Alchemy Technology / Science in Amar | World Anvil

Alchemy

Alchemist's Supplies   Alchemy is the skill of exploiting unique properties of certain plants, minerals, and creature parts, combining them to produce fantastic substances. This allows even non-spellcasters to mimic minor magical effects. This set of equipment includes beakers, mixing and measuring containers, and a miscellany of chemicals necessary for alchemical crafting. Proficiency with these tools allows you to extract the alchemical elements from various ingredients, and allows you to add your proficiency bonus to any ability checks you make to craft items with them.     Foraging   Make an Intelligence (Nature) check, adding your proficiency in alchemist's tools to the check if you are not proficient in the Nature skill, with a DC based on your method of searching as per the table. Each foraging attempt takes 1 hour of time with the availability of ingredients in the area determined by the DM.  

FORAGING


DCMethod of Travel
10Dedicated search without traveling
15Traveling at a slow or stealthy pace
18Traveling at a normal pace
21Traveling at a fast pace
  On a failure, you find nothing. On a success, you recover one ingredient, first rolling on the Common Ingredients table. If you roll an 11 or 12, reroll on the Special Ingredients table.     Additionally, ingredients can be harvested from dead or incapacitated creatures at the DM's discretion. Harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check to harvest a usable ingredient. Should you fail this check, you are unable to extract any ingredients.     Crafting From Alchemical Recipes   There are four primary essences that can be extracted from potent herbs, fungus, or animal parts for use as alchemical components: Earth (E), Water (W), Air (A), and Fire (F). Additionally, some rare ingredients harbor one of two forms of energy, Positive (P) and Negative (N), which can be used to further enhance your creations. The Alchemical Recipes section lists several formulas well-known to most alchemists, denoting the type and quantity of each alchemical essence needed to craft an object. Any selection of raw ingredients can be used to complete the recipe, as long as the correct combination of elements is met.     Alchemy requires 4 hours of uninterrupted work per 25 gp value of the item being crafted. At the end of each 4-hour period, and Intelligence check is made using your alchemist's supplies proficiency, with a DC of 6 plus 2 for every raw ingredient used. As such, higher-quality ingredients containing more elements will result in a lower DC. On a successful Intelligence crafting check, 25 gp of progress is made toward creating the item. On a failure, no progress is made and all used ingredients are lost.   DC = 6 + 2 for every ingredient used     Any item with a total value of 25 gp or less may be crafted in the field. Otherwise, crafting must be done in a safe workshop environment such as a room at an inn.  

ALCHEMY COMMON INGREDIENTS


d12IngredientElement
1,2RockvineE
3,4Amanita CapW
5,6Fennel SilkA
7,8Lightningbug ThoraxF
9Radiant SynthseedP
10VoidrootN
11,12Roll on Special Ingredients table-

ALCHEMY SPECIAL INGREDIENTS


d8IngredientElement
1Ironwood HeartE+E
2HydrathistleW+W
3Wisp StalksA+A
4Drakus FlowerF+F
5Frozen SeedlingE+W
6Blue ToadshadeW+A
7Luminous Cap DustA+F
8Wrackwort BulbsF+E
  Custom Alchemical Bombs   Each alchemical element has useful properties that can be harnessed to deadly effect. The General Alchemical Effects table lists these properties which may be combined into a single flask worth of volatile liquid, to be unleashed by throwing the flask up to 20 feet as a ranged attack, shattering it, and releasing its contents in a 5-foot area. Up to 6 ingredients can be combined in this way, with a total value of 10 gp plus 15 gp per effect beyond the first selected below. Crafting follows the same steps as those in the Crafting from Alchemical Recipes section.  

GENERAL ALCHEMICAL EFFECTS


ElementsEffect
E+EThrow shrapnel dealing 1d4 piercing damage to other creatures within 10 feet of impact.
W+WRelease slippery oil on the ground. Creatures failing a DC 10 Dexterity save fall prone.
A+ADeal 1d4 lightning damage on contact. Double damage to targets touching metal.
F+FDeal 1d4 fire damage on hit and an additional 1d4 fire damage on the start of their next turn.
E+WRelease gel that sticks to the target. Each round, any damage effects continue to deal 1 damage each until an action is used to remove the gel with a DC 10 Dexterity check.
W+ADeal 1d4 cold damage on contact. Reduce target speed by 15 feet until the end of their next turn.
A+FFill a 10-foot cube with mist for 1d4 rounds. Until it dissipates, any damage effects repeat each round for creatures remaining within.
F+EDeal 1d6 acid damage on contact.
PDouble number of all damage dice.
NIncrease radius of all effects by 5 feet.

