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Unearthed Arcana: Starter Spells; Plus UA Returning To Monthly & Sage Advice Returning
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7713304" data-attributes="member: 6787650"><p>It would be idiomatic for wizards to get a potion-creating spell that consumes costly material components. If the Healing Elixir spell cost 25 gp per casting, THAT would fit the wizard idiom. Wizards are all about foresight and preparation. Just ask Harry Dresden.</p><p></p><p>Although, like you, I'd rather just create actual alchemy rules. Doing potions via a spell is the cheap and kind of boring way of incorporating alchemy into your game. It would be interesting to have alchemy rules wherein (1) every potion has the same set of basic requirements (e.g. a base liquid, one speical ingredient for each sense, one for the mind, one for the spirit); (2) players get to come up with their own recipes using appropriate ingredients, with the DM assigning modifiers to the final Alchemy roll based on how well-chosen each ingredient is; (3) no ingredient can be deliberately copied for a second potion: if you're aware of someone using vampire blood for a Potion of Regeneration attempt at some point in the past, then using vampire blood for a Potion of Regeneration simply cannot ever work for you. (Thus, alchemy is a solitary creative endeavor--recipe-swapping isn't something that happens. Also keeps players from falling into a rut with repeated potions.)</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7713304, member: 6787650"] It would be idiomatic for wizards to get a potion-creating spell that consumes costly material components. If the Healing Elixir spell cost 25 gp per casting, THAT would fit the wizard idiom. Wizards are all about foresight and preparation. Just ask Harry Dresden. Although, like you, I'd rather just create actual alchemy rules. Doing potions via a spell is the cheap and kind of boring way of incorporating alchemy into your game. It would be interesting to have alchemy rules wherein (1) every potion has the same set of basic requirements (e.g. a base liquid, one speical ingredient for each sense, one for the mind, one for the spirit); (2) players get to come up with their own recipes using appropriate ingredients, with the DM assigning modifiers to the final Alchemy roll based on how well-chosen each ingredient is; (3) no ingredient can be deliberately copied for a second potion: if you're aware of someone using vampire blood for a Potion of Regeneration attempt at some point in the past, then using vampire blood for a Potion of Regeneration simply cannot ever work for you. (Thus, alchemy is a solitary creative endeavor--recipe-swapping isn't something that happens. Also keeps players from falling into a rut with repeated potions.) [/QUOTE]
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