Morgan's Iron Kingdoms Gearbooks: FMF Liber Alchemica

This thread is going to collect all alchemical items from the old mixed FMF Gearbooks thread, and is supposed to exclusively contain alchemical items, field alchemy applications, bone grinding, and chimistry, and all pertinent rules discussions.

Liber Alchemica Table of Content Links

Alchemy:
Blackwood’s Noose
LORD BRIAN’S BLESSING
Solovin’s Balm

Bone Grinding:
Marrow-Drinker

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-The original entry can be found here-

Another repost from the old FMF Gearbooks thread, a compound that can give you that larger-than-life presence that can be a real boon to commanders on a battlefield:

Solovin’s Balm

[Alchemical Compound]
Cost: 42 gc per vial

Description: Sometimes referred to as Solomon’s Palm for reasons that will soon become evident, the small lead vial this compound comes in is usually kept in a compartment in the back of a sunburst of Morrow amulet. Rubbing one’s hands with this compound before applying certain kinds of powerful healing magic is known to drastically lessen the potential negative side-effects, though the rarity of this kind of magic means the compound is rarely fabricated, let alone used, and usually only applied in high-profile cases in which the priest knows the subject has had such healing magic used on them before, and is thus at an increased risk of negative consequences.

Special Rules: A character who wants to use the Heal spell (see IKRPG, p. 240) can first use a quick action to rub his hands with a dose of Solovin’s Balm before casting the spell. When then making the roll on the Pain Healing table (see IKRPG, p. 240), roll 2d6 and use the lower result. Additionally, if one of the dice for the Pain of Healing comes up on a result of 1, this use of the Heal spell does not count against the total number of times the Heal spell has been used on the subject. If both dice come up on a result of 1, this use of the Heal spell is also not subject to the accumulated penalties from previous uses of the spell on this subject, in addition to not adding to the tally of how often the Heal spell has been used.
Once a spellcaster has rubbed Solovin’s Balm onto their hands, they must use the Heal spell within 1d3+1 rounds, or this compound’s effects elapse. Each use of Solovin’s Balm is only efficacious for one casting of the Heal spell.

Brewing Requirements: Alchemy

Ingredients: 1 unit of alchemical stone, 1 unit of arcane minerals, 1 unit of heavy metals, 1 unit of mineral crystals, 1 unit of organic oil

Total Material Cost: 14 gc

Alchemical Formula: Creating Solovin’s Balm requires an alchemy lab and two hours spent combining, cooking and stabilising the ingredients. Additionally, at the beginning of the process the ingredients and lab equipment must be blessed by a priest of Veteran level or higher. At the end of synthesis, the alchemist makes an INT+Alchemy roll against a target number of 16. If the roll succeeds, the alchemist creates one vial of Solovin’s Balm. If the roll fails, one unit of alchemical waste (liquid) is created instead.

Comments welcome, as usual.

Blackwood’s Noose

[Alchemical Compound]
Cost: 45 gc per vial

Description: Drinking this thick, sludgy compound causes the imbiber’s metabolism to shut down when subjected to extreme trauma, putting them into a form of temporarily suspended animation that potentially gives rescuers sufficient time to arrive and revive them.
While the compound has gained its current popular moniker for a notorious criminal who famously used it to survive his execution, it can also be invaluable for those trapped in dire circumstances who know rescuers are on their way but will arrive a few hours too late, like miners trapped in a collapsed shaft or someone trapped underwater. A spy is also rumoured to have used the compound to survive hiding in a seashore cave that completely flooded during high tide, though trying this still must have taken nerves of steel indeed, as the compound does not take effect until just before death.

Special Rules: 1d6 minutes after a living character has drunk a dose of Blackwood’s Noose, and for up to 1d3 hours afterwards, any roll result on the injury table that could potentially kill them, e.g. from bleeding out, and any similar effect like drowning or being choked, will instead render them comatose and to all appearances dead for 1d6+PHY hours. During this time, a character examining the “body” must succeed on an INT+Medicine skill roll against a target number of 17 to realise the character isn’t truly dead (but might still mistake their condition for dying). During their coma, the user of Blackwood’s Noose requires no air, food or water, but could potentially still be harmed by temperature extremes (since there is practically no metabolism, the user could easily freeze solid if exposed to freezing temperatures, for example, killing them).
Once the character wakes or is somehow woken from their coma, they are still in the condition they were in when they went into suspended animation (so a character who is bleeding out still needs someone to see to their wounds), and will be very groggy for an additional 1d3+1 hours afterwards, suffering -2 to all skill rolls and losing a quick action each turn during this time.
It should be mentioned that Blackwood’s Noose will not protect the user from injuries that are instantly fatal (e.g. through getting a result of 3 on the injury table) or getting one’s head chopped off or other vital organs destroyed (Blackwood’s execution had been via short drop so the rope did not snap his neck, allowing the compound to work while he was choking to death). Also, characters who are capable of collecting souls may notice that they did not get this character’s soul, though they might misattribute this to other causes (e.g. this character’s soul bearing the mark of an Infernal).

Morgan’s Notes: Though Blackwood’s Noose could potentially be used during surgeries as well, the fact that the compound only begins to take effect when the subject is in dire straits indeed has been off-putting to patients, to say the least.

Brewing Requirements: Alchemy

Ingredients: 1 unit of alchemical stone, 1 unit of alchemical waste (liquid), 1 burrow-mawg adrenal gland, 1 unit of mineral crystals, 1 unit of organic toxin

Total Material Cost: 15 gc

Alchemical Formula: Creating Blackwood’s Noose requires an alchemy lab and two hours spent combining, cooking and stabilising the ingredients. At the end of this time, the alchemist makes an INT+Alchemy roll against a target number of 15. If the roll succeeds, the alchemist creates one vial of Blackwood’s Noose. If the roll fails, one unit of alchemical waste (liquid) is created instead.

Comments welcome, as usual.