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LibraryOgre
2020-07-18, 04:22 PM
Mumblemuble Righteous Brothers Joke here

So, I ran across my Witcher Background (https://forums.giantitp.com/showthread.php?606944-The-Witcher&highlight=witcher), and was thinking "You know, I could maybe write up some alchemy and herbalism rules". Once I got it roughed out, I got bored with trying to write up every gorram cantrip and 1st level spell as a concoction, and so dropped it. But, I built a basic framework, for those who are interested in such.

***

Alchemy and Herbalism as the twin arts of creating potions, oils, salves, and other consumable medications by combining reagents. Each has a variety of effects they can create, most of which approximate cantrips or first level spells. Collectively, alchemical and herbal items are known as “concoctions”.

Using Herbalism or Alchemy requires an Herbalism Kit or Alchemy supplies, respectively, and functions best when one is proficient with the tools in question. Most creations are Intelligence or Wisdom checks, with Alchemy tending to use Intelligence checks, and Herbalism tending to use Wisdom, but these are subject to the discernment of the Dungeon Master. If the effect is closer to a cantrip, then each dose requires 10 gold pieces worth of materials, against a DC of 14, while a 1st level spell requires 20 gold pieces worth of material, and a roll against a DC of 16. If the roll is failed, then 20% of the materials are destroyed per point by which the roll failed; at a failure by 5 points or greater, all the materials are destroyed. Creating an alchemical item requires one day of work, but any number of doses may be created in that time, provided enough materials are available. Concoctions will usually retail for 25 gold pieces if they are equivalent to a cantrip, and 50 gold pieces if they are equivalent to a 1st level spell.
Likewise, a character may make as many different concoctions at once equal to their proficiency bonus, with a minimum of one (so a non-proficient character may make a single concoction at a time, while a highly skilled alchemist with expertise may produce 12 different potions in a single day, and dozens of doses of each). If attempting to make both alchemical and herbal items at the same time, the limit is shared; with a proficiency bonus of 3 and proficient in herbalism, the character could make 2 herbal items and one alchemical, but not two alchemical and one herbal, as they are not proficient in alchemy, and thus limited to one alchemical item. If proficient in both, they could make 3 herbal and one alchemical, two alchemical and one herbal, or any similar combination. To make multiple concoctions at one time requires no only enough reagents, but also a separate herbalism kit or set of alchemy supplies per concoction; it is hard to make both acid and alchemist’s fire if they both demand the same set of beakers and flasks.

While concoctions may superficially resemble cantrips and 1st level spells, there are several ways in which they differ from the spells they emulate. Their range is always touch; an alchemical concoction can be made which burns, but it will not give the imbiber the ability to throw fire… though, of course, you’re free to yeet your burning concoction at a troll. This makes some cantrips and spells poorly suited to alchemy; how does one create an Alarm concoction that functions at a touch?
The DC to save against the effect is almost always 10. Skilled alchemists may attempt to improve the save DC of their alchemical items, but it is difficult; for every 3 points by which they voluntarily increase the DC to create, the DC to resist the item increases by 1 point, to a maximum bonus equal to the creator’s proficiency bonus.
Lastly, most concoctions last only briefly; they have either an instant effect, or last a few rounds, at most. Anti-toxin, with its hour-long duration, is an exception to this rule.

Sample Concoctions:

Acid Splash: A vial of acid that causes 1d6 acid damage, plus splashes acid in a random direction (roll 1d8 or 1d6, depending on whether you use a square or hex grid). Anyone in that space must roll a Dexterity save or also suffer 1d6 acid damage.

Animal Friendship: Used to dope food, which is then provided to an animal. If the animal fails its Wisdom saving throw, it is charmed for 24 hours.

Armor of Agathys: Applied as an oil, coating the body of the wearer; in the first moment, the oil is cool, but not uncomfortable. For the next minute, until the oil dries, the wearer has 5 temporary hit points, and anyone who strikes them with a melee attack takes 5 cold damage.

Arms of Hadar: Upon being exposed to air, this potion explodes into an unpredictable foam, often taking the form of tentacles (similar to the burning of aluminum dichromate). Anyone directly hit by the potion, or within 10 feet and failing a Dexterity saving throw, must make a Strength saving throw or suffer 2d6 necrotic damage and be unable to take reactions for the next turn. On a successful Strength saving throw, they take only 1d6 necrotic damage.

Bane: The choking gas of this potion impairs all who inhale it. Failing a Charisma saving throw, they will take a 1d4 penalty on all attack rolls and saving throws for one minute.

Grod_The_Giant
2020-07-23, 01:52 PM
"As many doses as you can afford" and "make [proficiency] different items at a time" seems like too much... I'd use one or the other, but not both.

As for translating spells to alchemy... maybe you could work off the poison rules? IE, when you make a spell into an alchemical item, you have to pick one of the four vectors:

Contact potions can be applied by splashing someone with them, either as a melee (opening a bottle and splashing) or ranged (chucking a fragile flask) spell attack.
Ingested potions have to be drunk, and so mostly are useful for beneficial spells.
Inhaled potions are volatile and affect everyone in a 5ft cube, or the spells' original area, whichever is greater.
Injury potions have to be applied to a weapon, and thereafter trigger after you successfully deal damage with them.

LibraryOgre
2020-07-23, 05:44 PM
"As many doses as you can afford" and "make [proficiency] different items at a time" seems like too much... I'd use one or the other, but not both.

Too much how? Since you're paying X per dose, you're going to have a gold limit on what you can do. The [proficiency] different items at one time is to prevent you from making, say, one dose of 12 different items, not to prevent you from making 12 doses of one item.



As for translating spells to alchemy... maybe you could work off the poison rules? IE, when you make a spell into an alchemical item, you have to pick one of the four vectors:

Contact potions can be applied by splashing someone with them, either as a melee (opening a bottle and splashing) or ranged (chucking a fragile flask) spell attack.
Ingested potions have to be drunk, and so mostly are useful for beneficial spells.
Inhaled potions are volatile and affect everyone in a 5ft cube, or the spells' original area, whichever is greater.
Injury potions have to be applied to a weapon, and thereafter trigger after you successfully deal damage with them.



Very much this, yes. It was in my head, but not as articulated.