Alchemy and the Art of the Apothecarian

Copyright Lez Johnson © 2011

Edited by Peter Mork for The Guild Companion

"Indeed I have seen with my own eyes how a wild Barbarian from the chaotic lands of the North used her knowledge and a handful or strange materials to put to shame the healing crafts of talented Arcane Physician, and how a Stone Beard once quaffed a potion and the weapons of his enemies bent off of his impenetrable hide."

I needed something with flavor, something to spice up my campaign and something to replace or enhance the myriad of enchanted herbs available in the core (RM2) rules. The answer I had in my mind was at times ephemeral, but it had appeared with alarming frequency over the long months of creating my new campaign world. Tried, tested and enjoyed by my group, I give you Alchemy and the art of the Apothecarian.

Alchemy is the art of turning base metals into gold, enchanting mundane items with magical abilities and using sympathetic arcane powers to create potions of wondrous effect. It is the latter that we concentrate upon here.

"Everything in our world is saturated with primal essence, every man, women, child, beast, leaf, flower and rock. After all the environment itself is the source of power for many men of magic, myself amongst them. But it is where these powers well and congeal from which the Apothecarian draws the source of his craft. Concentrated essence bearing distinct memories of power, trapped within materials mundane in their nature and yet astonishing in their being. I have witnessed not only the learned but also the layman make use of such power, usually confined to those of us with talent, spell or prayer. Indeed I have seen with my own eyes how a wild Barbarian from the chaotic lands of the North used her knowledge and a handful or strange materials to put to shame the healing crafts of talented Arcane Physician, and how a Stone Beard once quaffed a potion and the weapons of his enemies bent off of his impenetrable hide." - Prospero, Archmage, Master of Lore, Shopkeeper.

Solvents and Reagents

The components of alchemical potions are wide and varied, but a pattern emerges in each and every reaction. Each potion must make use of a base solvent, a liquid that binds other components and defines the outcome of the concoction. In some cases, the solvent itself is powerful enough, given the proper preparation, to yield minor results, such as the healing powers of Clarion Water or the restorative effects of Cadmus Liquor, but usually other components, known as reagents, must be fused into the concoction for an alchemical potion to serve as intended. Rare and notoriously difficult to harvest, what follows is a list of solvents and reagents:

Alchemical Solvents

Solvent Description.
Clarian Water The purest of water, never touched by human hands and never drank upon by any animal. This clear liquid has spent many thousands of years filtering through the ground until it finally drips from cavern walls.
Magmus Solvent The thin, clear and aromatic oil produced when lava or magma is rapidly cooled by glacial ice. The oil forms on the surface of the newly formed rock.
Seng-Nai Juice The red juice of the Seng-Nai fruit, a rare shrub that grows only on the battlefields of forlorn hope and bears fruit at the site of a death only once every 20 years.
Iron Blood When the metal of a weapon used to slay twenty or more sentient beings is heated and melted, it becomes Iron Blood, a glutinous, orange liquid.
Cadmus Liquor Although precious gem stones are valuable commodities, one which lays undisturbed within a pool of water for a hundred years or more is able to yield Cadmus Liquor. The opaque, white water (almost milky) gathered from the natural wells is more valuable to users of the magical arts than the precious stones themselves.
Nodens Beverage Nodens Beverage is the result of Christian holy water than has been used to baptize one of the Pagan path into the Christian faith. Although it is commonly produced, Christians are resistant to distributing it for use in 'Pagan alchemy.' This solution is clear and smells slightly of almonds.
Hulman Nectar The black sap gathered from any tree that has been struck by natural (non-magical) lightening and gathered whilst the storm still rages.
Lucid Solution The vivid red juice of the fruit of a Yew tree that has been gathered from a graveyard at full moon by the hands of someone unaware of its application and unpaid to do the work.
Bolide Oil The thick blue-green oil gathered from crushing rocks that have fallen from the skies (e.g., meteors or shooting stars).

Alchemical Reagents

Reagent Description
Arilean Cornflower The light blue petals of the Arilean Cornflower are the key ingredient in charm or love potions. The plant can be cultivated in warm, humid climates or in glass houses. The delicacy of such a plant is so high that it no longer occurs naturally.
Veritas Immortalis The bitter tasting petals of a stinging plant much like the common nettle but found only on the highest peaks of snow crusted mountains.
Angelus Pennae The white, feathery foliage of the 'Lunar Angel' flower. A very rare plant that exists in the driest deserts and opens its leaves just once every lunar eclipse. The flower itself is worthless as an alchemical component but fetches a heavy price as an ingredient in perfume.
Extraho Dentibus A strange fungus that grows exclusively in deep, dark underground places. This organism resembles the stalactites it grows amongst and would be indistinguishable to an untrained eye. Light, natural or magical causes the fungus to wither into a useless dust within seconds.
Everto Oculus At the foot of recently active volcanoes grows a stubby shrub with black, oily leaves. It exists for only a few weeks after volcanic activity but a skilled alchemist knows that within the hot ground lays a seed pod containing Extraho Dentibus, a powerful alchemical ingredient sometimes known as Demon's Eyes due to the glowing red nature of the seeds.
Vermis Pluma The seas can yield many wonderful beasts and flora, Vermis Pluma is one such plant. This obscene vegetation is only washed up on the shore in the worst storms and appears to be a large, foot long cucumber-like plant covered in tiny feathers. The plumage itself is what is so valuable to the alchemist, but the flesh of the plant does make for a hearty and pleasant meal.
Vicis Ritus The rust gathered from the face of a sun dial that can no longer be read. The time measuring device must not be broken, only the numbers must be obscured by the rust.
Tempus Silica Simply the sand from an hour glass, but the magic is inherent in the time it has measured. The glass must have measured 8784 hours (1 year and a day) no more, no less, as the component would be useless otherwise.
Terra Prognatus Rocks that have enveloped life. These fossils must be intact when harvested and crushed for use in an alchemical preparation. Fossils embody the power of Earth and although interesting to look at by the unskilled eye, they are valued ingredients to the alchemist.
Porro Ventus The finest particles gathered from the fierce dust storms of the desert, although perceived by most as annoying dirt, this material is the embodiment of the winds.
Incendia Calx Ashes gathered from fires not made by magic or man. The ashes must still be hot when harvested to be of any use to the alchemist.
Unda Radix Water gathered at a depth where no light can touch and man cannot survive unaided. It is simply not enough to gather water from an underground source; the body must be a lake, sea or river deep enough so that light may not pass.
Toxicum Totalis Many plants and animals are poisonous and most can be used to prepare toxic applications. However, only the strongest can be used in alchemical preparations (level 10 or higher). There is a catch; the component is only of use if the plant or animal has already killed a sentient being with its toxin.
Morbus Novus Even after life the remnants of diseases still linger in those unfortunate to succumb to them. The dirt of a grave of one killed by a disease is an unlikely ingredient in the alchemist's cook book, but one that has its uses.
Positus Curilium A holy symbol, idol or shrine revered by many embodies the positive energies of faith. The item is ground into dust when used as a reagent but when gathered it must have been held in high esteem.
Infitialis Curilium Just as life and death are a fact of life, undeath is a fact of the arcane. Ground bones of a naturally occurring undead creature provide the ingredient of negative energy to alchemists.
Visum Vesarium A tiny yellow moss that grows sparingly on the trunks of the largest deciduous trees, Visum Vesarium is so tiny and so rare it is difficult to spot even by trained eyes.
Auditurus Vesarium The bulrushes surrounding pools and lakes in the open plains emit an eerie shriek when the cold north winds blow through them, only at this time can the leaves be harvested to gain the benefits of Auditurus Vesarium.
Veneficus Arcanum The petals of this grand purple flower hold many arcane secrets and as such are coveted by men of magic. Found growing only in places of great magic, Veneficus Arcanum is so delicate that it may not grow anywhere but the spot in which it germinates.
Puteulanus Rose The rarest of all plants, the Puteulanus Rose's rich, blue petals are said to be able to prolong life or even to return life to those who have died. It is unknown where it grows but it is a priceless commodity.

