Concocting (Proficiency)

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==Concocting ==
This proficiency enables the character to concoct chemical compounds with specific uses-such as medicines and poisons. It also allows the apothecary to identify various materials-including magical consumables (potions, salves, lotions, and so on).
This identification is nonmagical in nature. The apothecary can determine only the general nature of the material (for example, this is a poison, this is a healing potion) and not its strength or duration. The identification process is quite long; it takes the apothecary 1d6 hours to identify nonmagical mixtures and 2d12 hours to identify magical potions and such.
In addition, the materials required for each accurate identification are quite expensive (at least one-tenth of the item's XP value). This is why most apothecaries charge a great deal of money to identify potions and other mixtures.
If the apothecary rolls a 1 when trying to concoct something, he manages to create a particularly potent brew. A potent concoction has double its normal duration. Alternately, the DM can increase its effectiveness in some other way. However, increasing a potion's strength by more than half is not recommended.
If the apothecary rolls a 20 when concocting something, he critically fails to create his intended mixture. Because of the extremely volatile nature of the apothecary's chemicals, a critical concoction failure can be quite dangerous. When an apothecary makes such a spectacular failure, the DM should roll another 20-sided die and consult the Eureka Table for the results. Smart apothecaries always identify the results of a failed concoction before tossing it out, as some of the most important concoctions have been discovered by mis take.
 Table 5: Eureka Table
Die Roll	Result
1-2 	Magical Discovery: Roll once on the potion tables in the DMG
3-4 	Mundane Discovery: The apothecary creates a known mixture
5-9 	Disappointment: The concoction is useless.
10-13 	Holy Smokes! A noxious cloud hovers around the apothecary's house for 1d4 days.
4-16 	Flashftre: The resultant chemical flash blinds the apothecary for 1d4 days.
17 	Chemical Bum: The apothecary takes 1d8 points of damage and loses the use of his hand for 1d6 days.
18-19 	Minor Explosion: The apothecary's lab takes 1,000 gp worth of damage and the apothecary suffers 2d6 points of damage.
20 	Major Explosion: The apothecary takes 4d6 points of damage and his lab is completely destroyed.