listed in its description. If a bonus is listed in the description and followed by another (usually larger number), it is a normal effect and the bracketed effect is a possible effect on total success.

Types of Products

Potions and Decoctions

Between sleeps you can use only one potion, otherwise a failure may occur - see Appendix - Influencing Magic.

To make a potion, you need a vial with a ground-glass neck, in which the resulting product is stored (in an ordinary vial, the substance lasts a much shorter time).

Powders

Powders are stored in a small wooden box, a pouch or a glass vial. They must not come into contact with water, otherwise they are destroyed. The powder is thrown at the victim (in some cases it must hit the head or eyes, so the user must make an aimed attack):

powder (0) 5 / 0 // 1

Explosives

Explosives are a powerful weapon that can be crafted quite easily, and can be used to strike fear into the ranks of your enemies. Any alchemist knows how to use them carefully, but to the uninitiated they can explode in the hand.

Rules for calculating explosions can be found in the Character Rules: chapter Fighting - Fire, Poison and Frost.

Poisons

Poison can be used to poison an enemy's drink or food, and to coat weapons and thus intervene more effectively in combat. There are poisons that evaporate rapidly and can poison an opponent with a single breath. Some poisons kill, others paralyze, some can even blind.

Rules for calculating poisons can be found in the Character Rules: chapter Fighting - Fire, Poison and Frost.

Poisoning Food and Drink

Poisons intended to poison a victim are mixed with half a liter of drink; a stronger concentration would be very noticeable for most poisons.

To poison a larger quantity of water, more ingredients and time must be expended:

Quantity Time Raw Materials
half a litre - x1
bucket +1 x10
well +3 x100
stream +4 x300
small lake +5 x1000
Weapon Poisons

One ready dose of weapon poison is enough for 10 arrows, 3 small bladed weapons (dagger, spear) or one regular (sword, axe).

Each weapon hit reduces the poison's power by 2.

Coating a weapon takes 5 rounds.

If the poison is divided among several weapons, its effectiveness decreases; for example, poison 20 x2 will be 20 x1 on two arrows and 20 x1/5 on ten arrows.

Air Poisons

Airborne poisons are stored in vials which, when broken, begin to rapidly release a poisonous cloud. Its diameter is usually about 3 meters.

Touch poisons

Touch poisons are used to poison victims by touching them through the skin. They are a sought-after item by the wealthy for protecting gold and treasure.

Permanent Items

One character may wear at most one amulet, one crown, one belt, one headband, one pair of bracelets, 10 rings and one pair of boots.

Gemstones

All amulets require a stone weighing at least 3 carats (it costs 10 times more than a one-carat stone). When larger and higher-quality stones are used, the GM may strengthen the effects of the amulet.

Using Magic Items

When using alchemical items, we calculate the speed according to Rfx.

To reflect spells, count the "magic" of the item equal to your alchemy (unless otherwise noted).

Using Potions

Each potion leaves a so-called "afterglow" after it is drunk - a fading of magical power that lasts the whole day. The afterglow counts towards the Influencing Magic rule (see Appendix).

Healing Potions

After using a Healing Potion, spell, prayer or herb, no further healing can be used for the prescribed time (it will have no effect).

Inconspicuousness

Substances intended to influence or poison people have the parameter Inc - inconspicuousness listed in their description. It shows how hard the product is to detect by the senses (by color, smell or taste). The victim who takes the product rolls:

Success roll

awareness + 2d6 / inconspicuousness

 

10 harmful products without listed

inconspicuousness

0 healing and positive products

If the victim succeeds, they will know something is wrong (they will notice an unusual smell, color, taste, ...) But this doesn't mean that they know what the product is causing.

Note: Unless otherwise stated in the description, all potions and other substances intended for consumption have inconspicuousness 10.

Addictiveness

Certain substances can cause addiction with frequent use. The GM asks a person who frequently takes addictive substances to make a success roll:

Success roll

Wil + 2d6 /

10 for common drinks

(on about the fifth use in a month)

20 for addictive substances

(at the second use in a month)

+* + number of doses

A character who becomes accustomed to a substance (i.e. fails a roll) wants to keep taking it again, otherwise he will begin to suffer unpleasant sensations - shaking hands, dry mouth, chills, lack of concentration, etc. These feelings are called withdrawal symptoms.

If a character with an addiction cannot obtain the substance, they will develop the withdrawal symptoms mentioned above. To get the substance they will do almost anything.

When experiencing withdrawal symptoms, the character takes a -2 penalty to all rolls, and later a -4 penalty to all rolls.

The addiction gradually fades - the difficulty decreases by 1 for each day without the addictive substance (all the time the character is a victim of withdrawal symptoms).



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