Atlantean Trilogy Archive
An alchemist shapes a clay golem beside copper furnaces and a homunculus in a jar, with whales drifting past a sunken city beyond.

Detect Danger

Alchemy, Potion

Senses whether danger lies within a large area and roughly where, but not its nature.

From the book

One of the potions of detection, made with 2 drs. of bull's blood and 2 drs. of powdered black opal. It tells the drinker whether danger lurks anywhere in a 100x100x100 ft. area and roughly where, though not what kind of danger it is.

Potions grant temporary magical or spell-like powers, normally for 40 + 1-20 minutes. The base is a pint of clear water with a dram each of powdered gold, silver and copper and a carat each of any seven powdered gems (an alchemist may use 2 drs. of Rare Earths instead of the gems). It takes a week in a small cauldron or alembic over a furnace, with a 90% chance of success plus 1% per level (99% at most), and a 1% chance of mishap while it ferments between the 2nd and 7th days. Potions sell for at least 400 G.P. Herbs with similar properties may stand in for scarce animal parts, but only if the base is doubled, and the chance of success drops by 25%.

At a glance

Category
Potions of detection
Ingredients
2 drs. of bull's blood plus 2 drs. of powdered black opal
Area
100x100x100 ft.
Duration
40 + 1-20 minutes (unless stated)
Base
1 pint clear water; 1 dr. each powdered gold, silver, copper; 1 ct. each of any seven powdered gemstones (alchemists may use 2 drs. Rare Earths instead of the gems)
Equipment
Mortar and pestle, small cauldron or alembic, furnace
Time to complete
1 week per potion
Chance of success
90% +1% per level (max 99%)
Mishap
1% chance between days 2 and 7 (Alchemical Mishap Table)
Substitution
Herbal substitutes for animal ingredients: double the base, -25% success
Cost
Minimum 400 G.P. (more for costly ingredients)
Requires
Potions skill (prerequisites: Read Magic, Philtres and Magical Mixtures or Herbal Elixirs)