Showing posts with label Alchemy. Show all posts
Showing posts with label Alchemy. Show all posts

Monday, June 13, 2016

Amaranth's Immortality

I'm having great fun expanding the number of herbs and drugs that a character may want to carry in their pouch, just in case:

From the Wiki:

Sacred to the pagan goddess Artemis, the amaranth flower possesses a two-fold effect that aids in the immortality of those that are aged, sapped of energy and life or even recently dead.

When purchased, a paper box of amaranth will typically contain a single bud. This bud has already been carefully grown in a prepared soil and harvested at a precise time in its growth state, empowering it with minor magical effects. Thereafter, it is fairly easy for an amateur to crush the amaranth into a paste and mix it with a concoction of olive oil and wine (called 'oil of amaranth') in order to be effective (3 oz. of each mixed with amaranth paste). This oil can be made in about ten minutes but does require the requisite amount of oil and wine, as well as a mortar and pestle to crush the amaranth petals.

Note that the flower's magical properties are lost quickly after it is crushed (within an hour), so that preparation must always be done before the effect is desired; a dried amaranth flower, if the dried leaves are not crushed, can remain effective for up to a year.

Sustaining Long Life: Upon reaching the 21st year, it is said that a human or demi-human who successfully consumes a dose of amaranth on their birthday each year will live forever. The oil of amaranth must be made and consumed on the individual's birthday and does work: however, there is only a 1% cumulative chance per birthday that the flower will bestow eternal life. It is not known to the players what this life will consist of; and a single forgotten year will ruin all the effort that has gone before. However, it is said that this eternal life guarantees complete immunity from all disease, death by poison and the strength, dexterity and constitution of no worse than a middle-aged man (penalties for these stats for becoming old or venerable are ignored). The flower does not protect the user from a violent death.

Combating Weakness: For creatures that are suffering from weakness brought about by a drain of their strength or constitution, a dose of oil of amaranth can be prepared to help restore these stats to their former level. Though it may take hours for repleted strength to be restored through rest, the oil can restore from 2-5 points of constitution, strength or both (roll separately for each) in the space of five rounds. Note that amaranth will not improve a creature's strength or constitution, only restore points that have been lost from spells, poison, noxious odors or other monster attacks.

Ensuring Resurrection: In the case of someone that has recently died, the amaranth flower is not crushed, but is instead put whole into the mouth of the recently demised person prior to casting death's door, raise dead or resurrection. Then, when the spell is cast, the chance of failure from resurrection survival is cut in half. For example, if a creature with a 12 constitution has an 85% chance of resurrection survival, this chance would be improved to 92.5%.

See Equipment Notes

Wednesday, April 16, 2014

Healing Salves

Returning to the subject of D&D, I wanted to record some of a conversation I was having last night with my own smart life partner, about recipes or formulas for making potions and other magic items. In particular, the making of something I use in my campaigns, called healing salve.

This is a very simple sort of magic that I allow to be purchased.  I don't like the purchase of magic items, but there are a few very minor ones that I consider to be common enough that they would exist in abundance, without overbalancing the power structure that I consider delicately reflects that of the real world, circa 1650.

One such item is the healing salve.  This is a simple packet, typically a liquidy powder, that can be eaten or poured directly into a wound, which restores 1d4 damage virtually instantaneously (call it half a round, or about six seconds).  If the wound is bleeding, the salve will close the wound up immediately, even if it only heals 1 point.  It takes a character one round to administer the salve, either on themselves or on others.  Typically, depending on where the party is in my world, a salve can go for as little as 75 to as much as 200 g.p.  It is often not available, or available in small amounts, and parties will snap up all they can find if it turns up on an equipment list.

On the list of things that an alchemist could fabricate, from yesterday's post, is the healing salve, and there's no question that someone will rush to make it as soon as they are able.  So the subject of 'how it is made' is bound to come up.

The first notion that we're likely to have is that it is made from some part of a given creature's anatomy, so that the party has to rush out and kill the creature, probably in a careful manner, to get the blood or ichor or fingernails of the beast, whatever seems most annoying.  This would then send the party on an endless quest to kill trolls (regenerating makes an obvious healing ingredient), flesh golems (reconstituted life), giant slugs or worms (most sponges, annelids and the like heal rather easily) and so on.  Unfortunately, doing so would make the game into Quest for Worms, which the party would probably pursue endlessly.

Another idea that we had last night was more interesting, practical and most importantly game-friendly.  Suppose that the seeds for the medicinal plants needed to create the healing salve were fairly easy to get, and fairly inexpensive (say, a gold coin per seed).  The seeds could only be planted during a 10 day period late in the spring, and had a 63 day growth period before harvesting.  During that time, they would have to be watched very closely by the druid, which would restrict the druid from doing anything else for 2 months.  Each week, the druid would have to make a roll for every plant, to see if the plant died.  The roll would improve as the druid's study points improved.  There'd be a limit on how many plants a druid could conceivably manage, perhaps a hundred, and attempts to manage more would drastically increase the likelihood of plants dying.

