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Alchemy
DCC - Lankhmar
### # Alchemy #### DCC - Lankhmar #### Version: *2.2.1* ###
# Throughout the ages, people have tried to create mystical effects through the rare art of alchemy. Whether to heal, harm or hinder, the concoctions created by these brave souls have been used to heal the sick, weaken enemies or give combatants an alchemical advantage. Alchemy can be performed with a plethora of tools including: **Gathering Kit**, **Brewing Kit**, **Poisoner's Kit** or **Metallurgist Supplies**. ## Table of Contents
- #### [
2
Chapter 1: Gathering
](#gathering) - [
2
Finding Ingredients
](#gathering) - [
2
Gathering Skill
](#gathering) - [
2
Gathering Kit
](#gathering) - #### [
3
Chapter 2: Crafting
](#crafting) - - [
3
Basics of Creation
](#crafting) - - [
3
Example of Creating a Potion
](#crafting) - ##### [
3
Discovery
](#crafting) - - [
3
Discovery Check Results
](#crafting) - - [
3
Failure Table
](#crafting) - #### [
4
Chapter 3: Brewing
](#brewing) - [
4
Brewing Skill
](#brewing) - [
4
Brewing Kit
](#brewing) - [
5
Brewing Effects
](#brewing-brewing-effects) - - [
5
Brewing Potions Table
](#brewing-brewing-effects) - #### [
6
Chapter4: Poisons
](#poisons) - [
6
Poisoner Skill
](#poisons) - [
6
Poisoner Kit
](#poisons) - [
7
Poison Effects
](#poisons-poison-effects) - - [
7
Poison Vials Table
](#poisons-poison-effects) - #### [
8
Chapter 5: Metallurgy
](#metallurgy) - [
8
Metallurgy Skill
](#metallurgy) - [
8
Metallurgy Supplies
](#metallurgy) - [
9
Metallurgy Effects
](#metallurgy-metallurgy-effects) - - [
9
Metallurgy Oils and Grenades
](#metallurgy-metallurgy-effects) - #### [
10
Chapter 6: Plants and Herbs
](#plants-and-herbs) - #### [
11
Chapter 7: Monsters and Animals
](#monsters-and-animals) - #### [
12
Chapter 8: Salvage
](#salvage) - [
12
Salvage Table
](#salvage) - #### [
13
Chapter 9: Herbalist
](#herbalist) - [
13
Buying and Selling Ingredients
](#herbalist) - #### [
14
Credits
](#credits)
\columnbreak ## Glossary of Terms ___ - **Gathering** - The act of cultivating and/or harvesting herbs, plants and animal parts for the purpose of using these materials to create alchemical concoctions. - **Essences** - The raw materials extracted from ingredients found in nature via *Gathering*. - **Mundane Ingredients** - The core materials you will need to create alchemical concoctions. These can be purchased from an Alchemist or cultivated in a garden. - **Salvage** - The intrinsic opportunity to extract additional items from monsters or animals based off a Gathering check of (**20**) or higher. - **SL** - The abbreviation of **S**kill **L**evel or **S**kill **B**onus, whether it's Gathering, Brewing, Poisons or Metallurgy.
#### Essence Icons
| Essence | Icon | |:---:|:-----------:| | Air |
| | Darkness |
| | Earth |
| | Fire |
| | Life |
| | Water |
| \pagebreakNum
Alchemy
DCC - Lankhmar
# Gathering The first step to alchemy is finding, cultivating or harvesting ingredients. Ingredients can be any natural resource with a connection to a primal element such as plants, herbs, stones or even parts of creatures. Each ingredient contains a number of essences which can be extracted and used in alchemical creations. Ingredients can be of different qualities and therefore contain different amounts of essences.
*They can be:* ___ > - **Common** ingredients contain (**1**) essence > - **Uncommon** ingredients contain (**2**) essences > - **Rare** ingredients contain (**3**) essences ### Finding Ingredients Plants and animal parts can be gathered through foraging in the wilderness and harvesting parts from humanoids, monsters or animals. A PC simply needs to declare an attempt at Gathering on a corpse, plant or herb (*per the judges discretion*) and then roll against the appropriate table to identify which *Essences* have been harvested. The Judge consults the PC on their current *Gathering Skill* Level and *Gathering Kit*. The Player then rolls a (**d20**), adding any Gathering Bonuses, against the *Plants and Herbs* or *Monster and Animals* list according to the environment or animal type. #### Encounters After each encounter, a PC may make a gathering check to collect potential Alchemical resources from corpses. Each corpse may provide an opportunity for Gathering. #### Traveling During the course of traveling, a PC may make a number of gathering checks equal to their *Gathering Skill* plus (**1**), per day. *Example: Gathering Skill Level 2 -- This PC may make three Gathering Checks.* #### Carousing Between sessions or during downtime (*which would constitute time spent at a city, town or hamlet*), a PC may make a number of gathering checks equal to their *Gathering Skill* plus (**1**). ___ > **Gathering Skill Level:** *Determines how many of a given Herb, Plant or remains of a Monster or Animal are gathered.* >
> ***NOTE:** It is possible for Herb and Plants to be cultivated in a garden which can provide a renewable source of ingredients.* \columnbreak ### Gathering Kit A Gathering Kit can be used for foraging, harvesting, growing herbs and skinning or butchering animals. - The base *Gathering Kit* will usually cost (**30gp**) - The *Gathering Kit* provides a (**+1**) to Gathering Skill checks and the amount of ingredients harvested ### Gathering Skill The Gathering skill will increase each time the Gatherer performs a Gathering Skill check to find and harvest plants, monsters or animals.
