| This is an Alchemy spell
|
The alchemist manufactures gross material in the form of a pill or intravenous liquid. To be instilled in medication, a spell must act on its user’s organic biology, healing him or bolstering his Physical Traits. (Sensory spells are imprinted in drops, another form of grossmaterial; see below.)
Pills are swallowed, and take effect after a time delay based on the user’s Stamina.
Stamina
| Length of Delay
|
1
| 1 turn
|
2
| 2 turns
|
3
| 3 turns
|
4
| 5 turns
|
5
| 10 turns
|
By scoring additional successes during the creation process, the alchemist may exactly specify the length of delay between ingestion and effect, regardless of the user’s Stamina. The greater the number of successes, the longer the maximum possible delay.
Maximum Delay
| Target Number
|
1 scene
| +1 success
|
2 hours
| +2 successes
|
4 hours
| +3 successes
|
8 hours
| +4 successes
|
12 hours
| +5 successes
|
1 day
| +6 successes
|
The delay is fixed during manufacture. Intravenous drugs are injected via hypodermic needles or easy-to-use auto-injectors, such as the pen-like devices used to rapidly deliver adrenaline to victims of anaphylactic shock. These drugs take effect in one turn, regardless of the user’s Stamina. Hardened IV drug users may find it difficult or impossible to fi nd usable veins to inject alchemical serums into.
Adamantine Arrow Rote: Healing Stab
An EpiPen full of healing magic has saved the life of many an Adamantine Arrow guerrilla.