At the end of the 9-week period, the remaining plants would be harvested.  To transform these plant into a packet of healing salve per plant would take three weeks, which wouldn't be expensive but would require intensive effort by the druid (nothing could be allowed to interrupt the process).  At the end of the effort, the druid would produce perhaps 60-80 packets, depending on the success of each operation.  Cost, as I say, would be about 1 g.p. per packet.

However, having now created these healing salves, the party could do nothing to make more of them until the following spring!  That means, although they can make a ton, for 12 months, the number is limited, and they have to be reserved.  Each one that is used is used with the recognition that these have to last.

Moreover, as planting time approaches, the party must somehow return to one of those parts of the world where the plant grows, or miss a whole year of crop growing.

I really like this system, as it encourages freedom for a lot of the year for the party, so they are not endlessly hunting some animal, while at the same time still offering a limitation to how much salve they can reasonably make.  It helps stabilize the party's wanderings, and promotes a community association for the months when the party returns 'home' to grow more plants.

This is game play on a very powerful, meaningful level ... and as I was told yesterday by Maxwell Joslyn, it does the heavy lifting for me.

Tuesday, April 15, 2014

Druids & Alchemy

I can't imagine there's anyone out there reading who hasn't come across this yet, but I had been working on redoing my sage abilities from ages ago.  The Work blog, that hasn't gotten that much attention, has new content, mostly applied to the cleric.  I've just put up a first one for the druid, which doesn't include as much as I'd like . . . but it talks about Alchemy, which I'd like to discuss here.

Here's the reprinted Alchemy section:

Amateur: distill liquid, identify substance, prepare ingestive poisons, smelt natural metals
Authority: fabricate minor acids, ointments & salves, identify uncommon substance, isolate gas, prepare insinuative poisons
Expert: fabricate & identify major ointments, paints & potions, smelt magical metals
Sage: fabricate exceptional elements

Each of the above presumes that the druid is in possession of the necessary space, tools, furnace, materials and ingredients required to create each of the above substances. It should also be clear that, unless the druid possesses other skills that may originate elsewhere, the various metals, earths, liquids and so on that are created cannot be then manufactured into items. For example, while the expert may be able to smelt mithril, it does not follow that the individual would then be able to process that metal into a sword or armor. Such would require an artisan with those skills. Similarly, while the druid might be able to create a potion of fire resistance, it does not then follow that this ability could be installed into a suit of armor or a helmet. The druid can create the potion, not the effect as it would occur in other mediums.

Moreover, note that none of the above is created by spell or magic, but rather by hard, difficult work. Some items, such as the creation of the portable hole (which is a pure elemental substance) would be subject to danger rolls, in keeping with the DMG’s discussion of such things. The creation of these things will take time, effort and coin, along with potential loss of health.


Distilled liquids would include pure water and alcohol, along with a host of other liquids that could be obtained from their source by the druid. Identify common substance gives the name for natural earths and liquids. Ingestive poisons must be drunk to be effective. Natural metals include those which may be obtained from earthly minerals.

Minor ointments and salves include quicksilver, gripcolle, prepared aloe and healing salve. Acids include all naturally occurring destructive liquids. Uncommon substances consist of natural concoctions or preparations. Insinuative poisons can be applied to weapons or otherwise introduced through the skin.

Major ointments include Keoghtom’s ointment. Paints are those with magical effects. Potions include all those listed among magic items. Magical metals include adamantium and mithril.

Exceptional elements include the lodestone or luckstone, the aforementioned portable hole, the smoke contained in the ever-smoking bottle, along with a host of other similar magic items where the substance itself is the magic.

And here the blog continues . . .

I must admit, from the point of view of a DM, the above is terrifying.  The idea that a player could substantially make a portable hole, and indeed more than one (presumably a second one would be easier than the first, as mistakes were skipped), seems like far, far too much power for a player to have.  And yet we presume these magic items must come from somewhere - though perhaps most DMs presume the means to make them is lost, or at least that it takes a god or something to make an item that powerful.  Perhaps it does.

The sage ability only means that the druid know HOW to make the item.  It could be that instruction #122 of portable hole manufacture reads, "Having fully prepared the mithril mesh fabric, stretching it to the tension described in point 43b, have a male demi-god of necessary strength (see Appendix K) insert his index finger into the center of the fabric and give a light stir (precise amount of agitation necessary is unfortunately unknown) in order to initiate the vacuuation process . . ."

. . . and so on.

Knowledge is only part of the battle - it must be noted that while yes, knowing something is marvelous, it is only the beginning of doing.  I'm not giving players the free ride the above would seem to be giving.  Still, as the player's character grows, it probably isn't such a big deal to let them have a reasonable number of minor magic items of their own creation, as the druid spends week after week in the isolation of a well-equipped cave . . .