Alchemical Skills

Of course, it's not just a matter of gathering a few components and mixing them in a pot, there is a skill, indeed an art, to manufacturing alchemical potions. An addendum to an existing skill and a new skill is required if you choose to use alchemical potions in your campaign.

Alchemy (Chemistry) (ME/RE) (Academic) now Alchemy Lore (ME/RE) (Academic)
This skill no longer allows for the production of materials, only the academic understanding of them. It can be used to identify substances, lore regarding which components are required to create a potion (or other chemical reaction), knowledge of the varied receptacles, and as a footing into the world of alchemical potions (and chemistry).

Alchemy (IN/EM) (Cost as Cookery) (General)
Skill in the actual process of manufacturing an alchemical potion. This skill also allows for the proper extraction of components in cases where the job may be delicate.

The Process

As stated previously, it's not just a matter of getting the components together and making a quick skill roll. Brewing alchemical potions takes time and equipment, even if that equipment is just a cooking pot and a campfire. All alchemical potions require heat as a catalyst for the reaction to take place. The liquid is brought to a boil as reagents are carefully added and stirred. At the point in which the concoction begins to bubble and if the Alchemist was successful in his endeavors, the potion abruptly cools to tepid and is suitable for storage or consumption.

A single dose of one potion is 4 fluid ounces, around 0.3 lbs. in weight.

It is very important to note at this stage that alchemical potions have a very short shelf life, in fact stored in standard containers, these potions will only remain potent for a single hour. Alchemists have found using different materials for stoppers can dramatically affect its shelf life. Likewise, normal glass potion vials may be substituted with various other materials to further enhance the storage of the potion.

Marthia: "Double, double toil and trouble; Fire burn and cauldron bubble."
Gwen: "I thought it was hubble, double?"
Marthia: "No. That's something else, it's double double."
Gwen: "Ah, right."
Marthia: "Double, double..."
Gwen: "I don't know why you have to say that anyway, besides, you left the Demon Eye out again."

Alchemy Static Maneuver Table

-26 down SPECTACULAR FAILURE: You have made a terrible mistake, but as you notice your blunder, you realize you are moments too late. Your concoction explodes resulting in you taking a 'C' Steam critical, but perhaps more importantly, the materials you were using are soaking into the surrounding area and your equipment is mangled and useless. Oh dear.
-25-04 ABSOLUTE FAILURE: A mental block causes you to forget a crucial step in the process. You waste ten minutes trying in vain to rescue the now useless components. As you contemplate your mistake, you may not attempt to create any potion again for at least one day.
05-75 FAILURE: After ten minutes of bubbling and stirring, you realize you are getting nowhere. You manage to salvage all of the components but you must think long and hard (one hour) before you attempt to brew this particular concoction again.
76-90 PARTIAL SUCCESS: Let's hope that time is not a factor, as you've been working on this potion for a good ten minutes already and you're only half way finished. At least now you know what you're doing and you can add a +5 bonus to your next roll to finish the job.
91-110 NEAR SUCCESS: Five minutes and you almost have it! Just a little more to add and you are sure the potion is ready. Add +20 to your next roll to finish the brew.
111-175 SUCCESS: Et voila! Five minutes is all it took. You have your potion.
176 up ABSOLUTE SUCCESS: You know, that's not a bad little method you have there. If you are able to somehow record what you have just done, written down on a note pad with a few diagrams or something, you are pretty damned sure you'll be able to brew this potion in half the time in the future (until you fail this skill roll).

In addition to the normal modifiers to static actions, the following additional modifiers apply to the manufacture of alchemical potions:

Equipment:
Complete alchemy kit +30
Alchemy kit +25
Portable alchemy kit +15
Alchemical identification kit +25 (Identify only)
Make-shift equipment +0 to -25
Number of components:
1 component +10
2 components +0
3 components -10
4 components -20
Miscellaneous:
Dirty conditions -10 to -70
Manufacturing multiple doses(at the same time) -10 per dose

The Imbiber

It requires a simple static action to consume a potion, just 30% of the imbibers round. Of course, this assumes that the vial is close at hand, stored conveniently for rapid consumption, perhaps in one of the specially designed pieces of apparel created for the potion connoisseur. Fidgeting around in a backpack or trying to remember where you put that tiny bottle that you need so badly in the heat of the moment may not be so convenient and will, no doubt, take much longer. Remember, it's always a good idea to label you bottles, even with picture for those who struggle to read, as there's nothing worse than draining a potion vial in the hope that you receive a little healing only to find that you can now breathe underwater for 10 minutes.

The effects of an alchemical potion are immediate unless specified by the potion description or stored within a quartz vial. Potions that have an effect that occurs over time will make the first installment immediately.

One of the beauties of alchemical potions, when compared to enchanted herbs, is that potions are not addictive, at least not in the physical sense. Sure, you could find that a battle hardened warrior may feel much more reluctant to enter the fray without his handy potion bandolier stuffed full of fresh healing potions, but it's not like he craves them.

