Difference between revisions of "User:Xandar/Complete Alchemy/Potions Catalog"

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:*'''Swiftness Solution -''' +40Ft Movement Speed : 20 Zephyr Berries
 
:*'''Swiftness Solution -''' +40Ft Movement Speed : 20 Zephyr Berries
 
:*'''Swiftness Elixir -''' +80Ft Movement Speed : 40 Zephyr Berries
 
:*'''Swiftness Elixir -''' +80Ft Movement Speed : 40 Zephyr Berries
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=Special Alchemical Items=
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What happens to the original Alchemical Items that were included in Vanilla 3.5? Well a few of them have been covered by the Potion system, but items like Tanglefoot Bags and Thunderstones are a little more subjective. These items can still be made, but are considered separate items from the Potions due to this. In addition to the basic 3.5 Items, I'm going to include some of the ones from the Pathfinder Alchemical Weapons list to cover a little more. Most of the entries will be listed here, even the ones adapted to Potions, and will reference the relevant sections in case it wasn't clear, the ones excluded from here are ones that can't be adapted, or just can't be adapted easily to make sense with the presented reagents.
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'''Acid -''' A thrown Flask of Acid normally deals 1d6 points of Acid Damage, with minor damage done to those that are Splashed. This is replaced by Alchemist's Energy (Alchemist's Acid), as that covers Acid damage potions.
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'''Alchemist's Fire -''' Similar to Acid, a thrown flask of Alchemists fire does fire damage to those hit, and minor damage to those splashed. This is also replaced by Alchemist's Energy (Alchemist's Fire), as that covers Fire Damage Potions.
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'''Alkali Flask -''' This one is a little Trickier. Its effects serve to be a Flask of Acid that works against an Ooze, which has a natural acid quality to it. You can either ignore it, and argue that the Alchemist's Energy Potions contain a potent enough acid that it may hurt even those with a natural acid attack, or you could implement the Acid Neutralization qualities of Acidguard as an Offensive thing to those with Acid qualities to them, letting them function as an Alchemist's Acid flask with an equivalent amount of Acid damage as there is Resistance towards acid.
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'''Banshee Ballerina Firework -''' This is one that I hadn't meant to make note of, but its effects are actually also subsumed by an Alchemist's Energy flask, in this case, Alchemist's Sonic. The Banshee Firework would Deafen targets nearby, as does Alchemist's Sonic, as a bonus however, the latter also deals Sonic Damage to those within its area.
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'''Bottled Lightning -''' This is also replaced by Alchemist's Energy (Alchemist's Lightning) being more useful in this context as well, as an area effect that lasts for a certain amount of time as well as having extra impact on those wearing Metallic armor.
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'''Liquid Ice -''' This follows the same Alchemist's Energy (Alchemist's Ice) restriction as the items above.
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'''Flash Powder -''' This is a difficult one to adapt, the Reagent it is now derived from Lumina Mushrooms and Ignus Flower. For every 10 Lumina Mushrooms and 1 Ignus Flower combined, you'll achieve a single sample of Flash Powder, which blinds a target hit directly with it (no save) for a single round, those within five feet may make an appropriate save against it. Multiple Samples can be used concurrently (As in the same throw) extending the Blinding Duration by a single round, and allowing it to blind at a further 5 feet, those who are five to ten feet away are still entitled to a save however. '''DC to create: 16. Time to Create: 1 Hour. DC to resist Blindness: Fortitude # (TBD, Rules for saves vs secondary effects not finalized)'''
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'''Tanglefoot Bag -''' Similar to Flash powder above, this is a special creation derived from a specific reagent, in this case, Aurum Nectar. For every 3 Samples of Aurum Nectar used, a Single Tanglefoot bag is created. These Tanglefoot bags last for 3 rounds in accordance with the Potion Duration rules, yes, its not a potion, but its consistent with the rebuild's rules and mechanics this way. The effects are otherwise the same, unlike a potion created with Aurum Nectar, which doesn't include the Penalty to Attack Rolls or Dexterity, only having the chance to be stuck in place, but making the area rough terrain in exchange and allowing any other Alchemic substances combined with it to stick to the target for longer. A DC 17 Strength Check (or 15 points of Slashing Damage) can free you of Tanglefoot bags.
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'''Creation DC: 12. Time to Create: 1 Hour. DC to Resist being Stuck: Reflex # (TBD, Rules for saves vs secondary effects not finalized)'''
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:*'''Tangleburn Bag -''' As a sub category of Tanglefoot bags, treat Tangleburn bags as Tanglefoot bags with Ignus Flower added to them and calculated as normal, with the duration being restricted to the 3 rounds that Tanglefoot bags normally last. It need not necessarily be restricted to Ignus flower, you could have a Tanglethunder bag as well for example. Creation DC: Depends, 13+1 for every 2 Ignus Flower (Or other Energy based reagent) used. A DC 17 Strength Check (or 15 points of Slashing Damage) can free you of Tangleburn (or other similar Tanglebags) as normal. '''Creation time: DC-15/2, rounded appropriately (Up where you would normally round up, down where you would round down.) DC to Resist being Stuck: Reflex # (TBD, Rules for saves vs secondary effects not finalized)'''
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'''Thunderstone -''' This is unchanged in Acting Mechanics, but differs in actual performance a little. A Thunderstone is created with 2 Thunder Petal and 2 Whisperweed, having the bonus of both 1 Sonic and 1 Lightning Damage in its impact area (10 foot Radius Spread) but Deafens those who are subjected to its exposure for 4 rounds. If the Thunderstone was a direct hit, this allows no save, but if it targeted an area rather than an entity, the Save vs its effect goes off as Normal.
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'''Creation DC: 14. Creation Time: 1 Hour. DC to resist Deafness: Fortitude # (TBD, Rules for saves vs secondary effects not finalized)'''
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Notable exclusions from this list include the Fireworks in the Alchemical Weapons list from Pathfinder, this is because those would be derived from Gunpowder, which there isn't a corresponding Reagent for. Normal Alchemy checks are advised if a person attempts to create those, where it costs X amount of gold in resources and an according check.

Revision as of 03:47, 29 July 2017

Potions are the central focus of Alchemy, even more so than the Reagents. Much as a Chef must mix Ingredients to make his Dish, an Alchemist must mix Reagents to make a Potion. Despite the importance of the Reagents to this process, the Potion is the Desired outcome, and whilst Reagents have some functions on their own, most only Shine when made into a Potion. Once again, much like cooking where ingredients can drastically alter the taste of the resulting dish, either by exclusion or addition, Reagents Can drastically alter the resulting Potion. This chapter covers a number of different sections as follows.

