After re-reading through the story, I realized a few potions were missing from the story. Thus, I am posting a few suggested changes for Alchemy (as well as to three unicorn spells) to help the system better mesh the story.
Advanced Alchemy:
Minor Flame Bane Potion (Requirement: Survival 60, 2 Green Herbs, 2 Blue Herbs): This potion makes the user to be more resistant to fire. It grants 25% resistance to damage caused by fire (such as the burning effect of a flamer). Lasts 4 minutes.
Minor Grounding Potion (Requirement: Survival 60, 2 Green Herbs, 2 Blue Herbs): This potion makes the user to be more resistant to electricity. It grants 25% resistance to damage caused by electricity (such as the effect of a pegasus's Lightning Kick). Lasts 4 minutes.
Minor Warming Potion (Requirement: Survival 60, 2 Green Herbs, 2 Blue Herbs): This potion makes the user to be more resistant to Cold. It grants 25% resistance to damage caused by cold (such as the effects of a weapon imbued with a Spirit of Hate). Lasts 4 minutes.
Potion of Spirit Renewal (Requirement: Survival 75, 3 Blue Herbs): This potion, while useful to Shamans, is prized by Unicorns. Anyone who takes this potion and has taken damage to the soul (CHA damage) recovers 1 point of CHA. Unicorns who have experienced burnout are no longer burnt out (though they recover no strain from this potion) (NOTE: This potion was used on Littlepip to recover her from burnout after rescuing Xenith from Fillydelphia).
Expert Alchemy:
Major Flame Bane Potion (Requirement: Survival 90, 3 Green Herbs, 3 Blue Herbs): This potion makes the user to be more resistant to fire. It grants 50% resistance to damage caused by fire (such as the burning effect of a flamer). Any effect that causes the character to be lit on fire no longer functions. Lasts 4 minutes.
Major Grounding Potion (Requirement: Survival 90, 3 Green Herbs, 3 Blue Herbs): This potion makes the user to be more resistant to electricity. It grants 50% resistance to damage caused by electricity (such as the effect of a pegasus's Lightning Kick). Any additional effect of taking the electrical damage no longer functions. Lasts 4 minutes. (NOTE: This potion was used to allow Little pip to continue to fly the Sky Bandit even after it was hit directly with a lightning bolt).
Major Warming Potion (Requirement: Survival 90, 3 Green Herbs, 3 Blue Herbs): This potion makes the user to be more resistant to Cold. It grants 50% resistance to damage caused by cold (such as the effects of a weapon imbued with a Spirit of Hate). Any additional effect caused by the cold damage no longer functions. Lasts 4 minutes.
Potion of Weathering (Requirement: Survival 100, 3 Green Herbs, 3 Blue Herbs, 3 Red Herbs): This potion protects the caster from normal weather and environmental conditions. The character will not suffer frostbite or heatstroke in severely cold or hot environments, etc. The character will be comfortable in such environments and take no penalties from them. Lasts 1 day.
Elixer of Spirit Renewal (Requirement: Survival 100, 4 Blue Herbs): This elixir, while useful to Shamans, is prized by Unicorns. Anyone who takes this potion and have taken damage to the soul (CHA damage) recovers 3 point of CHA damage. Unicorns who have experienced burnout are no longer burnt out, and recover POT*10 Strain.
In addition to these suggested potions, I would like to put forward that the Dangerous and Deadly poisons be available to be produced by ALL races, but that they require anyone without Basic/Advanced Alchemy to have a Survival 30 points higher than is listed. In addition, I would like to add the following racial perk for Zebra:
Potent Poisons: Level 8, One Rank, Requires Survival 50. Whenever you brew a poison, you know how to make it effect even the most resistant of Wastelanders. The poisons brewed by you reduce poison resistance of your opponent by (Survival/10, round up)*2.
Finally, spells. I would like to make the suggestion that Energy Strike: Fire, Lightning, and Cold have the damage they do be reduced by 5 at basic, 10 at Advanced, and 15 at Expert. In exchange, they deal elemental damage that is not affected by DT. This fits with the story (Energy Strike: Lightning affected everyone in the Sky Bandit when it was hit, after all), and the damage reduction for those energy strikes ALONE keeps them from being any more powerful with the change.
In addition, I would like to have the same change applied to Storm Cloud. It does 5 less damage at basic, 10 less damage at advanced, and 15 less damage at Expert. In exchange, the damage dealt is electricity damage. I would also suggest a note that a Pegasus can use a storm cloud, conjured by a unicorn, in conjuction with Expert Pegasus Trick Storm Master. Any bolts of lightning discharged by the Pegasus lowers the number of bolts the unicorn has to use. This also has the advantage of allowing a Pegasus to use a Unicorn's storm cloud against the Unicorn.