#### Gathering Skill - Table 1.1
| XP | Level | Gather Bonus | |:----:|:---:|:---:| | 0 | 0 | 0 | | 5 | 1 | +1 | | 15 | 2 | +2 | | 30 | 3 | +3 | | 60 | 4 | +4 | | 120+ | 5 | +5 | \pagebreakNum
Alchemy
DCC - Lankhmar
# Crafting Now you have your ingredients and your tools, you can create some alchemical concoctions. Crafting potions, poisons and grenades can be performed in any location as long as you have enough time and materials. However, utilizing an Alchemy Station or Lab will provide a reduction in your production times and additional created potions. ### Basics of Creation - Each of the ingredients harvested are broken down into *Essences*. - If an effect with a numerical value is used multiple times, the numerical value is multiplied by the number of times the effect is repeated. **NOTE:** *Die values never change.* - All *Essences* are consumed at the start of the process, regardless of success or failure. *Mundane Materials* are only lost on success or *critical failure*. - One experience point shall be awarded to the discipline used during creation, regardless of success or failure. - Only one discipline effect can be created at a time. If another effect is applied, they cancel each other out and all *Essences* are lost.
#### Skill Checks - Table 2.1
|Type| Calculation | |---:|:---:| |Creation DC| ( **DC10** + **Potion Level** )| |Creation Check| ( **1d20** + **Skill Level**^?^ + **Luck** )| |Saving Throw | ( **DC10** + **Skill Level** )| ___ - ^?^ Add any Skill Kits(**+1**), Alchemical Station(**+2**) or Alchemy Lab(**+3**) Bonuses as well ### Example of Creating a Potion - You want to create a potion that when consumed heals a character for (**2d4** + **SL**) hit points - You have *Brewing Skill* level of (**2**) and use your *Brewing Kit*, therefore you receive a (**+3**) as your **Skill Bonus** which is represented as "**SL**" in the formulas for creating potions, poisons, vials or grenades - You will need (**4**) Life (
) Essences because the Level 1 version requires (**2**) Life (
) Essences - You are making a potion so you need (**10gp**) worth of *mundane materials* - You are making a potion with (**2**) Level 1 heal hp effects (**1d4**+**SL**). So the value of the potion is (**30gp**) = **10gp** (*mundane materials*) + **10gp** (*effect*) + **10gp** (*effect*) and the process takes (**90**) minutes, (**45**) minutes per effect. - The Creation DC is **12** (**DC10**+(**2**)), because the *Base Creation DC* is (**10**) and you're creating a Level (**2**) Potion. - The Player then makes a *Brewing Skill* check (**d20** + **3** + **Luck**) against the *Creation DC* of **12**. - If successful, the Brewer creates (**3**) Healing Potions that provide (**2d4+2**) Healing. \columnbreak ### Creation Criticals and Fumbles During the crafting of recipes, moments of levity or ignorance are sure to occur. On a natural roll of a (**20**) or a (**1**), please refer to the tables below to determine the outcome of the brew! This roll is modified by your Luck (**Stat sheet and Fleeting**).