  • Creation DC - A Formula that determines how difficult it is to craft a Potion. Following the Formula will give you the Creation DC, and from there an attempt at creation can be made.
  • Creation Time - Potions and Poisons don’t instantaneously appear once Reagents are brought together, this Formula will determine how long it takes to make a Potion or Poison.
  • Potion Duration - While this applies to Poisons as well, the Formula differs Slightly in their case. Potion Duration Formula determines the length of time over which its effects will be active. Once the duration is up, everything ends.

There is a distinction between different Tiers of Potion that can be created, the simplest being referred to as a Philter, with the most complex being referred to as an Elixir. These Tiers are assigned to a Potion based on the quantity of Reagents used in them;

  • 1-10 denotes a Philter
  • 11-20 a Potion
  • 21-30 a Solution
  • 31-40 a Draught
  • 41+ is an Elixir.

These Distinctions don't factor into much, but are a good measure of how Potent a Potion is simply from Name alone if the players have no experience with alchemy.

Modified Splash Weapon Rules

Splash weapons function just fine normally, but there’s a few modifications. The Normal rule specifies that there is no required Weapon Proficiency, this holds true, no penalty to throwing these Potions is incurred. One of the changes is based on Potion Tiers, a Philter and a Potion’s Splash area is only a 5x5 area, being made of too few Reagents to result in enough liquid to splash over much space. From a Solution upwards, the splash area returns to 15x15, centered on the Individual hit, or the area targeted.

As potions in this system use Durations, the Duration dictates how long the effect persists in the splash area, becoming a source of damage that lasts in the area affecting those who remain in said area. This hazard can be avoided simply by staying out of the area, but this allows for Potions like this to be used to control areas through hazards generated by the user. If a person is directly hit with the Splash weapon, as in it was targeted at them and connected via a Ranged Touch Attack, they’re coated with the substance contained within, and will be affected for at least 1/4th of the duration due to having been “Soaked” with the contents. Those caught in the splash area get off a little lighter, it still coats them somewhat, but the duration that they’re coated with the substance is only 1/8th of the Potion Duration, both of these have a minimum of 1 round.

Alternate Splash Potion Use

The contents of a Potion can be carefully poured into specific shapes as well. If a bottle is uncorked or unstoppered in any way and Poured out, you can make lines, funnels, any shape that you desire. When this method is implemented, factor in the total splash area of a potion, in the smaller Philters and Potions it is only 5x5, in larger Potions it's 15x15. The smaller potions can be poured across a single square and will take effect for their duration. The larger potions can be poured across a total of Nine squares, allowing for strategic area control to be accomplished, funneling enemies through specific areas. When a Potion is uncorked or unstoppered in this manner, it begins its effects immediately, starting the Duration Countdown from there, even if corked or stoppered again, it will burn away the rest of the Stored Potion.

Potion Creation DC

Creation DC : 10 + (Reagent Slots Used) + (Reagent Quantity/2)

Creating a Potion is not by itself a difficult process, those unfamiliar with the art of Alchemy would obviously be stumped, but following a set of instructions would be capable of more generic potions. The Difficulty Check for creating Potions is up to the Complexity of the Potion itself, a potion with fewer reagents than another would be innately easier to create. For example:

Philter of Health Recipe : 1 Elfroot/Black Cohosh
Philter of Health DC : 10 + 1 = 11

The Difficulty of creating a Philter of health is astoundingly low, they aren’t the most significant healing items, but can help in a pinch and are easy enough to make provided you have the equipment to do so. A more Complex Potion has much more challenge involved in its creation however.

Potion of Health : 16 Elfroot/Black Cohosh
Potion of Health DC : 10 + 1 + 8 = 19

A Potion is much more complicated to create compared to a philter, owing to the quantities of the Reagents used in its creation. The formula used to determine the DC of Any Potion is always the same, using 10 as a Basis is to ensure that it isn’t too easy, adding 1 for every different Reagent included in it, and 1 per 2 reagents total. In this Formula, all numbers are rounded Up, so if you used 7 of a Reagent, Dividing that by two results in 3.5, which would contribute +4 to the creation DC. This method of increasing DC based on the quantity of reagents used in the creation of the potion is to account for a few in-game factors, more Reagents being added to a brew means there’s more room for error. This DC increase is intended to represent a few possibilities, accidentally knocking dirt into the potion, spilling excess reagents into it, spilling the potion as a whole, etc, rather than writing out individual Possibility rules.


Creation Time

Creation Time : (DC-15)/2 (Minimum 1)

Always round appropriately when determining creation time, if it’s .1-.4, Round down, .5-.9, round up. This can be ignored if you’d rather a Potion be created in an hour and a half, but rounding it evenly to Hours makes this simpler. To prevent Complex and Higher level Potions from being created quite easily and quickly it is based on the Creation DC. This simple formula determines how much time is necessary to make a given potion, so long as you know the DC of it.The -15 to the DC is to prevent them from requiring a particularly intense amount of time to create, but still allows for more complicated potions to require more time. Examples:

Philter of Health : (DC16-15)/2 = .5, Rounded to 1. A Philter of health requires 1 Hour to create.
Potion of Health : (DC19-15)/2 = 2. A Potion of Health requires 2 Hours to create.

So a Philter of Health requires only an Hour to create. This is because Philters of Health don’t heal particularly much, and don’t require a particularly hefty quantity of reagents to create either, making them more “Spammable” in creation. This also necessitates a Minor detail, requiring an Alchemist to thoroughly cleanse their equipment, a process which takes roughly ten minutes, to avoid any contamination between uses. Normally this wouldn’t be a problem if the same Potion were to be created multiple times, as leftovers of the same Recipe should be beneficial to a potion that uses the exact same ones, but to avoid a further complicated set of rules detailing Potions that carry Minor Leftover effects from whatever was previously brewed in the same equipment, it is a detail that an Alchemist must clean their equipment between Each use. You could probably allow this to be skipped and provoke Error chance (In general or just Flaw chance) but I don’t find that necessary.

