Post by GRWelsh on Nov 13, 2022 9:21:41 GMT -5
Alchemy is such a huge part of medieval folklore and belief that I wanted to integrate more of it into my AD&D campaign. As is, magic-users cannot brew potions until 7th level, and then only with the help of an alchemist. At 12th level and above the magic-user no longer needs the assistance of an alchemist, although it will reduce the amount of money and time the character must spend making the potion by 50%. The base time and cost for making potions is the xp award listed the magic item tables, with each xp equating to 1 gp and each 100 xp equating to 1 day with any fraction rounded up to another full day (DMG p. 116). So, for example, a potion of growth with xp value of 250 xp (DMG p. 121) would cost 250 gp in materials and take 3 full days of time to brew. My favorite part of this system by far is the Suggested Special Ingredients for Potions because it incorporates collecting monster body parts into the process... That gives players additional reason to adventure and adds a 'medieval bestiary' flavor to the system. The only thing I don't like is that it takes so long for players to get to these higher levels and once they do, the process is no longer nearly as valuable or helpful to them. So, I came up with a house ruled system for magic-users to be able to start brewing minor potions at lower levels. One of my players, Cindy, has a magic-user who on an adventure found a book of alchemy which has recipes for some minor potions along with their material components. On an another adventure she found alchemical implements such as alembics, flasks, brazier, retorts, mortar and pestle, etc. as well as some stored ingredients. When she has down time and the right sort of fireplace and environment, I've allowed her to attempt to brew some minor potions and the system I came up with was 3d6x10 gp for cost, 1 full day to brew a batch of d4 flasks (each with one dose). The minor potions she has recipes for listed below by NAME (color) [primary ingredients]:
MINOR POTIONS TO BE IMBIBED
LIQUID COURAGE (Amber): Instantly drunk (per DMG rules) if save versus poison is failed
SOBRIETY (Tea): Makes a drunk instantly sober [hair of a dog, salt, herbs]
CLARITY (Clear): +1 to intelligence and +1 to search checks for 5-8 turns [honey, forest berries, nuts], 160 gp for 2 doses.
DROWSINESS (Blue): Save vs. poison or -1 on search checks and 80% chance to fall asleep for 5-8 hours [poppies, herbs]
JUMPING (Pale green): Drinker may jump (as per the spell) once [grasshopper legs], 30 gp for 4 doses.
DRINK ME (Rusty black): Drinker becomes half-sized [Powdered kobold horn]
STRENGTH (Brown): Effects of strength (as per the spell) [Ox dung, ogre blood]
SCARY FACE (Purplish-green): Effect of scare (as per the spell) [claws and teeth of a ghoul]
GRENADE-LIKE MISSILES
FLASH (White Gold): Flash of light upon impact, save versus spells or blind 1-2 rounds [phosphorus], 100 gp for 4 vials.
MEDIAN FIRE (Orange): Flaming oil per the DMG [oil, sulfur, pitch, quicklime]
GRAY ACID (Gray): Eats through metal or flesh [acid sac from a gray ooze]
STENCH (Gray-Green): Replicates the stench effect of troglodytes if save versus poison is failed [troglodyte stench glands]
BOMBARD (Red-Brown): Explosion of 3-12 damage plus chance to stun/deafen [glands from bombardier beetle]
MINOR POTIONS TO BE IMBIBED
LIQUID COURAGE (Amber): Instantly drunk (per DMG rules) if save versus poison is failed
SOBRIETY (Tea): Makes a drunk instantly sober [hair of a dog, salt, herbs]
CLARITY (Clear): +1 to intelligence and +1 to search checks for 5-8 turns [honey, forest berries, nuts], 160 gp for 2 doses.
DROWSINESS (Blue): Save vs. poison or -1 on search checks and 80% chance to fall asleep for 5-8 hours [poppies, herbs]
JUMPING (Pale green): Drinker may jump (as per the spell) once [grasshopper legs], 30 gp for 4 doses.
DRINK ME (Rusty black): Drinker becomes half-sized [Powdered kobold horn]
STRENGTH (Brown): Effects of strength (as per the spell) [Ox dung, ogre blood]
SCARY FACE (Purplish-green): Effect of scare (as per the spell) [claws and teeth of a ghoul]
GRENADE-LIKE MISSILES
FLASH (White Gold): Flash of light upon impact, save versus spells or blind 1-2 rounds [phosphorus], 100 gp for 4 vials.
MEDIAN FIRE (Orange): Flaming oil per the DMG [oil, sulfur, pitch, quicklime]
GRAY ACID (Gray): Eats through metal or flesh [acid sac from a gray ooze]
STENCH (Gray-Green): Replicates the stench effect of troglodytes if save versus poison is failed [troglodyte stench glands]
BOMBARD (Red-Brown): Explosion of 3-12 damage plus chance to stun/deafen [glands from bombardier beetle]