#### Critical Results - Table 2.2
| 1d20 | Result | |:--:|:----| | 1 | **Average Joe** - Because Luck does not seem to be on your side, you don't do anything out of the ordinary | | 2-12 | **Duplicity!** - You've taken the right steps in your creation allowing you to create an additional potion of the same type | | 13-19 | **Eureka!** - You're in your element and you've stumbled upon the right sort of mixture to create an additional potion of the same type, at one higher level | | 20^1^ | **Mad Scientist!** - *"It's Alive!"* Your friends are beginning to wonder about you. You incur **Eureka!**, choose another recipe and potion at your Skill Level to make and also increase your permanent *Luck* score by (**1**) - *Maximum of 18* | ___ - ^1^ *Mad Scientist can only occur on a roll of natural 20*
#### Fumble Results - Table 2.3
| 1d20 | Result | |:--:|:----| | 1^1^ | **Nature's Wrath** - This was not on the road map. You incur **Brain Trauma** and your mixture becomes volatile and explodes. All creatures within (**20ft**) take (**4d6**) *Fire* damage -- *Save:* (Reflex **DC18**) for half damage | | 2-12 | **Brain Trauma** - Not only are you **Science Dog**, but you also loose the knowledge of this recipe | | 13-19 | **Science Dog** - *"I have no idea what I'm doing!"* Not only do you lose your materials, but you lose the ability to craft this potion for a day | | 20 | **Truly Ordinary** - You don't do anything out of the ordinary and simply lose all essences and mundane ingredients used in the attempt as if nothing happened | ___ - ^1^ *Nature's Wrath can only occur on a roll of natural 1* \pagebreakNum
# Discovery The process of finding new recipes can be fraught with surprises and danger. The two tables below outline how an alchemist can discover (**d20** + **Skill Bonus** + **Luck**) a new recipe. After each discovery attempt, successful or not, two random *Essences* will be consumed in the process.
#### Result Table - Table 2.4
| 1d20 | Result | |:----:|:----| | 1 | **Critical Failure!** - Roll (**1d20**) on Fumble Table^1^ | | 2-7 | **You suck at this!** - Materials Lost | | 8-13 | **Knowledge Gain!** - Roll on Discipline Table | | 14-17 | **Shake and Bake!** - Roll on Discipline Table, Level 1 recipe created | | 18-19 | **Serendipity!** - Roll on Discipline Table, Level 2 recipe created | | 20 | **Alchemical Savant!** - **Serendipity!** occurs and choose another recipe - Gain 1 Luck Stat ^2^ |
___ - ^1^ On a roll of **Natural 1**, Alchemist incurs a **Critical Failure**. Roll on Critical Fumbles (*Table 2.5*) modified by Luck - ^2^ On a roll of **Natural 20**, Alchemist follows the guidelines of **Alchemical Savant!**
#### Critical Fumbles - Table 2.5
| 1d20 | Result | |:---------:|:----| | 1 | **Catastrophe!** - The mixture of chemicals and ingredients erupt in a violent explosion causing (**4d6**) *fire* damage and knocking unconscious to all within (**20ft**) for (**3 turns**) | | 2-11 | **Staying Alive!** - The Alchemist's skin hardens and gleams like diamonds thereby providing an additional (**+1**) to their Armor. They also incur a (**-3**) check penalty as if they were wearing Hide Armor | | 12-14 | **These eyes!** - Your eyes become light sensitive, incur ***-1 to Attacks*** in daylight or bright light but you gain limited ***Infravision 40ft*** | | 15-17 | **Gym Rat!** - You lose (**1**) point from your highest stat, but gain (**1**) point in your lowest stat | | 17-19 | **Bad Hair Day!** - All of your hair falls out, lose (**1 Point**) of Personality permanently. *It might grow back.* | | 20+ | **Adrian!** - Character gets knocked out. You are unconscious for (**1d6**) rounds or until awakened by vigorous means |
\pagebreakNum
Alchemy
DCC - Lankhmar