ALCHEMICAL RECIPES


NameCostElementsEffect
Acid25 gpE, F, PAs a ranged attack, you can throw this vial up to 20 feet, shattering it on impact. On a hit, the target takes 2d6 acid damage.
Alchemist's Fire50 gpFx2, E, W, PThis sticky, adhesive fluid ignites when exposed to air. As a ranged attack, you can throw this flask up to 20 feet, shattering it on impact. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Alchemist's Frost50 gpWx2, Ax2, PThis glittering, misty fluid flash-freezes when exposed to air. As a ranged attack, you can throw this flask up to 20 feet, shattering it on impact. On a hit, the target takes 4d4 cold damage, or half that damage on a miss due to splash. For the next minute following a hit, all of the target's speeds are reduced by 15 feet and any bonuses to speed are suppressed. A creature may end the effect by using its action to successfully make a DC 10 Strength check.
Alchemist's Spark50 gpAx4, NA flask of alchemist's spark is actually a double-chambered bottle of normally inert alchemical substances. As a ranged attack, you can throw it up to 20 feet, shattering on impact. When it hits a target, the double-vial is broken and the two substances mix in an alchemical reaction that produces a powerful electrical discharge, causing the target to take 3d4 lightning damage. Also on a hit, all other creatures within 5 feet of the target take the same amount of damage, or half as much on a successful DC 10 Dexterity saving throw. Creatures wearing armor or wielding weapons made of metal have disadvantage on the save.
Bottled Breath20 gpAx3This oversized bottle contains a spongy alchemical substance in which a quantity of concentrated breathable air has been dissolved. Useable underwater (if the depth is less than 30 feet) or in any other environment that lacks breathable air, a character can unstopper this bottle and suck clean, fresh air out, enabling her to breathe directly and continuously from the bottle for up to 10 rounds, after which the bottle's supply is exhausted. The bottle can be re-stoppered to save unused air - it need not be used all at once.
Dust of Dryness (3 doses)60 gpEx3, Nx2You can use an action to sprinkle a pinch of dust from this small pouch over water, shrinking a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Firesnuff10 gpF, NThis ashen powder, when cast upon a small fire such as a lit torch or a small campfire automatically puts it out. It also puts out alchemists fire with one application. A character who is on fire can have his flames immediately extinguished by casting a dost of firesnuff upon himself. In addition, firesnuff can injure fire elementals, causing them 1d8 damage with a hit with a melee attack. Firesnuff has no effect on lava or magma based creatures, or ones that are merely hot rather than flaming.
Flash Pellet25 gpFx2, PThis tiny, brittle object is often disguised as a button or other decoration. You can throw a flash pellet up to 10 feet. When thrown against a hard surface, it bursts with a bright flash. All creatures within 5 feet must make a DC 15 Constitution saving throw or be blinded until the end of their next round.
Instant Rope75 gpEx2, Wx2, NA large water skin bladder filled with a pudding-like blue substance that hardens into a high quality rope one minute after being exposed to air, and then disintegrates into a find powder 2 hours later. Instant rope has 8 hp per strand and can be burst with a DC 20 Strength (Athletics) check. Each pouch holds enough material to make 300 ft of rope.
Melt Powder25 gpE, Fx2Melts up to 1 cubic foot of ice, or 1 inch deep 10 ft square area. Hazardous to creatures made of ice, causing 2d6 acid damage if ingested with a DC 13 Constitution save for half damage, bitter tasting but harmless to everyone else.
Night Eyes25 gpW, F, NThick greasy substance that takes a full round to apply to the naked eye and grants darkvision of 60 feet for 10 minutes. The eyes become unnaturally sensitive to light for the duration. Bright sources of light cause disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Noxious Smokestick40 gpAx2, Fx2, NA variation of the uncommon smokestick, this item spews forth a cloud of extremely foul-smelling smoke. Along with the obscuring effects of a smokestick, it causes nausea in all creatures in range who fail a DC 15 Constitution saving throw, effectively incapacitating them while the smoke remains.
Smokestick20 gpAx2, FThis alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube making the area heavily obscured. The stick is consumed after 1 round, at which time the smoke dissipates naturally.
Snap Powder (5 doses)25 gpEx2, POne dose of this semi-colourless powder covers a 5ftx5ft area. Any creature weighing more than 20 lbs. that steps on it sets off tiny harmless explosives with a snapping sound and a tiny flash of light. The effect lets you hear creatures sneaking up on you and automatically locate the square where a moving creature is, even if it is invisible or concealed by darkness. Creatures standing perfectly still can't be detected. The strewn powder can be detected with a DC 18 Wisdom (Perception) check. It can be swept up without setting it off.
Tanglefoot Bag50 gpEx2, Wx2This fragile canvas sack contains coiled strands of fibrous goo that expand and become sticky when exposed to air. As an action, you can throw the bag up to 30 feet, causing an effect identical to the Web spell except only filling a 5-foot cube and with a duration of 1 minute. The tanglefoot bag has no effect on creatures that are Huge or larger, formless, or incorporeal.
Titan Gum55 gpEx2, W, PThis ceramic tube can be broken off at the top to pour a particularly strong and fast-setting form of glue, bonding completely after one round. Bonded objects require a DC 20 Strength check to separate and can support up to 500 lbs. before breaking.

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