• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Dabbing in alchemy

henk-thokk

First Post
Okay, I am a Warmage who is level 2, and has an 11 on the craft (alchemy) skill. I would love to use this but the problem is, nor I or anyone in my group knows all the rules for sure on alchemy:confused: , like if there is an XP loss (like when crafting items), or if I can roll and kill myself with the explosion:heh: , or what all could happen. I have 1050 gp so I have enough for some supplies, not all the fancy stuff, but a nice range. I want to start making potions, but I also wouldn't know what is needed or what to buy to make certain potions. If you more experienced and more educated/sophisticated people out there could help me, it would be very much apprecaited. Thanx.
 

log in or register to remove this ad

Quite simply put, you can't make a lot of things like potions, salves and the like.


You can make dinky things like Sunrods and the like, which most parties would be able to buy like no tomorrow unless the DM stops them from doing that with the old "find a seller" technique.

You also have to be a magic-user (which you are, if I read it correctly).

The skills section of the PHB should have the DCs for each type of dinky stuff you can make. There is no XP costs for Craft skill items. Crafting rules would be the same as any other crafted item (lots of dice rolls and sweating).
 


Thanks guys, that helps me a lot.

John Q. Mayhem said:
There are a bunch more alchemical items in CAdv and Races of Stone. Also the IKCG, if you've got it.

I have Complete Arcane and the PHB, but I dont have any others mentioned. Thanks for the help though.
 

Into the Woods

Remove ads

Top