# Brewing The Brew Master can create potions that can heal allies, cure disease or apply a blessing and excels in creating potions that provide benefits to themselves or allies. ### Brewing Skill The Brewing skill will increase each time the alchemist attempts to brew a potion. Each Brewing Skill Level allows the Brew Master to create a potion of the same level; *Level 0* defaults to *Level 1 Potions*. Including the number of potions created. *For example: Brewing Skill Level 2 can create up to a Level 2 Healing Potion, but because they have a Skill Level of 2, they create two Healing Potions and with a Brewing Kit, three Healing Potions.* ___ > #### Brewing Skill Level Affects > - Number of Potions Created (**1+SL**) > - Level of Potion Created > - Time Needed to Create Potions \columnbreak
#### Brewing Skill Levels - Table 3.1
| XP | Skill Bonus | Skill Level |Time/effect| |:----:|:---:|:----:|:------:| | 0 | 0 | 0 |90 mins| | 5 | +1 | 1 |90 mins| | 15 | +2 | 2 |45 mins| | 30 | +3 | 3 |20 mins| | 60 | +4 | 4 |10 mins| | 120+ | +5 | 5 |5 mins| ### Brewing Kit A Brewing Kit can be used to support brewing potions for the Brewing Discipline. - The base Brewing Kit will cost (**50gp**) and includes (**2**) *mundane ingredient* uses. - You will need (**10gp**) worth of *mundane ingredients* per creation. - The Brewing Kit provides a (**+1**) to Brewing Potions and provides an additional (**+1**) healing when using **Luck**, **Tinctures**, **Poultices** or **Potions** to heal. \pagebreakNum
Alchemy
DCC - Lankhmar
## Brewing Effects #### Brewing Potions - Table 3.2
|1d20| Potion | Essence | Effect | |:--:|:---:|:---:|:---| |1| Healing |
+
| Heals (**1d4+SL**) hit points | |2| Regeneration |
+
| You regain (**1+SL**) hit points at the end of your turn for (**1 turn**) | |3| Cleanse |
+
| Removes (**1**) disease or poisoned condition | |4| Gift |
+
| You gain (**1d4+SL**) temporary hit points | |5| Radiant |
+
| You gain resistance to *radiant* and *necrotic* damage for (**1d3+SL rounds**) | |6| Holy Thorns |
+
| When you are hit by an attack within (**1d3+SL rounds**), a melee attacker automatically takes (**1d6**) radiant damage on a successful hit. *No Save* | |7| Purified Water |
+
| Restores (**1d3+SL**) Temporarily Lost Stat Points | |8| Empower |
+
| For (**1 turn**), you may add (**1**) to any ability stat | |9| Sustaining |
+
| You do not need to drink or eat for (**24 hours**) | |10| Fleet Footed |
+
| You gain an extra (**10ft**) of movement for (**1 turn**) | |11| Frostbite |
+
| When you are hit by an attack within (**1d3+SL rounds**), a melee attacker automatically takes (**1d6+SL**) cold damage on a successful hit. *No Save* | |12| Warmth |
+
| Prevents the negative effects of being in extremely cold weather for (**8 hours**) | |13| Resistance |
+
| You gain resistance to bludgeoning, slashing and piercing damage for (**1d3+SL rounds**)| |14| Elements |
+
| You gain resistance to fire, cold and lightning for (**1d3+SL rounds**) | |15| Combustion |
+
| When you are hit by an attack within (**1d3+SL rounds**), a melee attacker automatically takes (**1d6**) *fire* damage on a successful hit. *No Save* | |16| Rooted |
+
| Increase dice chain by (**1**) on saves against being moved by external forces for (**1d3+SL rounds**). *Dice chain not affected by Skill Level, only duration.* | |17| Outlander |
+
| You are unaffected by non-magical difficult terrain for (**1d3+SL rounds**) | |18| Stealth |
+
| You may add (**1d3+SL**) to the next *Stealth* check you make within (**1d3+SL rounds**) | |19| Unending Breath |
+
| You do not need to breath for (**10 turns**) | |20| Shock |
+
| When you are hit by an attack within (**1d3+SL rounds**), a melee attacker automatically takes (**1d6**) lightning damage on a successful hit. *No Save*| |21| Undead Touch|
+
| When you are hit by an attack within (**1d3+SL rounds**), a melee attacker automatically takes (**1d6**) necrotic damage on a successful hit. *No Save* |
\pagebreakNum
Alchemy
DCC - Lankhmar
# Poisons A Poisoner's kit can be used to make poisons that can be ingested, inhaled or activated on contact. Poisons that can be inhaled have a range of (**10ft/30ft**) and take an action to throw. When thrown, they will explode and affect all targets in a (**5'**) diameter sphere. ### Poisoner Skill The Poisoner skill will increase each time the alchemist successfully concocts a poison. Each level of Poisoner allows the Poison Master to create a poison or vial of the same level. **NOTE:** The ***Handle Poison*** Thieving Skill allows for the application of poisons to blades to be performed during a *free action*. And the Poisoner Skill allows for the number of attacks with poison bladed weapons equal to the Poisoner's Skill Level. ___ > #### Poison Skill Level Affects > - Number of Potions Created (**1+SL**) > - Level of Potion Created > - Time Needed to Create > - Number of Attacks per Application (**1+SL**) \columnbreak
#### Poisoner Skill Levels - Table 4.1
| XP | Skill Bonus | Skill Level |Time/effect| |:----:|:---:|:----:|:------:| | 0 | 0 | 0 |90 mins| | 5 | +1 | 1 |90 mins| | 15 | +2 | 2 |45 mins| | 30 | +3 | 3 |20 mins| | 60 | +4 | 4 |10 mins| | 120+ | +5 | 5 |5 mins| ### Poisoner Kit A Poisoner Kit can be used to craft poisons. - The base *Poisoner's Kit* will cost (**50gp**) and includes *2 mundane ingredient* uses. - You will need (**10gp**) worth of *mundane ingredients* per vial or application. - The Poisoner Kit provides a (**+1**) to Poisoner Skill checks and provides the ability to cleanse poisons with an action \pagebreakNum
Alchemy
DCC - Lankhmar
## Poison Effects #### Poison Vials - Table 4.2
| Roll | Vial | Essence | Effect | |:--:|:---:|:---:|:---| |1| Enthralling |
+
| Targets must make a ***Will*** saving throw or be charmed by you for (**1 round**) | |2| Vampiir |
+
| Targets must make a ***Fortitude*** saving throw. On a failure, the target gains the extreme sunlight sensitivity condition for (**1 turn**) - (**1d4**) *radiant* damage per round | |3| Terror |
+
| Targets must make a ***Will*** saving throw or be frightened of you and must flee for (**1 round**) | |4| Grief |
+
| Targets must make a ***Fortitude*** saving throw or healing is halved for (**1 round**) | |5| Sleep |
+
| Targets must make a ***Will*** saving throw or fall unconscious for (**1 round**) - *The target wakes up if it takes damage or if another creature takes an action to shake it awake* | |6| Weakness |
+
| Targets must make a ***Fortitude*** saving throw or become vulnerable to melee damage for (**1d3+SL rounds**) | |7| Fool |
+
| Targets must make a ***Reflex*** saving throw or their attacks are reduced by (**1**) for (**1 round**) | |8| Truth |
+
| Targets must make a ***Will*** saving throw or fall under the effect of the ***Zone of Truth*** spell for (**1 turn**) | |9| Sloth |
+
| Targets must make a ***Reflex*** saving throw or have their speed halved for (**1 round**) | |10| Guile |
+
| Targets must make a ***Reflex*** saving throw or incur a dice chain penalty on their next(**1**) ability check or attack | |11| Black Lotus |
+
| Targets must make a ***Fortitude*** saving throw or take (**1d3+SL**) *poison* damage and an additional (**1d3**) *poison* damage for (**3 rounds**) | |12| Fire Flake Flower |
+
| Targets must make a ***Reflex*** saving throw or take (**1d3+SL**) *fire* damage and an additional (**1d3**) *fire* damage for (**3 rounds**) | |13| Fire |
+
| Targets must make a ***Reflex*** saving throw or take (**1d4+SL**) *fire* damage | |14| Combustion |
+
| Targets must make a ***Reflex*** saving throw or take (**1d3+SL**) *fire* damage and has a (**30%**) chance to ignite (**1**) other ally within (**10'**), they will also take (**1d3+SL**) *fire* damage| |15| Fire Vulnerability |
+
| Targets must make a ***Fortitude*** saving throw or become vulnerable to *fire* damage for (**1 turn**) | |16| Creeping Death |
+
| Targets must make a ***Fortitude*** saving throw or take (**1d3+SL**) *poison* damage and has a (**30%**) chance to infect (**1**) other ally within (**10'**), they will also take (**1d3+SL**) *poison* damage | |17| Blinding |
+
| Targets must make a ***Reflex*** saving throw or become blinded for (**1 round**) and suffers a (**-4**) to attack and (**-10'**) movement | |18| Poison Vulnerability |
+
| Targets must make a ***Fortitude*** saving throw or become vulnerable to *poison* damage for (**1 turn**) | |19| Rooted |
+
| Targets must make a ***Fortitude*** saving throw or become rooted in place for (**1 round**) | |20| Wasp |
+
| Targets must make a ***Fortitude*** saving throw or take (**1d8+SL**) *poison* damage | |21| Undead |
+
| Targets must make a ***Fortitude*** saving throw or take (**1d8+SL**) *necrotic* damage |
\pagebreakNum
Alchemy
DCC - Lankhmar
