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Craft: Alchemist

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This article complies with version 0.95 of Runarcana RPG

The Alchemist's Craft works based on two principles called “Solve et Coagula” or “dissolve and coagulate”. These two principles seek to understand the principle behind matter and even energy, so that through development within this craft, one learns to create and use various substances to manufacture elixirs, rare materials and even simulacra of rare materials.

Attribute: The attribute for tests related to the Alchemist Craft is Wisdom.

Synergies: In conjunction with your Alchemist Set, you can use this Craft with the following skills, enabling some effects:

  • Arcana. Proficiency with the Alchemist's Craft allows you to gain more information by analyzing potions and foreign materials with the Arcana skill.
  • Investigation. When inspecting an area for clues, proficiency with the Alchemist's Craft grants you insights into chemicals and other materials that may have been used in the area.

Alchemist Set

The Alchemist Set allows a character to produce useful mixtures such as acid, pyrofluid, and many others. (these tools cost 50 GP and weight 4 Kg)

Content: An Alchemist's Set includes two glass beakers, a metal frame for holding a beaker over a flame, a glass mixing rod, a small mortar and pestle, and a pouch containing alchemical ingredients such as salt, powdered iron, purified water, etc.

Formulas for the Alchemist Craft

Level 1

Corrupting Potion

Craft: Alchemist 1
DC: 13
Component: 2 ml of Pure Shimmer, Honeyfruit and Craft Set
Time: 8 hours
Value: 25 GP

This potion is a very delicate and complex combination of Honeyfruit Elixir and Shimmer, first produced probably in Noxus, it manages to catalyze the main healing powers of both ingredients, with part of the adverse effects being mitigated.

You produce 1 vial of Corrupting Potion with 1d4+1 sips. Each sip restores hit points and grants a regenerative effect that helps regenerate minor tissue injuries, restores mana points (if used), ki points (if used), and has an improvement in physical capabilities.

Each sip restores a total of hit points equal to a number of dice equal to the alchemist's Constitution modifier, based on the alchemist's proficiency score as shown in the table below. Additionally, the user regains his or her proficiency bonus in hit points for a number of turns specified in the regeneration column. If more than 3 sips are consumed in 1 day, a dependency saving throw must be made.

Each sip restores the proficiency bonus in Mana points at a rate of 1 mana point per turn or 1 Ki point every 2 turns.

For a number of rounds equal to 2 + the wearer's proficiency bonus, he gains a damage bonus on his melee attacks equal to his proficiency bonus and on his ranged attacks equal to half his proficiency bonus. For the same duration, he makes Intelligence or Charisma saving throws with disadvantage.
Corrupting Potion
Proficiency Dice Regeneration
1 d4 1/2 Modifier
2 d6 -
3 d8 Modifier
4 d10 -
5 d12 2x Modifier
6 d12 -
Regeneration is equal to your proficiency bonus over a number of turns related to your Constitution modifier.

Natural 20. Preparation time is reduced by half.

Alchemical Healing Potion

Craft: Alchemist 1
DC: 15
Component: Coal, Alchemical components and Craft Set
Value: 50 GP

Through the combination of various alchemical components, this emerald-green potion can speed up the healing of wounded targets.

A character that drinks the fluid inside this flask recovers 2d4+2 hit points. Drinking or administering a potion requires an action.

Natural 20. General Masterpieces Table and the healing becomes 2d6+2.

Alchemical Synthesis: Elemental

Craft: Alchemist 1
DC: 13
Component: Gemstones, Craft Set
Value: 15 GP

The Alchemical Synthesis: Elemental allows a weapon to receive a temporary coating that emulates an elemental influence, without affecting its properties or durability. A weapon can only have one alchemical synthesis at a time.

You can use this formula to coat a slashing, piercing or blunt weapon, or up to six pieces of ammunition or thrown weapons. Applying the formula requires an action, and the duration of this formula once applied is 24 hours if the weapon is not used. On ammunition or thrown weapons, this formula loses its effect after being used, while on other weapons, after the first attack with it, the formula lasts for 10 rounds.
For the duration of the formula, the weapon deals the type of elemental damage chosen during the formula's creation

Natural 20. The formula can coat twice as many weapons.

Level 2

Vaporizable Shimmer

Craft: Alchemist 2
DC: 15
Component: 1 ml of Pure Shimmer and Craft Set
Time: 4 hours
Value: 10 GP

Through this formula, it is possible to use shimmer in a vaporized form, which allows it to be used with less risk, although its consumption takes longer.

You produce 10 1ml vials of Vaporizable Shimmer.

Natural wo. Preparation time is reduced by half

Alchemical Element

Craft: Alchemist 2
DC: 17
Component: Gemstones, Craft Set
Value: 30 GP

The Alchemical Element formula allows the creation of a volatile liquid that, once mixed, explodes on a burst of elemental energy once in contact with air. The Element must be defined during crafting.

