reworked images, checkpointing content
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# mechanics/alchemy.md
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title: Alchemy
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author: evilchili
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show_dm_content: False
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tags: post
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date: 2024-09-27 17:45:15.416325
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status: published
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---
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The flora of the Sahwat Desert have evolved in an ecology polluted by Residium, and have innate magical properties. A skilled alchemist can synthesize any manner of potions and oils, given the time, knowledge, and a high constitution.
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### Ingredients
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Every potion is made of three ingredients, all of which can be foraged from the desert, or very rarely, purchased from specialty shops. The quantity and rarity of each ingredient depends on the rarity of the potion being brewed, as does the difficulty in producing a successful brew, reflected in the number of skills checks required. The DC for each check is 10 + the total numeric rarity of all ingredients (common == 1, uncommon == 2, rare == 3, weird == 5):
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| Potion Rarity | Common | Uncommon | Rare | Weird | Checks | DC
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|---------------|--------|----------|------|-------|--------|----
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| Common | 3 | 0 | 0 | 0 | 1 | 13
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| Uncommon | 1 | 2 | 0 | 0 | 2 | 15
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| Rare | 0 | 1 | 2 | 0 | 2 | 18
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| Very Rare | 0 | 1 | 1 | 1 | 3 | 20
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| Legendary | 0 | 0 | 1 | 2 | 3 | 23
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More common ingredients are also less potent and require more portions to be effective: 10 portions for common ingredients, 5 for uncommon, 3 for rare and 1 for weird.
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### Brewing
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To brew a potion, the alchemist must possess:
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- The necessary ingredients in sufficient quantities
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- Pure water or oil
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- Fire
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- Alchemical Supplies
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- A magical catalyst (Legendary potions only)
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The alchemist assembles the necessary ingredients and equipment, and performs the number of skill checks required for the desired potion. The alchemist may use either their INT or WIS modifier for the skill checks. They may add their proficiency bonus if they are proficient with alchemist's tools.
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Each skill check takes four hours of uninterrupted focus.
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#### Example
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**Potion of Healing (Common)**
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- Ingredients: Redfoot (Common), Blackfruit Palm (Common), Gulch Thistle (Common)
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- Skill Checks required: 1
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- Skill DC: 10 + (3 x 1) == 13
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#### Success, Failure, and Dubious Brews
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A brew is successful if the alchemist succeeds on more skill checks than they fail. A brew with no failed checks is completed without complication. A brew with no successes fails completely and causes a Wild Magic Explosion. A successful brew with one or more failed checks creates the desired potion but with side effects, which will be unknown until consumed. These potions are referred to as a Dubious Brew.
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Abandoning or interrupting a brew in progress is an automatic failure.
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### Recipes and Experimentation
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An alchemist can brew any potion for which they know the recipe. They can also combine random ingredients in an attempt to discover new recipes, but this is dangerous: ingredient combinations that do not yield viable potions will result in a failed brew regardless of skill checks.
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However, the alchemist improves their craft with each brew, regardless of success or failure, and will learn one property of every ingredient used in the brew.
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---
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# mechanics/the-ritual-of-revelation.md
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title: The Ritual of Revelation
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author: evilchili
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show_dm_content: False
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tags: post
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date: 2024-08-02 16:13:41.106682
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status: published
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---
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### Ritual of Revelation (Spell)
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* **School:** Chronometry
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* **Level:** 5th
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* **Casting Time:** 1 Hour (Ritual)
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* **Components:** Verbal, Somatic, Material (1 Mote of Eternity and 3 samples of flora from the region, which the ritual consumes; 1 Scroll of Revelation)
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<br>
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Without Revelation, every region of the Sahwat Desert is doomed, its future rotting into the past until it is destroyed utterly. If not stopped, the destruction of Eternity will spread and consume all of existence.
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Performing a Ritual of Revelation in a region of the Sahwat Desert will permanently stabilize its temporal structure, preventing its future from disintegrating and pouring backwards through time. Depending on the Revelation enacted by the caster, the ritual may have additional effects. To perform a ritual, the caster must possess a Mote of Eternity, three samples of flora native to the region, and the Scroll of Revelation they wish to enact.
