Alchemy

Alchemy is the ability to craft potions and other concoctions to aid your allies or hinder your enemies. Alchemy functions as normal crafting, but there are some additional mechanics when it comes to advanced alchemy. All crafting rules also apply to crafting potions.

Basic Recipies:

The following are recipes that can be crafted with ingredients listed in on the foraging table. Other recipes may require less common ingredients, which are listed on this page.

Crafting ANY potion requires water. It is assumed that there is a source of water nearby whenever a player is crafting, but if this is not the case they will be unable to craft potions without their own source of water.

Alchemist's Fire: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: fireseed x1, moonrose x1, glass bottle x1.

Alchemist's Frost: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: snowseed x1, moonrose x1, glass bottle x1.

Acid Flask: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: fireseed x1, mana powder x1, glass bottle x1.

Healing Potion: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: softroot x1, moonrose x1, glass bottle x1*.

Poison Potion: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: shaderoot x1, moonrose x1 glass bottle x1*.

Mana Potion: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: mana powder x1, moonrose x1, glass bottle x1*.

Antidote: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: softroot x1, shaderoot x1, moonrose x1, glass bottle x1*.

Expanded Alchemy

Crafting some potions is an uncertain process, and sometimes it might not go as planned. For complex potions, you first must start with an alchemical base. Then, the player must find a special ingredient. It is up to the GM to decide where this ingredient might be found, but a suggestion is listed for each one. It is up to the GM to create new potions, but a few examples are listed. A complex potion always requires an Alchemist's Kit and at least 2 points in Crafting (Potions)

Alchemical Bases:

Crafting ANY potion requires water. It is assumed that there is a source of water nearby whenever a player is crafting, but if this is not the case they will be unable to craft potions without their own source of water.

Watery Base: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: moonrose x1, glass bottle x1*.

Viscous Base: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: softroot x1, glass bottle x1*.

Fragrant Base: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: shaderoot x1, glass bottle x1*.

Sugary Base: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: sugarcane x1, glass bottle x1*.

Boiling Base: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: fireseed x1, glass bottle x1*.

Frigid Base: (Alchemist's Kit) Crafting (Potions). 1 hour. Cost: snowseed x1, glass bottle x1*.

Complex Potion Examples

Potion of Freezing (rare)

A creature that drinks this potions immediately loses 1d10 TS and is afflicted by this potion. As long as the creature is afflicted by this potion, they lose 1d10 TS at the beginning of each turn. If this TS loss reduces the creature's TS to 0, that creature is frozen and petrified. The affliction ends after 1 hour. Any spell that removes diseases ends the affliction instantly. If the creature is still frozen when the affliction ends, they die and become a frozen statue, this is not the case if the affliction is ended by a spell that removes diseases.

Base: Frigid Base

Special Ingredient(s): frozen plume x1 (might grow on the back of an ancient "icicle phoenix", rare).

Mundane Ingredients: snowseed x1, shaderoot x1, moonrose x1.

Difficulty 17, 5 hours

Potion of Strength (uncommon)

A creature that drinks this potion is afflicted by this potions. A creature afflicted by this potion gets a +2 bonus to [V] while the affliction lasts. The affliction lasts for 1 hour. Any spell that removes diseases ends the affliction instantly.

Base: Boiling Base

Special Ingedient(s): a lock of a giant's hair x1 (I'll let you guess where you can find this one, uncommon)

Mundane Ingredients: moonrose x1, softroot x1, shaderoot x1.

Difficulty 14, 1 hour

(GM tip, if you want to make a potion for any other stats, you can probably just change the special ingredient here to something else and make a whole new potion)

Potion of Revival (legendary)

A creature that drinks this potion, alive or not, is restored to life. This potion cannot restore a creature to life if it has no way of drinking the potion, so a petrified creature or a skeleton cannot be revived. The revived creature is restored to full HP. If a creature that drinks this potion is cursed, the potion removes the cursed condition.

Base: Fragrant Base

Special Ingredient(s): radiant plume x1 (might grow on the back of an ancient phoenix, legendary) (I'm very creative, aren't I?)

Mundane Ingredients: fireseed x2, softroot x2, moonrose x1

Difficulty 19, 10 hours

Afflicted: (status condition) affliction is specific to the effect that creates it, but a creature can be afflicted by multiple effects at once. Track separate cases of affliction separately.

Frozen: (status condition) creatures that are frozen cannot spend TS and have 0 TS until this condition ends. If a creature that is frozen is also petrified, the petrify condition ends when the frozen condition does if they come from the same source. Frozen creatures take half damage from all sources. (round down) The frozen condition may end if the creature is exposed to enough heat or hit by a fire-based attack. (GM's discretion) 

Petrified: (status condition) Petrified creatures cannot make defense rolls, the defense for a petrified creature is automatically 10.

Cursed: (debuff) The creature effected cannot regain hit points from spells. This effect counts as a disease and can be removed by spells, items, and abilities that remove diseases.