Delay - In this system, Delay is a direct answer to Alchemy requiring action from the Alchemist. Every Potion has a Brewing Time, and almost every Potion may be left unattended for approximately Four hours without any issues. After Four Hours, it must be attended to for a few minutes, and then may be set aside for another Four Hours. This allows players freedom to still go about different business, or to rest, whilst still getting work done. Tending to Potions is not strenuous enough to interrupt a Full Rest unless more than one batch of Potion is being made concurrently across either a Complicated Kit, or Multiple kits simultaneously. The consequence of not Tending to a Potion after 4 Hours isn’t too severe, but Every Further Hour it remains Unattended Incurs 5% of Error Chance. As Described further Below, all of the Error Chance gained from Delay is Always treated as Flaw chance. Different types of Alchemy kits can often expand the 4 Hour attendance range, but will do nothing to reduce Error Chance. If the Below Error Chance system is not being used, every 5% Error chance gained from Delay adds +1 to the DC of a Potion creation instead, to prevent Potion Creation from being a "Set it and Forget it" system.


Potion Duration

Duration Formula : 5 + (+1 Per Reagent Slot Used) + (+1 Per 2 Reagents)/2

Potions aren’t instantaneous in effect, they aren’t magical in nature, and while they can begin to take effect quickly, the full effects can’t be applied instantaneously. For some potions this is far more obvious, an effect designed to last over time would do no good if it happened instantaneously and was over. Potion Duration and Poison Duration are identical, making it simpler for custom-Alchemy creations, so that if you’re designing a poison you don’t need a different formula than the potions to determine the duration of effects.

This Formula Serves to represent a Potion or Poison lasting longer due to more Active Alchemic material in the Potion or Poison with how this Alchemy variant is meant to have a more Chemistry-like Approach. This is not to say this represents Chemistry appropriately, but it serves the system quite well in my opinion. Numbers are Rounded Down when in reference to Duration.

Special Rule: Compound Reagents. Few Reagents modify the effects of Other Reagents when used in the same Potion together. In cases like these the Reagents always need to be in Equal sums to get the proper effects from them, in doing so, a New Effect is rudimentarily created that is based on the other effects. Examples like this only use the Primary Reagent for Duration calculation. For example, if you’ve combined 15 Ignus Flower with 15 Byssodica in an attempt to gain Resistance Towards Fire, the Potion Duration would not use a +15 to the Formula (Normally the Formula would be Expressed as [5+2+15/2] as there are 30 reagents, and +1 per 2 Reagents results in 15) instead gaining +8 (15/2 Rounded up), making the Duration of the Potion equal to about 8 Rounds instead of the normal 11. The difference is relatively small in this example, but it helps prevent Arbitrarily inflating the duration of a potion just because you’re stacking Reagents like this.


Potion Effects

Potion effects are fairly self explanatory, every Reagent has a listed Alchemy effect and a required amount of Reagents to accomplish the effect. When making a potion, simply compare the number of Reagents that you’re putting into a Potion with the requirements and the resulting effects, and total the effects, these will be the effects of your Potion.


Error Chance

Error chance is determined by the Reagents included in a potion as it’s created. For every Individual sample of a Reagent, the potion incurs 1% of Error Chance, scaling to the total number of Reagents included, and then distributed among the Flukes and Flaws System as listed Below, maxing out at 100%. A Potion comprised of Twelve Reagents would have a 12% Error Chance, which is rolled upon Successful Creation. If Flaw chance is accrued by letting a Potion Sit for too long during creation, it will expand the Flaw chance even if Error Chance has reached 100%, and will overwrite Fluke chance because of this. Chicory is a Reagent that can reduce Error chance per sample used, but that eliminates both Flaws and Flukes, as both are considered Errors in creation, even if they may be beneficial. This Error System can be safely ignored if you'd rather not use it.


Flukes and Flaws

These Manifest in a Number of different Forms, representing the chance of an Alchemist making a mistake, no matter how skilled. These mistakes can be beneficial or detrimental, and can be considered a straightforward sort of “Buff vs Debuff” system for Alchemic combinations. A Fluke is a Positive, or at least Beneficial “error” in creation, while a Flaw is a Negative, or undesired Error in creation. There are two options, for the Manifestation of Flukes and Flaws, depending on Preference.

The First method involves a table similarly to the Least, Minor, Major tables used for Treasure. First you roll to Determine if an Error occurs during Creation (Typically either with 2d10 for Percentage, or if it’s a multiple of 5, a d20 can be used similarly to the method listed below), then Determine whether its a Fluke or a Flaw. Afterwards, roll Percentage once more according to the result. 01-70% gives a Least (Rank 1) Fluke or Flaw. 71-90% gives a Minor (Rank 2) Fluke or Flaw, and 91-100% gives a Major (Rank 3) Fluke or Flaw. Simply Roll an appropriate Die to determine which Fluke or flaw is granted as they should be chosen Randomly.

The Second Method streamlines it somewhat, and is based on Rolling a D20 instead, requiring Error chance to be Multiples of Ten, and the Ranks of Flukes and Flaws is dependant on this. This is determined by dividing the Error chance in half and assigning it to Flukes and Flaws appropriately. 10% Error Margin becomes 5% Fluke chance, 5% Flaw chance, these are assigned to 1 and 20 respectively, and can only result in Rank 1 of either. 20% Error Margin becomes 10% Fluke Chance, 10% Flaw chance, these are assigned to 1-2, and 19-20 respectively, 1 and 20 result in Rank 2’s, 2 and 19 result in Rank 1’s. 30% Error Margin becomes 15% Fluke chance, 15% Flaw chance, assigned to 1-3 and 19-20, 3 and 18 are Rank 1’s, 2 and 19 are Rank 2’s, and 1 and 20 are Rank 3’s.

As the Error Margin expands past 30%, add 5% to the Lower Ranks before the Higher Ranks. For example a 40% Error margin has a 20% chance for Flukes or Flaws, 5% chance for a Rank 3 (1 or 20), 5% chance for a Rank 2 (2 or 19) and a 10% chance for a Rank 1 (3-4 and 17-18).

