Alchemy

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Classes: Mage, Rogue, Warrior

Requirement: You must have the Cunning (Poison Lore) focus.

You have learned the ways of alchemy. You are able to prepare different types of poisons and grenades.

Novice: You know how to prepare poisons, and how to use them without danger to yourself. Choose two Novice poisons you know how to make from memory. You can brew other Novice poisons as you find and learn their recipes. You also learn how to make the Distillation Agent from memory.

When harvesting your own ingredients, you can make a TN11 Cunning (Natural Lore) test to determine the herb, mineral or other ingredient you are searching for. If you succeed, you may name any herb the location permits. The amount of received ingredients is equal to the harvesting roll’s Dragon Die. One location may only be searched once and for only one type of herb or ingredient.

Journeyman: You have learned how to prepare more effective poisons. You have also learned how to make grenades. Choose one Journeyman poison or one grenade you know how to make from memory. You can also make the Concentrator Agent from memory. You can create other Journeyman poisons, and make other grenades as you find and learn their recipes.

When harvesting your own ingredients, you can make a TN15 Cunning (Natural Lore) test to determine the herb or ingredient you are searching for. If you succeed, you may name any herb, mineral or ingredient the location permits. The amount of received ingredients is equal to the harvesting roll’s Dragon Die. One location may only be searched once and for only one type of ingredient.

Master: You have learned how to prepare the most effective poisons known in Thedas. Choose one Master Poison you know how to make from memory. You can concoct other Master poisons as you find and learn their recipes.

Preparation: Once the raw materials are in hand, preparing a dose of potion, salve or other items requires an advanced Cunning (Poison Lore) test with a threshold of 10 and a TN based on the class of the potion in question:
• TN13 for Novice potions (2 hours)
• TN15 for Journeyman potions (4 hours)
• TN17 for Master potions (6 hours)
Each test requires access to a private place and appropriate tools of the trade—burners, tubing, vessels, and so forth—in each case. A decent working setup costs 1GP at the very least and is difficult to transport without damage. Superior and masterwork lab apparatuses cost a great deal more.

Alchemy

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