There is, however, a problem. Potions remain in the system of an imbiber, even long after the effects may have worn off. For a full hour after consuming an alchemical potion, it could prove dangerous to try another. The more potions taken in the one hour time period, the more dangerous it becomes to the imbiber. There are occasions where the mixing of one's drinks proves inconsequential and on rare occasions, even beneficial. However, it's well known and fully documented that people have died through the over-use of potions.

If more than one potion is consumed with a period of one hour, consult the Magic Item Interaction Critical Table- 12.1.4 Alchemy Companion (RM2).

Option 1: Imbiber makes a Luck based resistance roll based on the number of potions consumed within a one hour period multiplied by 10% plus 10%. Success indicates that both potions function as normal; failure indicates that the latest potion does not function.

Option 2: As Option 1, however if any doubles are rolled the outcome may be more severe. Doubles that result in success allow the imbiber to enjoy double the benefits of the last potion he consumed. Doubles that result in failure indicate that the potion does not function and the imbiber will become dizzy and nauseas, suffering a penalty to his actions for one hour equal to the number rolled.

Option 3: As Option 2, however a result of 00 results in the imbiber receiving triple the benefits of the last potion he consumed, however a result of 11 results in instant death due to massive organ failure.

Option 4: As above, but allow the imbiber to add his poison resistance roll modifier to the roll.

It is important to note that a full and entire potion must be consumed in order for the effects to take place, excessively large creatures (those that take large or super-large criticals due to size) and the tiniest of beings still require just one full dose.

On a final note, a question that is sometimes asked is "Can I pour the potion down his throat?" My usual answer is "Yes" and I justify this with some kind of pseudo-science about automatic swallowing reflexes of unconscious people. I will leave this one up to individual GMs.

"Quickly! Pour it down his throat!"
"He's gagging!"
"That's a good sign, right?"
- Shrambo and London on trying to revive/drown their fallen comrade, Prospero.

Listing of Alchemical Potions

"It may smell like yak's piss, boy, but this stuff will let you puke a gut full of acid into ya enemy's face!"
- Col Raven, Proprietor of the Snake Oil Pit, West Mercedor