Flukes:

Improved Effects - A Fluke that benefits your creation by treating it as though it were made with additional reagents, even when it wasn’t. This should be determined Randomly, but for simplicity, a player or the DM may choose the reagent impacted by this Fluke. When a Potion is using Compound Reagents (Byssodica in Tandem with Ignus Leaf For example) Treat it as though Both are impacted by this to avoid bizarre conditions where a Potion grants Fire Resistance, but also technically should accrue fire Damage due to excess ignus leaf, or by accidentally resisting something unintentionally due to excess Byssodica.
  • Improved Effects Rank 1 - When Calculating the effects, treat it as though it were made with 20% more of a Single Reagent. This doesn’t improve the Duration, only the effects.
  • Improved Effects Rank 2 - When Calculating the effects, treat it as though it were made with 40% more of a Single Reagent. This doesn’t improve the Duration, only the effects.
  • Improved Effects Rank 3 - When Calculating the effects, treat it as though it were made with 20% more of a Single Reagent. This doesn’t improve the Duration, only the effects.
Improved Duration - A fluke that benefits your creation by increasing its Duration, or reducing it where applicable. Creations that benefit from a longer Duration are improved by this Fluke, Creations that benefit from a Shorter Duration are Reduced by this Fluke. Regardless of how Tempus Nuts are used, the Duration will be Improved, meaning if they’re Empowered at the cost of a Shorter Duration, this fluke will extend the Duration further.
  • Improved Duration Rank 1 - Alter the Duration of the Creation by 25%. Round appropriately based on longer or shorter duration benefits.
  • Improved Duration Rank 2 - Alter the Duration of the Creation by 50%. Round appropriately based on longer or shorter duration benefits.
  • Improved Duration Rank 3 - Alter the Duration of the Creation by 75%. Round appropriately based on longer or shorter duration benefits.
Intensify Creation - A Fluke that Benefits your creation overall, this fluke is similar to Improved Effects, but applies to the Potion as a whole rather than an individual reagent, and the effects aren’t quite as intensified because of this, but are intensified broadly. This does not improve Duration.
  • Intensify Creation Rank 1 - Treat the effects of the creation as 10% Higher than they would otherwise be.
  • Intensify Creation Rank 2 - Treat the effects of the creation as 20% Higher than they would otherwise be.
  • Intensify Creation Rank 3 - Treat the effects of the creation as 30% Higher than they would otherwise be.

Flaws:

Reduced Effects - A Flaw that benefits your creation by treating it as though it were made with additional reagents, even when it wasn’t. This should be determined Randomly, but for simplicity, a player or the DM may choose the reagent impacted by this Fluke. When a Creation is using Compound Reagents (Byssodica in Tandem with Ignus Leaf For example) Treat it as though Both are impacted by this to avoid bizarre conditions where a Potion grants Fire Resistance, but also technically should accrue fire Damage due to excess ignus leaf, or by accidentally resisting something unintentionally due to excess Byssodica.
  • Reduced Effects Rank 1 - When Calculating the effects, treat it as though it were made with 20% Less of a Single Reagent. This doesn’t reduce the Duration, only the effects.
  • Reduced Effects Rank 2 - When Calculating the effects, treat it as though it were made with 40% Less of a Single Reagent. This doesn’t reduce the Duration, only the effects.
  • Reduced Effects Rank 3 - When Calculating the effects, treat it as though it were made with 60% Less of a Single Reagent. This doesn’t reduce the Duration, only the effects.
Reduced Duration - A flaw that penalizes your creation by Reducing its Duration, or increasing it where applicable. Creations that benefit from a longer Duration are Reduced by this Flaw, Creations that benefit from a Shorter Duration are improved by this Flaw. Regardless of how Tempus Nuts are used, the Duration will be Reduced, meaning if Tempus nuts are used to empower the effects at the cost of a shorter duration, the duration will be further shortened.
  • Reduced Duration Rank 1 - Alter the Duration of the Creation by 25%. Round appropriately based on longer or shorter duration benefits.
  • Reduced Duration Rank 2 - Alter the Duration of the Creation by 50%. Round appropriately based on longer or shorter duration benefits.
  • Reduced Duration Rank 3 - Alter the Duration of the Creation by 75%. Round appropriately based on longer or shorter duration benefits.
Impede Creation - A flaw that penalizes your creation overall, this flaw is similar to Reduced Effects, but applies to the Potion as a whole rather than an individual reagent, and the effects aren’t quite as reduced because of this, but are impeded more broadly. This does not reduce Duration.
  • Impede Creation Rank 1 - Treat the effects of the creation as 10% lower than they would otherwise be.
  • Impede Creation Rank 2 - Treat the effects of the creation as 20% lower than they would otherwise be.
  • Impede Creation Rank 3 - Treat the effects of the creation as 30% lower than they would otherwise be.

I recognize that this list is a little short, there are technically only 3 that are split up into 3 different Versions of themselves, or Inverted and shared between the two categories, but for once I feel that this serves enough function to be included. Previously it seemed too Barren to include. Expansion is desired of course, but uncertain.

Dilution and Concentration

Potions are created at a chosen Potency, but savvy adventurers may decide that what they have may be overkill, or not strong enough. Should what they have be more than enough for a given situation, Dilution is used. Should what they have not be enough, but there are enough Raw Reagents, Concentration is used to empower what they have. Dilution - If you cut the effects of a Potion in Half (Duration remains the same) you gain two samples of the now-reduced Potion. This is useful in varying ways, if one desires to spread a thorough amount of Alchemists Fire over an area, you may weaken the flames in exchange for covering more spaces, or if you’re a less-than-lawful character, Selling a Diluted Potion as if it were the real deal could net you a mild profit.

Concentration and Infusion - So you’ve made or found a Potion that isn’t as effective as you’d like it to be, perhaps you’ve created it ahead of time and never used it, but now you’re a more effective Alchemist than you once were. What is one to do about this, down the hatch and deal with it being weaker than you may like? Of course not! Using your skill as an Alchemist, you know how to add to the Potion to make it more potent, or give it function that it didn’t have previously. Concentration is accomplished by using the Original Potion as a Reagent (Though it doesn’t count as one in any Formulas) and adding more Reagents to it, the quantity of which is up to the player Concentrating or Infusing the potion.

Concentration is the term used when referring to adding more of the Reagents that are already in a potion, a Health Potion that you put more Health Restoring Reagents into for example will be more effective in accordance to what you add to it.
Infusion is the term used when referring to adding Reagents that weren’t part of the original Potion to it to give it more use or utility. For example, adding Bloodroot to a Health Potion so that you have a Restorative that also improves your Strength for a short Duration.

Concentration and Infusion aren’t innately difficult per se, but are accomplished by effectively re-brewing a Potion. The Difficulty to do so includes the Difficulty to create the Base Potion, but it also allows you to improve the base Potion’s effects and Duration.

In this case, the Formulae used are as follows:

Creation DC : Base Potion DC + (Reagent Slots used) + (Reagent Quantity/2)

As can be seen, this is a very slight modification to the Creation DC used when crafting either Poisons or Potions. The Base Potion DC replaces the 10 to appropriately reflect that you’re Improving a Potion through this means. When it comes to the Reagent Slots used, if Concentrating a Potion and using more Reagents that are already present in the potion, do not increase the DC per slot, as it’s already accounted for in the Base Potion DC.

