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Alchemy instead of magic
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<blockquote data-quote="gpetruc" data-source="post: 553579" data-attributes="member: 2255"><p>I'm creating a new setting in the reinassance times where magic has been forgotten and it has been replaced by Alchemy, but I 'm not sure on how to do it.</p><p></p><p><strong>Ideas</strong></p><p>I'll summarize the main ideas:</p><p>- The only "spellcasters" are the alchemists</p><p>- Alchemy should as less arcane as possible: I'd like to avoid obscure things such as memorized spells that vanish from memory or "mana points".</p><p>- The main limits to what an alchemist can do are: the complexity of the formulas, the components needed, the time required to prepare them and the chance of failure in the preparation.</p><p>- spells should include: elemental spells, poisons, healing (I'll have no divine magic) (but at higher levels than clerics), protection spells, some transmutation</p><p>- spells should not include: "dominate" spells, spells that require the planes and spells that are too strange (for example Bigby's hands)</p><p></p><p>The rules that I had thought are:</p><p><strong>1) Casting mechaincs</strong></p><p>Alchemy is cast through a skill (let's call it alchemy) based on intelligence. </p><p>DCs are</p><p>lvl 0: 12</p><p>lvl 1: 15</p><p>lvl 2: 17</p><p>lvl 3: 20</p><p>lvl 4: 22</p><p>lvl 5: 25</p><p>lvl 6: 27</p><p>lvl 7: 30</p><p>lvl 8: 32</p><p>lvl 9: 35</p><p>Two checks are required: one when preparing the components and one when casting the spell.</p><p>(that gives roughtly a 40-50% chance of failure in the highest level, a 60-70 chance for a spell one level lower, an 80-90 for one two levels lower and an auto success later on) </p><p></p><p><em>1a) Preparing components</em></p><p>- May require (depending on the spell) access to fire, clean water, some alchemist tools or even a full alchemist lab; the text with the formula is required.</p><p>- Time required: 20 min/ spell level for an alchemist of lvl 1-6; 10 min/spell level for an alchemist of lvl 7-12, 5 min/spell level for an alchemist of lvl 13+</p><p>- Failure in the alchemy check means that the compoments are ruined and the process must start again with new ones</p><p>- Prepared components last 2 days; after that time they are ruined.</p><p></p><p><em>1b)Casting</em></p><p>- Provokes AoO and can be interrupted (requiring a concentration check).</p><p>- Armor check penality applies to the casting check.</p><p>- Use rules for a spell that requires Material and Somatic components (but no verbal ones)</p><p></p><p><strong>2) Known formulas</strong></p><p>An alchemist keeps his formulas on a book. There is no limit on the number of spells an alchemist might know (except for the cost and time involved in the writing process). </p><p>Understanding a formula (alchemycraft DC 15+spell level, no retry until after having acquired another rank) is required to be able to write it down on the book, prepare components and cast it.</p><p></p><p></p><p><strong>3) Skills and Feats</strong></p><p><em>3a) Skills</em></p><p>- The core rules Alchemy skill is now called Minor Alchemy</p><p>- Added: Alchemy (used to cast the spells)</p><p>- Added: Knowledge:Alchemy (replaces Knowledge:Arcane)</p><p>- Added: Alchemycraft (replaces Spellcraft)</p><p>- Keep as standard: Concentratiom</p><p><em>3b) Feats</em></p><p>- Meta-alchemy: extended, expanded, maximized, empowered, heightened, delayed.</p><p>- Item creation: powders (as scrolls), crystals (one-use wands), potions, weapons and armor, wonderous items </p><p></p><p><strong>4) Alchemist core class:</strong></p><p>BAB, Saves, HP, proficiencies: as wizard</p><p>Bonus feats at lvl 1,5,10,15,20: can choose any meta-alchemy feat, item creation and Skill Focus (Alchemy), Skill Focus Knowledge:Alchemy), Skill Focus: Alchemycraft)</p><p>Maximum spell level: as wizard</p><p>Skills: 4 skill points; Craft, Knowledge, Profession, Alchemy, Minor Alchemy, Alchemycraft, Heal, Diplomacy, Concentration</p><p>Other features (maybe): </p><p>- bonuses to Minor Alchemy; </p><p>- Hands become immune to most elemental energies (can hold his potion in the fire with his bare hands) (this does not make the alchemist immune to the energy itself)</p><p></p><p>--------------------------------------------</p><p></p><p><strong> Main problems </strong></p><p>The main problem with this is how to keep it balanced. </p><p>Any suggestions are gladly welcome</p><p></p><p>If someone is interested I can also post my first try of a spell list (using only spells from the PHB) and a more detailed version of the rules.</p></blockquote><p></p>
