Table of Contents
Appendix
Introduction
This system is designed for use with Cairn by Yochai Gal. It draws from alchemical theory and practice to create a system for brewing potions. There is still much to be done and this system is by no means in its final form.
Acknowledgements
This system builds upon the one presented in Knave 2e by Ben Milton. The text in the ‘Harvesting’, ‘Brewing’ and ‘Effects’ sections are rewritten passages from Ben’s book.
I referenced The Herbalist’s Primer by Double Proficiently extensively when researching this article. If you are interested in herblore in relation to table-top roleplaying games it is the best in class. Much of the knowledge contained within those pages can be used to enhance alchemy in your games.
Alchemy Tools
Alembic: Distillation apparatus used for separating components of a mixture.
Athanor: Slow-burning furnace.
Astrolabe: Used for observing celestial bodies, aligning with astrological principles.
Calcinator: Device for subjecting substances to intense heat.
Cauldron: Can be carried and used in the field to brew basic potions, or cook stews.
Crucible: Container used for melting and purifying metal.
Cupel: Dish used in assaying to separate precious metals from base metals.
Lamen: Protective talisman inscribed with alchemical symbolism.
Retort: Vessel used for distillation.
Mortar and Pestle: Used for grinding and mixing substances.
Gathering Ingredients
Foraging
The player states their intent to look for a particular wild ingredient in an area, spending one Watch to search.
The PC makes a WIS saving throw. On a success, the PC finds one pouch (1 Slot) of the item. On a failure, they find nothing.
Harvesting
Harvesting a monster’s body part is a ten minute process and requires the use of proper tools. The most valuable organs are those that produce the monster’s magical effects.
Each collected body part consumes one Slot, accounting for packaging and preservation fluids.
Purchasing
An apothecary can be used to source ingredients. Rarer ingredients may require a larger settlement, or to be ordered in.
Herbs, flowers, bark and other flora are generally 1d6 Gold.
Minerals, including salts and gemstones are 2d6 Gold.
Monster parts start at 3d6 Gold and increase based on rarity in the region.
Brewing
Brewing a simple potion requires fire, a cauldron, one Watch, and a component of each of the Three Essential Materials (Sulpher, Mercury and Salt). More complex potions combining multiple effects would require tools such as an Alembic, Athanor or Retort.
The player states their intention, describing the desired effect and duration of the potion, along with the ingredients they intend to use.
Each stage of the brewing process each requires new, unused materials and a successful WIS Saving Throw. On a failure, roll on the Brewing Mishaps table. The ingredients are lost regardless of the result.
Mixtures cannot skip stages.
Effects
Alchemical mixtures empower the consumer to manifest a single magical effect. If the effect is continuous, such as invisibility, it lasts for 10 minutes.
Mixtures retain the effects of previous stages.
Mixtures at different stages can be combined, up to a maximum of four effects.
Weaker ongoing effects may persist for an hour or even a day if exceptionally faint. A mere drop of a potion provides a hint regarding its effects.
Modifiers
Having a background in alchemy or enlisting the aid of a professional alchemist increases your WIS by 1 for the purpose of brewing potions.
In addition, brewing your potion in an laboratory using professional tools such as an alembic or calcinator increases WIS by 1 for the purpose of brewing potions.
Mishaps
Unstable Potency: Duration and effect are half the intended amount.
Colourful Smoke: Produces toxic colourful smoke, causing d6 damage to anything within 30ft.
Pungent Odour: Smells rancid. Attracts nearby animals or monsters.
Acidic Overflow: Spills uncontrollably, melting or damaging anything it touches within 15 feet. d6 damage if touched.
Reverse Effect: The reverse of the alchemist’s intention is brewed.
Explosion: The container holding the mixture explodes, destroying the container in the process and causing 2d6 damage to anyone nearby.
Fundamental Principles
The Three Essential Materials
Sulphur (Potency)
Represents the active, transformative principle. Sulphur can be replaced with ingredients that provide potency, energy and catalytic properties to the mixture.
Spices, herbs and monster parts.
Mercury (Fluidity)
Symbolises adaptability, and the medium for transformation. Use liquid components that bind the elements together and promote synergy.
Oils, blood, essences and certain waters.
Salt (Stability)
Signifies grounding, and the material aspect. Introduce solid or stable elements to the mixture.
Salts, minerals, or ingredients that provide structure and balance.
Stages
1. Putrefaction
The initial stage of breaking down the components into parts. It is associated with death, decay and symbolised by the colour black.
Begin with incorporating dark or rich ingredients that symbolise the initial chaotic state of the mixture.
Look for roots, barks, or deep-coloured substances.
Mixtures brewed at this stage only have negative effects, such as poisons and toxins.
2. Purification
Represented by the colour white, this stage involves separating the mixture of impurities.
Filter the mixture by introducing ingredients associated with clarity and purity.
Consider light coloured herbs, flowers, or substances that bring a sense of refinement.
Mixtures at this stage have helpful or positive qualities, such as elixirs and tonics.
3. Concentration
Represented by the colour yellow, this stage further distils the mixture.
Infuse the mixture with elements that enhance the vibrancy and illuminate its properties.
Think about incorporating yellow-hued herbs, spices, or essences associated with illumination.
Choose any spell from the spell list. Alternatively, roll 1d100 on the spell list to determine the effect at this stage.
4. Transformation
The final stage, symbolised by the colour red.
Brew the potion with transformative elements that evoke a sense of completion and the desired effect.
Introduce red or vibrant ingredients. Metal from a blood-stained sword, a rose in blossom.
Mixtures at this stage provide mechanical benefits such as Armour 3 vs Arrows, blades or spells; +3 to STR, DEX, WIS or HP; Inventory Slots +3; Movement +30ft. State your intention and choose appropriate ingredients.
Further Reading
OSR Alchemical Reagents and Rare Herbs by Skerples.
Where can you find me?
You can find my games and tools on Itch.
I’m usually knocking around on Discord @gwyllgi.cymru in the Randomless Renaissance, Cairn, NSR, Bastionland or Questing Beast servers.
Possible improvements to the system…
Include a list of herbs and materials with their magical properties (if you are looking for one for now, read the Herbalist’s Primer from Double Proficiency.)
Include astrology and constellations in the brewing process, or to generate mishaps.
Include the various metals in the process.