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Alchemy - Brewing Potions

Enhanced Potion Brewing Guide - LuminariMUD

๐Ÿงช Enhanced Potion Brewing Guide - Multi-Spell System

The BREW command allows characters to create potions from spells, with support for up to 3 different spells in a SINGLE POTION! This enhanced system includes alchemy skill checks, spell slot consumption, and complex cost scaling.

โœจ Key Features

  • Multi-spell potions store all spells in one object
  • Alchemy skill progression with experience gain
  • Spell slot consumption for all caster types
  • Pre-brewing validation ensures you have required spells
  • Timed brewing process with skill-based success/failure

โš—๏ธ Syntax

Command: brew <spell1> [spell2] [spell3]

Examples:

Single spell: brew 'cure light wounds'
Two spells: brew 'cure light wounds' 'bless'
Three spells: brew 'cure light wounds' 'bless' 'shield'
Mixed quotes: brew fireball 'magic missile' heal
Note: You can mix quoted and unquoted spell names. Multi-word spell names should be quoted for clarity.

๐Ÿ“‹ Requirements

๐ŸŽฏ Basic Requirements for Each Spell:

  • You must be able to cast the spell OR be an alchemist
  • Spells must be prepared (wizards/clerics) or known with slots (sorcerers/bards)
  • Elemental motes (type depends on spell school)
  • Gold (amount depends on spell level)
  • Cannot brew offensive/damaging spells into potions
  • Must pass an alchemy skill check
๐ŸŽญ Spell Slot Consumption:
  • Each spell consumes a slot as if you cast it normally
  • Prepared casters: Spell moves from collection back to preparation queue
  • Spontaneous casters: Slot of appropriate circle enters recovery
  • Validation occurs before brewing starts - no wasted materials
๐ŸŽฒ Alchemy Skill Check:
  • DC = 10 + (highest spell circle ร— 2) + (additional spells ร— 3)
  • Use your alchemy craft skill + d20 roll
  • Critical Success (Natural 20): Create two potions, 50% bonus experience
  • Success: Full materials consumed, potions created, full experience
  • Failure: Quarter materials consumed, some experience gained
  • Critical Failure (Natural 1): Half materials consumed, minimal experience

๐Ÿ‘ค For Non-Alchemists:

  • Must have the spell prepared (wizards/clerics) or know it with available slots (sorcerers/bards)
  • Each spell must be individually castable at brewing time
  • Spell slots are consumed as if casting normally
  • Failed brewing attempts still consume spell slots

๐Ÿ”ฌ For Alchemists:

  • Can brew any spell available to any spellcasting class
  • Maximum spell level = (alchemist level / 3), minimum 1
  • Level 30+ alchemists can brew epic spells (level 10)
  • Still consume spell slots if they know/have the spells prepared
  • Pay 2.5x cost (motes AND gold) for spells they cannot cast themselves
  • Pay normal cost for spells they can cast themselves

๐Ÿ’ฐ Multi-Spell Cost Scaling

๐Ÿ“Š Base Costs by Spell Level:

Spell Level Mote Cost Gold Cost Notes
Cantrips (Level 0)1 mote25 goldBasic magical effects
Level 11 mote50 goldEntry-level spells
Level 21 mote100 goldCommon utility spells
Level 32 motes200 goldModerate complexity
Level 42 motes400 goldAdvanced applications
Level 53 motes600 goldPowerful magic
Level 63 motes900 goldHigh-tier spells
Level 74 motes1,200 goldExpert-level magic
Level 84 motes1,600 goldMaster-tier spells
Level 95 motes2,000 goldPeak mortal magic
Level 10 (Epic)10 motes5,000 goldLegendary effects

โš–๏ธ Multi-Spell Complexity Multipliers:

Number of Spells Cost Multiplier Difficulty Increase Recommendation
1 Spell1.0x (Normal)NonePerfect for beginners
2 Spells1.5x (+50%)+3 DCModerate challenge
3 Spells2.0x (+100%)+6 DCExpert-level brewing
EXAMPLE CALCULATION: Brewing 'cure light wounds' (level 1) + 'bless' (level 1): - Base cost: (1+1) motes + (50+50) gold = 2 motes + 100 gold - With 2-spell multiplier: 3 motes + 150 gold

๐ŸŒŸ Mote Requirements

Different spell schools require different elemental motes:

Spell School Required Mote Type Description
AbjurationLight motesProtection/Warding
ConjurationEarth motesCreation/Summoning
DivinationAir motesKnowledge/Foresight
EnchantmentLightning motesMind-Affecting
EvocationFire motesEnergy/Damage
IllusionIce motesDeception/Imagery
NecromancyDark motesDeath/Undeath
TransmutationWater motesChange/Transform
Unknown/OtherEarth motesDefault
Important: Each mote type is calculated separately, so brewing spells from different schools will require multiple mote types.

