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.

Fumes of Spirit Evocation

Alchemy, Magical mixture

Calls up a spirit that truthfully answers one question about the local area, then departs; calling it again within a day risks its anger.

Also called Magical Fumes

From the book

A fume of 7 drs. each of aloeswood, amber, anise and crocus, burned in a brazier or other fire. It calls up a spirit, of a type the Game Judge decides, that will answer truthfully any one question about the area where it was summoned and then leave. Calling it again within 24 hours is risky: there is a 50/50 chance it grows angry and tries to harm the summoner.

Magical mixtures are prepared with a mortar and pestle, a small cauldron or crucible and a dependable heat source such as a lamp or furnace. Each takes a day to make, with a 90% chance of success plus 1% per level of ability (99% at most), and every one of them gives off a faint magical aura. Most sell for 100-200 G.P., the price depending on the quality of the ingredients.

At a glance

Ingredients
7 drs. each of aloeswood, amber, anise and crocus
Effect
Spirit answers one question about the area truthfully
Risk
Re-evoking within 24 hours: 50/50 chance it becomes hostile
Use
Burned in a brazier or other fire
Cost
100-200 G.P.
Equipment
Mortar and pestle, small cauldron or crucible, reliable heat source
Time to complete
1 day per mixture
Chance of success
90% +1% per level (max 99%)
Requires
Magical mixtures skill (prerequisite: Read Magic)
Aura
Faint magical dweomer