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In a land of relics and magic, Kingdoms struggle to survive and prosper. There are some who stand on the side of good and others who stand on the side of evil... In this ever-changing land, which side will you stand for?
 
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 Alchemy in Adregon

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PostSubject: Alchemy in Adregon   Alchemy in Adregon Icon_minitimeFri Mar 30, 2012 3:39 am

Alchemy: A Fantastic Science

While magic has largely been outlawed by the new King of Adregon, many former-mages have begun to profess in the use of potions or poisons to generate an effect. Alchemists of the present-day are wanted everywhere, and anyone with a viable amount of practice & study of this science will have job opportunities anywhere within the Kingdom. Alchemists are commonly employed as physicians and professors, however, many run their own operation. Because Alchemy is something new and potentially revolutionary, its very popular and not regulated as much as one may think it should be.

Miriam's Scale of Alchemical Potency

Below are the "power-levels" for potions and poisons alike that are utilized by Alchemists.

1-3: Potions & Poisons at this level have a very minimal and often passive effect on the user or his/her target. They are used by students of Alchemy all throughout Adregon, and often to cure minor ills or poison lesser creatures of Adregon. A maximum of 3 reagents are often needed to make a level 1-3 potion/poison.

4-6: Potions & Poisons at this level are an Alchemist's standard. They are the most commonly practiced and studied by the Alchemists of the day, and have a wide array of effects that could be potentially more dangerous or helpful to the user or his targets. A maximum of 5 reagents are often needed to make a level 4-6 potion/poison.

7-9: Potions & Poisons at this level are commonplace for esteemed Alchemists that were among the first to practice and study the science. Those capable of crafting potions and poisons of this level are search and looked out for. You'll typically find an experienced physician with these level of potions & poisons at his/her disposal. A maximum of 7 reagents are needed to make a level 7-9 potion/poison.

10: Potions & Poisons at this level are generally unheard of by the Alchemists of the day. Often potions & poisons of this level have the largest scale when it comes to its effects and are often very dangerous to make and utilize. Any known potion/poison of this level is probably locked up in a castle's vault to ensure the safety of whoever is using it and who/whatever they intend to use it for. A maximum of 9-12 reagents are needed to make a level 10 potion/poison.
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