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Alchemy

Alchemy is a hard science on Korrenth in which elementally aligned herbs, fungi, bark, and animal parts are used to make potions, oils, and grenades. Alchemical items are never quite as strong as spells, but they are immensely useful to anyone.

Alchemical Ingredients

Every alchemical ingredient carries an affinity for one of the nine elements. An ingredient's affinity determines the effects it can produce when properly refined, combined, or prepared.

The following are non-exhaustive examples of elementally aligned ingredients.

General Purpose Examples

Element Herbs Fungi Barks Animal Organs
Air Whistlestem Cloudcap Galepeel Aero Gland
Death Widow's Rue Corpsecap Gravewillow Death Pit
Earth Stonewort Iron Shelf Deepoak Salt Vesicle
Fire Emberleaf Cinder Morel Charpine Fire Sac
Force Hammergrass Thunderball Fungus Striking Ash Force Cuttle
Ice Frostmint Rimecap Winterbirch Ice Blood
Life Heartbloom Saint's Parasol Springwillow Ever Healing Plate
Void Starless Bell Hollowcap Nightwood Nullifiers
Water Riverlace Weeping Gill Tidewillow Acid Duct

Crafting Alchemical Items

Ingredient Quality

Ingredients are rated as Poor, Average, Good, Excellent, or Flawless. Ingredient quality determines the quality and strength of the finished alchemical item.

Quality Craft (Alchemy) DC Description
Poor 10 Damaged, improperly gathered, stale, or weak material
Average 15 Ordinary material gathered and stored competently
Good 22 Healthy material gathered at an advantageous time or from a strong specimen
Excellent 32 Exceptionally potent material requiring considerable skill to prepare
Flawless 45 Nearly perfect material possessing the strongest attainable elemental affinity

A character must select the intended quality before beginning to craft an alchemical item. The recipe must contain enough ingredients of that quality to supply every required portion.

Ingredients of different qualities may be combined. The finished item uses the quality of its lowest-quality portion, so higher-quality ingredients may be used to create an item of lower quality.

Recipe Complexity

The listed quality DC assumes a simple recipe containing one or two portions of a single element. More complicated recipes increase the Craft (Alchemy) DC.

Recipe Feature DC Modifier
Each portion beyond the second +1
Each additional element beyond the first +1
Recipe contains an opposed pair of elements +2
Recipe contains Void and any other element +2

Only apply the modifier for an additional element once, regardless of how many portions of that element are used.

The total Recipe Complexity modifier cannot exceed +7.

Void suppresses, removes, or severs magical effects. It is difficult to combine with other elements because it naturally attempts to neutralize their affinities.

Opposed Elements

Elemental opposition is directional and not reciprocal. Read each relationship from left to right: the element in the first column is opposed to the element in the second column.

Element Type Opposite
Air (Electric) Ice (Cold)
Death (Negative) Life (Positive)
Earth (Desiccation) Sonic
Fire (Heat) Water (Corrosive)
Force Void (Entropic)
Ice (Cold) Fire (Heat)
Life (Positive) Death (Negative)
Void (Entropic) Force
Water (Corrosive) Earth (Desiccation)

Crafting Procedure

To craft a potion, grenade, or oil:

  1. Select a recipe and its intended quality.
  2. Supply the required elemental portions using ingredients of the selected quality.
  3. Determine the Craft (Alchemy) DC from the ingredient quality and recipe complexity.
  4. Attempt a Craft (Alchemy) check.
  5. On a success, the ingredients produce one potion, grenade, or application of oil.

Potion Recipes

Potion of Healing

A Potion of Healing accelerates natural recovery and closes recent injuries.

Recipe: 2 Life portions

Quality Effect
Poor Restores 1d10 Hit Points
Average Restores 2d10 Hit Points
Good Restores 3d12 Hit Points
Excellent Restores 5d12 Hit Points
Flawless Restores 8d12 Hit Points

Potion of Cure Disease

A Potion of Cure Disease helps the body identify and destroy infection, parasites, and other diseases.

Recipe: 2 Death portions and 1 Life portion
Complexity Modifier: +4 DC

Life strengthens the body while the controlled portion of Death attacks or arrests the foreign organism.

