Description:
Alchemy is not science.
Alchemy is not chemistry.
Alchemy is not pharmacology.
Alchemy is not medicine.
Alchemy is magic, pure and simple, though
it's easy to see how you might be fooled.
The twin disciplines of science and alchemy
have their own laws, their own traditions, their own
specialized languages. Both science and alchemy
seek mastery of the physical world through pursuit
of knowledge. But alchemy only functions in a world
permeated with magic, where sheer willpower can
override reality and make superstition into a viable
discipline.
Alchemy binds the catalytic essence of the
Elemental Plane of Fire and bottles it into a cheap
brown-glass jar to make Alchemist's Fire. Alchemy
traps the North Winds in a wineskin and releases it
as a weapon of elemental ice. Alchemy creates the
Tanglefoot Bags (brewed from tar and brown
recluse webs and stolen shadows) and
Thunderstones (captured lightning imps) that every
adventurer carries into the dungeon. Alchemy can
also do much, much more.....
The most skilled alchemists in the multiverse
have discovered a new discipline, an outgrowth of
their semi-magical profession they call true science.
Scientific discoveries spur new magical discoveries,
and within the last few centuries a new kind of
sorcerer, a vanguard of a new era has emerged: the
Mad Science sorcerer.
The concepts in this sourcebook explore the
new possibilities of alchemy and science. New gear,
new feats, a new sorcerer blood line and two new
player races are all products of the strangest
sciences imaginable.
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