I propose a complete change to alchemy, this can be long so I'll try to explain it the best I can, too we can develop this for editing a new RM quarterly with the new rules and spell lists as a complete package (as a TC supplement). Now the points:
1) I think alchemy should be a more linear skill, with no 'barriers' for creating depending of items created. So, SPELL LISTS should be changed.
First, we should split completely the 'item creation' and 'item enchant' process, so we need to remove 'enchant spells' from all 'working' lists, for example the 'create wand' in 'organic skills', a good example of a 'creation' spell list is the 'inorganic skills', you have the 'weapon' and 'armor' spells completely in other lists.
Then, the greater change is for 'enchant lists', I think the best is using a way equal to HEALER profession, that spell that allows him to transfer wounds, it exists in a virtual way, because you spend PPs depending on wounds to transfer.
So, for alchemy it could be the same, but we use a FORMULA to determine the PPs to use, additionally we need to have the same ranks than PPs to use (or spell level).
Some examples can be the following (for same realm):
- embed = spell lvl. So we can embed a 1-use spell of the same level we have. Actually we need level 20 to embed a level 10 spell, and level 50 to embed a level 11 spell. I think an alchemist should be allowed to embed (create magical items) from level 1, actually he can't.
- wand = 1 + (lvl x 1.5). We could modify or remove the spell level limit for these items, if you create a wand instead a rod, you have 10% to discharge it with any use, that is enough penalty IMO, it is clearly a less powerfull item.
- rod = 3 + (lvl x 1.75).
- staff = 5 + (lvl x 2). So we can create a staff I with level 7 and staff X with level 25, staff XV with level 35, etc.
Look that now we don't need the CREATE STAFF (wand or rod) in organic skills, because is part of enchantment process. So once we create the base staff item (work wood), we can create in the enchantment process a weapon, a charged item, or both.
- constant = lvl x 5.
- Potions = lvl. As embed, but think that you need more time to create it. I think a potioner should be allowed to create a potion with a spell the same level himself, if not be a potioner is a disadvantage.
For multiple doses is simple, simply (lvl x doses).
For gas potions, to determine (maybe 4 + (lvl x 1.5)).
These are only examples, so it can be modified, see that really is a combination of (periodicity + offset), the offset is used to determine the first level to allow to create the first item of that type (for example rod or staff).
For OTHER REALM we need to increase the formulas.
The idea is 'more powerfull item = more level to create the same', for example with level 7 we can create a Wand IV or a Staff I, because staff is much more powerfull (10 times).
So, now in these lists we could put in them utility spells (as with ench. armors, that now have defense spells), as detecting magic and others, making the list usefull for daily use. In the case of potions (liquid/gas skills), as we can remove the 'potion #' spells, we can change them with other utility spells, and create new ones (in essence companion there is a brewing list that can aid).
2) CREATION METHOD, as I said before, base item creation and enchantment should be splitted, so I proppose that an item creation have 2 steps:
- step 1: base item creation. We need tools to work, and it requires 8 hours per day, we need the respective 'work' spells.
- step 2: enchantment. We ONLY need to cast the spells on the base item, so we can go to adventures, but take care because you have less PPs as you need to cast everyday the alchemy spells, as general rule, any day you don't cast these spells, 1 day to add to item creation time, with a maximum of original time, so this is as if it discharges the enchant if you don't cast the spells everyday. The item type MUST be declared with the first enchant casting, and can't be changed.
For example, an items needs 4 weeks to enchant (28 days), we enchant it for 15 days, but then we see that we need all PPs in adventure, so we don't cast the enchant spells for 5 days, when returning to enchant the item, we need now (28 - 15 + 5) = 18 days; if we are 50 days with not enchant the item, we need 28 days in any way because is the original cost.
With this, a potioner can create many 'base potions' in the laboratory while resting, and when go to adventures, he can enchant the doses with no losing time. But look that in the case of potions, as the base item needs the respective 'potion #' spell, it is determined of what 'embed #' can be used on it, for example, if we use Potion V in the base item, we could create a lvl 5 spell potion (embed V), or a 5 doses lvl 1 spell potion (embed I).
This makes alchemy much more versatile.
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After all this boring chat, the points to work are mainly:
- Formulas (for same and other realm).
- New replacement utility spells to insert into lists.
- Debugging the rules and maybe determine a new price for magical items.
RM Quarterly 8, let's go!