Potion/Poison Duration: Base Potion/Poison Duration + [(+1 per Reagent Slot Used, Max 5) + (+1 Per 2 Reagents)/2]

Once again, a slight modification to the normal Formula, using the base Duration instead, representing how the Duration is improved by the addition of Alchemical Material. Much like with the Creation DC, if just Concentrating rather than Infusing, do not increase the DC per slot, as it’s already accounted for in the Base Potion DC.

Example of Concentration:
Philter of Regeneration : 4 Ember Hearts, Creation DC of 13, 4 Round Duration, Fast Healing 2, 1 Hour Creation time. Concentration is accomplished by adding 8 Ember Hearts.
Potion of Regeneration : 12 Ember Hearts, Creation DC of 17, 5 Round Duration, Fast Healing 6, 1 Hour Creation time. As the Reagent quantity included is enough to count as an upper Tier, the name is changed accordingly.
Example of Infusion:
Philter of Regeneration : 4 Ember Hearts, Creation DC of 13, 4 Round Duration, Fast Healing 2, 1 hour Creation Time. Infusion is accomplished by adding 4 Bloodroot.
Invigorating Philter of Regeneration : 4 Ember Hearts, 4 Bloodroot, Creation DC of 16, 5 Round Duration, Fast Healing 2 and +2 to Strength for Duration, 1 Hour Creation Time. The name of this creation is incidental, a Potion's name can often be invented and determined by the creator, however when purchasing them, they'll often have names reflecting their effects.

What this accomplishes is allows for you to Upgrade a Potion that you may have found or created beforehand, improving their effects to whatever they would have been if they had initially been created with these quantities in mind. Effectively this “Remakes” the potion with adjusted Reagent quantity, adjusting the Duration, Creation Time, and Creation DC.

Alchemist Kits

The Creation of Potions can Only be accomplished with an Alchemy Kit, rudimentary replications exist, but most of the finer details and complexities of Alchemy cannot be done without some amount of precise equipment. Alchemy Kits Resemble Old Fashioned Doctors Bags, containing every piece of equipment necessary for the art in fitted pockets, pouches, and varying holders. Everything from Alembics, Scales, Braziers, Coils, Vials, Flasks and more reside within, and require a Modest amount of setup before they can be used. Typically the setup time is near Five Minutes, to ensure everything is level and carefully laid out. Specially Crafted versions of Alchemy Kits exist, some with minor conveniences, some with Major, the varying types are as follows:

Improvised Alchemist's Kit - Comprised of the barest necessities, often salvaged pieces of whatever the Alchemist could find that would serve its purpose. Such alchemists kits are often thrown together with bits of broken bottles, flasks, carved or shaped stones, etc. They allow an alchemist to perform their art, though at a Penalty, as the Improvised Kit often prevents the precision an Alchemist would otherwise need to create complex potions. This takes the form of Restricting an Alchemist to creating only Potions based around a Single Reagent sample, such as a Philter of Health. Additionally, the unpredictable nature of its construction requires an Alchemist to Constantly tend to it whilst it is in use to ensure that nothing goes awry due to the equipment.

Alchemist's Kit - A Kit crafted with an Alchemist’s Needs in mind, containing Alembics, Scales, Braziers, Coils, Vials, Flasks and more. Any Alchemists using one is unlikely to find themselves short of equipment they need. Any Alchemist can use them to create a Potion of Any complexity, so long as they themselves can accomplish this. It requires a short time to set up, approximately five minutes, because it must be prepared carefully to avoid anything spilling whilst in use. Alchemist’s Kits can be unattended for a short while, approximately Four hours, without causing any delay or error in the creation.

Traveling Alchemist's Kit - A more difficult to create and proportionately far more valuable tool to Alchemists, the Traveling Alchemist’s kit allows for an Alchemist on the go to continue practicing their craft, without worry that travel would interrupt the process, or sully it in some manner. Sometimes referred to as a Gnomish Alchemist’s Kit, with glass chambers meant to bleed off pressure and gasses produced whilst Brewing, they’ll never break during use, but it must be kept in mind when packing away the Kit to ensure that nothing will go awry. A Traveling Alchemist’s Kit allows for an Alchemist to start something brewing, and for it safely go unattended for Six hours, as well as not having to worry about it being moved, so long as the movement isn’t more severe than the bumping of a wagon traveling along a rocky road. Masterwork Variations allow for them to be Unattended for Eight Hours.

Gnomish Alchemist's Kit - A carefully constructed Alchemy kit, Gnomes are clever Artisans, having designed these Alchemy Kits to Aid them in the Alchemy Process. Gnomes chose to increase the efficiency of their Alchemy, Accomplishing this by adding to standard alchemy kits. Varying different additions increase the speed at which a Potion can be created. Gnomish Alchemist’s Kits are easily identifiable, as they have a complex sort of look to them, little nuances that are iconic to the Gnomes, magnifying glasses to better scrutinize your work, various stands and arms to support it all, Bubble Levels to both ease and speed setup time, ensuring that its on a level surface. Standard Gnomish Kits improve creation time by shortening it to 80% of the original creation time. Masterwork Variations Reduce this to 60%.

Runescribed Alchemist's Kit - A Curiosity to some Alchemists, Invaluable to others, Runescribed Alchemy Kits are infused with certain magics that reduce the chance for Error due to a Potion being left unattended. Runescribed Alchemist’s Kits are easily identifiable, having a dark color scheme, often being made of magically materials, with softly glowing runes decorating most of the Metalwork. Instead of Incurring 5% per hour left unattended, Potions made within a Runescribed Alchemist’s Kit only incur 3%. Masterwork Variations reduce this further to 1%.

Provisioners Alchemist Kit - Some Alchemists find that they need to be able to make a multitude of Potions for varying reasons. Perhaps they need a number of the same potion, perhaps they need multiple different Potions, whatever the case, the Provisioners Alchemist Kit is the Perfect Solution. These Kits are Larger and heavier than Normal Kits, this is to account for what is effectively two Kits in one, as Near everything is doubled over in some manner of speaking, though still kept close enough together that it doesn’t drastically increase the size. These Kits allow you to create Two Potions simultaneously. Masterwork Variations allow for a Third Potion to be made simultaneously. Some question the value of a Provisioners kit when its equally possible to have several different kits in use at the same time, but a Provisioners Kit consolidates your efforts, and maintaining a single potion involves maintaining all of them. Further, it allows for Multiple Potions to be created without straining the creator, allowing multiple Batches to be created whilst achieving a full Rest, which can’t be done with multiple concurrently operating Kits.