Ingredients Effect
Protection From Elements
Magmus Solvent Terra Prognatus Bonus +20 RR and DB and reduce all crits by 2 levels versus Acid. 1-10 rnds
Magmus Solvent Porro Ventus Bonus +20 RR and DB and reduce all crits by 2 levels versus Electricity. 1-10 rnds
Magmus Solvent Incendia Calx Bonus +20 RR and DB and reduce all crits by 2 levels versus Fire. 1-10 rnds
Magmus Solvent Unda Radix Bonus +20 RR and DB and reduce all crits by 2 levels versus Cold. 1-10 rnds
Magmus Solvent Terra Prognatus Vicis Ritus Bonus +20 RR and DB and reduce all crits by 2 levels versus Acid. 1-10 minutes
Magmus Solvent Porro Ventus Vicis Ritus Bonus +20 RR and DB and reduce all crits by 2 levels versus Electricity. 1-10 minutes
Magmus Solvent Incendia Calx Vicis Ritus Bonus +20 RR and DB and reduce all crits by 2 levels versus Fire. 1-10 minutes
Magmus Solvent Unda Radix Vicis Ritus Bonus +20 RR and DB and reduce all crits by 2 levels versus Cold. 1-10 minutes
Magmus Solvent Terra Prognatus Tempus Silica Bonus +20 RR and DB and reduce all crits by 2 levels versus Acid. 1-10 hours
Magmus Solvent Porro Ventus Tempus Silica Bonus +20 RR and DB and reduce all crits by 2 levels versus Electricity. 1-10 hours
Magmus Solvent Incendia Calx Tempus Silica Bonus +20 RR and DB and reduce all crits by 2 levels versus Fire. 1-10 hours
Magmus Solvent Unda Radix Tempus Silica Bonus +20 RR and DB and reduce all crits by 2 levels versus Cold. 1-10 hours
Enhance Body
Seng-Nai Juice Vicis Ritus Terra Prognatus Bonus +10 Constitution. 1-10 minutes
Seng-Nai Juice Vicis Ritus Porro Ventus Bonus +10 Quickness. 1-10 minutes
Seng-Nai Juice Vicis Ritus Incendia Calx Bonus +10 Strength. 1-10 minutes
Seng-Nai Juice Vicis Ritus Unda Radix Bonus +10 Agility. 1-10 minutes
Seng-Nai Juice Tempus Silica Terra Prognatus Bonus +10 Constitution. 33-60 minutes
Seng-Nai Juice Tempus Silica Porro Ventus Bonus +10 Quickness. 33-60 minutes
Seng-Nai Juice Tempus Silica Incendia Calx Bonus +10 Strength. 33-60 minutes
Seng-Nai Juice Tempus Silica Unda Radix Bonus +10 Agility. 33-60minutes minutes
Seng-Nai Juice Vicis Ritus Extraho Dentibus Terra Prognatus Bonus +10 Constitution. Imbiber can take 150% of base HP before becoming unconscious 1-10 minutes
Seng-Nai Juice Vicis Ritus Extraho Dentibus Porro Ventus Bonus +10 Quickness. Imbiber rolls 2D10 for initiative 1-10 minutes
Seng-Nai Juice Vicis Ritus Extraho Dentibus Incendia Calx Bonus +10 Strength. Melee criticals delivered by imbiber deliver additional unbalancing criticals -2 levels severity. 1-10 minutes
Seng-Nai Juice Vicis Ritus Extraho Dentibus Unda Radix Bonus +10 Agility. All fumble ranges are halved. 1-10 minutes
Seng-Nai Juice Vicis Ritus Terra Prognatus Imbiber can take 150% of base HP before becoming unconscious 1-10 minutes
Seng-Nai Juice Vicis Ritus Porro Ventus Imbiber rolls 2D10 for initiative 1-10 minutes
Seng-Nai Juice Vicis Ritus Incendia Calx Melee criticals delivered by imbiber deliver additional unbalancing criticals -2 levels severity. 1-10 minutes
Seng-Nai Juice Vicis Ritus Unda Radix All fumble ranges are halved. 1-10 minutes
Seng-Nai Juice Vicis Ritus Infitialis Curilium Terra Prognatus Bonus +20 Quickness but a penalty -20 Constitution. 1-10 minutes
Seng-Nai Juice Vicis Ritus Infitialis Curilium Porro Ventus Bonus +20 Strength but a penalty -20 Agility 1-10 minutes
Seng-Nai Juice Vicis Ritus Infitialis Curilium Incendia Calx Bonus +20 Constitution but a penalty -20 Quickness. 1-10 minutes
Seng-Nai Juice Vicis Ritus Infitialis Curilium Unda Radix Bonus +20 Agility but a penalty -20 Strength. 1-10 minutes
Seng-Nai Juice Positus Curilium Everto Oculus Imbiber is Hasted for 1-10 rounds
Seng-Nai Juice Positus Curilium Angelus Pennae Imbiber is Hasted for 10 rounds
Seng-Nai Juice Veritas Immortalis Infitialis Curilium Tempus Silica Imbibers' physical form changes to that of another of his own racial type (e.g., Human). May be used to impersonate another person. Duration is 2-10 hours.
Heal Hits
Clarian Water Heal 1-10
Clarian Water Vermis Pluma Heal 2-20
Clarian Water Everto Oculus Heal 3-30
Clarian Water Extraho Dentibus Heal 5-50
Clarian Water Angelus Pennae Heal 10-100
Clarian Water Vermis Pluma Vicis Ritus Heal 1 hit per minute 6-60 minutes
Clarian Water Extraho Dentibus Tempus Silica Heal 1 hit per round. 5-50 rounds
Clarian Water Terra Prognatus Pain relief 1-10 rounds
Clarian Water Terra Prognatus Tempus Silica Pain relief 1-10 minutes
Clarian Water Terra Prognatus Vicis Ritus Pain relief 1-10 hours
Protect Body
Iron Blood Vicis Ritus Imbibers' skin is Armor Type 3 for 1-10 minutes
Iron Blood Vermis Pluma Vicis Ritus Imbibers' skin is Armor Type 8 for 1-10 minutes
Iron Blood Everto Oculus Vicis Ritus Imbibers' skin is Armor Type 11 for 1-10 minutes
Iron Blood Extraho Dentibus Vicis Ritus Imbibers' skin is Armor Type 15 for 1-10 minutes
Iron Blood Angelus Pennae Vicis Ritus Imbibers' skin is Armor Type 19 for 1-10 minutes
Iron Blood Tempus Silica Imbibers' skin is Armor Type 3 for 6-60 minutes
Iron Blood Vermis Pluma Tempus Silica Imbibers' skin is Armor Type 8 for 6-60 minutes
Iron Blood Everto Oculus Tempus Silica Imbibers' skin is Armor Type 11 for 6-60 minutes
Iron Blood Extraho Dentibus Tempus Silica Imbibers' skin is Armor Type 15 for 6-60 minutes
Iron Blood Angelus Pennae Tempus Silica Imbibers' skin is Armor Type 19 for 6-60 minutes
Iron Blood Angelus Pennae Veneficus Arcanum Imbiber is immune to damage from all non-magical weapons for 1-10 minutes
Iron Blood Vermis Pluma Terra Prognatus Imbiber becomes super tough and takes critical hits as a large creature for 1-10 minutes
Iron Blood Vermis Pluma Unda Radix Imbibers' body becomes soft and malleable, all critical hits from crushing or impact weapons are reduced by 2 levels. 1-10 minutes
Power Point Regeneration
Cadmus Liquor Imbiber regenerates 1-10 Power Points - Burnout may occur
Cadmus Liquor Vermis Pluma Imbiber regenerates 2-20 Power Points - Burnout may occur
Cadmus Liquor Everto Oculus Imbiber regenerates 3-30 Power Points - Burnout may occur
Cadmus Liquor Extraho Dentibus Imbiber regenerates 5-50 Power Points - Burnout may occur
Cadmus Liquor Angelus Pennae Imbiber regenerates 10-100 Power Points - Burnout may occur
Cadmus Liquor Vermis Pluma Vicis Ritus Imbiber regenerates 1 Power Point per minute for 6-60 minutes - Burnout may occur
Cadmus Liquor Extraho Dentibus Tempus Silica Imbiber regenerates 1 Power point per round for 5-50 rounds - Burnout may occur
Heal Wounds
Nodens Beverage Terra Prognatus Heals 1 fractured bone in 1-10 minutes
Nodens Beverage Terra Prognatus Vermis Pluma Heals all fractured bones in 6-60 minutes
Nodens Beverage Terra Prognatus Extraho Dentibus Heals all fractured bones in 1-10 minutes, shattered bones in 6-60 minutes and regenerates destroyed bones in 1 day
Nodens Beverage Porro Ventus Repairs damaged muscle in 1-10 rounds
Nodens Beverage Porro Ventus Everto Oculus Repairs and regenerates damaged muscle in 1-10 minutes
Nodens Beverage Incendia Calx Repairs 1 damaged organ in 6-60 minutes
Nodens Beverage Incendia Calx Angelus Pennae Repairs all damaged organs in 1-10 minutes and regenerates destroyed organs (not brain) in 1 day
