Alchemy in your game world

IMC, I'd like to see alchemy become more separate from magic. In d20, it's kind of joined at the hip. With my next campaign, I want to separate the two from one another. I intend to create unique alchemical solutions (potions) which do not necessarily reflect the spells in the system. For example, there might be a healing potion, but it won't be nearly as effective as the spell.
 

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It's nice to read a thread where people actually acknowledge D&D physics is not the same as our world's physics and that there are real implications for the elements being real. Depending on the game, I run alchemy using either Islamic/Scholastic alchemy (Jabir Corpus, etc.) or Taoist alchemy. There's plenty of information on the European/Middle Eastern alchemy available but Taoist alchemy is a little harder to learn -- I recommend Needham's book.
 

Boy, I didn't answer your question at all. I use the idea from A&H that alchemy is chemistry and when combined with magic (it is called alchana), makes something more powerful than either. The material I took from the Alchemist Power Class is the idea of arcane distillations (animals produce humors, plants oils, minerals essances and ideas and concepts ephemera). The only problem I have with it is the catagory light would fit into- liquid moonlight would be a boon for werecreatures.
 

Conaill said:
Fantasy chemistry! Think Flubber, Jeckel & Hyde, etc. Do *not* try to do anything that resembles real world chemistry...

This is what it is most like in all the games I have DMed and played in. There is even a Gnome NPC who the party knows who makes such stuff. :)
 

I treat alchemy in a mixed manner. It is chemistry in that it allows you to create flamable liquids and explosives, but it also encompasses a quasi-magical aspect in that it lets you create unrealistic (by real world standards) items such as herbal pastes or elixirs which heal 1d8 damage. I do not require any spellcasting ability for characters to use alchemy though. In fact, while few item crafting spellcasters would waste their time with weak alchemical products my campaign world has a lot of experts and monks who invest heavily in the skill. Monasteries in the real world often made beer and cheese. In my world they make magic beer and cheese.
 

Devilkiller said:
I treat alchemy in a mixed manner. It is chemistry in that it allows you to create flamable liquids and explosives, but it also encompasses a quasi-magical aspect in that it lets you create unrealistic (by real world standards) items such as herbal pastes or elixirs which heal 1d8 damage. I do not require any spellcasting ability for characters to use alchemy though. In fact, while few item crafting spellcasters would waste their time with weak alchemical products my campaign world has a lot of experts and monks who invest heavily in the skill. Monasteries in the real world often made beer and cheese. In my world they make magic beer and cheese.

Yeah, thats kind of how I view it. It's basicaly minor "magical" items [i.e.] that are practically useful and affordable grenades and such. More nifty non-magical items are always nice.
 

Conaill said:
Fantasy chemistry! Think Flubber, Jeckel & Hyde, etc. Do *not* try to do anything that resembles real world chemistry...

My game too-- although I use the 3.0 version as well and do not require arcane casting ability
 

fusangite said:
It's nice to read a thread where people actually acknowledge D&D physics is not the same as our world's physics and that there are real implications for the elements being real. Depending on the game, I run alchemy using either Islamic/Scholastic alchemy (Jabir Corpus, etc.) or Taoist alchemy. There's plenty of information on the European/Middle Eastern alchemy available but Taoist alchemy is a little harder to learn -- I recommend Needham's book.

In my previous post I said I treat like Alchemy like chemistry, but only in the sense of not being magic (you know, for the purposes of detecting magic and similar), but definitely I don't let it work realistically. It is still a very wondrous things, a "fantasy alchemy" as someone mentioned, only not related to spells.
 

Chemistry is a science. Alchemy is an art.

I've expanded on its importance a bit. Notably, there are masterwork alchemical items (lasting longer or having more important effects), more variety in items (like the healing salves from Tome & Blood), and so on.

Also, as I modified the rules for specialist wizards (get special abilities tied to their specialty, rather than bonus spell slots), I created an Alchemist specialist wizard.

And finally, I'm thinking of some sort of synergy between Brew Potion and the Alchemy skill, but I haven't decided yet exactly what. Right now, my idea is that having BP gives a +2 synergy bonus on Alchemy checks, and you get to save a number of XP equal to your Alchemy rank when brewing potions.
 

Li Shenron said:
In my previous post I said I treat like Alchemy like chemistry, but only in the sense of not being magic (you know, for the purposes of detecting magic and similar), but definitely I don't let it work realistically. It is still a very wondrous things, a "fantasy alchemy" as someone mentioned, only not related to spells.
I have no idea whether you're agreeing or disagreeing with me; this, I think, stems from the fact that I don't know what you mean by "realistically."
 

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