Alchemy Path
The alchemist can create compounds and substances that are simply more advanced and potent versions of chemicals that already exist. These compounds don't appear magical in any way. Painkillers, poisons, and glues are common examples.
• Level 1: Basic Advanced Compounds
More advanced versions of what is available already with one dot.
• • Level 2: Minor Enhancement & Mystic Senses
Some of these substances may allow the imbiber to exceed his normal physical limits or to gain access to more mystical senses, in dreams or hallucinations. You can raise one attribute by one dot (up to the maximum of five dots) for up to a scene.
• • • Level 3: Superhuman Enhancement & Minor Psychic Ability
You can make substances that enhance their target to superhuman levels or create materials that exceed normal limitations (supernaturally strong alloys, etc.). Some of these substances can temporarily invest their imbiber with some low-level psychic ability for a limited period of time (no more than one hour).
• • • • Level 4: Major Enhancement & Potent Items
You can create substances that will enhance attributes by up to two dots for a scene (one dot if affecting multiple attributes), even beyond normal human maximums, or minor items with some potent effect.
• • • • • Level 5: Duplicating Supernatural Powers
With this level of knowledge, you can duplicate the powers of supernatural creatures, including Gifts, Disciplines, and other abilities up to the third level.
- These potions will require a sampling of the supernatural creature in question (Vitae, hair from a werewolf, etc.).
- Such concoctions often have nasty side effects (the more powerful the ability, the more pronounced the side effects).
For samples of rituals, see Sorcerer Revised, P.66