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Old 07-08-2018, 11:01 PM   #37
Jinumon
 
Join Date: Mar 2013
Default Re: Pyramid #3/109: Thaumatology V

Elixir Recipes Continued....

Quote:
Medical Elixirs

Alchemical Antidote
Effect: See GURPS Magic, p. 217.
Form: Any but pastille.
BRYW: +2/+0/-2/+0
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-3.

Elixir of Awakening
Effect: See GURPS Magic, p. 217.
Form: Any.
BRYW: +1/+0/+0/+2
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-1.

Elixir of Eternal Rest
Effect: See GURPS Magic, p. 217.
Form: Potion or ointment.
BRYW: +2/-2/+2/+2
Specific Reagents: Two ounces of salt, extracted from the tears of the grief-stricken, worth $1,500.
Process: 4 weeks; defaults to Alchemy-2.

Elixir of Fertility
Effect: See GURPS Magic, p. 217.
Form: Any but pastille.
BRYW: +0/+2/+2/+0
Specific Reagents: The first summer fig ripened on a fig tree sprouting from a nurse log, worth $1,250.
Process: 20 weeks; defaults to Alchemy-5.

Elixir of Healing
Effect: See GURPS Magic, p. 217.
Form: Any but pastille.
BRYW: +0/+1/+1/+0
Specific Reagents: None.
Process: 1 week; defaults to Alchemy-1.

Elixir of Health
Effect: See GURPS Magic, p. 217.
Form: Potion only.
BRYW: +2/+1/+1/+1
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-2.

Elixir of Hybridization
Effect: See GURPS Magic, p. 217.
Form: Powder or potion.
BRYW: -1/+2/-1/+2
Specific Reagents: The eggshell of a hatched cockatrice, worth $200.
Process: 10 weeks; defaults to Alchemy-4.

Elixir of Lichdom
Effect: See GURPS Magic, pp. 159-160.
Form: Potion only.
BRYW: -2/-2/-2/+2
Specific Reagents: The heart, eyes, brain of one who was truly beloved by the brewer, killed by their own hand for the sole purpose of becoming a lich. Only the individual who brewed the elixir may purposefully imbibe it.
Process: 50 weeks; defaults to Alchemy-7.

Elixir of Long Slumber
Effect: See GURPS Magic, p. 217.
Form: Any.
BRYW: +2/+1/+1/+2
Specific Reagents: A lotus flower cultivated exclusively in moonlight, worth $4,200.
Process: 25 weeks; defaults to Alchemy-1.

Elixir of Reanimation
Effect: See GURPS Magic, p. 217.
Form: Ointment only.
BRYW: +2/+1/-1/-2
Specific Reagents: Worth $1,700.
Process: 12 weeks; defaults to Alchemy-3.

Elixir of Regeneration
Effect: See GURPS Magic, p. 218.
Form: Ointment.
BRYW: +2/+1/+2/-1
Specific Reagents: None.
Process: 20 weeks; defaults to Alchemy-4.

Elixir of Resurrection
Effect: See GURPS Magic, p. 218.
Form: Potion only.
BRYW: +0/+2/+2/-2
Specific Reagents: A tear shed for the passing of a mortal by an Angel of Death.
Process: 50 weeks; defaults to Alchemy-6.

Elixir of Sleep
Effect: See GURPS Magic, p. 218.
Form: Any.
BRYW: +1/+0/+0/+1
Specific Reagents: None.
Process: 1 week; defaults to Alchemy-1.

Elixir of Tranquility
Effect: See GURPS Magic, p. 218.
Form: Any.
BRYW: +1/-1/-1/+1
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Universal Antidote
Effect: See GURPS Magic, p. 218.
Form: Potion or powder.
BRYW: +2/+2/+0/-2
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-2.

Elixir of Youth
Effect: See GURPS Magic, p. 218.
Form: Potion only.
BRYW: -1/+2/+1/-2
Specific Reagents: Nectar from the tree of life.
Process: 50 weeks; defaults to Alchemy-9.

