1. Predmety

Experimental Concoction

Consumable
The study of Alchemy can lead to many ventures. Some more dangerous than others. With careful trials and errors, this vial is a concoction of various herbs and blood types put together just right. The vial's content is risky to consume and remains experimental. Perfect period to try out a wide range of uses in order to perfect its true purpose.

Experimental Vial

Experimental Vial

You can use a bonus action to consume the conent of a vial. When you drink it, roll 1d10 for the possible outcome.

Proof of Concept - Prototype I

Crafting Period: 1 Hour
Requirements to Craft: Alchemist's Supplies + Herbalism Kit

  1. Your body immediately rejects the substance causing your body to feel knocked out. You suffer 3 points of Exhaustion.
  2. You feel sick. Your CON score changes to 1 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  3. You feel slow. Your DEX score changes to 1 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  4. You feel tired. Your WIS score changes to 1 for 1 hour. No effect if your Wisdom is equal to or greater than that score.
  5. You feel weak. Your STR score changes to 1 for 1 hour. No effect if your Strength is equal to or greater than that score.
  6. You feel strong. Your STR score changes to 16 for 1 hour. No effect if your Strength is equal to or greater than that score.
  7. You feel vigorated. Your CON score changes to 16 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  8. You feel flexible. Your DEX score changes to 16 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  9. You feel sharp. Your WIS score changes to 16 for 1 hour. No effect if your Wisdom is equal to or greater than that score.
  10. Your body immediately binds with the substance causing your entire body to enhance. You can focus on one benefit of your choice.

 

Proof of Concept - Prototype II

Crafting Period: 3 Hours
Requirements to Craft: Alchemist's Supplies + Herbalism Kit. Must have completed five "Prototype I" vials.

  1. Your body immediately rejects the substance causing your body to feel knocked out. You suffer 2 points of Exhaustion.
  2. You feel sick. Your CON score changes to 3 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  3. You feel slow. Your DEX score changes to 3 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  4. You feel tired. Your WIS score changes to 3 for 1 hour. No effect if your Wisdom is equal to or greater than that score.
  5. You feel weak. Your STR score changes to 3 for 1 hour. No effect if your Strength is equal to or greater than that score.
  6. You feel strong. Your STR score changes to 18 for 1 hour. No effect if your Strength is equal to or greater than that score.
  7. You feel vigorated. Your CON score changes to 18 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  8. You feel flexible. Your DEX score changes to 18 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  9. You feel sharp. Your WIS score changes to 18 for 1 hour. No effect if your Wisdom is equal to or greater than that score.
  10. Your body immediately binds with the substance causing your entire body to enhance. You can focus on one benefit of your choice.

 

Proof of Concept - Prototype III

Crafting Period: 5 Hours
Requirements to Craft: Alchemist's Supplies + Herbalism Kit. Must have completed eight "Prototype II" vials.

  1. Your body immediately rejects the substance causing your body to feel knocked out. You suffer 1 points of Exhaustion.
  2. You feel sick. Your CON score changes to 5 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  3. You feel slow. Your DEX score changes to 5 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  4. You feel tired. Your WIS score changes to 5 for 1 hour. No effect if your Wisdom is equal to or greater than that score.
  5. You feel weak. Your STR score changes to 5 for 1 hour. No effect if your Strength is equal to or greater than that score.
  6. You feel strong. Your STR score changes to 20 for 1 hour. No effect if your Strength is equal to or greater than that score.
  7. You feel vigorated. Your CON score changes to 20 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  8. You feel flexible. Your DEX score changes to 20 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  9. You feel sharp. Your WIS score changes to 20 for 1 hour. No effect if your Wisdom is equal to or greater than that score.
  10. Your body immediately binds with the substance causing your entire body to enhance. You can focus on one benefit of your choice.

Experimental Potion

A stabilized version of the prototype vials, made with greater care using finer materials and blood types. While safer to consume, it still has some strange quirks.

You can use a bonus action to consume the conent of a potion. When you drink it, roll 1d8 for the possible outcome.

Working Prototype I

Crafting Period: 1 Hour
Requirements to Craft: Alchemist's Supplies + Herbalism Kit. Must have completed two "Prototype III" vials.

