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Alchemy Rules

The document outlines the alpha playtest rules for alchemy, detailing how Alchemists can learn and create potions, including the requirements for ingredients and proficiency. It specifies the process for manufacturing potions, the buying and selling mechanics, and the effects of various potion levels. Additionally, it includes inventory rules for managing potions and components.

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looie daquick
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0% found this document useful (0 votes)
80 views3 pages

Alchemy Rules

The document outlines the alpha playtest rules for alchemy, detailing how Alchemists can learn and create potions, including the requirements for ingredients and proficiency. It specifies the process for manufacturing potions, the buying and selling mechanics, and the effects of various potion levels. Additionally, it includes inventory rules for managing potions and components.

Uploaded by

looie daquick
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Alchemy Rules

Latest update 4/25/2024

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.

Buying and Selling Potions


Most business people will buy most potions for 25 gold royals per potion level and sell them for 50 gold
royals per potion level.
Because of frequent supply gluts, healing potions are half as costly as other potions.
It is possible to buy potions for less if they haven't sold and the business wants to reinvest their sunk
costs in a product that sells better. But a business will be extremely reluctant to sell anything for less
than their cost, which is purchase price plus share of advertising, rents, business expenses, and taxes.

Using a Potion or Potion Bomb


Anyone can use a Potion by drinking it or applying it to themself, or applying it to a willing creature.
Poison may be given to unaware creatures, who must make a Con saving throw to resist.
When someone wants to splash or break a Potion onto an aware and unwilling creature their victim
gets a Dexterity saving throw.
Saving throw difficulty for potion effects is the same as the difficulty of the formula level.
When someone wants to use a Potion Bomb on an unwilling creature their victim gets a Dexterity
saving throw. In addition, the user must make a Dexterity saving throw or be caught in the area of
effect. Those with the Chemist feat do not accidentally catch themself in their own area of effect.
Unless specified otherwise, any environmental condition created by a potion lasts for a scene.

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.

Smoke pot (area. harmless. obscures, allows escape)


Choke pot (area. causes coughing)
Stink pot (area. causes repulsion. avoids contact. will retreat)
Nausea pot (area. causes retching)
Black Pepper pot (area. causes sneezing)

Level 2 (Medium)
Must be level 3 to learn. Each requires 2 provisions and an alchemical component from a 3HD or higher
level source.

Healing potion (1d6 heal)


Poison potion (1d6 poison)
Slippery Grease pot (area. Dexterity save or fall. Is flammable.)
Silverleaf potion (applied to weapons, damages beings unaffected by normal weapons. Effects last for
the rest of a scene or until the characters take a breather or rest, whichever is briefer)
Arcane Ink, Makes one vial of Arcane Ink used to scribe spells into a spellbook or produce spell scrolls.
Requires fluid from a magical monster of HD equal to or higher than Spell Level \x2-1 (e.g. An ink
capable of inscribing a level 1 spell requires fluid from a 1HD creature, level 3 from a 5HD creature,
etc.). The crafting requirements produce 12 measures of ink, and a failed roll still produces 1d6
measures. Scribing a spell requires 1 measure per spell level (a 3rd level spell requires three
measures of ink, etc).

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)

Level 4 (Very Hard)


Must be level 7 to learn. Each requires 4 provisions and a plant or animal component from a 7HD or higher
level source with an appropriate ability. Effects last for the rest of a scene or until the characters take a
breather or rest, whichever is briefer.

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.

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