I'm creating a new setting in the reinassance times where magic has been forgotten and it has been replaced by Alchemy, but I 'm not sure on how to do it.
Ideas
I'll summarize the main ideas:
- The only "spellcasters" are the alchemists
- Alchemy should as less arcane as possible: I'd like to avoid obscure things such as memorized spells that vanish from memory or "mana points".
- The main limits to what an alchemist can do are: the complexity of the formulas, the components needed, the time required to prepare them and the chance of failure in the preparation.
- spells should include: elemental spells, poisons, healing (I'll have no divine magic) (but at higher levels than clerics), protection spells, some transmutation
- spells should not include: "dominate" spells, spells that require the planes and spells that are too strange (for example Bigby's hands)
The rules that I had thought are:
1) Casting mechaincs
Alchemy is cast through a skill (let's call it alchemy) based on intelligence.
DCs are
lvl 0: 12
lvl 1: 15
lvl 2: 17
lvl 3: 20
lvl 4: 22
lvl 5: 25
lvl 6: 27
lvl 7: 30
lvl 8: 32
lvl 9: 35
Two checks are required: one when preparing the components and one when casting the spell.
(that gives roughtly a 40-50% chance of failure in the highest level, a 60-70 chance for a spell one level lower, an 80-90 for one two levels lower and an auto success later on)
1a) Preparing components
- May require (depending on the spell) access to fire, clean water, some alchemist tools or even a full alchemist lab; the text with the formula is required.
- Time required: 20 min/ spell level for an alchemist of lvl 1-6; 10 min/spell level for an alchemist of lvl 7-12, 5 min/spell level for an alchemist of lvl 13+
- Failure in the alchemy check means that the compoments are ruined and the process must start again with new ones
- Prepared components last 2 days; after that time they are ruined.
1b)Casting
- Provokes AoO and can be interrupted (requiring a concentration check).
- Armor check penality applies to the casting check.
- Use rules for a spell that requires Material and Somatic components (but no verbal ones)
2) Known formulas
An alchemist keeps his formulas on a book. There is no limit on the number of spells an alchemist might know (except for the cost and time involved in the writing process).
Understanding a formula (alchemycraft DC 15+spell level, no retry until after having acquired another rank) is required to be able to write it down on the book, prepare components and cast it.
3) Skills and Feats
3a) Skills
- The core rules Alchemy skill is now called Minor Alchemy
- Added: Alchemy (used to cast the spells)
- Added: Knowledge:Alchemy (replaces Knowledge:Arcane)
- Added: Alchemycraft (replaces Spellcraft)
- Keep as standard: Concentratiom
3b) Feats
- Meta-alchemy: extended, expanded, maximized, empowered, heightened, delayed.
- Item creation: powders (as scrolls), crystals (one-use wands), potions, weapons and armor, wonderous items
4) Alchemist core class:
BAB, Saves, HP, proficiencies: as wizard
Bonus feats at lvl 1,5,10,15,20: can choose any meta-alchemy feat, item creation and Skill Focus (Alchemy), Skill Focus Knowledge:Alchemy), Skill Focus: Alchemycraft)
Maximum spell level: as wizard
Skills: 4 skill points; Craft, Knowledge, Profession, Alchemy, Minor Alchemy, Alchemycraft, Heal, Diplomacy, Concentration
Other features (maybe):
- bonuses to Minor Alchemy;
- Hands become immune to most elemental energies (can hold his potion in the fire with his bare hands) (this does not make the alchemist immune to the energy itself)
--------------------------------------------
Main problems
The main problem with this is how to keep it balanced.
Any suggestions are gladly welcome
If someone is interested I can also post my first try of a spell list (using only spells from the PHB) and a more detailed version of the rules.
Ideas
I'll summarize the main ideas:
- The only "spellcasters" are the alchemists
- Alchemy should as less arcane as possible: I'd like to avoid obscure things such as memorized spells that vanish from memory or "mana points".
- The main limits to what an alchemist can do are: the complexity of the formulas, the components needed, the time required to prepare them and the chance of failure in the preparation.
- spells should include: elemental spells, poisons, healing (I'll have no divine magic) (but at higher levels than clerics), protection spells, some transmutation
- spells should not include: "dominate" spells, spells that require the planes and spells that are too strange (for example Bigby's hands)
The rules that I had thought are:
1) Casting mechaincs
Alchemy is cast through a skill (let's call it alchemy) based on intelligence.
DCs are
lvl 0: 12
lvl 1: 15
lvl 2: 17
lvl 3: 20
lvl 4: 22
lvl 5: 25
lvl 6: 27
lvl 7: 30
lvl 8: 32
lvl 9: 35
Two checks are required: one when preparing the components and one when casting the spell.
(that gives roughtly a 40-50% chance of failure in the highest level, a 60-70 chance for a spell one level lower, an 80-90 for one two levels lower and an auto success later on)
1a) Preparing components
- May require (depending on the spell) access to fire, clean water, some alchemist tools or even a full alchemist lab; the text with the formula is required.
- Time required: 20 min/ spell level for an alchemist of lvl 1-6; 10 min/spell level for an alchemist of lvl 7-12, 5 min/spell level for an alchemist of lvl 13+
- Failure in the alchemy check means that the compoments are ruined and the process must start again with new ones
- Prepared components last 2 days; after that time they are ruined.
1b)Casting
- Provokes AoO and can be interrupted (requiring a concentration check).
- Armor check penality applies to the casting check.
- Use rules for a spell that requires Material and Somatic components (but no verbal ones)
2) Known formulas
An alchemist keeps his formulas on a book. There is no limit on the number of spells an alchemist might know (except for the cost and time involved in the writing process).
Understanding a formula (alchemycraft DC 15+spell level, no retry until after having acquired another rank) is required to be able to write it down on the book, prepare components and cast it.
3) Skills and Feats
3a) Skills
- The core rules Alchemy skill is now called Minor Alchemy
- Added: Alchemy (used to cast the spells)
- Added: Knowledge:Alchemy (replaces Knowledge:Arcane)
- Added: Alchemycraft (replaces Spellcraft)
- Keep as standard: Concentratiom
3b) Feats
- Meta-alchemy: extended, expanded, maximized, empowered, heightened, delayed.
- Item creation: powders (as scrolls), crystals (one-use wands), potions, weapons and armor, wonderous items
4) Alchemist core class:
BAB, Saves, HP, proficiencies: as wizard
Bonus feats at lvl 1,5,10,15,20: can choose any meta-alchemy feat, item creation and Skill Focus (Alchemy), Skill Focus Knowledge:Alchemy), Skill Focus: Alchemycraft)
Maximum spell level: as wizard
Skills: 4 skill points; Craft, Knowledge, Profession, Alchemy, Minor Alchemy, Alchemycraft, Heal, Diplomacy, Concentration
Other features (maybe):
- bonuses to Minor Alchemy;
- Hands become immune to most elemental energies (can hold his potion in the fire with his bare hands) (this does not make the alchemist immune to the energy itself)
--------------------------------------------
Main problems
The main problem with this is how to keep it balanced.
Any suggestions are gladly welcome
If someone is interested I can also post my first try of a spell list (using only spells from the PHB) and a more detailed version of the rules.