Nodens Beverage Visum Vesarium Restores sight in damaged eye(s) instantly, regenerates destroyed eyes in 6-60 minutes
Nodens Beverage Auditurus Vesarium Restores hearing instantly, regenerates destroyed ear in 6-60 minutes
Nodens Beverage Unda Radix Stops bleeding up to 5 hits per round from a single wound
Nodens Beverage Unda Radix Vermis Pluma Stops bleeding up to 10 hits per round from a single wound
Nodens Beverage Unda Radix Everto Oculus Stops bleeding up to 15 hits per round from multiple wounds
Nodens Beverage Unda Radix Extraho Dentibus Instantly stops all bleeding
Nodens Beverage Vermis Pluma Puteulanus Rose Lifekeeping (Indefinite period)
Nodens Beverage Angelus Pennae Puteulanus Rose Lifegiving (No death time limit)
Nodens Beverage Extraho Dentibus Positus Curilium Heals 1-10 damaged life levels (permanent damage)
Nodens Beverage Positus Curilium Restores 1-10 life levels (temporary damage)
Nodens Beverage Puteulanus Rose Revives imbiber from unconsciousness or coma
Nodens Beverage Positus Curilium Terra Prognatus Restores 1-10 temporary stat loss to a single physical statistic
Nodens Beverage Positus Curilium Unda Radix Restores 1-10 temporary stat loss to a single mental statistic
Projected Attack
Hulman Nectar Terra Prognatus Imbiber can spew forth a 20 foot stream of acid (+20 Acid Bolt). Must be used within 1 minute
Hulman Nectar Porro Ventus Imbiber can exhale a gust of wind in a 20 feet cone (Shock Bolt, Vacuum criticals). Must be used within 1 minute
Hulman Nectar Incendia Calx Imbiber can breathe a torrent of fire in a 10 feet cone (Fire Ball). Must be used within 1 minute
Hulman Nectar Unda Radix Imbiber can spew forth a 20 foot stream of water (+20 Water Bolt). Must be used within 1 minute
Hulman Nectar Infitialis Curilium Imbiber can exhale a wind from beyond the grave in a 20 feet cone (Shock Bolt, Death criticals). Must be used within 1 minute
Hulman Nectar Terra Prognatus Everto Oculus Imbiber can spew forth a 50 foot stream of acid (+50 Acid Bolt). Must be used within 1 minute
Hulman Nectar Porro Ventus Everto Oculus Imbiber can exhale a gust of wind in a 50 feet cone (Water Bolt, vacuum criticals). Must be used within 1 minute
Hulman Nectar Incendia Calx Everto Oculus Imbiber can breathe a torrent of fire in a 30 feet cone (+30 Fire Ball). Must be used within 1 minute
Hulman Nectar Unda Radix Everto Oculus Imbiber can spew forth a 30 cone of water (+20 Water Bolt). Must be used within 1 minute
Hulman Nectar Infitialis Curilium Everto Oculus Imbiber can exhale a wind from beyond the grave in a 30 feet cone (Fire Ball, Death criticals). Must be used within 1 minute
Hulman Nectar Toxicum Totalis Vermis Pluma Imbiber exhales a poisonous gas (level 10 respiratory) in a 25 feet radius (imbiber is immune). Effect lasts 1-10 rounds
Hulman Nectar Veneficus Arcanum Vermis Pluma Imbiber expels pure magical energies from his eyes and mouth in a directed attack (Fire Bolt, Essence criticals - 50 feet range). Must be used within 1 minute
Hulman Nectar Veneficus Arcanum Angelus Pennae Imbiber expels pure magical energies from his eyes and mouth in a directed attack (+50 Lightning Bolt, Essence criticals - 100 feet range). Must be used within 1 minute
Antidotes
Lucid Solution Toxicum Totalis Imbiber halts the progress of all poisons in his system, this does not cure damage already sustained.
Lucid Solution Toxicum Totalis Vermis Pluma Imbiber is allowed an additional resistance roll at +50 against a poison he has been affected by, if successful it is nullified and all damage sustained by it is healed.
Lucid Solution Toxicum Totalis Vicis Ritus Imbiber receives a +50 bonus to resist poisons for 1-10 minutes
Lucid Solution Toxicum Totalis Tempus Silica Imbiber receives a +50 bonus to resist poisons for 1-10 hours
Lucid Solution Morbus Novus Imbiber halts the progress of all diseases in his system, this does not cure damage already sustained.
Lucid Solution Morbus Novus Vermis Pluma Imbiber is allowed an additional resistance roll at +50 against a disease he has been affected by, if successful it is nullified and all damage sustained by it is healed.
Lucid Solution Morbus Novus Vicis Ritus Imbiber receives a +50 bonus to resist disease for 1-10 minutes
Lucid Solution Morbus Novus Tempus Silica Imbiber receives a +50 bonus to resist disease for 1-10 hours
Lucid Solution Veneficus Arcanum Vicis Ritus Extraho Dentibus Imbiber gains a +20 resistance roll against magic and magical effects for 1-10 minutes. Additionally any existing resistance rolls that have been failed may be re-rolled (once).
Lucid Solution Veneficus Arcanum Tempus Silica Extraho Dentibus Imbiber gains a +20 resistance roll against magic and magical effects for 1-6 hours. Additionally any existing resistance rolls that have been failed may be re-rolled (once).
Enchantment
Bolide Oil Unda Radix Tempus Silica Imbiber may breathe under water for 1-100 minutes
Bolide Oil Porro Ventus Tempus Silica Imbiber is able to fly for 1-100 minutes at 150' per round
Bolide Oil Incendia Calx Vicis Ritus Imbiber's hands becomes ablaze for 1-10 minutes, delivering Heat criticals of 1 less severity
Bolide Oil Terra Prognatus Vicis Ritus Imbiber's hands attack as mace +20 OB and deliver criticals against large/super-large creatures as Magical. 1-10 minutes
Bolide Oil Terra Prognatus Vicis Ritus Extraho Dentibus Imbiber is able to pass through solid objects as if they did not exist for 1-10 rounds. Imbiber may not affect the physical world
Bolide Oil Porro Ventus Tempus Silica Vermis Pluma Imbiber becomes invisible (as the spell). 24 hours
Bolide Oil Unda Radix Vicis Ritus Vermis Pluma Imbiber may walk upon liquids as if they were solid ground for 1-10 minutes
Bolide Oil Incendia Calx Vicis Ritus Angelus Pennae Imbiber is surrounded in a cloak of fire that does him (or his equipment) no harm, but delivers an A Heat critical to anyone in melee with him. 1-10 minutes
Bolide Oil Visum Vesarium Vicis Ritus Imbiber can see invisible objects. Duration 1-10 minutes
Bolide Oil Visum Vesarium Tempus Silica Imbiber can see in darkness (even magical darkness) as if it were day. Duration 1-10 hours
Bolide Oil Auditurus Vesarium Tempus Silica Everto Oculus Imbiber is able to understand any language he hears (but not speak) as if he were a native speaker. Duration 1-10 hours.
Bolide Oil Infitialis Curilium Vicis Ritus Imbiber can withstand the effects of the Undead. He is immune to life Essence loss for 1-10 minutes
Bolide Oil Veritas Immortalis Infitialis Curilium Imbiber may tell one lie that will be believed by all who can hear him (RR level 10 Essence)
Bolide Oil Veritas Immortalis Visum Vesarium Vicis Ritus Imbiber can see through illusions. Duration 1-10 minutes
Bolide Oil Tempus Silica Imbiber can see into the near future (as Intuitions I)
Bolide Oil Tempus Silica Vicis Ritus Imbiber can see into the near future (as Intuitions V)
Miscellaneous
Clarian Water Arilean Cornflower Imbiber believes next person he sees is a good friend (RR Level 10 Essence) As Charm person
Seng-Nai Juice Veritas Immortalis Vicis Ritus Imbiber must speak nothing but the truth for 1-10 minutes
Lucid Solution Veritas Immortalis Imbiber must revert to his normal form (if shape changed) for 1-10 minutes