Alchillary Sphere - A variation on the device in the ‘More Ultimate Equipment’ Book, an Alchillary Sphere is a highly complex device, and must be ‘Tuned’ to be used. Similar to the 'More Ultimate Equipment' one, this Alchillary Sphere has a requirement of 16+ Intelligence, and Dexterity of 13+ to use successfully. An Alchillary Sphere’s design is so precise that it is *Always* considered Masterwork. The varying spheres, wheels, knobs and even levers involved with it allow for an extreme amount of customization. To this end, An Alchillary Sphere can be configured to operate like any of the four Above Alchemy Kit types, including their Masterwork Variations if you so desire. A Unique Benefit of the Alchillary Sphere however, is that it can be Partially configured in up to Two different ways simultaneously, allowing you to achieve the 3% of a Runescribed Kit, in addition to the 6 Hour Non-attendance time of a Travelers Kit, or alternatively, the 80% creation time of a Gnomish Kit, in addition to the Two Batches of a Provisioners Kit. They can never be overlapped and achieve simultaneous Masterwork effects however.


Potion List

This section serves as an example of different Potions that can be created with this system. By no means is it an entire list, but this is meant to serve as a guideline with listed examples that can be followed when creating custom potions.

Alchemists Energy - Knowing that some reagents have energy based properties, some wondered about weaponizing these properties.This resulted in a fluid that could be poured or splashed across something, and the effect would be a chemical reaction that “combusts” the liquid, resulting in the energy-based damage to those drenched in it, or standing in it. Uncorking the flasks and pouring it over targets proved risky to the user, so the ingenious strategy of ‘Just throw it’ was developed.

  • Alchemist’s Energy Philter - 5 Energy Damage/Round : 10 Primary Reagent.
  • Alchemist’s Energy Solution - 10 Energy Damage/Round : 20 Primary Reagent.
  • Alchemist’s Energy Elixir - 20 Energy Damage/Round : 40 Primary Reagent.

Alchemists Energy is dependant on the Reagents put into it, resulting in different Types of this Potion, the reagent put into it dictates the type of energy it becomes. It is possible to have Potions that have multiple energy types in them.

  • Alchemist’s Ice - Ice Flasks have benefits of their own depending on their concentration. They can be used to create Ice in some capacity. Weaker Flasks only create a small amount, while Stronger Flasks can be used to Freeze Water into Thick sheets that can be walked upon.
  • Alchemist's Fire - Fire Flasks leave a lingering Flame in their wake, setting alight any flammable materials in their area. These flames can be smothered and snuffed out unlike the Alchemists Fire itself.
  • Alchemist's Acid - Acid Flasks are much like Fire Flasks, leaving Lingering Acid in their wake, however can be used to damage environmental objects, metals, stone, etc if strong enough. Treat the Hardness of an item doused with Alchemist’s acid as Half its normal amount when applying Damage to the item because of the Acid Exposure.
  • Alchemist’s Lightning - Much like Fire and Acid Flasks, Lightning Flasks leave a Lingering Lightning effect. Lightning conducting particularly well with metal, those wearing Metallic armor take 50% more damage from Alchemists lightning.
  • Alchemist’s Sonic - The One Energy Type that I don’t favor including as it's quite bizarre to think that a Reagent may provide a Sonic-Damage source, but it's mostly included to fulfill the quota of Energy types. The Effects of a Splash Effect Sonic Flask are equally bizarre to think about, but when surrounded by an area of a shrieking fluid, one does expect to be overwhelmed somewhat by this. Those standing in the area affected are Deafened until the duration is over, or they leave the area.

Antitoxins - Antitoxins are the saving grace to anyone who fears they may be poisoned, or works with poison themselves. Any prospective assassin carries a vial or two on themselves should they slip up and poison themselves by mistake, as do Alchemists working with Toxic Materials. Antitoxins come in tiers similar to Traditional Potions, providing a Range of Potency for their ability to counteract and negate the harmful effects of Different Toxins.

  • Antitoxin Philter - -10% Toxin Duration : 2 Puravil Seeds
  • Antitoxin Solution - -50% Toxin Duration : 10 Puravil Seeds.
  • Antitoxin Elixir - -100% Toxin Duration : 20 Puravil Seeds.

Attribute Augmenting Potions - Over the course of Alchemic Studies, many have sought ways to artificially augment their own capabilities. After extensive experimenting and concocting, the formula was cracked, and the door to the field of Attribute Enhancers was opened. These compounds grant improvements to the drinkers Strength, Dexterity, and so forth as desired, and have become widespread over the years since they were created. The effects only last so long, but are useful nonetheless to those who need and can afford them.

  • Attribute Philter - +1 to Attribute : 2 Primary Reagent
  • Attribute Solution - +10 to Attribute : 20 Primary Reagent
  • Attribute Elixir - +20 To Attribute : 40 Primary Reagent.

Attribute Potions are all identical in formula, requiring only a change in the Primary Reagent. Bloodroot dictates a Strength empowering brew, Fortis Stalks boost Constitution, Sensus Leaves boost Intelligence.

Energyguard Potions - Leech Root on its own serves nearly no purpose, but when Alchemists combined it with other reagents that carry energy properties, these effects can be particularly realized. Potions that grant the drinker resistance against whatever energy property included in its creation are the result of this blend, lending monster-like resilience towards the different energy types.

  • Energyguard Philter - 3 Energy Resistance : 6 Byssodica + 6 Primary Reagent.
  • Energyguard Solution - 9 Energy Resistance : 18 Byssodica + 18 Primary Reagent.
  • Energyguard Elixir - 15 Energy Resistance : 30 Byssodica + 30 Primary Reagent.

Energyguard Potions use different Primary Reagents depending on the type of energy that is sought to be Resisted. Ignus flower results in Flameguard, Gelu crystals creates Frostguard, Thunder Petal creates Thunderguard, Acrid Ivy creates Acidguard, whisperweed creates Sonicguard.

Energy Salves - Energy Salves are specific combinations of Reagents rendered into a Thick Oily Paste, similar to Alchemists Energy flasks. After a short time of exposure to the air, the oils in this paste begin to dry out, in turn exposing the Paste itself to the air and causing a reaction. The Exact reaction is determined by the Primary ingredients used, Ignus Flower results in the paste Igniting, allowing a weapon smeared with it to deal Fire Damage for a time, Thunder Petal emits arcs of Electricity instead, dealing Lightning Damage.