# Metallurgy Metallurgist Supplies are used to make grenades and weapon oils. Grenades have a range of (**30ft/60ft**) and take an action to throw. When thrown, they will explode and affect all targets in a (**5'** X **Skill Level**) diameter sphere. ### Metallurgy Skill The Metallurgy skill will increase each time the alchemist successfully creates a grenade or weapon oil. Each level of Metallurgy allows the Metallurgist to create a number of grenades or weapon oils equal to their Metallurgy Skill Level. The Metallurgist can apply a weapon oil to (**1**) Weapon or (**5**) Ammunition as an action, if they possess the **Handle Poison** skill this can be done as a *Bonus Action*. The weapon oil or grenade remains active until used. Number of uses per application increases with Skill Level. ___ > #### Metallurgy Skill Level Affects > - Number of Oils or Grenades Created (**1+SL**) > - Level of Oil or Grenade Created > - Time Needed to Create > - Number of uses for Weapon Oils (**2+SL**)
#### Metallurgy Skill Levels - Table 5.1
| XP | Skill Bonus | Skill Level |Time/effect| |:----:|:---:|:----:|:------:| | 0 | 0 | 0 |90 mins| | 5 | +1 | 1 |90 mins| | 15 | +2 | 2 |45 mins| | 30 | +3 | 3 |20 mins| | 60 | +4 | 4 |10 mins| | 120+ | +5 | 5 |5 mins| ### Metallurgy Supplies - The base *Metallurgy Supplies* will cost (**50gp**) and includes *2 mundane ingredient* uses. - You will need (**10gp**) worth of mundane ingredients per grenade or weapon oil. - The Metallurgist Supplies provides a (**+1**) to the Metallurgy Skill checks and provides an additional (**+1**) to Armor Class. \pagebreakNum
Alchemy
DCC - Lankhmar
## Metallurgy Effects #### Oils and Grenades -- Table 5.2
|Roll | Oil/Grenade | Essence | Effect | |:--:|:---:|:---:|:---| |1| Radiant |
+
| Targets must make a ***Will*** saving throw. On a failure, they take (**1d3+SL**) radiant damage | |2| Weakness |
+
| Targets must make a ***Fortitude*** saving throw or have their Strength reduced by (**1**) for (**1 round**) | |3| Hunter's Mark |
+
| Targets do not benefit from invisibility for (**1 round**)| |4| Rooted |
+
| Targets must make a ***Reflex*** saving throw or be immobilized for (**1 round**) | |5| Blindness |
+
| Targets must make a ***Reflex*** saving throw or be blinded for (**1 round**) | |6| Suppression |
+
| Targets must make a ***Reflex*** saving throw or can't attack for (**1 round**) | |7| Cold |
+
| Targets must make a ***Reflex*** saving throw. On a failure, they take (**1d3+SL**) cold damage | |8| Dumbfounded |
+
| Targets must make a ***Will*** saving throw or their Intelligence is reduced by (**1**) for (**1 round**) | |9| Sludge |
+
| Targets must make a ***Reflex*** saving throw or become covered with a sticky gel. Any effect that deals fire, cold or lightning damage to them while covered in the gel deals an extra (**1d6**) of that type of damage. An affected creature or an adjacent one can spend an action to remove the gel | |10| Clumsiness |
+
| Targets must make a ***Reflex*** saving throw or their Agility is reduced by (**1**) for (**1 round**) | |11| Acid |
+
| Targets must make a ***Reflex*** saving throw. On a failure, they take (**1d3+SL**) acid damage | |12| Fire |
+
| Targets must make a ***Reflex*** saving throw. On a failure, they take (**1d3+SL**) fire damage | |13| Smoke |
+
| Targets must make a ***Reflex*** saving throw. Area (*Please see Metallurgy rules to determine area*) is covered in a thick mist (*or target is blinded*) making it heavily obscured ( **-2 to hit** ) for (**1 round*), targets can use an action to move out of mist | |14| Tenderfoot |
+
| Targets must make a ***Fortitude*** saving throw or have their Stamina reduced by (**1**) for (**1 round**) | |15| Folly |
+
| Targets must make a ***Will*** saving throw or their Wisdom is reduced by (**1**) for (**1 round**) | |16| Undead |
+
| Targets must make a ***Reflex*** saving throw. On a failure, they take (**1d3+SL**) *necrotic* damage| |17| Shock |
+
| Targets must make a ***Reflex*** saving throw. On a failure, they take (**1d3+SL**) *lightning* damage | |18| Destabilization |
+
| Targets must make a ***Reflex*** saving throw. On a failure, they fall prone for (**1 round**) | |19| Force |
+
| Targets must make a ***Reflex*** saving throw. On a failure, they take (**1d3+SL**) *force* damage| |20| Fear |
+
| Targets must make a ***Will*** saving throw. On a failure, they flee in fear for (**1 round**) | |21| Sleep |
+
| Targets must make a ***Reflex*** saving throw. On a failure, they fall unconscious for (**1 turn**) |
\pagebreakNum
Alchemy
DCC - Lankhmar
# Plants and Herbs In the following tables you can see examples of plants and their alchemical essence for various environments.