[QUOTE="gpetruc, post: 553579, member: 2255"] I'm creating a new setting in the reinassance times where magic has been forgotten and it has been replaced by Alchemy, but I 'm not sure on how to do it. [B]Ideas[/B] I'll summarize the main ideas: - The only "spellcasters" are the alchemists - Alchemy should as less arcane as possible: I'd like to avoid obscure things such as memorized spells that vanish from memory or "mana points". - The main limits to what an alchemist can do are: the complexity of the formulas, the components needed, the time required to prepare them and the chance of failure in the preparation. - spells should include: elemental spells, poisons, healing (I'll have no divine magic) (but at higher levels than clerics), protection spells, some transmutation - spells should not include: "dominate" spells, spells that require the planes and spells that are too strange (for example Bigby's hands) The rules that I had thought are: [B]1) Casting mechaincs[/B] Alchemy is cast through a skill (let's call it alchemy) based on intelligence. DCs are lvl 0: 12 lvl 1: 15 lvl 2: 17 lvl 3: 20 lvl 4: 22 lvl 5: 25 lvl 6: 27 lvl 7: 30 lvl 8: 32 lvl 9: 35 Two checks are required: one when preparing the components and one when casting the spell. (that gives roughtly a 40-50% chance of failure in the highest level, a 60-70 chance for a spell one level lower, an 80-90 for one two levels lower and an auto success later on) [I]1a) Preparing components[/I] - May require (depending on the spell) access to fire, clean water, some alchemist tools or even a full alchemist lab; the text with the formula is required. - Time required: 20 min/ spell level for an alchemist of lvl 1-6; 10 min/spell level for an alchemist of lvl 7-12, 5 min/spell level for an alchemist of lvl 13+ - Failure in the alchemy check means that the compoments are ruined and the process must start again with new ones - Prepared components last 2 days; after that time they are ruined. [I]1b)Casting[/I] - Provokes AoO and can be interrupted (requiring a concentration check). - Armor check penality applies to the casting check. - Use rules for a spell that requires Material and Somatic components (but no verbal ones) [B]2) Known formulas[/B] An alchemist keeps his formulas on a book. There is no limit on the number of spells an alchemist might know (except for the cost and time involved in the writing process). Understanding a formula (alchemycraft DC 15+spell level, no retry until after having acquired another rank) is required to be able to write it down on the book, prepare components and cast it. [B]3) Skills and Feats[/B] [I]3a) Skills[/I] - The core rules Alchemy skill is now called Minor Alchemy - Added: Alchemy (used to cast the spells) - Added: Knowledge:Alchemy (replaces Knowledge:Arcane) - Added: Alchemycraft (replaces Spellcraft) - Keep as standard: Concentratiom [I]3b) Feats[/I] - Meta-alchemy: extended, expanded, maximized, empowered, heightened, delayed. - Item creation: powders (as scrolls), crystals (one-use wands), potions, weapons and armor, wonderous items [B]4) Alchemist core class:[/B] BAB, Saves, HP, proficiencies: as wizard Bonus feats at lvl 1,5,10,15,20: can choose any meta-alchemy feat, item creation and Skill Focus (Alchemy), Skill Focus Knowledge:Alchemy), Skill Focus: Alchemycraft) Maximum spell level: as wizard Skills: 4 skill points; Craft, Knowledge, Profession, Alchemy, Minor Alchemy, Alchemycraft, Heal, Diplomacy, Concentration Other features (maybe): - bonuses to Minor Alchemy; - Hands become immune to most elemental energies (can hold his potion in the fire with his bare hands) (this does not make the alchemist immune to the energy itself) -------------------------------------------- [B] Main problems [/B] The main problem with this is how to keep it balanced. Any suggestions are gladly welcome If someone is interested I can also post my first try of a spell list (using only spells from the PHB) and a more detailed version of the rules. [/QUOTE]
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