  • Energy Salve - 5 Energy Damage/Hit : 10 Primary Reagent

Energy Salves are a slight modification to Alchemists Energy Potions, allowing you to easily coat a weapon with it, allowing for the damage dealt by the Alchemists Energy Potions to be controlled by weapon contact instead of relying on enemy positioning. Unlike the Potion versions, these don’t have bonus qualities to them, such as deafening people or dissolving things through its acidity.

Fortune Potion - Fortune Potions are derived from Fortuna Salts, and those who drink them will find that they’ll bear excellent luck for the duration of the Potion. Seemingly everything works out whenever under the effects of a Fortune Potion, this takes the form of bonuses to rolls and even rerolls. These Potions can be extremely valuable to a consumer, but the Rarity of the Salts used to create them makes it difficult to achieve higher concentrations of the salts.

  • Fortune Philter - +1 to All Rolls, 1 Reroll. : 1 Fortuna Salt.
  • Fortune Solution - +20 to All Rolls, 20 Rerolls. : 20 Fortuna Salts.
  • Fortune Elixir - +40 to All Rolls, 40 Rerolls. : 40 Fortuna Salts.

Haste Potions - Everyone has some amount of practicality for being able to move faster, especially fighters. Being able to outmaneuver your foe, or avoid their attacks or hazards entirely grants you an advantage in combat. For some, this wasn’t enough, moving faster was fine, but what about Fighting Faster? For this reason, the birth of Haste Potions came about. Haste Potions directly Mimic the effects of the Haste Spell, with differing impacts on the Movement speed.

  • Haste Philter - 1 Round Haste Effect : 5 Zephyr Berries.
  • Haste Solution - 4 Round haste Effect : 20 Zephyr Berries.
  • Haste Elixir - 8 Round Haste Effect : 40 Zephyr Berries

Health Regeneratives - For Generations, Alchemists sought out the elusive “Philosopher’s Stone” for its fabled Qualities; the ability to turn mundane metals into highly valuable ones, and the creation of the Elixir of Life. After centuries of fruitless efforts, Alchemists sought ways to achieve these Effects in a manner that would bypass the requirement of the Stone entirely. While turning Base Metals into gold wasn’t achieved this way, Potions that bore similar qualities to the Elixir of Life were created. These potions Drastically improve the imbibers ability to heal natural damage and recover from ailments, however they don’t have the ability to halt or reverse aging.

  • Regeneration Philter - Fast Healing 2, 4 Rounds : 4 Ember Heart.
  • Regeneration Solution - Fast Healing 6, 6 Rounds : 12 Ember Hearts
  • Regeneration Elixir - Fast Healing 10, 8 rounds, : 20 Ember Hearts.

Health Restoratives - Colloquially known as Health Potions, these Brews are focused on the Restoration of health in the drinker. The Active Ingredients used in Health Potions tend to be either Elf Root, or Black Cohosh, which both contain a similar healing property, more complex Health Potions call for Ember Hearts as well to enhance the Restorative properties.

  • Health Philter - 5 HP : 1 Elfroot/Black Cohosh/Cavernous Shrooms
  • Health Solution - 100 HP : 20 Elfroot/Black Cohosh/Cavernous Shrooms
  • Health Elixir - 200 HP : 40 Elfroot/Black Cohosh/Cavernous Shrooms

Magebane Potion - Similar to the Energy Guard variety of potions, Leech Root is once again combined with another ingredient to form brews that provide excellent resistance towards effects. In This case, Sidus Thistle is used, making the potion in question provide varying degrees of Spell Resistance.

  • Magebane Philter - 3 Spell Resistance : 6 Byssodica + 6 Sidus Thistle
  • Magebane Solution - 9 Spell Resistance : 18 Byssodica + 18 Sidus Thistle
  • Magebane Elixir - 15 Spell Resistance : 30 Byssodica + 30 Sidus Thistle

Natural Armor Potions - When Durus Thorns are consumed, Small patches of Callous-like growths develop on the skin of the consumer. Alchemists theorized that there would be a way to focus this property, covering the imbiber in toughened skin instead of developing the callous-like patches randomly. The Potion created did achieve this effect, at the cost of it being temporary.

  • Natural Armor Philter - 5 Natural Armor : 10 Durus Thorns
  • Natural Armor Solution - 15 Natural Armor : 30 Durus Thorns
  • Natural Armor Elixir - 25 Natural Armor : 50 Durus Thorns

Panacea - Panacea is an effective though particularly complicated and expensive Potion and offers the same protection against Disease as Antitoxins provide against Toxins. Panacea has the ability to cure, or at least Treat, near any disease. The Potion itself has multiple Tiers in a manner of speaking, having only one True Recipe, weaker forms of it can be created however, at the cost of watering down the original potion, diminishing its effectiveness. Interestingly, unlike typical Dilution Rules, the ‘Power’ of Panacea allows for it to be scaled down in less Severe ways.

  • Panacea - 100% Chance to be Cured of All Mundane Diseases : 25 Puravil Seeds.

Reflection Potion - When Durus Thorns were used successfully to create a potion that granted a rudimentary form of Natural armor to drinkers, some Alchemists dared to say the Magic repelling qualities of Pondero Pollen could be harnessed in the same manner. Unlike Durus Thorns, Pondero Pollen doesn’t require Byssodica to grant its Spell Resistance quality, and the Spell Resistance gained through this has the unique property to Reflect Magic as opposed to being unaffected by it. This property is identical to the Tarrasque’s Carapace Quality, with a 30% chance to Reflect the magic back towards the caster should they fail to beat the spell resistance.

  • Reflection Philter - 5 Spell Resistance, 30% Reflect Magic chance to Resisted Spells : 5 Pondero Pollen.
  • Reflection Solution - 20 Spell Resistance, 30% Reflect Magic chance to Resisted Spells : 20 Pondero Pollen.
  • Reflection Elixir - 40 Spell Resistance, 30% Reflect Magic Chance to Resisted Spells : 40 Pondero Pollen.

Sleep Potions - While not the most versatile in use, Sleep Potions find their homes with those who find themselves unable to sleep for varying reasons. Alchemists have harnessed the sleep inducing qualities of the Torpor Lilac for those unlucky folk who find themselves lacking rest, and developed this Brew. Small Doses have proved sufficient to help them achieve the sleep they so desperately need, but larger doses have been used to induce artificial comas, or keep an Ill Person asleep so that they may rest through their affliction. On occasion, Sleep Potions have been weaponized by Assassins, slipping them into the drink of those they seek to kill, leaving them quite vulnerable to the Assassin's Blade.

