Alchemist

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Slithery D wrote:

I think most constructs simply don't have the physical capacity to drink a potion. No one is going to build a stomach on a stone or iron golem, and the mouth is just there for aesthetics to make it look more humanoid. It can't necessarily swallow.

You assume "produces its effect when imbibed" requires a digestive system or metabolism. The ingredients are irrelevant to the body because its a spell in a bottle, not a beer. A potion doesn't require a stomach if "a construct can drink potions to benefit from their effects". The action triggers the spell effect instantly, not after it goes down.

To your point, at least an open mouth is needed. That said, if a stone golem has a face with lips, why would it not be able to move it's lips open if it can move everything else?


Yehudi wrote:
A ranger casts Charm Animal on a wild animal. The animal becomes Friendly. He then uses Wild Empathy, and the animal is now helpful. What happens when Charm Animal runs out?

There are no official rules, but if the enchantment increases the attitude by two steps (unfriendly to friendly), then I would have the attitude decrease by two steps after the enchantment wears off. In your scenario, if the animal's attitude becomes 'helpful' while an enchantment is active, I would decrease the attitude back down to 'indifferent' after it wears off.

Allowing the attitudes to remain 'friendly' or 'helpful' would be an abuse of the Charm Animal spell. The magic is temporary so any permanent enhancements breaks the mechanic of this 1st-level spell. It would become too powerful.


Hurricane or Typhoon sailing check is DC 30.

https://www.d20pfsrd.com/extras/community-creations/panakos-lab/game-master ing/travel-by-boat/


Masterwork Spyglass Description:

"Objects viewed through a masterwork spyglass are magnified to four times their size. Characters using a masterwork spyglass take a –1 penalty on Perception checks per 40 feet of distance to the target (instead of per 20 feet as with a normal spyglass)."

Price: 4,000 gp; Weight 2 lbs.
Source: Ranged Tactics Toolbox pg. 21


This came up during our group debate:

Vermin are mindless. "A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities."

http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Verm in


The Sideromancer wrote:
Firstly, adding the light secondary colours still creates White, since they're in equal proportion.

Yes, you're right. I wish it would let me edit to add in the "Subtractive" color system, but there it is.

The Sideromancer wrote:
Secondly, have you considered marking subschools? For example, Conjuration (Calling) could be lighter green (since the binding spess include abjuration and enchemntment elements), (healing) could be darker green (closer to necromancy), stuff like that.

That's a good suggestion. Per my follow up posted, rather than the GM assigning each spell with its own Tints, Tones and Shades, a universal template for subschools would be a helpful system. Great idea.


Thank you.

To expand variety, spells from each color category could have their own unique Tints, Tones and Shades under the umbrella of the base color (like shopping for paint). This way spells from the same school wouldn't look alike. But I could not create a universal template for that.

Flavors and other sensory impressions of food depend on spell components - the chemistry side of Crafting. Here again, there isn't enough consistent info to create a universal template.


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I've developed a cosmetic system to illustrate a potion’s appearance using 3 basic characteristics: 1) Color, 2) Transparency, 3) Light Intensity. The system requires the 3 things we know about any given spell when converting it into a potion: 1) Arcane School, 2) Spell Level, 3) Caster Level.

Creating a potion is a magical feat drawing from a specific arcane power outside of chemistry. Even the Alchemist Class is "infusing these substances with magic siphoned from his aura". Therefore, a potion’s base color should depend on the Arcane School from which the spell comes from. Each of the Classic Arcane Schools of Magic are assigned a primary or secondary color by the GM (including White and Black).

*See Potion Color Theory at the end.

1) Color = Spell School:

Additive Colors (using light from energy) are assigned to each of the Classic Arcane Schools of Magic. The assignments I used are based on Magic the Gathering's mana color theory (with the exception of Magenta and Yellow), but it’s up to the GM to arrange the colors as he or she sees fit.

  • Abjuration = White
  • Conjuration = Green
  • Divination = Blue
  • Enchantment = Magenta
  • Evocation = Red
  • Illusion = Cyan
  • Necromancy = Black
  • Transmutation = Yellow

2) Transparency = Spell Level:

The Spell Level illustrates liquid density and how well you can seen through the liquid. This could imply texture if you desired.

  • Spell Level 0 = Near Clear (appears watered down)
  • Spell Level 1 = Transparent (as colored water, like apple juice)
  • Spell Level 2 = Translucent (a clouded liquid, like lemonade)
  • Spell Level 3 = Opaque (cannot see through it, like milk)

3) Light Intensity = Caster Level

Potions hold a charge of energy. Regardless of their glow, the arcane light of the imbued liquid does not provide sufficient illumination to improve visibility. This cosmetic feature is not meant to be used as a light source, though you could locate a potion in the dark if line of sight is not obscured.

  • Caster Level 1 = Dim
  • Caster Level 5 = Soft
  • Caster Level 10 = Glowing
  • Caster Level 15 = Bright
  • Caster Level 20 = Brilliant

Issue: Identifying Potions the Wrong Way

This visual system is not meant to replace Detect Magic when identifying potions, but simply to add more depth for those who appreciate the Craft. The Alchemist Class does not require Detect Magic to identify potions, but he would take note of the physical characteristics in his Skill Check.

A character without the proper Alchemical or Arcane Knowledge would not be able to discern the meaning of the various physical properties of a potion. If it becomes an issue for the players, the GM should ignore the physical description until the potion can be properly identified as the game intended.

Potions aren't normally labeled, but every player knows how to distinguish their own stock due to its physical features. This system just helps to illustrate it.

Potion Color Theory: Additive Colors of Light

The Color Wheel has its foundation in 3 Primary Colors: Red, Yellow, Blue. From these, the Secondary Colors can be created: Orange, Green, Violet. The Wheel is used for mixing pigments, but it is not effective for mixing light.

The Additive Color scheme exists for mixing colors made of light. This is appropriate for illustrating arcane energy since light is a type of energy. Additive Colors use a different set of Primary Colors: Red, Green, Blue (RGB). From these, the Secondary Colors can be created: Cyan, Magenta, Yellow (CMY).

When the 3 Primary Colors (RGB) are combined, they create the appearance of White. When the 3 Secondary Colors (CMY) are combined, they subtract light, creating the appearance of Black. This is different from the classic Color Wheel because White and Black are naturally created by light, while those colors must be manually added to the Wheel.