Quality Effect
Poor Grants a +2 bonus to the next Fortitude save against one disease
Average Grants a +4 bonus to all Fortitude saves against one disease for 24 hours
Good Immediately allows a new Fortitude save against one disease with a +6 bonus
Excellent Cures one nonmagical disease
Flawless Cures one disease, including a magically created disease

Fortifying Potions

The following potions use the same progression for their bonuses and durations.

Quality Bonus Duration
Poor +1 3 rounds
Average +2 1 minute
Good +4 1 minute
Excellent +5 10 minutes
Flawless +7 1 hour

Potion of Natural Armor

A Potion of Natural Armor temporarily hardens the drinker's skin, scales, hide, or outer tissues.

Recipe: 2 Earth portions and 1 Life portion
Complexity Modifier: +2 DC
Effect: Grants the listed Natural Armor Enhancement for the listed duration.

Potion of Ego

A Potion of Ego reinforces the drinker's identity and mental boundaries.

Recipe: 2 Force portions and 1 Life portion
Complexity Modifier: +2 DC
Effect: Grants the listed resistance bonus to Ego saves for the listed duration.

Potion of Fortitude

A Potion of Fortitude reinforces the drinker's body against poison, disease, physical transformation, and similar assaults.

Recipe: 2 Life portions and 1 Earth portion
Complexity Modifier: +2 DC
Effect: Grants the listed resistance bonus to Fortitude saves for the listed duration.

Potion of Reflex

A Potion of Reflex sharpens reactions and allows the drinker's body to move before conscious thought catches up.

Recipe: 2 Air portions and 1 Force portion
Complexity Modifier: +2 DC
Effect: Grants the listed resistance bonus to Reflex saves for the listed duration.

Potion of Will

A Potion of Will steadies the drinker's thoughts and reinforces their mind against confusion, deception, and unwanted influence.

Recipe: 2 Force portions and 1 Void portion
Complexity Modifier: +6 DC
Effect: Grants the listed resistance bonus to Will saves for the listed duration.

Force reinforces the drinker's mental discipline while a carefully controlled amount of Void suppresses outside influence.

Potion of Soothed Fear

A Potion of Soothed Fear suppresses panic and steadies an overwhelmed mind without deadening awareness.

Recipe: 1 Life portion, 1 Earth portion, and 1 Force portion
Complexity Modifier: +3 DC

Quality Effect
Poor Grants a +2 bonus to the next Ego save against fear made within 1 minute
Average Grants a +3 bonus to Ego saves against fear for 10 minutes
Good Immediately allows a new save against one fear effect with a +5 bonus
Excellent Removes one nonmagical fear effect and grants +4 against fear for 10 minutes
Flawless Removes one fear effect and grants immunity to fear for 10 minutes

Potion of Elemental Resistance

A Potion of Elemental Resistance protects the drinker from damage associated with a particular element.

Recipe: 2 portions of the resisted element and 1 Life portion
Complexity Modifier: +2 DC

The elemental portions teach the potion what energy it must recognize, while Life allows the drinker's body to survive exposure to it. The portions used must match the element being resisted.

A Potion of Life Resistance uses 3 Life portions. Because it contains only one element, its Complexity Modifier is +1 DC instead of +2 DC.

Quality Resistance Duration
Poor 5 3 rounds
Average 10 1 minute
Good 20 10 minutes
Excellent 35 1 hour
Flawless 50 8 hours

A creature can benefit from multiple different Elemental Resistance potions. Drinking another potion for the same element replaces the previous potion rather than stacking with it.

Potion of Magical Purging

A Potion of Magical Purging uses Void to weaken or remove magic affecting the drinker.

Recipe: 2 Void portions, 1 Life portion, and 1 Force portion
Complexity Modifier: +7 DC

Quality Effect
Poor Grants a +2 bonus to the next save against a spell or magical effect made within 1 minute
Average Grants a +3 bonus to saves against spells and magical effects for 1 minute
Good Allows a new save against one ongoing magical effect with a +5 bonus
Excellent 2d10 spell levels negated on the drinker
Flawless Removes all hostile ongoing magical effects affecting the drinker

Alchemical Grenades

Alchemical grenades are sealed ampules approximately the size of a full-grown human male's pinky. The ampule shatters on impact and releases its contents over a small area.