The Economics

The astute GM and almost every player will definitely have noticed that there are no prices listed with the components and potions. This is no accident.

"Let me get this straight. You are offering me a tenth of the marked price for a reagent that took me nine weeks travelling on board a rat infested ship, fighting my way through Dog-heads and God knows what else, and then finally crawling on my belly over scolding hot rocks for over a mile, to harvest? It's ten gold, my friend, or it goes back on the shelf!" - Coleman Senior, Coleman's Apothecary, Colecester.

The prices of these commodities are highly variable, fluctuating as materials become more or less available and need rises or declines. You may think that of any commercial entity, but these things are rare at the best of times and impossible to find at the worse. Many an adventure has been had trying to secure some of these ingredients, yet others just seem to fall into the path of a lucky traveller. There is a definite trade for these goods, even some specialist shops, but be wary, to the untrained eye one rancid smelling blob of glop seems like another.

I would suggest a formula rather than fixed prices when looking to buy or sell alchemical ingredients. This method seems to keep the air of mysticism whilst ensuring you, as a GM, can to some extent, control the power of your players.

The base price for solvents should be considered less than those of the reagents, not so much because they would be easier to obtain in the game world, but there's nothing more that whets the appetite of a player than having something in his possession that just needs one (or two or three) more little things for him to turn it into something useful. Solvents open the doors to many more potential potions than any single reagent does.

Guideline Price Formula

Solvent Base Price: 2sp
Reagent Base Price: 1gp

Components found within:
Local area: 1x
20 miles: 2x
100 miles: 4x
500 miles: 8x
Over 500 miles: 16x

Other modifiers:
Unusual demand: 2x to 10x
Guild restrictions: 2x to 10x
In season: 1x
Out of season: 4x
Cultivated: 0.5x
Civilized area: 1x
Dangerous area: 4x

The Guideline Price Formula could also be used to determine how much of a component is available for sale. The base number of uses of a reagent that could be for sale is 1d10 (open ended on the 10) divided by the multipliers (rounded down).

Of course, given the volatile nature of prepared alchemical potions, they are never 'in stock' even at the most sophisticated outlets, after all, no self-respecting merchant would prepare items with a shelf life of only a single hour in the vain hope that they may be sold (and consumed) within that time. Some apothecaries will indeed prepare potions for a paying customer, indubitably for a small fee (GM's discretion, but it is suggested no more than 1sp).

Every craft has its tools; alchemy is no different. Various craftsmen and artisans have turned a profit catering for the apothecarian market.

New Equipment

Name Weight Cost Description
Alchemy kit 20lbs 5gp Complete set of alchemical equipment including glass tubes, vials, iron tripods, pestle and mortar amongst other more mundane equipment. +25 to Alchemy skill. Requires heat to function.
Portable alchemy kit 5lbs 5gp Portable and light-weight version of the Alchemy Kit. Bonus is only +15 to Alchemy skill. Requires heat to function.
Burner 1lb 5bp A portable oil burner capable of heating alchemical components. Requires lamp oil (good for 6 hours use).
Alchemical identification kit 1lb 3sp This small pouch containing numerous indicator strips is good for identifying 20 alchemical potions. +25 bonus to Alchemy skill when identifying potions.
Complete alchemy kit 25lbs 20gp The complete alchemical tool kit containing everything from the Alchemy kit and identification kits. It can identify 100 potions and affords a + 30 bonus.
Carry Case 4lbs 2sp This 12" x 8" x 8" sturdy wooden box with a heavy leather facade and shoulder strap has a padded, sectioned interior. The box can hold 12 potion vials in safety and enough room to place up to 10lbs of reagents.
Potion belt 1lb 5bp A belt with various hooks for suspending potion sheaths (6).
Potion sheath 0.2lb 5bp A leather holster that can be connected to a potion belt.
Potion bandolier 1lb 8sp A belt with various hooks that fits across the midriff, used for suspending potion sheaths (8).
Iron bottle mesh 0.3lb 5bp A metal protective bottle mesh. Provides some protection versus attacks against a potion bottle. (25% protection)
Iron bottle case 1lb 1sp A metal protective bottle coat. Provides full protection versus attacks against a potion bottle. (80% protection)
Bottle chain 0.1lb 1bp+ A simple chain used to suspend a potion bottle around the neck or from a belt for easy access.
Bottle label kit 1lb 5bp A set of 100 adhesive labels, quill and ink. Used to label potion bottles.
Potion Bottles
Glass 0.2lb empty / 0.5lb full 2bp Standard
Stained Glass 4bp Colored
Lead Crystal 5bp Bottle may contain 2 doses of the same potion.
Quartz 2sp Potion takes 1 minute to take effect but any random variables are modified by 50% (within current limit) in favor of imbiber.
Jade 2gp Potion does not count towards the weight limit for spell casters regarding ESF.
Obsidian 2gp Potion inside this bottle is immune to dispelling magic.
Potion Stoppers
Glass - 1bp Standard - Potion preserved for 3 hours
Stained Glass - 2bp Colored - Potion preserved for 6 hours
Topaz - 2sp Potion preserved for 12 hours
Amethyst - 12sp Potion preserved for 1 day
Ruby - 56sp Potion preserved for 1 week
Sapphire - 40gp Potion preserved for 1 month

Extraordinary Equipment

Name Weight Cost Description
Parkinson's Lore 5lbs 40gp A complete book of alchemical equipment, components and concoctions, bound in brown leather with silver leaf. The book gives a bonus of +30 to Alchemy Lore
Benedict's Book of the Apothecarian 7lbs 50gp A detailed recipe book of all things alchemical. This hefty tome set in red leather and richly colored inside details the procedures required to create almost every potion that has been discovered. The book gives a bonus of +30 to Alchemy.

Magical Equipment

Breville's Silver Kettle
A small silver kettle capable of holding the ingredients of a single dose of an alchemical potion. The kettle itself is finely etched with spiraling patterns. When the incantation "Fervico" is uttered, the kettle will heat its contents to the boiling point.

Ebony Tang
This dark wood spoon looks a little worn and battered, but the magic it contains is of use to the layman apothecary. Once per day, the spoon can be used to stir the ingredients of an alchemical potion that has been prepared previously. A potion is produced from the correct components without the need for a skill roll. The item affects potions that require any number of components. Components, equipment and heat source must be present. Takes 5 minutes to complete (as Greater Brew Alchemical Potion- Alchemy Lore).

Eye of Newt
A misleading name for a pea-sized, enchanted topaz, but the power and value of these little beads is not to be mistaken. Usually kept in small, richly decorated purses in numbers between 2 to 20, these beads enhance the properties (all properties) of a single alchemical potion that has already been brewed by 200% (i.e., x3). Only one bead may be used per potion and it is consumed in the process (as Potion Mastery III - Alchemy Lore).