๐Ÿ“Š Material Loss & Feedback

Detailed Loss Reporting: The system now provides explicit feedback about exactly which materials are lost during failures:
  • Critical Failure: "X [mote type]s lost", "Y gold lost" (half of each type consumed)
  • Regular Failure: "X gold lost" (quarter of gold consumed, motes preserved)
  • Success: "X [mote type]s used", "Y gold used" (full consumption with confirmation)

โณ Brewing Process

STEP 1: SPELL VALIDATION
  • System checks if you have all required spells available using spell_prep_gen_check
  • Displays "--[spell name] is available" for each valid spell
  • Stops immediately if any spell is unavailable with specific error message
  • Works with all caster types: prepared, spontaneous, and multiclass
STEP 2: MATERIAL VALIDATION
  • Confirms you have sufficient motes of each required type
  • Confirms you have sufficient gold for total cost
  • Shows exact requirements: "Required: X total gold, Y [mote type]s, Z [other mote type]s"
  • No materials consumed during validation phase
STEP 3: BREWING TIMER
  • Time based on spell complexity: (sum of spell levels ร— 5 seconds) ร— 1.5 for multi-spell
  • Shows detailed progress: "Cost multiplier: X.Xx for Y spell(s)"
  • Shows upcoming skill check: "Alchemy skill check will be: skill(X) + d20 vs DC Y"
  • You cannot brew multiple batches simultaneously
  • Brewing can be interrupted by combat or other actions
STEP 4: SKILL CHECK & CONSUMPTION
  • Alchemy skill check performed at completion
  • Critical Success (Natural 20): Create two identical potions, 50% bonus experience
  • Regular Success: Materials AND spell slots consumed, potion created, full experience
  • Regular Failure: Quarter materials consumed, spell slots still used, some experience
  • Critical Failure (Natural 1): Half materials consumed, spell slots still used, minimal experience

๐Ÿถ Potion Mechanics

๐Ÿ”— Single vs Multi-Spell Potions:

  • All spells in one brewing session create ONE potion object
  • Multi-spell potions contain all effects in a single drink
  • Critical success (natural 20) creates two identical potions
  • Potions can be stored, traded, or used later like normal items
๐Ÿ“Š Potion Values:
  • GET_OBJ_VAL(potion, 0): Caster level
  • GET_OBJ_VAL(potion, 1): First spell number
  • GET_OBJ_VAL(potion, 2): Second spell number (-1 if none)
  • GET_OBJ_VAL(potion, 3): Third spell number (-1 if none)

โฑ๏ธ Brewing Time

Brewing time: (sum of all spell levels ร— 5 seconds) ร— 1.5 for multi-spell EXAMPLES: - 'cure light wounds' (level 1): 5 seconds - 'cure light wounds' + 'bless': (1+1) ร— 5 ร— 1.5 = 15 seconds - 'fireball' + 'haste' + 'fly': (3+3+3) ร— 5 ร— 1.5 = 67.5 seconds

๐Ÿ“ˆ Skill Progression

๐ŸŽฏ Alchemy Experience Gain:

  • Critical Success (Natural 20): (highest circle ร— 20) + (extra spells ร— 10) ร— 1.5
  • Regular Success: (highest circle ร— 20) + (extra spells ร— 10)
  • Regular Failure: MAX(5, highest circle ร— 15) + (extra spells ร— 7)
  • Critical Failure (Natural 1): (highest circle ร— 5) + (extra spells ร— 2)
  • Experience caps at level 32 (staff level)

๐ŸŽฒ Difficulty Examples:

Combination DC Difficulty
Single level 1 spell12Trivial for skilled alchemists
Two level 3 spells19Moderate challenge
Three level 5 spells26Very challenging
Epic level combinations30+Master-level alchemy
๐Ÿ› ๏ธ Skill Integration:
  • Uses existing craft skill system
  • Alchemy skill maps to ABILITY_CRAFT_ALCHEMY
  • Visible in craft score display
  • Skill checks provide detailed feedback with roll results

๐ŸŽฏ Strategy Tips

๐Ÿ’Ž Resource Management:

  • Start with single low-level spells to build alchemy skill
  • Consider spell slot economy - brewing consumes slots like casting
  • Prepare extra slots for brewing sessions if you're a prepared caster
  • Spontaneous casters should meditate/compose to recover slots

๐Ÿงช Potion Planning:

  • Mix complementary effects (healing + protection, buff combinations)
  • Consider mote efficiency - spells using same school are cheaper
  • Multi-spell potions are powerful but expensive and skill-intensive
  • Save complex combinations for important situations

๐ŸŽญ Caster Type Strategies:

  • Wizards/Clerics: Prepare brewing spells in advance, consider extra slots
  • Sorcerers/Bards: Manage known spells and daily slots carefully
  • Alchemists: Focus on spells they can actually cast for lower costs
  • Mixed classes: Leverage multiple casting traditions

๐Ÿ“š Skill Building:

  • Practice with low-risk combinations first
  • Failed attempts still provide experience
  • Critical failures teach valuable lessons with minimal experience
  • Master single-spell brewing before attempting complex recipes
The enhanced brewing system rewards both magical knowledge and alchemical skill, creating potions that are truly greater than the sum of their parts!

Happy brewing! ๐Ÿงชโœจ
๐Ÿ’ฌ Enhanced Messaging System:
  • Real-time skill check feedback: "Alchemy skill check: d20(X) + skill(Y) = Z vs DC W"
  • Detailed spell consumption: "[Spell name] spell slot used" for each spell
  • Explicit material consumption reporting with exact quantities
  • Clear success/failure messaging with experience gain details
  • Room messages: "Character finishes creating a magical potion"

๐Ÿ”ง Technical Notes

โš™๏ธ Spell Consumption System:
  • Uses same mechanics as normal spellcasting (spell_prep_gen_extract)
  • Prepared casters: Spell moves from collection to preparation queue
  • Spontaneous casters: Slot enters recovery queue with normal timing
  • Slots recover through normal preparation/meditation commands
โœ… Validation System:
  • Pre-brewing checks use spell_prep_gen_check function
  • Ensures all spells are available before consuming any materials
  • Prevents partial failures and wasted resources
  • Works with all caster types and multiclass combinations
๐Ÿถ Object Mechanics:
  • Single potion objects contain all spell effects
  • Caster level determined by brewer's effective level
  • Spell numbers stored in object values 1-3
  • Compatible with existing potion consumption code
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