Alchemy Rules
Alchemy Rules
These alchemy rules are in alpha playtest. An Alchemist begins knowing how to make one Level 1 potion.
The Chemist feat adds one Level 1 potion. Learn new potions for 50GP per potion level. This learning
requires 1 day per potion level with a qualified instructor. If you cannot find a qualified instructor for a
particular potion, you will require access to an alchemical library and spend a week researching per potion
level. You must be at or above the required level to learn a potion.
Alchemical Formulae
To make one potion requires provisions, alchemical components, and an INT roll. A potion affects a single
target. A potion bomb requires the Chemist feat and affects a close area.
Alchemical Components
Components are obtained from Monsters at least as powerful (in terms of HD) as the compound desired (in
terms of required alchemist level).
Monsters with abilities related to the effect, for example fire breathing monsters for a potion of
alchemist's fire, may create a potion with more powerful effects than expected. In game terms the dice
used to determine effectiveness should be replaced with dice with more sides. Monsters with abilities
opposed to the desired effect create a less powerful or cursed potion. For example zombies with
unnatural vitality could create a weak healing potion or a healing potion that only heals undead.
To harvest components you must have a background, class, or feat granting alchemical proficiency.
Take ten minutes (a dungeon turn). Make an Int based roll with proficiency against a DC of 12. If you
succeed, subtract the DC from your total roll, with a minimum of 1. You may collect this number of
components.
Manufacturing a Potion
1. Spend provisions and other components as required.
2. Roll a success on an Alchemy (Int) check. Difficulty is determined by formula level.
3. If the roll is successful, one dose of the potion is created and bottled. If the roll fails, components are
wasted and money spent is lost.
4. The Chemist feat allows an Alchemist to create and bottle a Potion Bomb that affects a close area [9
squares] centered on a target. The other rules remain the same.
Level 1 (Easy)
Requires one provision per dose. Duration of effect lasts 1d3 rounds. If a medium figure or two small figures
pass through an affected space, the effect dissipates that round.
Level 2 (Medium)
Must be level 3 to learn. Each requires 2 provisions and an alchemical component from a 3HD or higher
level source.
Level 3 (Hard)
Must be level 5 to learn. Each requires 3 provisions and a an alchemical component from a 5HD or higher
level monster. The effect lasts a number of rounds equal to the alchemist's level.
Alchemist's Fire pot (3d6 fire, plus catch on fire for 1d6 continuing damage)
Fire Extinguisher pot (extinguishes fire)
Antidote potion (stops poison effects. Has no effect on magical poison.)
Rust potion (1d6 damage per character level to iron and steel. Neutralizes rust shield)
Rust shield (shields iron and steel from rust for a year. Neutralizes rust potion)
Treat Disease potion (stops standard disease effects. Has no effect on magical disease)
Siren's Perfume (dab on this scent to be charming to all humanoids, able to gain the effect of the
charm person spell). Charms thus established last one week per alchemist's level.
Oil of Sublime Sharpening (turns a mundane weapon into a legendary magic weapon for the rest of the
scene. +7 Attack & Damage)
Oil of Volcanic Conflagration (turns a mundane weapon into a magical fire weapon for the rest of the
scene. +1d6 fire damage for each two character levels of the alchemist. Round down.)
Oil of Hyperborean Congelation (turns a mundane weapon into a magical frost weapon for the rest of
the scene. +1d6 frost damage for each two character levels of the alchemist. Round down.)
Inventory Rules
Each carried potion fills one inventory slot.
Each ten alchemical components fills one inventory slot.