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Alchemy

Valoris is a realm of innovation, science is secondhand nature to many people who make their home in this realm. With a new world at your finger tips there are many wonderful and strange ingredients to be found in experiment with! As players explore more of the lands, more ingredients will become available here,

Making Potions

You can brew potions either as a downtime or paying their gold cost. You can make experimental potions by mixing two unique unlocked ingredients together.   When mixing ingredients, one of the ingredients must be an Ability or Toxin ingredient, and the second a Modifier. A potion costs the combined total of the two ingredients, but if you choose to craft this potion by spending a downtime, then you craft 1 potion for free with your choice of any two ingredients.   Once you consume a potion you can not consume another until the current potion’s effect wears off.   With potions being unique and experimental, you can not sell potions as you can standard equipment, if you wish to sell them they must be sold to a player.   Abilities are very useful substances, so they are consumed. The wielder of the potion may drink it as a Bonus Action while it must be given to an ally as an Action.   Toxins are a more hostile substance, so they must be applied to weapons. One potion with a toxin ingredient can be applied to one's weapon or to 5 pieces of ammunition. It is a Bonus Action to apply a toxin. Unless stated differently, a toxin remains on a weapon or ammunition till you hit a target with the weapon or ammunition, or 1 minute passes. The toxins have a DC of 11 + your PB.    

Ability Ingredients

   
NameCostEffect
Essence of Faesight 70gp Infuses the potion with enchanted powder, when used you add +1 to the next three Checks you make in the next minute.   "Sometimes when a Fae walks through the world, its steps leave behind a bit of essence in the form of a purple powder. Refining this essence can prove beneficial to those that might find use of it."
Iron Poppy Petals 70gp Infuses the potion with healing energy, when used it heals 2d4+PB hit points.   "A common sight on the Red’s riverbanks, Iron Poppies are specially bred to detect certain contaminants in the water."
Ironwood Dust 260gp Fortifies the potion with iron defenses. When used the user gains an iron-like coating for 1d4 rounds that increases their AC by 1.   "Collected from the bark of rare Ironwood trees, which grow tall and proud in the old growth forests of Fon-Talamh."
Rex Rage Powder 280gp Infuses the potion with rageful spirits, when used the user has all of their melee attacks do extra 1d4 damage of the weapon’s damage type for one minute.   "Using the crushed up bones of Deus Rex, the godbeast of Savra, provides a potent compound."
   

Toxin Ingredients

     
NameCostEffect
Belladonna 100gp Coats the weapon in a red persistent poison, when used the creature must make a Constitution saving throw. On a fail, the creature takes 1d4 poison damage. On a success nothing happens. Potency lasts for 1 minute when applied to a weapon, allowing you to cause the effect multiple times.   "A poison derived from Belladonna cherries."
Frostfire Powder 120gp Coats the weapon in a powder with a chilling pressence, when used the creature must make a Constitution saving throw. On a fail, the creature’s speed is lowered by 10 feet. On a success the effect ends. This lasts for a maximum of 1 minute and the save can be repeated at the start of each turn.   "A fine powder of many differing and unknown components that causes an internal shock."
Tropical Noxflorus 120gp Coats the weapon in an effective and simple poison, when used the creature must make a Constitution saving throw and on a failure the creature suffers from the poisoned condition for 1 hour.   "Acquired in the Forest of Mekla, harvested as a leaf before being ground into a fine powder."
   

Modifier Ingredients

   
NameCostEffect
Dust Cactus Juice 120gp Enhances the potion with a thick lime green liquid, when used the potions effect time doubles, if there is no effect time then the potion only takes a Bonus Action to use on an ally.   "Harvested from the many cacti across the Savra Desert this juice, though not tasty, extends the lifespan of any substance without diluting its effectiveness."
Pasloe Daybloom Powder 100gp Enhances the potion with a prominent yellow powder, when used the potion grants advantage on the first saving throw the drinker makes only on this turn or gives disadvantage to the first saving throw against it if it is a toxin.   "A seemingly simple but useful flower from Columbia with petals that can be broken down to enhance alchemical mixtures."
Buffer Chalk 230gp Delays the potion’s effects until the start of your turn 1d4 rounds after using it.   "Acquired from the clay at the bottom of Lake Argenti, dried and crushed into a powder."

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