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alchemy [2019/12/10 20:00] davealchemy [2019/12/12 19:01] dave
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 The Alchemy skill can be used (with successful check) to identify potions, poisons and alchemical products discovered in the world.  If one has an alchemy kit (10gp 1 load, 2 SUP) the check is made at advantage.  If one has an Alchemy Workshop (500gp, in a fixed location), one can also make any of the alchemical products listed below.  To make a product it takes 1d4 days plus 1 day per 50gp (or fraction thereof) of list price, 1/4 the list price in components, and a successful alchemy check. If you have an Alchemical Laboratory and a trained assistant, the check is made with advantage.  The alchemical laboratory can also be used to create new alchemical products,the details of which must be worked out with the Campaign Judges.  The Alchemy skill can be used (with successful check) to identify potions, poisons and alchemical products discovered in the world.  If one has an alchemy kit (10gp 1 load, 2 SUP) the check is made at advantage.  If one has an Alchemy Workshop (500gp, in a fixed location), one can also make any of the alchemical products listed below.  To make a product it takes 1d4 days plus 1 day per 50gp (or fraction thereof) of list price, 1/4 the list price in components, and a successful alchemy check. If you have an Alchemical Laboratory and a trained assistant, the check is made with advantage.  The alchemical laboratory can also be used to create new alchemical products,the details of which must be worked out with the Campaign Judges. 
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 +Unlike most other skills, one must have proficiency in the Alchemy Skill in order to attempt to make Alchemical products.
  
 ====Alchemical Products==== ====Alchemical Products====
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 |Bottled Phantasm| 60gp |6| When bottle is opened after an illusion type spell is cast, the spell will last an extra 1d6+1 rounds without concentration by caster.| |Bottled Phantasm| 60gp |6| When bottle is opened after an illusion type spell is cast, the spell will last an extra 1d6+1 rounds without concentration by caster.|
 |Dragon Breath Bomb|150gp |9| Throw up to 50', explodes in a 15'x15' area, all inside take 3d6 damage, Dex save for half damage| |Dragon Breath Bomb|150gp |9| Throw up to 50', explodes in a 15'x15' area, all inside take 3d6 damage, Dex save for half damage|
-|Ether Lens|100gp|7||mounted on a hooded lantern, projects a beam 40' long, 10' wide that reveals any disembodied spirit with its illumination.|+|Ether Lens|150gp|9|mounted on a hooded lantern, projects a beam 40' long, 10' wide that reveals any disembodied spirit with its illumination. 1 in 6 chance of burn out each use|
 |Tanglefoot Bag| 25gp| 2| A wax-lined bag filled with chemicals, if thrown (to hit needed) at a target, save vs. paralysis or be unable to move for 1d6 rounds (may still attack and cast spells).| |Tanglefoot Bag| 25gp| 2| A wax-lined bag filled with chemicals, if thrown (to hit needed) at a target, save vs. paralysis or be unable to move for 1d6 rounds (may still attack and cast spells).|
alchemy.txt · Last modified: 2020/02/20 14:27 by andrew