Elementalism

Capsules and Bombs

These are single use items, powered by the alchemists own magical power, which have sudden and often violent reactions. Alchemists’s fire, lightning in a bottle, and canned tornados are all common examples. Each alchemist can carry and maintain a number of these capsules equal to their Mind stat + ranks of Elementalism. Each Capsule you create has an effect that you build with 4 points per rank of Elementalism, plus an additional 4 points if you’re using a specialized element. This will usually use a modified weapon attack, with non-damaging effects usually being 0-rank weapons with lots of special abilities. The standard variables on Page 73 should help, as well as the Custom Weapon Variables on Page 62. Creating a Capsule requires a DC 12 check. You can increase the effectiveness of the Capsule by an additional 2 points, by increasing the DC of the check by 2 as well. Creating a capsule while in a lab takes 1 hour. The effect of a Capsule can be created outside of a lab, but it is impossible to contain the effect, meaning it must be used immediately upon completion. Any work done without access to a suitable lab is done at +4 to the DC.

Emplacements

This is the ability to make long-standing effects, or effects that are separate from your person and inactive for long-periods of time. This includes traps, torches that burn for years at a time, sails that never lose the wind, etc. You create these effects with 8 points, per rank of Elementalism, and gain an additional 8 points for specializations. These checks take 1 week. The starting DC is still 12, however for each 2 points you increase the DC, you gain another 2 points to spend on your emplacement, or decrease the time for the check by 1 day.