Potion Crafting

== Potion Crafting ==
Crafting potions depends on what you can get from extraction. You don't have to extract the components yourself, but you need them in order to craft.
=== Process ===
The sequence to make a potion involves the following steps:
# Select the type of ability you wish to imbue in your potion based on components that you have access to
# Select the duration of effect for the target potion
# Determine if you want to BOOST effectiveness by adding additional components which provide the exact same (or better) ability
# Cross reference on the table to determine DC
# Roll
20 always succeeds, 1 always fails, and fails badly, perhaps damaging the crafter in some way.
If you succeed, you get FOUR DOSES of the selected potion.
=== Base Roll Formula ===
The roll to create a potion is as follows:
d20 + Int Bonus + Alchemical Kit Proficieny Bonus + sum of supplementary skill bonuses
=== Potion Skills ===
The primary skill for alchemy is proficiency with Alchemist's Kit/Supplies. There are, however, additional supplementary skills which the alchemist can use to augment their roll depending on the type of potion being created.
Having proficiency with a supplementary skill will allow the alchemist to augment their roll by +2. 
Type of Potion	Supplementary Skills
Potions driven from natural
characteristics of creatures or plants	Nature, Survival
Potions conveying some sort of special magical effect 
not directly related to some characteristic of deities,
fiends, celestials, etc.	Arcana
Potions conveying some sort of special magical effect 
somewhat related to some characteristic of deities,
fiends, celestials, etc.	Religion
Potions that heal, cure disease, neutralize poison,
etc.	Medicine
=== Helping with Alchemy ===
It is possible to assist with the alchemical process through a Help action, thereby giving the alchemist Advantage if the assistant is successful.
The assistance roll is the same as the basic alchemical roll formula, but the DC is only 15.
===Difficulty Challenge===
The DC is based off of a categorization of the ability, the duration of the ability, and whether you are using additional components to BOOST the attempt.
Boosting is really attempting to increase effectiveness further by adding more ingredients
* for attributes, it tends to increase the value by 2 (so STR+2 boosted becomes a STR+4)
* for effects with duration, it increases the duration by half of the die roll (rounded up)
* if you had a 1d6 rounds potion, boost would make it 1d6+4 rounds
* If you had a 1d6 minute point, boost would make it 1d6+4 minutes
* if you had a 5d6 min potion, boost would make it 5d6+20 minutes
* for immediate effect, it adds half of the average value (read: healing)
* healing 2d4+2, boosted healing 2d4+8
The most common potion abilities are divided into 4 classifications (although there could be more for more exotic abilities)
* BASIC: Improvements to physical attributes (str, dex, con); Improvements to initialive rolls, simple modifications to movement (e.g.; speed, jumping height, etc.). If a particular bonus is large (+5 or higher), then use the values for the SKILLS table
* SKILLS: Improvements to specific skills (e.g.; stealth, perception, persuasion, athletics, etc.); standard Potion of Healing falls into SKILLS
* RESISTS: Adding resistance for saving throws (e.g.; fire resistance, charm resistance, etc.), adding advantage for certain saving throws
* SPECIALS: Adding abilities that you normally could not get
Some abilities might technically fall under SPECIALS, but it's up to the DM. It might not be major enough and might get dropped down to SKILLS or RESISTS or even BASIC.
Each successful roll creates FOUR (4) DOSES of the desired potion.
==== Difficulty Challenge Table ====
The values in each cell are DC / COST, with cost in gold pieces.
 	1d6 rounds	1d6 rounds	1d6 minutes	1d6 minutes	5d6 minutes	5d6 minutes	5d6 hours	5d6 hours
BASIC 	14 	10 	17 	50 	20 	130 	23 	250
BASIC BOOST 	16 	40 	19 	100 	22 	200 	25 	340
SKILLS 	16 	50 	19 	150 	22 	300 	25 	510
SKILLS BOOST 	18 	110 	21 	250 	24 	440 	27 	680
RESISTS 	15 	30 	18 	90 	21 	210 	24 	360
RESISTS BOOST 	17 	70 	20 	160 	23 	310 	26 	490
SPECIALS 	17 	130 	20 	290 	23 	510 	26 	790
SPECIALS BOOST	19 	230 	22 	430 	25 	690 	28 	1020
=== Potions and Poisons ===
Poisons work exactly like potions. Get components that cause types of damage or vulnerabilities. The abilities will fall into the same sort of classification. Typical plain damage potions would fall into the SKILLS category.
=== Potion Crafting Example ===
So on the Extraction page, it covers an example where a user was extracting DEX components from kobalds. Kobalds normally have a +2 DEX component, which gives a DC of 16. Let's say they tried to get all 9 for DEX, but only got 3 successes.
Now the alchemist wishes to create +2 DEX potions from these 3 successes. He really wants to get a least 1d6 minutes out of the set of potions, so cross-referencing BASIC with 1d6 minutes, you get a DC 17 and a cost of 50 gps. He can try 3 times for a cost of 150g and hope for the best.He could also try 1 at DC 19 costing 50 gp, and then try to make a BOOST potion (+4 DEX) at DC 16 costing 100 gp.
If the alchemist succeeds on a roll, they get FOUR doses of that particular brand of potion.The alchemist is proficient with Alchemical Kit and also has proficiency in Nature, which will act as a supplementary skill bonus. The roll will be d20 + Int Bonus + proficiency bonus for Alchemical Kit and +2 for being proficient in Nature.
== Ingredient Substitution ==
The alchemist has the option to use various ingredients found in the wild to attempt to make potions, although the quality and effectiveness of the potion may vary depending on the combined components.
For basic potions (e.g.; healing), you need 4 ingredients which provide the core ability for the potion. 2 of the 4 ingredients could also be magic imbued, or wild-cards. There must always be at least 2 ingredients that specialize in the ability.
There are 6 levels of contribution that the components could give to a substance
* Low - value 1
* Average - value 2
* Good - value 3
* Very Good - value 4
* Excellent - value 5
* Outstanding - value 6
The general formula for determination of quality depends on the sum of these values for each component. Below are tables for commonly used potions and their effectiveness.
=== Healing Potion ===
For healing potions, the efficiency thresholds are...
Total	Effectiveness
0-6 	2 hps
7-8 	1d4+1 hps
9-10 	2d4+2 hps
11-13	2d6+2 hps
14+ 	(#-12)d8+(#-12)
Examples:
2 Lows + 2 Averages = 6 = 2 hps
3 Averages + 1 Good = 9 = 2d4+2 hps
=== Attribute Enhancing Potions ===
These are for potions that increase attributes (e.g.; STR, DEX, CON, INT, WIS, CHA)
Total	Effectiveness
0-7 	
8-11 	
12-14	
15-17	
18+ 	(#-13)
== Active Spreadsheet for Ingredients ==
There is a google spreadsheet that can be used if you request permission.
Alchemy Google Sheet
Category:Crafting