  1. You feel sick. Your CON score changes to 8 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  2. You feel slow. Your DEX score changes to 8 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  3. You feel tired. Your WIS score changes to 8 for 1 hour. No effect if your Wisdom is equal to or greater than that score.
  4. You feel weak. Your STR score changes to 8 for 1 hour. No effect if your Strength is equal to or greater than that score.
  5. You feel strong. Your STR score changes to 16 for 1 hour. No effect if your Strength is equal to or greater than that score.
  6. You feel vigorated. Your CON score changes to 16 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  7. You feel flexible. Your DEX score changes to 16 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  8. You feel sharp. Your WIS score changes to 16 for 1 hour. No effect if your Wisdom is equal to or greater than that score.

 

Working Prototype II

Crafting Period: 3 Hours
Requirements to Craft: Alchemist's Supplies + Herbalism Kit. Must have completed five "Prototype I" potions.

  1. You feel sick. Your CON score changes to 10 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  2. You feel slow. Your DEX score changes to 10 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  3. You feel tired. Your WIS score changes to 10 for 1 hour. No effect if your Wisdom is equal to or greater than that score.
  4. You feel weak. Your STR score changes to 10 for 1 hour. No effect if your Strength is equal to or greater than that score.
  5. You feel strong. Your STR score changes to 18 for 1 hour. No effect if your Strength is equal to or greater than that score.
  6. You feel vigorated. Your CON score changes to 18 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  7. You feel flexible. Your DEX score changes to 18 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  8. You feel sharp. Your WIS score changes to 18 for 1 hour. No effect if your Wisdom is equal to or greater than that score.

 

Working Prototype III

Crafting Period: 5 Hours
Requirements to Craft: Alchemist's Supplies + Herbalism Kit. Must have completed eight "Prototype II" potions.

  1. You feel sick. Your CON score changes to 12 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  2. You feel slow. Your DEX score changes to 12 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  3. You feel tired. Your WIS score changes to 12 for 1 hour. No effect if your Wisdom is equal to or greater than that score.
  4. You feel weak. Your STR score changes to 12 for 1 hour. No effect if your Strength is equal to or greater than that score.
  5. You feel strong. Your STR score changes to 20 for 1 hour. No effect if your Strength is equal to or greater than that score.
  6. You feel vigorated. Your CON score changes to 20 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  7. You feel flexible. Your DEX score changes to 20 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  8. You feel sharp. Your WIS score changes to 20 for 1 hour. No effect if your Wisdom is equal to or greater than that score.

Experimental Elixir

The final and primed version of the experimental substance. Through blood, tears and more blood this substance has reached its prime potential for personal use.

You can use a bonus action to consume the conent of a elixir. When you drink it, you can choose one of the benefits below.

Primed Version I

Crafting Period: 1 Hour
Requirements to Craft: Proficiency in Alchemist's Supplies + Herbalism Kit. Must have completed two "Prototype III" potions.

  1. You feel strong. Your STR score changes to 18 for 1 hour. No effect if your Strength is equal to or greater than that score.
  2. You feel vigorated. Your CON score changes to 18 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  3. You feel flexible. Your DEX score changes to 18 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  4. You feel sharp. Your WIS score changes to 18 for 1 hour. No effect if your Wisdom is equal to or greater than that score.

 

Primed Version II

Crafting Period: 3 Hours
Requirements to Craft: Proficiency in Alchemist's Supplies + Herbalism Kit. Must have completed five "Version I" elixirs.

  1. You feel strong. Your STR score changes to 20 for 1 hour. No effect if your Strength is equal to or greater than that score.
  2. You feel vigorated. Your CON score changes to 20 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  3. You feel flexible. Your DEX score changes to 20 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  4. You feel sharp. Your WIS score changes to 20 for 1 hour. No effect if your Wisdom is equal to or greater than that score.

 

Primed Version III

Crafting Period: 5 Hours
Requirements to Craft: Proficiency in Alchemist's Supplies + Herbalism Kit. Must have completed eight "Version II" elixirs.

  1. You feel strong. Your STR score changes to 22 for 1 hour. No effect if your Strength is equal to or greater than that score.
  2. You feel vigorated. Your CON score changes to 22 for 1 hour. No effect if your Constitution is equal to or greater than that score.
  3. You feel flexible. Your DEX score changes to 22 for 1 hour. No effect if your Dexterity is equal to or greater than that score.
  4. You feel sharp. Your WIS score changes to 22 for 1 hour. No effect if your Wisdom is equal to or greater than that score.