Le Bel's Ladle
A tiny golden ladle with a rich filigree handle, this potent item, when in the hands of a skilled apothecary, is able to separate the component parts from any potion. On a successful hard maneuver, the user may draw the individual components out of a brewed alchemical potion so that they may be used again. The original potion is rendered useless (as Distill Alchemical Components - Alchemy Lore)

Litmus Rod
There are those unscrupulous traders who would sell an unsuspecting mark anything and claim it was an alchemical component, after all, it's not always so easy for the untrained eye to determine the difference between useless junk and lifesaving components. This 4 inch rod of amethyst is capable of discerning a true component from a false one. The rod changes color from its usual light purple to a deep, rich violet when it contact with an alchemical potion or component, likewise the color changes to crystal clear if the material is of no use as a potion or component.

New Spells

Alchemy Lore (Closed Essence)

Lvl Spell Area of Effect Duration Range
1 Alchemy Lore Self - Self
2 Identify Potion 1 Potion - Touch
3 Lesser Brew Alchemical Potion Self - Touch
4 Enchant Potion II 1 Potion varies* Touch
5 Lesser Instant Alchemical Brewing Self - Touch
6 Potion Mastery II 1 Potion varies* Touch
7 Greater Brew Alchemical Potion Self Touch
8 Enchant Potion III 1 Potion varies* Touch
9 Potion Concoction II 2 Potions varies* Touch
10 Potion Cleansing 1 Potion varies* Touch
11 Potion Mastery III 1 Potion varies* Touch
12 Potion Preservation 1 Potion 1 day/lvl Touch
13 Greater Instant Alchemical Brewing Self - Touch
14 Potion Concoction III 3 Potions varies* Touch
15 Rapid Imbiber Touch - Touch
16 Vaporize Potion 5' radius 1 round Touch
17 Distill Alchemical Components 1 Potion - Touch
18 Potion Concoction IV 4 Potions varies* Touch
19 Enchant Potion V 1 Potion varies* Touch
20 Potion Concoction True 5 Potions varies* Touch
25 Potion Mastery V 1 Potion varies* Touch
30 Enchant Potion True 1 Potion varies* Touch
50 Permanent Potion Self varies* Self
75 Potion Mastery True 1 Potion varies* Touch
100 Permanent Potion True Self varies* Self

1. Alchemy Lore (I) Allows caster to have a better understanding of all things alchemical. Gives caster a +25 bonus to a single maneuver using the following skills: Alchemy, Alchemy Lore and Alchemical Evaluation.

2. Identify Potion (I) Allows caster to discern the exact effects of one unused alchemical potion or alchemical component.

3. Lesser Brew Alchemical Potion (U) Caster can produce a single alchemical potion from the correct components without the need for a maneuver. This spell only affects potions that require 2 components. Components, equipment and heat source must be present. Takes 5 minutes to complete.

4. Enchant Potion II (F) Allows caster to enhance the properties (all properties) of a single alchemical potion that is currently being brewed by 100% (i.e., x2). If the maneuver for brewing the potion is a failure, the spell has no effect. This spell may only be employed once per potion.

5. Lesser Instant Alchemical Brewing (U) Caster can produce a single alchemical potion from the correct components without the need for a maneuver. This spell only affects potions that require 2 components. Components must be present; however equipment and heat source need not be present. Potion is created instantly in an empty vessel.

6. Potion Mastery II (F) Allows caster to enhance the properties (all properties) of a single alchemical potion that has already been brewed by 100% (i.e., x2). This spell may only be employed once per potion.

7. Greater Brew Alchemical Potion (U) Caster can produce a single alchemical potion from the correct components without the need for a maneuver. This spell affects potions that require any number of components. Components, equipment and heat source must be present. Takes 5 minutes to complete.

8. Enchant Potion III (F) Allows caster to enhance the properties (all properties) of a single alchemical potion that is currently being brewed by 200% (i.e., x3). If the maneuver for brewing the potion is a failure, the spell has no effect. This spell may only be employed once per potion.

9. Potion Concoction II (F) Allows caster to combine the effects of 2 different potions that are currently being brewed, into a single, more powerful potion. If the maneuver for brewing the potion is a failure, the spell has no effect. This spell may only be employed once per potion. Components, equipment and heat source must be present. Takes 5 minutes to complete.

10. Potion Cleansing (F) Caster is able to eliminate the side effects (negative effects), if any, from a single alchemical potion that is currently being brewed. If the maneuver for brewing the potion is a failure, the spell has no effect. This spell may only be employed once per potion.

11. Potion Mastery III (F) Allows caster to enhance the properties (all properties) of a single alchemical potion that has already been brewed by 200% (i.e., x3). This spell may only be employed once per potion.

12. Potion Preservation (F) Allows the caster to preserve a potion beyond it's normal limit. Regardless of the vial type in which the potion is stored, its duration becomes 1 day per level of the caster. This spell also protects the potion from outside influences such as dispelling magic and adverse environmental conditions (the vial is not protected). This spell may be cast multiple times, but the caster must be careful not to exceed the duration of the original spell, otherwise the potion will become inert.

13. Greater Instant Alchemical Brewing (U) Caster can produce a single alchemical potion from the correct components without the need for a maneuver. This spell affects potions that require any number of components. Components must be present; however equipment and heat source need not be present. Potion is created instantly in an empty vessel.

14. Potion Concoction III (F) Allows caster to combine the effects of 3 different potions that are currently being brewed, into a single, more powerful potion. If the maneuver for brewing the potion is a failure, the spell has no effect. This spell may only be employed once per potion. Components, equipment and heat source must be present. Takes 5 minutes to complete.

15. Rapid Imbiber (F) Allows caster to end the effects of a potion currently in use. This spell will eliminate the 1 hour recovery time for using multiple potions. This spell can also be used to end the effects of a potion on an unwilling subject but in such cases the target must be touched and receives a Resistance Roll.

16. Vaporize Potion (F) Allows caster to instantly vaporize an alchemical potion that he is holding. The potion's vapors will permeate an area of 5 feet radius centered about the potion bottle. The potion's full effects will affect everyone standing in the radius for the full round. Unwilling recipients receive a Resistance Roll.

17. Distill Alchemical Components (U) Caster can take a single potion and distill it into its component parts. Potion, vessels, equipment and heat source must be present. Takes 5 minutes to complete.

18. Potion Concoction IV (F) Allows caster to combine the effects of 4 different potions that are currently being brewed, into a single, more powerful potion. If the maneuver for brewing the potion is a failure, the spell has no effect. This spell may only be employed once per potion. Components, equipment and heat source must be present. Takes 5 minutes to complete.