Throwing a grenade is a standard action and requires a ranged Martial Touch attack against the intended target or square. A grenade has a range increment of 20 ft.

On a successful attack, the grenade affects the target struck and everything within a 5 ft. radius. On a missed attack, the grenade lands in a randomly determined adjacent square and releases its effect there.

Each grenade recipe specifies the save used to resist its effect. A Reflex save represents avoiding the released effect; a creature directly struck by a grenade does not receive a Reflex save unless the recipe states otherwise. Other save types represent resisting the effect after release and may be attempted even by a directly struck target. Unless otherwise stated, a successful save negates the grenade's effect. Damage-dealing grenades state whether a successful save reduces their damage.

The save DC of a grenade is determined by its quality.

Quality Save DC
Poor 11
Average 14
Good 18
Excellent 23
Flawless 30

Grenade Recipes

Elemental Grenade

An Elemental Grenade violently releases a concentrated amount of elemental energy.

Recipe: 2 portions of the chosen element

Quality Damage
Poor 1d10
Average 2d10
Good 4d10
Excellent 7d10
Flawless 12d10

The grenade deals damage corresponding to the element used in its creation.

Element Damage Type
Air Electric
Death Negative
Earth Desiccation
Fire Heat
Force Force
Ice Cold
Life Positive
Void Entropic
Water Corrosive

A creature directly struck by the grenade does not receive a Reflex save against its damage. Other creatures within the grenade's radius may make a Reflex save for half damage.

Dispelling Grenade

A Dispelling Grenade releases a burst of Void that severs ongoing magical effects. It can be thrown at a creature, object, or unattended square.

Recipe: 2 Void portions and 1 Force portion
Complexity Modifier: +6 DC

Quality Effect
Poor Nullifies 1d4 spell levels
Average Nullifies 1d6 spell levels
Good Nullifies 1d10 spell levels
Excellent Nullifies 2d10 spell levels
Flawless Nullifies 4d10 spell levels

Every creature and object within the grenade's 5 ft. radius is affected. A creature may make a Will save to negate the effect. Objects receive no save.

A willing creature may choose which magical effects are nullified first. For an unwilling creature or unattended object, the highest-level magical effects are nullified first. The grenade does not distinguish between helpful and hostile magic.

Slow Grenade

A Slow Grenade coats affected creatures in an alchemical mixture that interferes with movement, reactions, and coordination.

Recipe: 1 Earth portion, 1 Ice portion, and 1 Force portion
Complexity Modifier: +3 DC

Every creature within the grenade's 5 ft. radius must make a Will save or become slowed.

A slowed creature has its movement speed halved or reduced to 15 ft., whichever is slower. It also suffers a -1 haste penalty to attackDeaths, AC, and Reflex saves and can make only one attack during a round.

Haste immediately ends the grenade's Slow effect.

Quality Duration
Poor 1 round
Average 2 rounds
Good 3 rounds
Excellent 5 rounds
Flawless 10 rounds

Bad Luck Grenade

A Bad Luck Grenade releases a clinging alchemical haze that twists probability against affected creatures.

Recipe: 1 Void portion, 1 Force portion, and 1 Death portion
Complexity Modifier: +7 DC

Every creature within the grenade's 5 ft. radius must make a Reflex save or suffer from Bad Luck. While affected by Bad Luck, all damage dice rolled by the creature produce their minimum possible values.

For example, an affected creature dealing 3d10 + 6 damage deals 9 damage.

Quality Duration
Poor 1 round
Average 2 rounds
Good 3 rounds
Excellent 5 rounds
Flawless 10 rounds

Alchemical Oils

Alchemical oils are compounds applied to weapons, ammunition, or other attacking implements. An oil affects only the item to which it is applied.

Applying an oil is a swift action. Unless otherwise stated, an oil remains active until the beginning of the user's next turn. Only one alchemical oil can be active on an item at a time. Applying another oil immediately ends the previous oil's effect.

