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<blockquote data-quote="Allegro" data-source="post: 4881192" data-attributes="member: 38814"><p>Alchemy by definition is the transformation of matter; lead into gold for example. This is modeled in the D&D universe by requiring the ability to cast spells as a prerequisite for alchemy. The “same material” clause of fabricate prevents fabricate from working with alchemy because alchemy is the transformation of matter. That said fabricate could be used to create other salable goods for similar monetary effects. I’d recommend letting the PC set up a business selling some good and generate a certain amount of wealth from it. Consider it the upside for selecting a craft skill that has very little use in dungeons. If the PC really wants to flood a market either the price of the good will diminish with supply and demand or let somebody really want the good. Imagine who really wants an unending supply of broadswords and shields, they are likely up to no good.</p></blockquote><p></p>
[QUOTE="Allegro, post: 4881192, member: 38814"] Alchemy by definition is the transformation of matter; lead into gold for example. This is modeled in the D&D universe by requiring the ability to cast spells as a prerequisite for alchemy. The “same material” clause of fabricate prevents fabricate from working with alchemy because alchemy is the transformation of matter. That said fabricate could be used to create other salable goods for similar monetary effects. I’d recommend letting the PC set up a business selling some good and generate a certain amount of wealth from it. Consider it the upside for selecting a craft skill that has very little use in dungeons. If the PC really wants to flood a market either the price of the good will diminish with supply and demand or let somebody really want the good. Imagine who really wants an unending supply of broadswords and shields, they are likely up to no good. [/QUOTE]
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