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14

This recommendation for The Guide to Herbs for RPGs cites my own experience using it for the purpose in the question. I've been using Shaun Hately's venerable The Guide to Herbs for RPGs, first publicly published in 1997 and now in its fifth edition. Since it can be freely redistributed, it can be found in several places, including in HTML as The ...


9

The DDI Compendium can give you a comprehensive list. Even if you don't have a D&D Insider account, the Online Compendium will let you do a category search for Items (Alchemical Item). It won't show you the mechanical information unless you have an account, but will tell you the name/level/cost/rarity of each item and its publication source. There are ...


8

Yes. Lab description (find it here) says: This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the ...


7

That rule as written conflict with the example of the Iconic Alchemist. Without clarification from Paizo, a DM has to rule based on what makes the most sense to them. As written...there are odd inconsistencies. It's not just True Strike either. Fly requires a wing feather as a focus. Duplicate Familiar requires a familiar as a focus. Analyze Dweomer needs ...


7

Presumably it would cover a large table, and possibly have some equipment with its own stands. I don't believe images are provided in the books, but it's described as a lab or laboratory so it seems like the sort of equipment to fill a small room or facility. Something like this: Image from Wikimedia commons Compare with an Alchemist's Lab, Portable ...


7

There is no answer to this because GURPS is not in the business of telling you how "the world" works—there is no default "the world" in GURPS. You provide the world(s) and your own laws of magic, GURPS steps in with rules you can use to represent those. How do you want this to work? Okay, now that is how it works.


6

GURPS takes a very "laws of physics" approach to mana. In some worlds the laws are different, so much so that magic is real. It comes down to the way the world's meta-magic rules are designed. And often these questions don't come up in campaign settings as the characters do not often traverse world settings. I do not recall GURPS Core or Magic covering ...


6

In Pathfinder, potions are considered magic items like scrolls or wands and are made in much a similar way. Potions and oils can be made from any spell (or, if you're an Alchemist, formula) up to 3rd level with a casting time of less than one minute that affect one or more creatures. When you make a potion, you spend material components to do so, which are ...


6

It seems based on a close reading, that there is no volume limit on how much material you can transmute. You are limited by only three factors: It's a single object. The larger the object the more time you have to spend, so you can in theory spend 30 hours converting a small outhouse of 180 cubic feet. The object is all made out of only a single material ...


5

The limit is built into the text you quoted: After 1 hour, or until you lose your concentration The maximum limit for the duration of the transformation is 1 hour. At 1 hour 10 min from the time you started, one hour after the conversion, the first cubic foot of converted material reverts back to the original material. The concentration check is if ...


4

The size of an alchemist's lab is not specified by the rules. It's up to you and your GM to decide.


4

At a baseline, you have a few ethical and absolute rules: You must work with an equal amount of material. You cannot transmute gold. You cannot transmute humans. 2 & 3 seem more ethical limitations, with 1 being the only absolute limitation we are shown. But other than that, though each alchemist seems to focus on his own interests, it seems a ...


4

No they cannot. Only Executioner Assassins with the Poison Use class feature can create assassin poisons. They function as the class's daily power use, and therefore are equivalent in power. Allowing them to be created by a character with the alchemy feat provides entirely too much utility to anyone with alchemy.


4

A quick troll through the Compendium shows there are a variety of sources for the currently 79 Alchemical Items. The main ones are the Adventurer's Vault, Mordenkainen's Magnificent Emporium and the Eberron Player's Guide. There are also a few items in the Dungeon Survival Guide, and a number in various Dungeon and Dragon issues.


4

It is alchemy, but not a very spectacular kind of alchemy. A Raining Arrow is described as follows: This thick-shafted arrow contains a reservoir of holy water and is designed to burst upon impact. From my personal experiences arrows do not travel very far when fired with something hanging from them. So the only way to deliver a liquid payload is to ...


3

You don't know and can't choose; it's random so roll dice The alchemical item elemental flux (20 gp; 1 lb.) says This flask of alchemical powder reacts to the elemental power in suli blood. Adding at least 1 hit point worth of suli blood to it creates an alchemical splash weapon. The splash weapon works like a flask of acid, except the damage is a ...


3

This post assumes Pathfinder rules. It also makes some (hopefully) logical assumptions. This forum post seems to indicate by RAW that it is possible. These threads also argue this point. As far as RAW is concerned, it is possible to make an alchemical weapon masterwork, and therefore enchant it. Where RAW is less clear (if it states at all, really) is ...


3

Yes. Mark of Storms doesn't specify that the power must be a power provided by your class or race. It would work even if you hit with a Shock Weapon. Benefit: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.


3

The wording is poor and unclear, unfortunately, and does not appear to have been made any clearer in any errata - the Adventurer's Vault updates and errata does not mention Herbal Poultice. It does not appear to acknowledge the possibility that someone would spend more than one healing surge. There is no particular indication for whether the author meant ...


2

No. Alchemical Items are a specifically defined class of items that require a Craft (Alchemy) check to create. Examples include Alchemist's Fire, Acid, Poisons, Smelling Salts, Smokesticks, etc. Further examples can be found here, here, and here Potions are considered Magic Items, and Extracts, Bombs, and Mutagens are all class features that don't require a ...


2

Rules as written states that no, magic items will not work. "No Mana: No one can use magic at all. Enchantments and permanent magic effects are suspended and do not function while within a no-mana zone.". -- Magic 6, Mana Sidebar (Emphasis mine) Executive summary Magical items are rendered inert, so nothing magical can ever work in a no mana zone. ...


1

You're probably just going to have to wait for the 5e DM's guide to be published this summer. Until then I would fall back to the alchemy rules given in 3rd edition.



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