Re: News and Junk
Well, for an idea about alchemical items, I have a couple. First thought is to have processing materials fall under that category. So you use alchemy to make mythril and adamantine. Fireworks would also be something. Dyes and paints as well. Most of those are just money making options though... Although an alchemical paint made to blend in with the things around it to hide stuff could be both fun and useful. Like wise perhaps an alchemical torch or lantern? Or just have alchemy be how you make the magic torches? I had an idea for a couple possible alchemy 'accessories', like a magical focus that adds to the range, damage, and/or set up time for a spell, that when sacrificed to make a charged staff increases the number of times it can be used. The idea that just popped into my head for that would be like, minor +5ft range or +2 damage, moderate would be +10ft or +4 damage or +5ft AND +2 damage, and greater would be +15ft or +6 damage, or Spellcircle drawing is a move action instead of a standard, or some combination of range and damage. Minor would add +1 use to a charged staff, moderate +2, major +3. Another one would be something along the lines of you count the accessory as a totem for calculating totem affects. Maybe only have that one come in major. Alchemical limited use coverings that defend against things like magic's secondary affects. Things like applied silver, although that might be a little to close to poisons.... If these kind of things are actually what you were looking for for suggestions, I can probably come up with more.
As for traps, they look good, but seeing as their use is a little limited, their base abilities kinda low (for like lvl 5 and up), I think you might want to make the upgrades cheaper. Much cheaper seeing as I doubt the price will come up for anyone other than players. Likewise, seeing as you have a magic sensor trap, could you make an upgrade for it so it would attack preset people?