Alchemy in Falder Fell | World Anvil
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Alchemy

You may spend a week doing alchemy if you are proficient with alchemy tools. The quality of your workshop gives you Crafting Points which can be divided up to make multiple lower level potions if you choose. Points do not carry over week to week. Check the Craft page for information on workshops.
Workshop Type Crafting Points
Rudimentary 1
Basic 2
Professional 3
Artisan 4
Master 5
1 Point Potions
  • Healing Potion: A character who drinks the magical red fluid in this vial regains 2d4+2 hit points. Drinking or administering a potion takes an action.
  • Mana Potion: Action to drink. Restores level of spell slots 1d4-1.
  • Hair of The Dog: gives you drinker long beast claws for 10 minutes. Each claw does 1d6+1 damage plus strength mod but the user has disadvantage utilizing items that require grip or finger dexterity.
  • Beast Speech: Beast Speech incantation
  • Honey Tar: Throwable Jar. Simple weapon, ranged 30 feet. Everything within 5 feet of the jar must make a Dex Save vs 12 or become covered in sticky goo. This substance is flammable and causes 1d6 damage if it is burnt away. Those effected have their speed cut in half and cannot take reactions until an action is spent to remove the goo or they are doused in water. The five foot area the jar lands in becomes difficult terrain and anything that moves into the area becomes covered in it.
  • Clear Mind Mixture: Sobers ones ass right up but causes a nasty hangover for 4 hours.
  • Potion of Everlasting Life: This potion staves off the effects of rapid aging or untimely decline of health for a week. But doesn’t stop the effects of poison or disease.
  • Chimney Mouth: The target can blow smoke for 1 minute into a 15 foot cone. The area is heavily obscured for 1 round.
  • Beauty Potion: Potion must be ingested. This potion causes you to appear more beautiful to yourself and others. The drinker gains +1 to Deception and Persuasion checks vs targets that are sexually attracted to them.
  • Air Spirit: this potion must be ingested. It tastes of high proof alcohol but feels like you’re swallowing air. The drinker becomes light as a feather and they ignore any encumbrance they have and are under the effects of feather fall for 8 hours. Their jump distance is doubled. But they have disadvantage on strength checks and saves.
  • Hair Tonic: Dab this potion on exposed flesh and it will grow hair up to 1 foot long for 24 hours. Apply regularly for a week to restore hair loss or cultivate a patch of constant growth.
  • Oil: Usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged Attack against a target creature or object, treating the oil as an Improvised Weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
  • Acid: As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an Improvised Weapon. On a hit, the target takes 2d6 acid damage.
  • Alchemist Fire: This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an Improvised Weapon. 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.
  • Potion of Water Breathing: You can breathe Underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
  2 Point Potions  
  • Greater Healing Potion: A character who drinks the magical red fluid in this vial regains 4d4+4 hit points. Drinking or administering a potion takes an action.
  • Gunpowder: Gunpowder (necessary for gun use and explosive making)
  • Separation Juice: Your spirit separates from your body which falls unconscious and can pass through small gaps but is limited to 45 feet. While in spirit for the user can not communicate with normal mortals. The spirit can renter its body at anytime ending the effect and returning consciousness to the body.
  • False Death: Feign Death spell
  • New Horizons Tonic: gain 150% experience for the day because everything is a learning experience.
  • Flying Potion: User can fly for 10 minutes. Flying speed equals movement speed.
  • Hole in a Jar: Create a 3 foot long hole in a wall or the floor. Doesn’t work on led, fine metal, or enchanted objects.
  • Polar Opposite Cream: reflects electrical shock back towards the caster for 10 minutes.
  • Flash Freeze: ranged attack as an improvised weapon. On a hit the target take 2d6+2 cold damage and must make a DC 14 Con Save. On a failed save the target cannot take any movement and has disadvantage on attack rolls and Dex saves for 1 minute. The target can repeat a save at the end of each round. Any target that drops to 0 hit points from the cold damage is not dead but frozen in place and falls unconscious in 10 minutes.
  • Rock Oil: Ranged attack 30/60 as improvised weapon. Upon impact the target becomes heavy for 1 minute. At the start of each round the target must make a Strength Save of 15. On a failed save the target looses any fly speed and falls 50 feet towards the ground instead. Failed saves also result in 1/2 jump distances.