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When you perform this ritual, choose one of the following Revelations, if you have the necessary Scroll:
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**Cleansing Revelation.** Purge all magical effects from the region, and render all magic non-functional. Wild magic surges are dispelled, magical weather effects cease, and a permanent Anti-Magic Field covers the entire region.
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**Restoring Revelation.** Restore the region to its pre-cataclysm state by rewriting its history. The geography and the climate of the region may be significantly impacted. Wild magic surges are dispelled, magical weather effects cease. The full implication of rewriting a region's history is impossible to predict.
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**Dominating Revelation.** Both magical weather effects and wild magic surges in the region are made significantly more dangerous, but grant the caster control over magical effects in the region. While in the region, you may:
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- Cast Dispel Magic at will
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- Cast Counter Spell at will
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- As an action, summon or dispel magical weather effects at will.
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- As a reaction, negate wild magic surges in a 300ft radius centered on you.
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**Eternal Revelation.** Stabilize the region such that its current state will remain fixed for all eternity, wild magic effects and all.
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---
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# mechanics/tinkering.md
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title: Tinkering
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author: evilchili
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show_dm_content: False
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tags: post
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date: 2024-11-08 17:26:26.067401
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status: published
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---
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When an Artificer wishes to modify weapons, armor, or tools, or invent new ones, they must follow these basic steps: DESIGN, PROTOTYPE, and BUILD. The time required for each phase and the difficulty associated with the task depends on the desired outcome; building things granted by the Artificer class will have a low DC, while novel, potentially game-breaking inventions will be very challenging indeed.
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At each step, one or more skill checks will be assigned by the DM. The Artificer must complete all skill checks in one phase before moving on to the next. Critical successes count as two successful checks; critical failures wipe out all progress in the current phase.
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Any skill may be used, provided the Artificer can justify how it applies to the current phase. The DM may adjust the difficulty depending on the approach.
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An ally may help the Artificer complete a DESIGN or PROTOTYPE phase by lending their relevant expertise to the work; at the DM's discretion, the Artificer may be granted advantage on one or more skill checks.
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An ally can only collaborate on the BUILD phase if they are proficient in artificer's tools.
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### Tinkering Phases
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#### Design
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The Artificer must provide a project estimate to the DM. For example, *This is similar to an invention I have previously made, so I think the effort will be low*, or, *I want to invent laser rifles, so this will be difficult*. The DM will assign a DC and a number of skill checks, typically Intelligence, required for a successful design. Each skill check in the DESIGN phase requires two hours of concentration.
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#### Prototype
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Once the Artificer has completed their design, they must now PROTOTYPE it to reveal any flaws or shortcomings. This will require a minimum of two skill checks:
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- One Artificer's Tools Check; and
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- One Skill Check related to the purpose of the item.
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Each skill check in the PROTOTYPE stage requires two hours of concentration.
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#### Build
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Once the Artificer has completed a design and a non-functional prototype, they are ready to build their creation. This step requires:
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- One Artificer's Tools Check;
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- One Skill Check related to the purpose of the item;
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- Any necessary material components, which are consumed by the build attempt.
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Each skill check in the BUILD stage requires four hours of concentration.
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#### Rebuilds
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Once an invention has been built once, the Artificer may repair a damaged item or build another by completed the skill checks of the BUILD phase. The artificer has advantage on all checks for a rebuild.
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### Research and Development
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An Artificer may spend four hours of concentration studying relevant blueprints, designs, ancient texts, to permanently reduce the DC of one skill check in any phase of development.
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An Artificer may also spend fours hours studying an existing object to learn the intricacies of its design and reverse-engineer it. Doing so will allow the Artificer to automatically succeed one skill check in the DESIGN phase.
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### Example: Clockwork Flamethrower
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**DESIGN:** 1 x Intelligence checks (DC 13). Minimum 2hrs.
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**PROTOTYPE:** 1 x Artificer's Tools check (DC 13) to construct the mechanisms, 1 x Strength (Athletics) (DC 13) check to forge external housing that won't explode. Minimum 4hrs.
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**BUILD**: 1 x Artificer's Tools Check (DC 10), 1 x Strength (Athletics) check (DC 10), disassembled parts of a clockwork dragon. Minimum 8hrs.
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Total elapsed time, assuming no failures: 14 hours.
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