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<blockquote data-quote="discosoc" data-source="post: 6929907" data-attributes="member: 6801554"><p>Your alchemist section reminds me of one I setup a few weeks ago...</p><p></p><p>Basically, alchemy creates potions based on arcane spells, and herbalism creates potions based on healing effects (plus some "unique" examples). Crafting is handled via the normal magic crafting system, although alchemy has a DC based on the spell level. Otherwise, it's just a matter of finding the right materials and having enough time to craft it. Here you go:</p><p></p><p><span style="font-size: 18px">Alchemy and Herbalism</span></p><p> </p><p><strong>Alchemy</strong></p><p>Alchemical potions in Northwinter tend to duplicate magical -- usually arcane -- effects, but are not considered magical items. They are only rarely sold, but can be crafted by someone proficient with alchemist's supplies and ingredients. For simplification, ingredients are gathered with either an Investigation check in a city, or with a Survival check in the wilds. Both attempts represent about half a day's worth of searching. The table below shows the DC needed to find ingredients for each rarity of potion, the cost to purchase if found in a city, and the cost of a finished potion for determining crafting time and market price. Some regions and cities will adjust the DC for finding ingredients.</p><p></p><p>[TABLE="width: 500"]</p><p>[TR]</p><p>[TD][/TD]</p><p>[TD]Nature DC[/TD]</p><p>[TD]Investigation DC[/TD]</p><p>[TD]Cost[/TD]</p><p>[TD]Value[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Common[/TD]</p><p>[TD]15[/TD]</p><p>[TD]20[/TD]</p><p>[TD]25[/TD]</p><p>[TD]50[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Uncommon[/TD]</p><p>[TD]20[/TD]</p><p>[TD]25[/TD]</p><p>[TD]125[/TD]</p><p>[TD]250[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Rare[/TD]</p><p>[TD]25[/TD]</p><p>[TD]30[/TD]</p><p>[TD]1,250[/TD]</p><p>[TD]2,500[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Very Rare[/TD]</p><p>[TD]30[/TD]</p><p>[TD]35[/TD]</p><p>[TD]12,500[/TD]</p><p>[TD]25,000[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Legendary[/TD]</p><p>[TD]n/a[/TD]</p><p>[TD]n/a[/TD]</p><p>[TD][/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p></p><p></p><p>All potions in the GM's guide except for healing potions and potions of vitality are considered alchemical. Additionally, alchemical potions based on arcane spells can be crafted. For the purpose of determining crafting time and item value, spell levels one to three are considered uncommon, levels four and five are considered rare, and six or higher are very rare. Unlike normal alchemical potions, these those based on spells are not guaranteed to be correctly crafted, and are often much more expensive to attempt. If the spell has a material component with a listed value, it cannot be used as a basis for portions. If the spell has a negative side effect as part of the casting, it is applied to the person who drinks the potion. The initial DC for crafting these unique potions is 5 per spell level. Failure results in a loss of all expenses and materials.</p><p>For example, crafting an alchemical potion based on the wizard spell "Remove Curse" would have a DC of 15 for being 3rd level, cost 125 gold in acquired materials, and take 10 days to complete. If the alchemist wanted to craft a potion based on the wizard spell "Dream," it would have a DC of 30 for being a 6th level spell, cost 1250 gold in acquired materials, and take 100 days to complete.</p><p><strong></strong></p><p><strong>Herbalism</strong></p><p>Like alchemy, herbalism offers a way to craft potions and salves which sometimes mimic spell effects. They are generally much easier to craft, the ingredients are a bit easier to come by, and it requires an herbalism kit to attempt. Otherwise, the process is much the same. For simplification, ingredients are gathered with either an Investigation check in a city, or with a Survival check in the wilds. Both attempts represent about half a day's worth of searching. The table below shows the DC needed to find ingredients for each rarity of potion, the cost to purchase if found in a city, and the cost of a finished potion for determining crafting time and market price.</p><p></p><p>[TABLE="width: 500"]</p><p>[TR]</p><p>[TD][/TD]</p><p>[TD]Nature DC[/TD]</p><p>[TD]Investigation DC[/TD]</p><p>[TD]Cost[/TD]</p><p>[TD]Value[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Common[/TD]</p><p>[TD]10[/TD]</p><p>[TD]15[/TD]</p><p>[TD]25[/TD]</p><p>[TD]50[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Uncommon[/TD]</p><p>[TD]15[/TD]</p><p>[TD]20[/TD]</p><p>[TD]125[/TD]</p><p>[TD]250[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Rare[/TD]</p><p>[TD]20[/TD]</p><p>[TD]25[/TD]</p><p>[TD]1,250[/TD]</p><p>[TD]2,500[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Very Rare[/TD]</p><p>[TD]25[/TD]</p><p>[TD]30[/TD]</p><p>[TD]12,500[/TD]</p><p>[TD]25,000[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Legendary[/TD]</p><p>[TD]n/a[/TD]</p><p>[TD]n/a[/TD]</p><p>[TD][/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p></p><p> </p><p>Crafting herbalism potions is done using the normal rules for crafting magic items in the GM's guide. The following is a list of potions and salves that can be crafted, including rarity.