#### Arctic | d20 | Name | Rarity | Essences| |:----:|:-------------|:-----|:---:| | **1-5** | Blue herb | Common |
| | **6-10** | Drojos ivy | Common |
| | **11-15** | Ucre bramble | Common |
| | **16-18** | White poppy | Uncommon |
| | **19** | Kreet paste | Uncommon |
| | **20** | Angel flower | Rare |
| #### Caves | d20 | Name | Rarity | Essences| |:----:|:-------------|:--------|:---:| | **1-5** | Twilight wormwood| Common |
| | **6-10** | Blue herb | Common |
| | **11-15** | Mandrake root | Common |
| | **16-18** | Abyss flower | Uncommon |
| | **19** | Kasuni juice | Uncommon |
| | **20** | Blackleaf Rose | Rare |
| #### Desert | d20 | Name | Rarity | Essences| |:----:|:-------------|:--------|:---:| | **1-5** | Drojos ivy| Common |
| | **6-10** | Ellond scrub | Common |
| | **11-15** | Ucre bramble | Common |
| | **16-18** | Dried Ephedra | Uncommon |
| | **19** | Olina petals | Uncommon |
| | **20** | Ebrium fungus | Rare |
| #### Forests | d20 | Name | Rarity | Essences| |:----:|:-------------|:--------|:---:| | **1-5** | Twilight wormwood | Common |
| | **6-10** | Drojos ivy | Common |
| | **11-15** | Ellond scrub | Common |
| | **16-18** | Blood herb | Uncommon |
| | **19** | Thunderleaf | Uncommon |
| | **20** | Wisp stems | Rare |
| \columnbreak #### Lakes, rivers and ocean | d20 | Name | Rarity | Essences| |:----:|:-------------|:--------|:---:| | **1-5** | Twilight wormwood| Common |
| | **6-10** | Blue herb| Common |
| | **11-15** | Mandrake root | Common |
| | **16-18** | Aniseed sap | Uncommon |
| | **19** | Kreet paste | Uncommon |
| | **20** | Chromatic mud | Rare |
| #### Mountains | d20 | Name | Rarity | Essences| |:----:|:-------------|:--------|:---:| | **1-5** | Drojos ivy| Common |
| | **6-10** | Ellond scrub | Common |
| | **11-15** | Mandrake root | Common |
| | **16-18** | Ash chives| Uncommon |
| | **19** | Kasuni juice | Uncommon |
| | **20** | Dragontongue petals | Rare |
| #### Plains | d20 | Name | Rarity | Essences| |:----:|:-------------|:--------|:---:| | **1-5** | Ellond scrub | Common |
| | **6-10** | Mandrake root | Common |
| | **11-15** | Ucre bramble | Common |
| | **16-18** | Aniseed sap | Uncommon |
| | **19** | Lunar nectar | Uncommon |
| | **20** | Dragontongue petals | Rare |
| #### Swamps | d20 | Name | Rarity | Essences| |:----:|:-------------|:--------|:---:| | **1-5** | Twilight wormwood | Common |
| | **6-10** | Blue herb | Common |
| | **11-15** | Ucre bramble | Common |
| | **16-18** | Frenn moss | Uncommon |
| | **19** | Ecire laurel | Uncommon |
| | **20** | Spineflower berries | Rare |
|
\pagebreakNum
Alchemy
DCC - Lankhmar
# Monsters and Animals
\columnbreak In the following tables you can see examples of monsters and animals and their alchemical essence. Use this table as guidance for other monsters not listed.
#### Mundane Animals | 1d20 | Name | Rarity | Essences| |:----:|:-------------|:-----|:---:| | 1-5 | Claws | Common |
| | 6-10 | Feathers or Hide | Common |
| | 11-15 | Teeth | Common |
| | 16-18 | Pristine Claws | Uncommon |
| | 19 | Pristine Hide | Uncommon |
| | 20 | Stomach Lining | Rare |
| #### Bipedal Monster | 1d20 | Name | Rarity | Essences| |:----:|:-------------|:--------|:---:| | 1-5 | Hands or Feet | Common |
| | 6-10 | Hair | Common |
| | 11-15 | Teeth | Common |
| | 16-18 | Pristine Skin | Uncommon |
| | 19 | Eyes | Uncommon |
| | 20 | Salvage | Rare | Salvage
| #### Quadrupedal Monster | 1d20 | Name | Rarity | Essences| |:----:|:-------------|:--------|:---:| | 1-5 | Claws | Common |
| | 6-10 | Feathers or Hide | Common |
| | 11-15 | Teeth | Common |
| | 16-18 | Pristine Claws | Uncommon |
| | 19 | Pristine Hide | Uncommon |
| | 20 | Salvage | Rare | Salvage
|
\pagebreakNum
Alchemy
DCC - Lankhmar
# Salvage If if the result of Gathering is (**20**) or higher with their Gathering Skill check while gathering from corpses, roll on the table below to determine any extra materials or items that can be found.