  • Green Tongue: Pour this on a medium or smaller plant and it will make it animated. This does not make it a combative ally but will allow you to communicate with it.
  • Confusion Draught: Causes the drinker to be Confused for 10 minutes after consumption.
  • Quick Silver: Ranged Attack as an improvised weapon 20/40 feet. On a hit any target that is not a construct becomes enraged attacking the the closest enemy within movement range with melee attacks. If no enemies are in range then they will attack an ally. The target also laughs madly taking 1d4 psychic damage at the start of every turn. Target can make a DC 14 check at the end of every turn to end the effect.
  • Suppression Tonic: This potion allows you to suppress the effects of a curse for a week such as lycanthropy or vampirism. Does not effect curses of items. This item can be made by a cleric for half the cost.
  • Happy Water: This potion can be ingested. The drinker feels happy for 10 minutes. This feeling of lightness and levity fights down any feelings of sadness or gloom and gives a +2 to rolls vs fear
  • Prince’s Potion: This potion must be ingested. The target must pass a DC 18 Cha save or be polymorphed into a frog (see Polymorph spell).
  • Peace Potion: Potion must be ingested. The target must pass a DC 17 Cha save or fall victim to a peaceful mindset for 1 hour. Any peaceful sounding arguments will have advantage on the target. If the target or their allies are attacked the enchantment will be broken.
  • Mouse Tea: Potion must be ingested. Target is shrunk down to the Tiny size for 10 minutes. Unwilling targets must make a DC 16 save to resist the effects and can repeat the save at the end of each round.
  • Truth Serum: Potion must be injected. The target is under the effects of Zone of Truth.
  • Death's Neighbor: Potion must be ingested. This potion causes the target to become a much older version of themselves for 1 hour. This potion can suppress the effects of reverse aging curses for 1 week. The target appears as a very elderly version of their race. All physical attributes are cut in half. Any unwilling target must mak e a DC 14 Wis Save to resist the effects. The save may be repeated at the end of each turn.
  • Divine Sight: Potion must be ingested. Drinker is under the effect of Detect Evil for 10 minutes.
  • True Sight Elixir: Potion must be ingested. The drinker can see invisible targets and objects for 10 minutes.
  • Sleep Gas: Range of 30 feet. The vial spills forth a magic gas within a 5 foot radius. Any targets that breath must make a DC 10 Wis save or fall unconscious for 3 rounds.
  • Volatile Acid: Ranged improvised weapon 30/45. The target is covered in acid that burns for 3d8 acid damage and burns 2 acid on each following round for up to a minute. The acid can be neutralized with soap. But if lightning or fire makes contact with the target before it is neutralized the acid lights on fire and the target takes an additional 4d4 fire damage that consumes the acid.
  • Conscious Concoction: Action to pour. This potion animates an object up to size large under the will of the caster for 10 minutes. It is under the effects of the Animate Object spell.
  • Pillow Soft: You become soft as a pillow for 10 minutes. You have resistance to all bludgeoning damage but are more vulnerable to piercing damage.
  3 Point Potions  
  • Superior Healing Potion: A character who drinks the magical red fluid in this vial regains 8d4+8 hit points. Drinking or administering a potion takes an action.
  • Alchemist’s Triumph: This potion turns 10 pounds of lead into a gold bar.
  • Lightning in a Bottle: This bottle can be opened releasing a lightning bolt (See Lightning Bolt spell). The user can try to catch the lightning with an Alchemy Tool check of DC 17 immediately after as a reaction.
  • Creeping Fear: Range 30 feet. The bottle breaks releasing a cloud of gas in a 10 foot radius. Creatures within the radius must make a Wisdom Save DC 15 or higher against fear or become frightened as the gas shifts into the shape of their worst fear. Those that fail the save are frightened until the gas fades, 1 minute but can repeat the save on each of the following rounds.
  • Transfiguration Potion: gain the use of Wild Shape for 1 hour, CR 1/10 character level.
  4 Point Potions  
  • Supreme Healing Potion: A character who drinks the magical red fluid in this vial regains 10d4+20 hit points. Drinking or administering a potion takes an action.

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