Alchemy, Toxicology, & Zymology Rules

The following rules are used to enhance the player experience. To give a sense of accomplishment for something they want to craft while on downtime. This optional ruleset is designed with Wizard of the Coasts: Dungeons & Dragons 5th edition. These rules also are used in conjunction with the Herbalism Rules.  

Alchemy & Toxicology History

Since the dawn of time, intelligent creatures have been experimenting with various herbal combinations. Over the years, any herb that has a medical property was synthesized in a science called alchemy. The reverse of which of any herb that could cause harm to one's body or others would be synthesized in the science of Toxicology. Over the years, the Alchemist/Doctors Guilds have studied numerous aspects of these sciences. As a result, some Alchemists have left the guild and started to look into the art of Zymology.  

Alchemy Rules

The process of creating Healing & Magical Elixirs is done by using gathered reagents by players (See Herbalism Rules). After a player has enough reagents to craft a potion and the required solvents, a player can start mixing using appropriate supplies (See Reagent Lists). In addition, there are special reagents that can amplify or change a Healing Elixir or Toxin. These special reagents are called special modifiers, or Healing Elixir modifiers can be added to any Healing Elixir base reagent.  
Alchemy Check
To craft a Healing or Magical Elixir, one must make an Intelligence (Arcana/Nature) or Wisdom (Medicine/Survival) skill check. The modifier used on the roll will be considered your Alchemy Modifier to be used in Healing Elixirs. This Alchemy Modifier is also used in Magical Elixirs to calculate the DC needed for saving throws. The reagents list has a description of what elixirs will need this modifier.   Magical Elixirs Saving Throws: DC 8 + Alchemy Modifier  
Alchemy Attempt DC
A successful alchemy check allows you to create a Healing or Magical Elixir. On a failure, the vail's contents look strange. It is up to the Dungeon Master to decide if the Healing or Magical Elixir will work as intended. A successful check is as follows:   Alchemy Attempt DC: 10 + All reagent difficulty modifiers combined (See Herbal Reagents List).  

Toxicology Rules

The process of creating toxins by using gathered reagents by players (See Herbalism Rules). After a player has enough reagents to craft a potion along with an oil base, a player can start mixing using appropriate supplies (See Reagent Lists). In addition, there are special reagents that can amplify or change a Healing Elixir or Toxin. These special reagents are called special modifiers, or Toxin modifiers can be added to any Toxin base reagent.   A single vial of a Toxin can be applied to up to 1 weapon or 3 pieces of ammunition. A successful Constitutional Saving throw is needed to poison a creature.   Poison DC = 8 + Toxicology Modifier(Found in Toxicology Check).  
Toxicology Check
To craft a toxin, one would need to make an Intelligence (Arcana/Nature) or Wisdom (Medicine/Survival) skill check. The modifier used on the roll will be considered your Toxicology Modifier to be used in toxins that require saving throws. The reagents list has a description of what Tonixs will need this modifier.  
Toxicology Attempt DC
A successful Toxicology Check allows you to create a toxin. On a failure, the toxicologist will need to roll a Constitutional Saving throw. A successful check is as follows:   Toxicology Attempt DC: 10 + All reagent difficulty modifiers combined (See Herbal Reagents List).  
Modifiying Creature Toxins
An adventure may come across toxins that creatures produce naturally. These creature based toxins can be rendered to cause more damage or turned into ways to heal. To attempt this is similar to making toxins however the modified toxin takes on the higher saving throw between the Toxicology DC or creatures saving throw for that toxin. It is also slightly higher to modify creature based toxins.   Modifiying Creature Toxins Attempt DC: 15 + All reagent difficulty modifiers combined (See Herbal Reagents List).  

Daily Restrictions

During a day of downtime, you are restricted to being able to make the following amount of potions for each day of downtime used (These are not cumulative. If you make a Rare Elixir, you may only make 1 more Elixir of Rare or 1 Uncommon or 2 Common (see table)):  
 

Alchemy Supplies

 

Requirements

 

Reagents for Healing Elixirs, Magical Elixirs, and Toxins

 

Zymology History

Zymology is the study that all members of the Brew Masters Orderstudy. It didn't become an official school of study until The Academy of Thorn'Adan recognized it as a viable school of study for their students to take.  

Zymology Rules

The process of purifying water, creating pure alcohol, and brewing tea are done by using gathered reagents by players (See Herbalism Rules). After a player has all the required reagents, a gallon of water will be used to help with the desired outcome.   DC : 10 + All reagent difficulty modifiers combined (See Reagents List).  
Purifying Water
Purifying water isn't a unique technique to zymologists, but they do have a process that makes massive amounts of purified water. On short rest, one can purify 2 gallons of water. Over a long rest, one can purify 16 gallons of water.  
Pure Alchohol
Making 100% pure alcohol is a process of distilling fermentable reagents. On short rest, one can create 8 vials (32 oz or 1/4 gallon) of pure alcohol. During a long rest, one can make 64 vials (256 oz or 2 gallons) of pure alcohol.   One can also make their own custom alcoholic beverages. This is primarily a downtime activity. One can spend one workweek to make a custom alcoholic beverage that is able to fill 2 kegs or 36 gallons. The value of the alcoholic beverage needs to be assessed by a Master Brewmaster.  
Brewing Tea
This process takes an hour to complete. There are various types of teas. Tea reagents can be boiled with water or other liquid. When making a brewable tea, it expends 1/10 lb of tea reagents, and it creates 10 servings of tea per tea reagent used.  

Reagents for Tea & Alchohol



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