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6929907, member: 6801554"] Your alchemist section reminds me of one I setup a few weeks ago... Basically, alchemy creates potions based on arcane spells, and herbalism creates potions based on healing effects (plus some "unique" examples). Crafting is handled via the normal magic crafting system, although alchemy has a DC based on the spell level. Otherwise, it's just a matter of finding the right materials and having enough time to craft it. Here you go: [SIZE=5]Alchemy and Herbalism[/SIZE] [B]Alchemy[/B] Alchemical potions in Northwinter tend to duplicate magical -- usually arcane -- effects, but are not considered magical items. They are only rarely sold, but can be crafted by someone proficient with alchemist's supplies and ingredients. For simplification, ingredients are gathered with either an Investigation check in a city, or with a Survival check in the wilds. Both attempts represent about half a day's worth of searching. The table below shows the DC needed to find ingredients for each rarity of potion, the cost to purchase if found in a city, and the cost of a finished potion for determining crafting time and market price. Some regions and cities will adjust the DC for finding ingredients. [TABLE="width: 500"] [TR] [TD][/TD] [TD]Nature DC[/TD] [TD]Investigation DC[/TD] [TD]Cost[/TD] [TD]Value[/TD] [/TR] [TR] [TD]Common[/TD] [TD]15[/TD] [TD]20[/TD] [TD]25[/TD] [TD]50[/TD] [/TR] [TR] [TD]Uncommon[/TD] [TD]20[/TD] [TD]25[/TD] [TD]125[/TD] [TD]250[/TD] [/TR] [TR] [TD]Rare[/TD] [TD]25[/TD] [TD]30[/TD] [TD]1,250[/TD] [TD]2,500[/TD] [/TR] [TR] [TD]Very Rare[/TD] [TD]30[/TD] [TD]35[/TD] [TD]12,500[/TD] [TD]25,000[/TD] [/TR] [TR] [TD]Legendary[/TD] [TD]n/a[/TD] [TD]n/a[/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] All potions in the GM's guide except for healing potions and potions of vitality are considered alchemical. Additionally, alchemical potions based on arcane spells can be crafted. For the purpose of determining crafting time and item value, spell levels one to three are considered uncommon, levels four and five are considered rare, and six or higher are very rare. Unlike normal alchemical potions, these those based on spells are not guaranteed to be correctly crafted, and are often much more expensive to attempt. If the spell has a material component with a listed value, it cannot be used as a basis for portions. If the spell has a negative side effect as part of the casting, it is applied to the person who drinks the potion. The initial DC for crafting these unique potions is 5 per spell level. Failure results in a loss of all expenses and materials. For example, crafting an alchemical potion based on the wizard spell "Remove Curse" would have a DC of 15 for being 3rd level, cost 125 gold in acquired materials, and take 10 days to complete. If the alchemist wanted to craft a potion based on the wizard spell "Dream," it would have a DC of 30 for being a 6th level spell, cost 1250 gold in acquired materials, and take 100 days to complete. [B] Herbalism[/B] Like alchemy, herbalism offers a way to craft potions and salves which sometimes mimic spell effects. They are generally much easier to craft, the ingredients are a bit easier to come by, and it requires an herbalism kit to attempt. Otherwise, the process is much the same. For simplification, ingredients are gathered with either an Investigation check in a city, or with a Survival check in the wilds. Both attempts represent about half a day's worth of searching. The table below shows the DC needed to find ingredients for each rarity of potion, the cost to purchase if found in a city, and the cost of a finished potion for determining crafting time and market price. [TABLE="width: 500"] [TR] [TD][/TD] [TD]Nature DC[/TD] [TD]Investigation DC[/TD] [TD]Cost[/TD] [TD]Value[/TD] [/TR] [TR] [TD]Common[/TD] [TD]10[/TD] [TD]15[/TD] [TD]25[/TD] [TD]50[/TD] [/TR] [TR] [TD]Uncommon[/TD] [TD]15[/TD] [TD]20[/TD] [TD]125[/TD] [TD]250[/TD] [/TR] [TR] [TD]Rare[/TD] [TD]20[/TD] [TD]25[/TD] [TD]1,250[/TD] [TD]2,500[/TD] [/TR] [TR] [TD]Very Rare[/TD] [TD]25[/TD] [TD]30[/TD] [TD]12,500[/TD] [TD]25,000[/TD] [/TR] [TR] [TD]Legendary[/TD] [TD]n/a[/TD] [TD]n/a[/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] Crafting herbalism potions is done using the normal rules for crafting magic items in the GM's guide. The following is a list of potions and salves that can be crafted, including rarity. [/QUOTE]
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