An oil applied to a weapon affects every attack made with that weapon for its duration. An oil applied to a piece of ammunition affects only the attack made using that ammunition.

Oil Recipes

Elemental Weapon Oil

An Elemental Weapon Oil briefly coats a weapon in concentrated elemental energy.

Recipe: 2 portions of the chosen element

Successful attacks made with the treated weapon deal additional elemental damage.

Quality Additional Damage
Poor 1d4
Average 1d8
Good 2d8
Excellent 3d10
Flawless 5d10

The additional damage corresponds to the element used in the oil and is not multiplied on a critical hit.

Keen Oil

Keen Oil sharpens the effective striking edge or point of a weapon beyond what its physical construction would ordinarily allow.

Recipe: 1 Force portion and 1 Air portion
Complexity Modifier: +1 DC

The critical range of the treated weapon increases by 2. For example, a weapon with a critical range of 20 gains a critical range of 18–20.

Quality Duration
Poor Until the first attack made with the weapon
Average 1 round
Good 3 rounds
Excellent 1 minute
Flawless 10 minutes

Keen Oil does not stack with other effects that increase a weapon's critical range. It has no effect on a weapon that cannot deal critical hits.

Dispelling Oil

Dispelling Oil coats a weapon in a thin layer of unstable Void. When the weapon strikes, the Void transfers into the target and severs ongoing magical effects.

Recipe: 2 Void portions and 1 Force portion
Complexity Modifier: +6 DC

The first successful attack made with the treated weapon consumes the oil and nullifies spell levels affecting the target.

Quality Spell Levels Nullified
Poor 1d4
Average 1d6
Good 1d10
Excellent 2d10
Flawless 4d10

The highest-level magical effects are nullified first. The target does not receive a save against the dispelling effect because the weapon attack has already delivered the oil.

Dispelling Oil does not deal additional damage and does not distinguish between helpful and hostile magical effects.

Driving Oil

Driving Oil releases a concentrated burst of Force when the treated weapon strikes, throwing the target off balance and driving it backward.

Recipe: 2 Force portions and 1 Air portion
Complexity Modifier: +2 DC

Once while the oil is active, after the treated weapon successfully hits a creature, the attacker may immediately initiate a Shove attempt against that creature as a free action.

The successful weapon attack satisfies the Shove's Martial Touch attack. Skip directly to the opposed Strength checks. Size modifiers apply normally. The attacker gains the oil's listed alchemical bonus to this check.

If the attacker succeeds, the target is pushed 5 ft., plus an additional distance determined by the oil's quality. This replaces the normal additional distance gained from exceeding the defender's Strength check.

Quality Opposed Strength Bonus Maximum Distance
Poor +0 5 ft.
Average +1 10 ft.
Good +2 15 ft.
Excellent +3 20 ft.
Flawless +5 30 ft.

The attacker does not provoke an attack of opportunity for the Shove initiated by the oil.

Crafting DC Quick Reference

Potion Crafting DCs

Potion Poor Average Good Excellent Flawless
Potion of Healing 10 15 22 32 45
Potion of Cure Disease 14 19 26 36 49
Potion of Natural Armor 12 17 24 34 47
Potion of Ego 12 17 24 34 47
Potion of Fortitude 12 17 24 34 47
Potion of Reflex 12 17 24 34 47
Potion of Will 16 21 28 38 51
Potion of Soothed Fear 13 18 25 35 48
Potion of Elemental Resistance 12 17 24 34 47
Potion of Elemental Resistance (Life) 11 16 23 33 46
Potion of Magical Purging 17 22 29 39 52

Grenade Crafting DCs

Grenade Poor Average Good Excellent Flawless
Elemental Grenade 10 15 22 32 45
Dispelling Grenade 16 21 28 38 51
Slow Grenade 13 18 25 35 48
Bad Luck Grenade 17 22 29 39 52

Oil Crafting DCs

Oil Poor Average Good Excellent Flawless
Elemental Weapon Oil 10 15 22 32 45
Keen Oil 11 16 23 33 46
Dispelling Oil 16 21 28 38 51
Driving Oil 12 17 24 34 47