### Salvage Results - Table 8.1
| d100 | Result| Value| |:---:|:---|:---:| | **1-7** | Crystal flask |1gp| | **8-12** | Steel Manacles |5gp| | **13-18** |2x Salamander scales |10gp| | **19-24** | Magnifying Glass with a Maple handle |20gp| | **25-30** | Small linen purse that contains Crystal bowl |23gp| | **31-36** | Velvet gloves |27gp| | **37-42** | Small weave sack that contains 3x prinstine claws |29gp| | **43-48** | Small Silver Mirror with a frame that is etched with glyphs |30gp| | **49-54** | Fine Dagger |35gp| | **55-60** | Small wool sack that contains 2 Blackleaf Rose |50gp| | **61-66** | Small cotton purse that contains 4x Wisp Stems |32gp| | **67-72** | Small velvet purse that contains Dragontongue Petals |35gp| | **73-76** | Crystal flask filled with Oil |23gp| | **77-80** | Dark Red Crystal Vial with Black liquid and a Platinum stopper |45gp^?^| | **81-84** | Light Red Crystal Vial with Blood Red liquid and a Red Glass stopper |45gp^?^| | **85-87** | Glass Vial with thick Light Pink liquid and a Gold stopper|45gp^?^| | **88-90** | Magnifying Glass with a golden handle |60gp| | **91-92** | Fine Steel Spectacles |70gp| | **93-94** | 2x Large Exotic Snake Fangs |87gp| | **95-96** | Dark Blue Stone |100gp| | **97-98** | Hourglass |123gp| | **99** | 2x Wyvern scales |500gp| | **100** | Roll Twice | - | ^?^ *These are random effects and Skill Level creations from each Discipline - Brewing, Poison, Metallurgy respectively* \pagebreakNum
Alchemy
DCC - Lankhmar
# Herbalist #### Buying and Selling Ingredients Ingredients can be bought and sold at markets although rarer ingredients might not be able to be found at conventional shops and you may need to find these ingredients at specialist shops. | Type | Purchase Price | Selling Price | |:----:|:-----:|:-:| | Common | 5 gp | 3 gp | | Uncommon | 20 gp | 15 gp | | Rare | 60 gp | 45 gp | | Mundane Ingredients | 10 gp | 10 gp | \pagebreakNum
Alchemy
DCC - Lankhmar
# Credits ### Inspired by - [Tantaragla](https://www.reddit.com/user/Tantaragla) and their [Alchemy Resource](https://www.gmbinder.com/share/-L2PYLOb2QmTvdxvtQX_) - [AeronDrake](https://www.reddit.com/user/AeronDrake) and their [Wilderness Survival Guide](https://www.reddit.com/r/UnearthedArcana/comments/62qp1v/wilderness_survival_guide_4th_draft/)
### Artists - [Rodrigo Ramos](https://www.artstation.com/rodg), "The Alchemist" - [Raymond Swanland](http://raymondswanland.com), "Druidic Satchel" - [Kerem Beyit](https://www.deviantart.com/kerembeyit), "Cover Art | Pathfinder Player Companion: Alchemy Manual" - [Lindsey Look](http://www.artofmtg.com/artist/lindsey-look), "Alchemist's Vial" - [Vera Velichko](https://www.artstation.com/vera_velichko), "Vial, Potion of Poison" - [Grafit Studio](https://www.artstation.com/grafit), "Bomb Heaver | Gwent: The Witcher Card Game" - The Elder Scrolls - Abstract, "Warrior versus Beast" - [PearlPencil](https://www.deviantart.com/pearlpencil), "Elder Alchemist"
### Creators [Xuskey](https://www.reddit.com/user/Xuskey)
### Changelog #### v2.2.1 - Cleaned up some crunchiness of the crafting of alchemical concoctions so that Creation Dice Challenge and Saving Throws associated aren't so arcane. - Cleaned up the gathering discipline and removed the need for separate die per level. - Cleaned up additional fluff on each of the creation disciplines to make it more streamlined - Added context on each discipline for what each skill provides per level - Modified a Brewing recipe to add in a potion that would recover temporarily lost stat points (Design goal: speed up down time) - Modified some values of the Poison and Metallurgy disciplines to fall in line with that of the Brewing discipline * Design Goals of each Discipline * Brewing - To provide sustainment (healing; curse, poison and disease removal) along with additional damage features * Poison - To provide top-end damage support including some debuff options * Metallurgy - To provide debuff capabilities including some damage options in a group capacity #### v2.1.2 - Cleaned up the Experience Tables to reflect Zero level - Cleaned up some language in Gathering to ease off the strictness of accumulating materials - Cleaned up language in the Discovery Results to reflect the correct naming of results #### v2.1.1 - Cleaned up a number of entries with incorrect labels - Centered table headers throughout - Streamlined Critical Fumble results for Discoveries - Cleaned up the Discovery Results table for linearity with Fumbles #### v2.1 - Modified all of the element names to follow a normalized nomenclature. #### v2.0 - Modified the Gathering mechanics to make it less egregious in terms of dice rolling. - Modified the Brewing discipline - Cleaned up table names - Cleaned up note entires to include Skill Bonus affected items - Broke out Potion Effects on separate page - Added Potion names to Table list - Reformatted Brewing image to fill bottom portion of splash page - Modified the Potion discipline - Cleaned up table names - Cleaned up note entires to include Skill Bonus affected items - Broke out Vial Effects on separate page - Added Vial names to Table list - Added new image to Poison splash page - Cleaned up all the Tables in document - Modified the overall style affecting tables to include bold text for the first column #### v1.9 - Added in justify to normal text to fill in negative space #### v.1.8 - Start of change log - Added some delineation of the tables (header row) to ensure readability - Modified the padding behavior of note blocks to ensure top padding wasn't too egregious - Cleaned up note blocks to utilize the banded top and bottom bars - Cleanup up several items that needed clarity - Added some additional note blocks to provide readability for important information ### Todo - Add more credits for art