
Product Line: Rolemaster
Product Edition: RM2
Product Name: Alchemy Companion
Product Type: Supplement
Author: T. Taylor
Stock #: 1530
ISBN: 1-55806-161-4
Publisher: ICE
Page Count: 208
Release Date: 1992
Language: English
Format | Cover Price | Released |
Softcover | $18.00 | 1992 |
Purchase:
Alchemy Companion at Noble Knight Games (Used)
Cover/Jacket Text:
Alchemy Companion (AlC) consolidates and supplements Rolemaster’s classic system for creating magic items. AlC gives gamemasters many new enhancements for the Alchemists in their campaign, while it gives players new options for the manipulation of magic. There’s something for everyone interested in objects of power and for those who fabricate them. Prepare to expand your horizons with the Alchemy Companion!
Within this Grimoire you’ll find:
• Complete rules which-make Alchemy a vibrant part of your campaign.
• New methods, options, and procedures devoted to creation of magic items.
• Detailed information on how to craft your own unique, individual Alchemy system. Simulate everything from authentic Medieval practices to high-powered magical environments.
• Dozens of new skills, Static Action Tables, Critical Strikes, and Item Creation Charts all relating to Alchemy. Includes a Magical Item Interaction Critical Strikes Table for resolving simultaneous multiple item usage.
• More than fifteen new professions illustrating the rich varieties of Alchemists within different cultures; from Grand Viziers and Thaumaturges to Evil Alchemists and Charlatans—they’re all here!.
• Plus, over 70 new spell lists containing more than 1500 spells, all dealing with the High Art of Alchemy!
Rolemaster gamers now have an entire fantasy world at their fingertips. Shadow World products form a rich fantasy environment for the Rolemaster game system. Join the inhabitants of Kulthea, a world where remnants of a lost civilization clash with dark forces of the present. But all live in fear of the devastating Flow Storms, interdimensional rifts bringing terrors from another universe.
The self-contained adventures may also be used as isolated or hidden areas in any Gamemaster’s campaign world.
The completely reformatted 2nd edition Rolemaster system includes the following:
•Arms Law® & Claw Law® — The Rolemaster Arms and Animals combat systems combined in a new, reorganized , volume. These fast-moving rules include individual charts for 30 weapons and critical strike tables, as well as detailed creature attacks for real and mythical beasts. Martial arts. rules also are included.
•Character Law & Campaign Law™ — The new version of, the complete character development and campaign guide. Character Law features a unique trait development system that allows characters to increase their ability in any area of skill. There are no absolute restrictions. Campaign Law, includes handy reference material available to any’ Gamemaster: weather, encounter, and price charts, and guidelines for running a campaign in a complex, living world.
•Spell Law® — The magic system that improves any FRP game! The new edition of Spell Law has over 2,000 spell descriptions based on three realms of power and 15 professions. It provides alchemy rules, spell attack and failure tables, and a unique spell-learning structure.
