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What can you make with Alchemist's Tools?
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<blockquote data-quote="77IM" data-source="post: 6564850" data-attributes="member: 12377"><p>Well! I thought about this more and seem to have answered my own question.</p><p></p><p><strong>If <em>potion of healing</em> is a magic item that can be created using the mundane crafting rules and an herbalism kit, then other magic potions should be brewable using the alchemist's supplies.</strong> (I say "if" because there are other ways to interpret the relationship between herbalism kit and <em>potion of healing</em>, but I think my interpretation is a fairly common and perfectly reasonable one.)</p><p></p><p>Exactly which magic items you can make using alchemist's supplies is obviously up to the DM, but here is my take. I'd allow common and uncommon potions and wondrous items that are consumable "substances" (such as dusts, pastes, oils, etc.) and which don't have healing effects.</p><p> - Common and uncommon because rarer items have more exotic effects; because rarer items would take too damn long to craft; and because in Adventurer's League rarer consumables require an item certificate.</p><p> - Consumable because creating permanent magic items using crafting rules seems problematic.</p><p> - "Substances" because it fits the theme of alchemy (the tool is not called "artificer's supplies").</p><p> - No healing effects because that seems to be the purview of herbalism kit, and D&D has a long tradition of singling out healing as a privileged form of magic separate from other varieties.</p><p></p><p>Here are all the items in the DMG that fit that criteria (I think). I put down my own personal opinion of the price for each item based on the guidelines for consumable items: common are 25-50 gp and uncommon are 50.5-250 gp. I reduced the price of many uncommon items that seem less useful or less in demand, but by the guideline they could all be 250 gp.</p><p></p><p><em>dust of disappearance</em> (250 gp)</p><p><em>dust of dryness</em> (150 gp)</p><p><em>dust of sneezing and choking</em> (100 gp)</p><p><em>oil of slipperiness</em> (200 gp)</p><p><em>philter of love</em> (250 gp)</p><p><em>potion of animal friendship</em> (150 gp)</p><p><em>potion of climbing</em> (50 gp)</p><p><em>potion of fire breath</em> (150 gp)</p><p><em>potion of hill giant strength</em> (250 gp)</p><p><em>potion of growth</em> (200 gp)</p><p><em>potion of poison</em> (100 gp)</p><p><em>potion of resistance</em> (200 gp)</p><p><em>potion of water breathing</em> (150 gp)</p></blockquote><p></p>
[QUOTE="77IM, post: 6564850, member: 12377"] Well! I thought about this more and seem to have answered my own question. [B]If [i]potion of healing[/i] is a magic item that can be created using the mundane crafting rules and an herbalism kit, then other magic potions should be brewable using the alchemist's supplies.[/B] (I say "if" because there are other ways to interpret the relationship between herbalism kit and [i]potion of healing[/i], but I think my interpretation is a fairly common and perfectly reasonable one.) Exactly which magic items you can make using alchemist's supplies is obviously up to the DM, but here is my take. I'd allow common and uncommon potions and wondrous items that are consumable "substances" (such as dusts, pastes, oils, etc.) and which don't have healing effects. - Common and uncommon because rarer items have more exotic effects; because rarer items would take too damn long to craft; and because in Adventurer's League rarer consumables require an item certificate. - Consumable because creating permanent magic items using crafting rules seems problematic. - "Substances" because it fits the theme of alchemy (the tool is not called "artificer's supplies"). - No healing effects because that seems to be the purview of herbalism kit, and D&D has a long tradition of singling out healing as a privileged form of magic separate from other varieties. Here are all the items in the DMG that fit that criteria (I think). I put down my own personal opinion of the price for each item based on the guidelines for consumable items: common are 25-50 gp and uncommon are 50.5-250 gp. I reduced the price of many uncommon items that seem less useful or less in demand, but by the guideline they could all be 250 gp. [i]dust of disappearance[/i] (250 gp) [i]dust of dryness[/i] (150 gp) [i]dust of sneezing and choking[/i] (100 gp) [i]oil of slipperiness[/i] (200 gp) [i]philter of love[/i] (250 gp) [i]potion of animal friendship[/i] (150 gp) [i]potion of climbing[/i] (50 gp) [i]potion of fire breath[/i] (150 gp) [i]potion of hill giant strength[/i] (250 gp) [i]potion of growth[/i] (200 gp) [i]potion of poison[/i] (100 gp) [i]potion of resistance[/i] (200 gp) [i]potion of water breathing[/i] (150 gp) [/QUOTE]
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