Burney, after reading through his brand new ancient alchemy tome, has been inspired to write his own. Signatures: Feast of Fire (Fire + Cook, Signature): 1 base damage, inflicts the Feasting Flame effect, deals -1hp per turn and -3 Esoteria per turn. Burney gains an equivalent amount of hp and Esoteria to the amount taken, cost 9, instability 0. Fire: Fireball: Base damage of 3, launch a ball of flame at a target, always inflicts the Burning! effect: -1hp and -1 COHE each turn. -2hp if the target has no COHE. cost 4, instability 2. Torch: Base damage of 1, spray flames on the 3x3 area of tiles surrounding Burney, dealing damage to those in range of the spray and leaving behind a fire that inflicts Burning! cost 6, instability 2. Scorch: Base damage of 1, spray flames on a 3x3 area surrounding the target dealing damage, inflicting Burning! and leaving behind a fire, cost 7, instability 3. Engulf: Base damage of 2, spray flames in a straight 1x5 line dealing damage to targets caught in the spray, leaves behind a fire, inflicts Burning! cost 6, instability 3. Cauterize: Base healing of 3, gently burn away the wounds of a target, cost 4, instability 2. Heat Degradation: Effect, -2 durability to the target's weapons at the start of their turn, cost 5, instability 3. Charring: Effect, -1 SILV and COHE per turn, -1hp or -2hp per turn if the target has no SILV or COHE, cost 5, instability 3. Esoteria Burn: Effect, -5 esoteria at the start of the target's turn, cost 14, instability 5. 3rd Degree Burn: 2 base damage, inflicts the 3rd Degree Burn effect: -1hp per turn and -2 to attack rolls, cost 7, instability 3 Alchemy: Solvent: Clears all status effects positive and negative on a drone and heals them for 1 HP per status effect cleared, cost 8, instability 3. Acid Air: creates a 3x3 cloud of corrosive fog, deals 2 damage and -1 DURA to anything in it and all their gear, cost 10, instability Acid Vial: Base damage 2, applies the Dissolving! effect to the target, removes 1 HP, 2 Armor/Temp HP (if present) and 1 DURA (from all weapons) while active, cost 4, instability 4. Cook: Conjure Meal: A meal is cooked that heals 3hp and applies the Satiated! effect: If at full hp, gain 2 bonus hp per turn, cost 5, instability 1. Slice: Summon a knife midair to slice a target dealing -1hp and inflicting the Bleeding! effect: -1hp per turn, cost 3, instability 2. Tenderize: Summon a large tenderizer to beat down on enemies, -2hp and -3 ANEM or COHE, cost 6, instability 7 Hybrid Spells: Vampyrosynthesis (Alchemy + Fire): Conjure a blood red fireball and hurl it at an enemy target, base damage 2, inflicts the Leeching Embers effect: -2hp per turn for the target, +2hp per turn for Burney. Cost 7, Inst 4. Flambe (Cook + Fire): Douse the target in alcohol and set fire to them resulting in a quick burning flame, -3hp and -4 esoteria, cost 7, instability 4.
Alchemist's Cookbook Effects: Petrified: -1 speed, + 1 COHE Impaled: Must take 4 damage to regain the ability to move. Fossilized: Will turn to stone on death. Temporarily Reactive: Deal +1 damage to targets for each status effect they have. [3] charges. Silver To Stone: -1 SILV per turn, heals [Burney] 1 HP for every point of SILV removed Terminal Malaise: This entity is now unable to be healed directly. This entity will lose 1 HP every turn. This effect cannot be removed, even by fleeing battle. Overwhelming Knowledge: It's all too much. Stunned for [2] turns, but each turn you gain 1 random fact that may be true or false! Regrowth Paint: -1 HP at the start of your turn, +2 HP at the end of your turn. Starstruck!: On failed roll, you are Stunned for [1] turn. [2] charges. Night Blindness: Engulfed in a sphere of stars. Any action that requires any kind of sight will now have a -4 applied to it.