Mental Abilities

Elixir of Charisma
Effect: See GURPS Magic, p. 218.
Form: Any but pastille.
BRYW: -1/+1/+1/+1
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-2.

Elixir of Foresight
Effect: See GURPS Magic, p. 218.
Form: Any.
BRYW: -1/-1/+2/+2
Specific Reagents: None.
Process: 10 weeks; defaults to Alchemy-1.

Elixir of Hardheartedness
Effect: See GURPS Magic, p. 218.
Form: Potion only.
BRYW: +1/-1/+1/+1
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-1.

Elixir of Memory
Effect: See GURPS Magic, p. 219.
Form: Any.
BRYW: -1/-2/+2/+2
Specific Reagents: None.
Process: 6 weeks; defaults to Alchemy-1.

Elixir of Wisdom
Effect: See GURPS Magic, p. 219.
Form: Potion or powder.
BRYW: -2/-1/+2/+2
Specific Reagents: Powdered diamond, worth $200.
Process: 5 weeks; defaults to Alchemy-2.

Mental Control

Elixir of Drunkenness
Effect: See GURPS Magic, p. 219.
Form: Powder only; must be taken in wine.
BRYW: +1/+1/+1/-1
Specific Reagents: None.
Process: 3 days; defaults to Alchemy-1.

Elixir of Friendship
Effect: See GURPS Magic, p. 219.
Form: Any, but pastille lasts only 3d minutes.
BRYW: +1/+2/+2/-1
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Forgetfulness
Effect: See GURPS Magic, p. 219.
Form: Potion only.
BRYW: +1/-1/-1/-1
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-4.

Elixir of Gullibility
Effect: See GURPS Magic, p. 219.
Form: Any but pastille.
BRYW: +0/+0/+1/-2
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Love
Effect: See GURPS Magic, p. 219.
Form: Any.
BRYW: +1/+2/+2/+1
Specific Reagents: A blue rose that bloomed in winter, worth $300.
Process: 3 weeks; defaults to Alchemy-1.

Elixir of Truth
Effect: See GURPS Magic, p. 219.
Form: Any.
BRYW: +1/+1/-1/-2
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-1.

Skills and Physical Abilities

Elixir of Craftsmanship
Effect: See GURPS Magic, p. 219.
Form: Any.
BRYW: -1/+2/+2/+2
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-2.

Elixir of Hearing
Effect: See GURPS Magic, p. 219.
Form: Ointment only; must be applied directly to the ears.
BRYW: +1/+1/-1/+1
Specific Reagents: None.
Process: 1 week; defaults to Alchemy-1.

Elixir of Keen Sight
Effect: See GURPS Magic, p. 219.
Form: Ointment only; must be applied directly to the eyes.
BRYW: +0/+0/-2/+2
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Music
Effect: See GURPS Magic, p. 219.
Form: Any, but pastille effect lasts only 2d minutes.
BRYW: -1/+2/+0/+0
Specific Reagents: None.
Process: 4 days; defaults to Alchemy-1.

Exotic Preparations

Alkahest
Effect: See GURPS Magic, pp. 220-221.
Form: Special.
BRYW: -2/+0/+0/+2
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-5.

Homunculus
Effect: See GURPS Magic, p. 221.
Form: Special.
BRYW: +2/+2/-1/+2
Specific Reagents: Half an ounce of human amniotic fluid, worth $600, as well as hair, skin, and blood samples from the creator and ongoing nutrients to sustain the homunculus.
Process: At least 13 weeks; defaults to Alchemy-10.

Philosopher’s Stone
Effect: See GURPS Magic, p. 221.
Form: Special.
BRYW: +2/-2/-2/+2; -2/+2/+2/-2; +2/+2/-2/-2; -2/-2/+2/+2
Specific Reagents: 100 lbs. of lead ($1,250); 10 lbs. of copper ($625); 1 lb. of silver ($1,000); 0.1 lb. of gold ($2,000).
Process: Creating a Philosopher’s Stone requires the completion of four separate brewing processes, each requiring the associate specific reagents listed above. Each process takes 13 weeks and defaults to Alchemy-8, a failure on any of which ruins the as-of-yet used materials.
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