Table of Contents:
1.0 Introduction 1.1 Designer's Notes 1.2 Notation 1.3 What is Alchemy? 1.4 How to Use This Book 2.0 Alchemy and Item Fabrication 2.1 Historical Alchemy 2.2 Methods for Working & Grafting 2.2.1 Metal Working 2.2.2 Stone Working 2.2.3 Glass and Ceramic Manufacture 2.2.4 Woodworking 2.2.5 Leather Manufacture 2.2.6 Paper Manufacture 2.2.7 Enchanted Materials 2.3 Guilds 2.3.1 Historical Guilds 2.3.2 Apothecary Guilds 2.3.3 Magical Guilds 2.3.4 Alchemical Guilds 2.4 Laboratories and Equipment 2.5 Zoological Gardens and Menageries 2.6 Charlatanry 2.7 Fantasy Alchemy 3.0 Standard Rolemaster Alchemy & Item Rules 3.1 Spell Research 3.1.1 Limitations 3.1.2 Requirements for Spell Research 3.1.3 Successful Research 3.2 Item Creation 3.2.1 Creating the Base Item 3.2.2 Enchanting an Item 3.2.3 Imbedding Spells 3.2.4 Time Costs of Making Magic Items 3.2.5 Making Artifacts 3.3 Other Research 3.3.1 Lord Research 3.3.2 Special Research 3.4 Item Classifications 3.4.1 Bonus Items 3.4.2 Potions 3.4.3 Artifacts 3.4.4 Casting Spells from Items 3.4.5 Spell Attacks against Items 3.4.6 Multiple Bonuses 3.5 Item Costs and Values 3.5.1 Coinage Standards 3.5.2 Computing Prices 3.5.3 Base Cost Multipliers 3.5.4 Set Costs for Special or Magical Properties 3.5.5 Purchase and Resale of Goods 4.0 Specialized Alchemy Rules 4.1 Historical Alchemy 4.2 Ritual Magic 4.3 Spell Catalysts 4.4 Alternate Equipment Pricing 4.5 New Uses for Old Skills 4.6 Deity-granted Magic Items 4.7 Alternate Item Creation Rules 5.0 Optional Alchemy Rules 5.1 Item and Equipment Options 5.1.1 Items with Intelligences and Wills 5.1.2 Alchemist Materials List 5.1.3 Enchanting Items 5.1.4 Time and Level Alchemical Requirements 5.1.5 Special Weapon Characteristics 5.1.6 Options for Similar Bonus Items 5.1.7 Options for Spell Adders 5.1.8 Item Quality Based on Skill 5.1.9 Item Level Determination 5.2 Imbedded Entity Magic Items 5.3 The Laboratory and Experimentation 6.0 Alchemical Professions & Skills 6.1 Archetype Profession (Core-Rules Alchemist) 6.2 Adept (Historical Alchemist) 6.3 Pure Spell Using Alchemists 6.3.1 Royal Alchemist 6.3.2 Inorganic Alchemistf 6.3.3 Organic Alchemist 6.3.4 Evil Alchemist 6.3.5 Thaumaturge (Mentalism Alchemist) 6.3.6 Theurgist (Miracle-Worker) 6.3.7 Theocratist 6.3.8 Dwarven Alchemist 6.4 Hybrid Spell Using Alchemists 6.4.1 Shamanic Alchemist 6.4.2 Geomancer (Earth Alchemist) 6.4.3 Grand Vizier 6.5 Semi Spell Using Alchemists 6.5.1 Engineer 6.5.2 Tinker 6.5.3 Delver 6.5.4 Crafter 6.6 Non Spell Using Alchemists 6.6.1 Smith. 6.6.2 Charlatan 6.6.3 Craftsman 6.7 New Alchemical Skills Alchemy - Forging - Preserve Organic - Research - Resist Detection - Scrying - Sign Mastery - Smithing Lore - Weave Lore - Zoology 7.0 Alchemical & Adept Spell Lists 7.1 Alchemist Base Lists (Core-Rules Alchemist) 7.1.1 Essence Imbedding 7.1.2 Mentalism/Channeling Imbedding 7.1.3 Enchanting Ways 7.1.4 Organic Skills 7.1.5 Inorganic Skills 7.1.6 Liquid/Gas Skills 7.2 Adept Base Lists (Histroical Alchemist) 7.2.1 Philosopher's Stone 7.2.2 Philosopher's Elixir 7.2.3 Gem Seeds 7.2.4 Palingenesis 7.2.5 Automata 7.2.6 Re-Animation 