Alchemy

Alchemy is the study of combining and manipulating matter. Unlearned peasants might believe that alchemy can turn cow chips to gold, but the most amateurish alchemist will scoff and tell them to find a wizard. Many alchemists are happy to sit in their laboratories and immerse ores in solutions, purify compounds, and brew potent alcohol. The first to start studying alchemy were the dwarves, although since they taught humans about the field, humans have begun to make most of the advancements.

The dwarves managed to distill six alchemical elements for the production of potions:

When isolated from various herbs and minerals, these bases take the form of small, cubic crystals.

Potions

From these elements it is possible to brew potions with potent, almost magical effects at times, but they are invariably toxic and few can stomach more than a couple at a time. Consuming the raw material is tantamount to suicide. When dissolved in a potion, each substance has their own effect:

Nehwaz

For Nehwaz to take effect, the target has to have failed two FOR saves, taken at the start of every round after being hit with the poison. If instead they pass two FOR saves, they shrug off the poison. When Nehwaz is combined with one other crystal of Esh, Gelad or Lokun, it gains additional effects while the poison is active. The effects do not increase with extra crystals, as they dilute the poison.

Brewing Potions

An alchemist first begins by selecting substances according to what they want the potion to do. They can freely combine the six substances to make their potion.

When a crystal is added, its effect must be declared by the brewer. For instance, in the Potions section, Gelad is stated as being able to boost the Acrobatics and Athletics skills at once. Therefore, if an alchemist has two crystals of Gelad, they can both can be dedicated towards the Acrobatics/Athletics boost, or one to the boost and another to increasing melee damage, or both to increasing melee/throwing damage. A single crystal affects statistics in the following manner:

To actually brew a potion the various substances must be combined with a base. Potions are limited by the quality of their base. Bases are always some sort of strong alcohol, the purer and less palatable the better. This is so that the purified crystals of the six substances can be dissolved more completely. Indeed, even mixing spirits lowers its quality as a base. Many alchemists will distill their own bases, as well as some for drinking on the side. There are three grades of base quality:

Toxicity

Drinking additional potions while still under the effects of one forces a DC(10+Toxicity) FOR check. On a failure, all potion effects are nullified and the drinker immediately takes damage equal to their Toxicity, which can be halved to a minimum of one by another DC(10+Toxicity) FOR check. Being poisoned by Nehwaz does not count as still under the effects for the purposes of trying to drink an antidote.

Explosives

Gunpowder was invented by Sanzang the Dirty in roughly 400ASC, so named because his lab in Jianghu was filthy and his original recipe for the black powder included his own urine. Since then, gunpowder has been used extensively in the Jianghu military, and is a closely guarded military secret. Notably, however, the dwarves who were on good terms with the Jiangren gained the recipe and began to utilize it in their own weapons, bringing it back across the Fehanil Sea to their other strongholds in Daesca.

Making Gunpowder

Making gunpowder requires saltpeter, sulfur, and charcoal. The recipe calls for roughly 3 kilograms of saltpeter to half a kilogram each of sulfur and charcoal. This makes 4 kilograms of gunpowder, which is packaged and sold in barrels.

Making Explosives

A simple hand grenade only requires a fist-sized lump of gunpowder, a wick, and a casing to contain it. 4 kilograms of powder will make 10 grenades, each containing 0.4 kilograms of explosive. To make special grenades, certain components can be used. There are three types of special grenades, all of which can be viewed in more detail in the Items section:

Narcotics

The study of alchemy can be applied to creating substances for recreational or performance-enhancing use that alter the mind or body. There are a few popular ones listed here:

Alchemy Crafting Modifiers

Brewing any potion or grenade requires skill checks made with the Alchemy skill. The base DC for any potion is 10, assuming the alchemy is done in a fully equipped, clean laboratory. Making gunpowder counts as a potion in this case. The base DC for a grenade is 5, again assuming an equipped clean laboratory. On a failure, it explodes because of your incompetence and deals damage according to what you were attempting to make. Making the bases in order from regular, good, and excellent requires 5, 10, and 15 DC.

Factor Modifier to DC
More than one crystal +1 per crystal
Making a special poison with Esh, Gelad, or Lokun +2
Making gunpowder +2
Making a Smoke or Stun Grenade +2
No tools (glass, scales, thermometers, etc.) +2
Not in a clean lab +2

Crafting

Crafting is thrown here as an aside. It can basically be summed up as taking the perk Artisan, saying what type of craft your character is proficient in, paying some amount of money for materials, and having the GM come up with a reasonable DC and period of time for your character to make the item in. It encompasses too many possible items to be codified right now like alchemy, and doing so might make things too tedious for the player.