The general aspect of the fluid varies according to the element it emulates, but it reacts instantly once exposed to the air. Using an action, you can throw this flask up to 20 feet from you, breaking it on impact. Make a range attack roll against a creature or object, treating the flask as an improvised weapon. On a hit, the target auffers 1d6 damage from the elemental type chosen during the crafting of this formula and also receives the effect linked to the element according to the Effects for Spells by Damage Type table.

Natural 20. General Masterpieces Table and the damage dealt becomes 1d8.

Luminar Stabilizer

Craft: Alchemist 2
DC: 17
Component: Luminary base and Craft Set
Value: 25 GP

In its natural state, Luminar Weave is an extremely brittle substance that dissipates easily, requiring the Alchemical stabilization process known as Luminar Stabilizer to make it viable for use in item creation.

The stabilization process of Luminar Weave requires at least 1Kg of luminary base that is transformed into 200g of Luminar Weave. With this, it is possible to create a formula that can be applied to the Luminar Base transforming it into Luminar Weave and leaving it stable to be used for up to a week, when it then has to go through the alchemical stabilization process again. On a failure, the luminar weave dissipates, becoming completely unusable.

Natural. The process produces 10% more luminar weave.

Umbral Neutralizer

Craft: Alchemist 2
DC: 17
Component: Shadow base and Craft Set
Value: 25 GP

In its natural state, Shadow Weave is a viscous and corrosive substance, requiring the Alchemical stabilization process known as Umbral Neutralizer to make it viable for use in item creation.

The Shadow Weave stabilization process requires a minimum of 1Kg of shadow bile which is turned into 200g of Dark Weave. With this, it is possible to create a formula that can be applied to shadow bile, transforming it into Shadow Weave and leaving it immune to effects that would cause it to explode for 24 hours. On a failure, the materials used to create this formula become unusable.

Natural 20. The process produces 10% more shadow weave.

Level 3

Alchemical Synthesis: Elemental Explosion

Craft: Alchemist 3
DC: 17
Component: Gemstones, Craft Set
Value: 35 PO

The Alchemical Synthesis: Elemental Explosion allows a weapon to receive a temporary coating that emulates an elemental influence, without affecting its properties or durability. A weapon can only have one alchemical synthesis at a time.

You can use this formula to coat a slashing, piercing or blunt weapon, or up to six pieces of ammunition or thrown weapons. Applying the formula requires an action, and the duration of this formula once applied is 24 hours if the weapon is not used. On ammunition or thrown weapons, this formula loses its effect after being used, while on other weapons, after the first attack with it, the formula lasts for 10 rounds.
For the duration of the formula, the weapon deals 1d6 additional elemental damage of the type chosen during the formula's creation.

Natural 20. The formula can coat twice as many weapons and the additional elemental damage becomes 1d8.

Level 4

Shimmer

Craft: Alchemist 4
DC: 19
Component: Essence of Piximander, underground plants and Craft Set
Time: 8 hours
Value: 10 GP

Scintillation is a purple liquid that emits a small violet luminescence, capable of rapidly affecting organisms.

You produce 10 ml of Pure Shimmer, or 5 ml of Shimmer at a concentration of 1/5, or 1 ml of Shimmer at a concentration of 1/10.

Natural wo. Preparation time is reduced by half

Arcane Element

Craft: Alchemist 4
DC: 19
Component: Precious Gemstones, Craft Set
Value: 50 GP

The Arcane Element formula allows the creation of a volatile liquid that, once mixed, explodes on a burst of elemental energy once in contact with air. The Element must be defined during crafting.

The general aspect of the fluid varies according to the element it emulates, but it reacts instantly once exposed to the air. Using an action, you can throw this flask up to 20 feet from you, breaking it on impact. Make a range attack roll against a creature or object, treating the flask as an improvised weapon. On a hit, the target auffers 3d6 damage from the elemental type chosen during the crafting of this formula and also receives the effect linked to the element according to the Effects for Magic by Damage Type table.

Natural 20. General Masterpieces Table and the damage dealt becomes 3d8.

Shimmer Infusion: Speed

Craft: Alchemist 4
DC: *
Component: 1 ml Pure Shimmer and Craft Set
Time: 6+ hours
Value: 3000+ GP

The Infusion of Scintillation: Speed ​​modifies a living organism giving it superhuman speed and strength, an enormous capacity for regeneration at the cost of sanity. In this infusion, an alchemist performs the infusion process on a recipient.

Each hour of the process the alchemist spends 500 gp on components and must make a DC 21 Alchemist Craft check, a DC 21 Medicine check, and the recipient must make a DC 20 Constitution saving throw.