7.2.7 Black Arts 7.2.8 Brewing Lore 7.2.9 Symbolic Ways 7.2.10 Rune Mastery 8.0 Pure Spell Using Alchemists' Base Lists 8.1 Royal Alchemist Base Lists 8.1.1 Animations 8.1.2 Heuristics 8.1.3 Apothecary Lore 8.2 Inorganic Alchemist & Organic Alchemist Base Lists 8.2.1 Chemical Manipulations 8.2.2 Organism Skills 8.3 Evil Alchemist Base Lists 8.3.1 Discharging Ways 8.3.2 Unmaking Ways 8.3.3 Life Essence Storing 8.3.4 Demon Imbedding 8.3.5 Poison Mastery 8.4 Thaumaturge Base Lists 8.4.1 Mentalism Imbedding 8.4.2 Channeling/Essence Imbedding 8.4.3 Intelligence Imbedding 8.4.4 Personal Power Imbedding 8.5 Theurgist Base Lists 8.5.1 Transmutations 8.5.2 Channeling Imbedding 8.5.3 Mentalism/Essence Imbedding 8.6 Theocratist Base Lists 8.6.1 Channeling 8.6.2 Item Blessing 8.6.3 Holy Armors 8.6.4 Elemental Imbedding 8.6.5 Religious Conversion 8.6.6 Perimeter Wardings 9.0 Hybrid Spell Using Alchemists' Base Lists 9.1 Shamanic Alchemist Base Lists 9.1.1 Attribute Imbedding 9.1.2 Charmcraft 9.1.3 Mana-Absorption 9.1.4 Spirit Imbedding 9.1.5 Spirit Totems 9.1.6 Spirit Calling 9.2 Geomancer Base Lists 9.2.1 Divinations 9.2.2 Earth Magic 9.2.3 Earthly Currents 9.2.4 Harmonize Forces 9.2.5 Region Lore 9.2.6 Conjury 9.3 Grand Vizier Base Lists 9.3.1 Item Analysis 9.3.2 Sign Law 9.3.3 Spell Imbedding 9.3.4 Weaving Lore 10.0 Semi Spell User Base Lists 10.1 Engineer Base Lists 10.1.1 Constructions 10.1.2 Explosives 10.1.3 Fortifications 10.1.4 Structure Wardings 10.2 Tinker Base Lists (Mending Mastery) 10.3 Delver Base Lists 10.3.1 Constructing Ways 10.3.2 Delying Law 10.3.3 Mannish Ways 10.3.4 Material Transport 10.3.5 Symbol Imbedding 10.4 Crafter Base Lists 10.4.1 Metal Lore 10.4.2 Stone Lore 10.4.3 Wood Shaping 11.0 Miscellaneous SpeM Lists 11.1 Guild Lists 11.1.1 Spell Books 11.1.2 Multipliers 11.1.3 Weapon Alterations 11.1.4 Warding Lore 11.1.5 Warding Power 11.1.6 Spirit Runes 11.2 Professional Lists 11.2.1 Metal Mastery 11.2.2 Stone Mastery 11.2.3 Glass/Ceramic Mastery 11.2.4 Wood Mastery 11.2.5 Leather Mastery 11.2.6 Paper Mastery 11.2.7 Cloth Mastery 11.2.8 Guildscraft 11.3 Optional Alchemist Base Lists 11.3.1 Arcane Imbedding 11.3.2 Alchemical Preparations 12.0 Tables 12.1 Critical Strikes Tables 12.1.1 Explosion Critical Strikes Table 12.1.2 Mangling Critical Strikes Table 12.1.3 Steam Critical Strikes Table 12.1.4 Magic Item Interaction Critical Table 12.2 Alternate Static Action Tables 12.2.1 Alchemy/Lab Work Static Action Table 12.2.2 Magic Ritual Static Action Table 12.2.3 Channeling Static Action Table 12.2.4 Smithing/Forging/Crafting Static Action Table 12.2.5 Summoning Static Action Table 12.2.6 Task Time Table 12.2.7 Reading Runes/Using Items Static Action Table 12.2.8 Scrying Static Action Table 12.2.9 Research Static Action Table 12.3 Magical Creation/Research Tables 12.3.1 Magic Item Creation Table 12.3.2 Spell Research Table 12.4 Attack Resolution Tables 12.4.1 Explosion Attack Table 12 4.2 Will Contest Table 12.4.3 Arcane Column for BAR 12.5 Master Level Bonus Chart for New Alchemical Professions Spell & Spell List Index Bibliography.
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