19. Enchant Potion V (F) Allows caster to enhance the properties (all properties) of a single alchemical potion that is currently being brewed by 400% (i.e., x5). If the maneuver for brewing the potion is a failure, the spell has no effect. This spell may only be employed once per potion.

20. Potion Concoction True (F) Allows caster to combine the effects of 5 different potions that are currently being brewed, into a single, more powerful potion. If the maneuver for brewing the potion is a failure, the spell has no effect. This spell may only be employed once per potion. Components, equipment and heat source must be present. Takes 5 minutes to complete.

25. Potion Mastery V (F) Allows caster to enhance the properties (all properties) of a single alchemical potion that has already been brewed by 400% (i.e., x5). This spell may only be employed once per potion.

30. Enchant Potion True (F) Allows caster to enhance the properties (all properties) of a single alchemical potion that is currently being brewed by 100% x level of the caster (e.g., a 30th level caster could enhance a potion to 3000% or 30x normal effect.). If the maneuver for brewing the potion is a failure, the spell has no effect. This spell may only be employed once per potion.

50. Permanent Potion (F) Caster is able to make the effects of a single alchemical potion that has not been altered by any spell on this list permanent. Only powerful dispelling magic or the Rapid Imbiber spell on this list is capable of ending the potion's duration. Caster does not suffer effects of imbibing this potion in relation to using multiple magic items.

75. Potion Mastery True (F) Allows caster to enhance the properties (all properties) of a single alchemical potion that has already been brewed by 100% x level of the caster (e.g., a 75th level caster could enhance a potion to 7500% or 75x normal effect.). If the maneuver for brewing the potion is a failure, the spell has no effect. This spell may only be employed once per potion.

100. Permanent Potion True (F) Caster is able to make the effects of a single alchemical potion that has not been altered by any spell on this list higher than level 20, permanent. Only powerful dispelling magic or the Rapid Imbiber spell on this list is capable of ending the potion's duration. Caster does not suffer effects of imbibing this potion in relation to using multiple magic items.

NB Spells on this list do not affect any other potion type than those created with the Alchemy rules.

* Duration (use by) of potions vary, depending upon vial types.

New Encounter

Arcane Vampire

"I had expected a Vampire of sorts, at least that's what the villagers had said when we embarked on our righteous quest to dispatch yet another evil-doer. We had armed ourselves for the occasion, stakes, garlic, holy symbols, you know, the usual assortment or Vampire slaying gear. I had spells in mind and at the ready, Shamus our resident Stone Beard carried so many wooden stakes, he looked like some sort of squat Ent and then there was London, our resident Half-Fey burglar, reeling off tall stories of how many 'Vamps' he had put in the ground before. We were prepared, or so we thought.

The search went well, we found our target with ease, but that was the only thing that did go well that day. The fight was over almost before it had begun, our arsenal of 'Vamp slaying gear' had no effect, our weapons hit the damned thing, but his wounds closed instantly, and worse of all, my spells...they actually seemed to feed him." - Simon, Archmage

The Arcane Vampire is not a Vampire in the traditional sense. Although undead and bearing many of the traits of the traditional Vampire, he does not feed on blood and instead he requires magical power to satiate his hunger. Appearing to be nothing more than a man, with a gaunt look and strange, purple tribal tattoos covering his entire body, an Arcane Vampire could easily pass as human in most situations.

There are things that are forbidden, just because someone with a crown or bigger holy symbol than anyone else says they are, but there are some things that are forbidden, because they are bad, very bad. Arcane Vampires are cursed, they decided to break the rules and use alchemical potions in a way that has been forbidden for good reason and managed to kill themselves in the process.

Note: In my own campaign, these creatures are a result of men taking Avalon Fruit, (a gift from the Ladies of the Lake of which weary travellers may find sustenance), fermenting it into wine and then using it as an additional component in alchemical potions. The end result of these modified potions has little effect other than a euphoric sensation that gives a +20 bonus to concentration skills for one hour, in addition to the potion's primary effect. A man using these modified potions and dying as a result of their use (see The Imbiber section of these rules), will rise as an Arcane Vampire. Of course, you could substitute any number of 'forbidden' ingredients in your own campaign world, perhaps the blood of men as an example.

Arcane Vampires 'eat' power points. They do not need them to survive, but the desire to feed is irresistible. They do not have the blood sucking fangs of their traditional brethren, they have no need for them, the feeding process is conducted by touch. The creature absorbs 1-10 power points per round when touching an opponent, which can then be converted into hit points (up to maximum) or power points used to fuel his own spells.

Power from spells can also be absorbed, but it's a risky procedure that could result in injury. If the Arcane vampire is the target of a spell, even one that would not normally allow a resistance roll, he may make a resistance roll at +30 against the level of the caster. If the roll is failed, the spell proceeds as normal, otherwise the energy from the spell is absorbed (as power points, above) and the spell has no effect.

In addition to the Vampire's high resistance to magic, he also has an impressive array of defenses against more traditional attacks. Magical weapons simply do not harm an Arcane Vampire and even non-magical weapons do little damage (Super Large Critical table), however weapons made from (solid) silver deliver full damage (critical hits resolved as normal).

An Arcane Vampire regenerates 1 hit point per minute, even when reduced to 0 hits (and less), unless a silver object pierces his heart. Even then removal of the object will result in regeneration resuming. The only way to kill one of these creatures is by submerging it in running water (usually preceded with a silver stake through the heart to keep it immobile). The fear of running water is so great that these creatures may not enter it or cross it, by any means. In addition to the normal undead resistances, this creature is immune to repulsions spells. Sunlight, garlic, holy symbols, and wooden stakes have no effect.

An Arcane Vampire is not to be underestimated, in addition to their innate defenses, these creatures are capable spell users, able to cast spells up to their own level from the Warrior Mage base lists and Spirit Mastery. They can also transform into a gaseous cloud 3x a day, rendering them immune to most attacks but also incapable of attacking. In addition an Arcane Vampire is able to merge into solid objects as per the merging spell 3x a day.

Level: 20G
Size: M
MS/AQ: BF/VF
Attacks: 150We/Spells(150DS/40 BS)/Special
Base Move: 90
Max Pace: Dash
MM Bonus: +30
Hits: 120G
Crits: SL#*
AT(DB) 4(90)*
#Enc: 1-4
Treasure: xvv
Bonus EP: L
Climate: (-)-EKNX#,(-,-,-)-9
Outlook: Hungry(EX)