Alchemy Rules

Alchemy is the art of creating potions that give a magical effect to the user, such as healing or a cure for the effect of poisons. This crafting skill requires alchemists’ tools, and can be used to make potions with alchemical formulas.

The resources used for this skill are called essences, and are extracted from different natural ingredients during the alchemical crafting process. In order to gain these essences, the alchemist can either buy or gather alchemical components of various degrees of rarity to use in the creation of their potions.

Gathering Alchemical Ingredients

In order to gather ingredients for the creation of their potions, the alchemist must spend at least 1 hour searching for ingredients. The first hour of searching yields 2 ingredients, and each hour spent after that gives another single ingredient. Each hour spent searching after the first also increases the chance of finding rarer ingredients.

When searching for ingredients, the alchemist will roll a d6 for every hour of gathering in order to determine the type of essence are contained within the ingredients they find:

Die Roll: 1 2 3 4 5 6
Essence Type: Air Earth Fire Water Light Dark

For example, if Roderick the Sorcerer spends 3 hours searching for ingredients, he will roll 3d6. He rolls a 5, a 2 and a 4, gaining 2 light essence ingredients (the first hour gives 2 ingredients), 1 earth essence ingredient, and 1 water essence ingredient.

The DM will then make 1 percentage die roll per hour on the following table to determine the rarity of ingredients gathered:

Hours Spent Common Uncommon Rare Very Rare Legendary
1 Hours 75% 20% 5% 0% 0%
2 Hours 50% 35% 15% 0% 0%
3 Hours 35% 40% 25% 0% 0%
4 Hours 25% 45% 30% 0% 0%
5 Hours 10% 50% 35% 5% 0%
6 Hours 0% 35% 50% 15% 0%
7 Hours 0% 0% 75% 25% 0%
8 Hours 0% 0% 25% 75% 0%

Ingredient Rarity Levels

Each ingredient has a degree of rarity, which is useful to know when creating potions. Rarity levels compare in the following way:

1 Common = 1/2 Uncommon
1 Uncommon = 1/2 Rare
1 Rare = 1/3 Very Rare
1 Very Rare = 1/5 Legendary

OR

1 Legendary = 5 Very Rare = 15 Rare = 30 Uncommon = 60 Common

Crafting Time

In order to craft potions, the alchemist must take a number of hours depending on the rarity level of the potion to brew it:

Common (Rarity 1) = 2 hours
Uncommon (Rarity 2) = 4 hours
Rare (Rarity 3) = 6 hours
Very Rare (Rarity 4) = 8 hours
Legendary (Rarity 5) = 24 hours

Speed alchemy (crafting in 1/2 the time) is possible but is more difficult and carries the risk of a mishap occurring on a failed roll.

Crafting Process

In order to craft a potion, the alchemist must make a Wisdom (Alchemy) Check. The DC is calculated based on potion rarity and number of extra ingredients used:

DC = 10 + (Rarity x 2) + (# of extra ingredients)

For example, Roderick the Sorcerer wishes to make a common antitoxin. Common potions are rarity 1, and antitoxin requires 1 common light essence and 1 common water essence. Roderick uses 1 common vial of blood and 1 vial of regular water to craft his antitoxin. Therefore his DC Check is:

10 + (Rarity 1 × 2) + (0 extra ingredients) = 10 + 2 + 0 = DC 12

If Roderick wanted to make an uncommon potion using only common ingredients, the DC would be higher due to his use of extra ingredients. Say the uncommon potion requires 1 uncommon fire essence and 1 common air essence. If Roderick only has common fire essences, he must use 2 commons to equal 1 uncommon essence. Thus his DC Check would be:

10 + (Rarity 2 × 2) + (1 extra ingredient) = 10 + 4 + 1 = DC 15

Failing an Alchemy Check

On a failed alchemy check, the alchemist must roll a percentage die on the following table:

1-10% The potion explodes; take 1d4 (Common, Uncommon) or 1d6 (Rare, Very Rare) or 1d10 (Legendary) damage
11-25% The potion bottle breaks and the ingredients are lost
26-50% The potion does nothing when taken
51-100% The potion does less than you expected when taken

Alchemy Rules

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