Craft Roll

  • On a natural 20 the saving throw is made with advantage and +5
  • On a success the receiver makes the roll with advantage
  • On a failure the receiver makes the roll normally.
  • On a critical failure the receiver makes the roll with disadvantage

Medicine Roll

  • On a natural 20 the saving throw is +5
  • On a success the saving throw is +5
  • On a failure subtract the value of the roll from 20 and apply half that value as a penalty to the saving throw

Once the infusion process begins, it cannot be interrupted. If interrupted, the target receives 3 levels of exhaustion for each hour that is not completed. Each hour of the process, the target must make a DC 20 Constitution saving throw; on a success or failure, the target continues the process. Upon accumulating 4 successes, the process is completed with a positive result. A natural 20 adds 2 successes, while a natural 1 adds 2 failures. If the process ends with 3 to 5 failures, the target receives 2 levels of exhaustion for each failure. The process can only be performed again after a week, otherwise it may cause death. If the target has 6 failures, he dies.

On a successful process the target permanently receives the following characteristics

  • 1d4 permanent madness traits
  • Upon completing a rest, you gain 1 temporary madness trait until your next rest
  • +4 Strength
  • +4 Dexterity
  • Regeneration equal to your Constitution modifier
  • +5 times your proficiency bonus in Speed ​​feet
  • Perform 1 bonus action and 1 additional reaction per turn a number of times equal to your Constitution modifier per Long Rest
  • Action Surge a number of times equal to your Constitution modifier per Long Rest
  • Does not suffer the effects of Exhaustion except death
  • Resistance to Scintillation dependency
  • You gain the Mutation Subtype

20 natural. Special

Level 5

Alchemical Synthesis: Gold

Craft: Alchemist 5
DC: 20
Component: Gold-dust and Craft Set
Value: 50 GP

The Alchemical Synthesis: Gold formula allows a weapon to be given a temporary coating that emulates the property of the gold material without affecting its properties or durability. A weapon can only have one alchemical synthesis at a time.

You can use this formula to coat a slashing, piercing or blunt weapon, or up to six pieces of ammunition or thrown weapons. Applying the formula requires an action, and the duration of this formula once applied is 24 hours if the weapon is not used. On ammunition or thrown weapons, this formula loses its effect after being used, while on other weapons, after the first attack with it, the formula lasts for 10 rounds.
For the duration of the formula, the weapon now deals double damage against Demons and Celestials.

Natural 20. The formula can coat twice as many weapons.

Nível 6

Shimmer Infusion: Juggernaut

Craft: Alchemist 6
DC: *
Component: 1 ml Pure Shimmer and Craft Set
Time: 12+ hours
Value: 6000+ GP

Shimmer Infusion: Juggernaut modifies a living organism, giving it immense stamina, strength, and regeneration at the cost of terrible damage to a recipient's health. In this infusion, an alchemist performs the infusion process on a recipient.

Each hour of the process the alchemist spends 500 gp on components and must make a DC 25 Alchemist Craft check, a DC 25 Medicine check, and the recipient must make a DC 20 Constitution saving throw.

Craft Roll

  • On a natural 20 the saving throw is made with advantage and +5
  • On a success the recipient makes the roll with advantage
  • On a failure the recipient makes the roll normally.
  • On a critical failure the recipient makes the roll with disadvantage

Medicine Roll

  • On a natural 20 the saving throw is made with +5
  • On a success the saving throw is made with +5
  • On a failure subtract the value of the roll from 25 and apply half that value as a penalty to the saving throw

Once the infusion process begins, it cannot be interrupted. If interrupted, the target receives 3 levels of exhaustion for each hour that is not completed. Each hour of the process, the target must make a DC 20 Constitution saving throw; on a success or failure, the target continues the process. Upon accumulating 8 successes, the process is completed with a positive result. A natural 20 adds 2 successes, while a natural 1 adds 2 failures. If the process ends with 3 to 5 failures, the target receives 2 levels of exhaustion for each failure. The process can only be performed again after a week, otherwise it may cause death. If the target has 6 failures, he dies.

In a successful process the target permanently receives the following characteristics:

  • 2d4 permanent madness traits
  • Upon completing a rest, you gain 2 temporary madness traits until your next rest
  • Resistance to all non-true damage
  • +6 Strength
  • +10 Constitution
  • Regeneration equal to twice your Constitution modifier
  • Does not suffer the effects of Exhaustion except death
  • Immunity to Scintillation addiction
  • You gain the Mutation Subtype

Natural 20. Special

Alchemical Synthesis: Elemental Magic

Craft: Alchemist 6
DC: 22
Component: Gemstones and Craft Set
Value: 70 GP

The Alchemical Synthesis: Elemental Magic allows a weapon to receive a temporary coating that emulates an elemental influence, without affecting its properties or durability. A weapon can only have one alchemical synthesis at a time.

You can use this formula to coat a slashing, piercing or blunt weapon, or up to six pieces of ammunition or thrown weapons. Applying the formula requires an action, and the duration of this formula once applied is 24 hours if the weapon is not used. On ammunition or thrown weapons, this formula loses its effect after being used, while on other weapons, after the first attack with it, the formula lasts for 10 rounds.
For the duration of the formula, the weapon deals one extra category of damage and the damage becomes the type of elemental damage chosen during the formula's creation.

Natural 20. The formula can coat twice as many weapons.