  • Sleep Philter - 30 Second Sleep Effect : 1 Torpor Lilac
  • Sleep Solution - 10 Minute Sleep Effect : 20 Torpor Lilac
  • Sleep Elixir - 20 Minute Sleep Effect: 40 Torpor Lilac

Swiftness Potions - Zephyr Berries on their own don’t contain a concentration strong enough to have much effect on the consumer. When prepared properly, these Berries can be used to grant the drinker differing effects, in this case, the drinker will find themselves particularly fleet of foot, being able to move far faster and further than they normally can.

  • Swiftness Philter - +10Ft Movement Speed : 5 Zephyr Berries
  • Swiftness Solution - +40Ft Movement Speed : 20 Zephyr Berries
  • Swiftness Elixir - +80Ft Movement Speed : 40 Zephyr Berries


Special Alchemical Items

What happens to the original Alchemical Items that were included in Vanilla 3.5? Well a few of them have been covered by the Potion system, but items like Tanglefoot Bags and Thunderstones are a little more subjective. These items can still be made, but are considered separate items from the Potions due to this. In addition to the basic 3.5 Items, I'm going to include some of the ones from the Pathfinder Alchemical Weapons list to cover a little more. Most of the entries will be listed here, even the ones adapted to Potions, and will reference the relevant sections in case it wasn't clear, the ones excluded from here are ones that can't be adapted, or just can't be adapted easily to make sense with the presented reagents.

Acid - A thrown Flask of Acid normally deals 1d6 points of Acid Damage, with minor damage done to those that are Splashed. This is replaced by Alchemist's Energy (Alchemist's Acid), as that covers Acid damage potions.

Alchemist's Fire - Similar to Acid, a thrown flask of Alchemists fire does fire damage to those hit, and minor damage to those splashed. This is also replaced by Alchemist's Energy (Alchemist's Fire), as that covers Fire Damage Potions.

Alkali Flask - This one is a little Trickier. Its effects serve to be a Flask of Acid that works against an Ooze, which has a natural acid quality to it. You can either ignore it, and argue that the Alchemist's Energy Potions contain a potent enough acid that it may hurt even those with a natural acid attack, or you could implement the Acid Neutralization qualities of Acidguard as an Offensive thing to those with Acid qualities to them, letting them function as an Alchemist's Acid flask with an equivalent amount of Acid damage as there is Resistance towards acid.

Banshee Ballerina Firework - This is one that I hadn't meant to make note of, but its effects are actually also subsumed by an Alchemist's Energy flask, in this case, Alchemist's Sonic. The Banshee Firework would Deafen targets nearby, as does Alchemist's Sonic, as a bonus however, the latter also deals Sonic Damage to those within its area.

Bottled Lightning - This is also replaced by Alchemist's Energy (Alchemist's Lightning) being more useful in this context as well, as an area effect that lasts for a certain amount of time as well as having extra impact on those wearing Metallic armor.

Liquid Ice - This follows the same Alchemist's Energy (Alchemist's Ice) restriction as the items above.

Flash Powder - This is a difficult one to adapt, the Reagent it is now derived from Lumina Mushrooms and Ignus Flower. For every 10 Lumina Mushrooms and 1 Ignus Flower combined, you'll achieve a single sample of Flash Powder, which blinds a target hit directly with it (no save) for a single round, those within five feet may make an appropriate save against it. Multiple Samples can be used concurrently (As in the same throw) extending the Blinding Duration by a single round, and allowing it to blind at a further 5 feet, those who are five to ten feet away are still entitled to a save however. DC to create: 16. Time to Create: 1 Hour. DC to resist Blindness: Fortitude # (TBD, Rules for saves vs secondary effects not finalized)

Tanglefoot Bag - Similar to Flash powder above, this is a special creation derived from a specific reagent, in this case, Aurum Nectar. For every 3 Samples of Aurum Nectar used, a Single Tanglefoot bag is created. These Tanglefoot bags last for 3 rounds in accordance with the Potion Duration rules, yes, its not a potion, but its consistent with the rebuild's rules and mechanics this way. The effects are otherwise the same, unlike a potion created with Aurum Nectar, which doesn't include the Penalty to Attack Rolls or Dexterity, only having the chance to be stuck in place, but making the area rough terrain in exchange and allowing any other Alchemic substances combined with it to stick to the target for longer. A DC 17 Strength Check (or 15 points of Slashing Damage) can free you of Tanglefoot bags. Creation DC: 12. Time to Create: 1 Hour. DC to Resist being Stuck: Reflex # (TBD, Rules for saves vs secondary effects not finalized)

  • Tangleburn Bag - As a sub category of Tanglefoot bags, treat Tangleburn bags as Tanglefoot bags with Ignus Flower added to them and calculated as normal, with the duration being restricted to the 3 rounds that Tanglefoot bags normally last. It need not necessarily be restricted to Ignus flower, you could have a Tanglethunder bag as well for example. Creation DC: Depends, 13+1 for every 2 Ignus Flower (Or other Energy based reagent) used. A DC 17 Strength Check (or 15 points of Slashing Damage) can free you of Tangleburn (or other similar Tanglebags) as normal. Creation time: DC-15/2, rounded appropriately (Up where you would normally round up, down where you would round down.) DC to Resist being Stuck: Reflex # (TBD, Rules for saves vs secondary effects not finalized)

Thunderstone - This is unchanged in Acting Mechanics, but differs in actual performance a little. A Thunderstone is created with 2 Thunder Petal and 2 Whisperweed, having the bonus of both 1 Sonic and 1 Lightning Damage in its impact area (10 foot Radius Spread) but Deafens those who are subjected to its exposure for 4 rounds. If the Thunderstone was a direct hit, this allows no save, but if it targeted an area rather than an entity, the Save vs its effect goes off as Normal. Creation DC: 14. Creation Time: 1 Hour. DC to resist Deafness: Fortitude # (TBD, Rules for saves vs secondary effects not finalized)

Notable exclusions from this list include the Fireworks in the Alchemical Weapons list from Pathfinder, this is because those would be derived from Gunpowder, which there isn't a corresponding Reagent for. Normal Alchemy checks are advised if a person attempts to create those, where it costs X amount of gold in resources and an according check.