Guide to Alchemy
Catarina´s Lightsider´s Guide to Alchemy
What is "Light Side Alchemy"?
Alchemy that uses the Light Side of the Force, as opposed to the dark to enhance and aid others or even oneself. Never forcing one´s will over that of The Force.
All Alchemical creations require a user powerful in the Light Side of the Force, whose wisdom allows them to delve its secrets to properly imbue the creations detailed in this book, or even purify tainted Sith alchemical abominations.
Through careful meditation and proper channeling, one might even achieve what was thought impossible by the Order; purifying the tainted and rotten Sith creations, returning them to their rightful place in the Light.
Alchemical creations require one from a handful of tools, depending on the particular item to imbue, as well as a Wisdom Forcecasting check.
Most alchemical creations of the Light have a natural aversion to the Dark, as such, any darksiders will find using these items as uncomfortable or even dangerous to their wellbeing.
Purification Rituals
An important, but often overlooked part of the Art, is the purification of Sith creations, since it would be better to have more of the Light instead of simply less of the Dark. This book details the process and checks required to purify different types of Sith creations, ranging from bled Kyber crystals to corrupted Sith beasts.
A note on Purification
Even the most nefarious of Sith abominations can be purified if one is patient and powerful enough. And I´m not talking about those creepy kyber crystals, but also those poor beasts that got driven mad by the Dark Side.
There seems to be no apparent cure to Mandalorian stubbornness and proclivity to violence, indicating to the falseness of the ancient theory some extremists had in times of the Old Republic that their entire culture was tainted by the Dark Side. I have met some of the best and worst among them, but be as they may, they are honourable folk, but I digress.
The process of purification is a lengthy one. Taking anywhere between a couple of days to several weeks. The end result can yield an uncorrupted version of the original item, or even a Light Side variant, such as the Nobilis Tuk´ata or kyber crystals that yield a pure white light.
Resources
Unlike other downtime activities, purification costs no resources. It only requires a space in which the Force Sensitive attempting this can meditate peacefully, the peacefulness of a space is determined by the GM.
Purifying items
Purification of items can range from the relatively simple bled kyber crystal to the nearly-impossible ancient Sith artefact.
The rarity of the item to be purified impacts the purification roll by a certain amount. For certain items with no rarity, the GM determines the difficulty, but examples are provided below.
Rarity | d100 Roll Modifier |
---|---|
Standard | +10 |
Premium | +0 |
Prototype | -10 |
Advanced | -20 |
Legendary | -30 |
Artefact | -40 |
As mentioned above, certain items do not possess a rarity, but might need to be purified. One example is a kyber crystal belonging to a Sith Lord, such crystals are often corrupted by the user using the power of the Dark Side. If the stats of the darksider are known, the negative modifier for the purification roll is equal to two times their proficiency bonus + Charisma modifier. For example: if the darksider in question has a proficiency bonus of 5 and has a Charisma of 20, the total d100 Roll Modifier will be -20.
Purifying creatures
Purification of Sith abominations and other non-sentient creatures tainted by the Dark Side is a process dependant on the particular creature´s power as seen in the following table.
CR rating | d100 Roll Modifier |
---|---|
1-3 | +10 |
4-7 | +0 |
8-11 | -10 |
12-14 | -20 |
15-18 | -30 |
19+ | -40 |
Resolution
You must make a Wisdom Forcecasting check, the result of which adds another modifier to the d100 roll.
Forcecasting check | d100 modifier |
---|---|
0-5 | -10 |
6-14 | +0 |
15-20 | +10 |
21-25 | +20 |
25+ | +30 |
The GM rolls a d100 and adds all modifiers, determining the results from the following table.
Purification Results d100 | Result |
---|---|
40 lower | The purification fails. Roll on the complications table once, additional to the d100 Complication roll. Progress is shifted 25% towards Darkness. |
41-70 | The purification barely succeeds. Another attempt is necessary but you are left drained and without Force Points and must take a long rest before attempting again. Progress is shifted 25% towards the Light. |
71-100 | The purification partially succeeds. You are left drained and without Force Points. No other purifications may be attempted until you finish a long rest. Progress is shifted 50% towards the Light. |
101-110 | The purification is vastly successful. Progress is shifted 75% towards the Light. Additionally, you do not roll on the complications table. |
111+ | The purification is a resounding success. Progress is shifted 100% towards the Light.. Additionally, you do not roll on the complications table. |
Complications
Attempting to wrestle with the Dark Side is a dangerous undertaking, for doing so some complications may arise. Roll a d100, on a result of 10 or lower a Complication arises. Roll a d6 to determine effects of the Dark Side on you.
d6 | Complication |
---|---|
1 | The Dark Side lashes out against you. Make a DC 15 Charisma Saving Throw, taking 8d6 unavoidable Force damage on a failure or half as much on a success. |
2 | The Dark Side sends a nebulous and potent Dark Side Force Disturbance, making it appear as if you were the one who caused it. |
3 | You are shown terrible visions of the Dark Side. You are frightened and cannot attempt to purify anything again until 1d8 days have passed. |
4 | You appear as a Darksider to anyone that can sense it. Only truesight can see through the lies of the Dark Side. |
5 | The Dark Side temporarily damages your connection to the Force. For 1d8 days, your Force Point Maximum is reduced by half and it may not be increased. Only a casting of the Force Restoration Force Power can end this effect early. |
6 | You succumb to the temptations of the Dark Side. You are charmed and left unconscious. You awake 1d4 hours later, having committed just as many misdeeds, not even close friends or loved ones are safe. The GM determines the nature and severity of such actions. |
Serum of Potential
Enhanced item (consumable by a humanoid), legendary
Purified by a Jedi, this Serum was once of Sith origin. It now follows the will of the force rather than twist it, it is one of the first known examples of Jedi Alchemy.
The Serum consists of a list of medical procedures, a syringe and a vial containing the Serum itself; a swirling golden liquid. You can channel the Light-Side of the Living Force to permanently enhance a creature. The vial must start to be consumed in less than 24 hours after its creation. Only force-sensitive individuals are capable of creating the vial. If you have the "blueprint" of the Serum, you must make a DC 15 Intelligence check with Biochemist´s Kit as well as a DC 18 Force Casting check with Wisdom, nothing can help you use another stat for this.
The Serum must be administered by someone proficient with Biochemist´s Kit requiring no check. The process lasts for 7 consecutive days and does not hinder the creature´s day other than taking one full hour to be applied. If 24 hours pass with no further application, the Serum is lost. At the end of the seven days, the creature must make a Wisdom Saving Throw DC 15. On a failure the Serum is lost and the creature takes 6d6 points of force damage that cannot be mitigated or avoided. On a success, the mutagen is successfully applied and the creature becomes altered by the Light.
After being altered, the GM will choose 1d4+1 of the following effects:
Luminous strike You gain the feature Extra attack, this feature takes no effect if you already have this trait.
Light´s Endurance Your Constitution Score becomes 16.
Will of the force You gain uncanny insight into the Will of the Force, protecting you from damage for the force is with you. You have resistance to energy damage. Additionally, as long as you aren´t wearing armour you have a bonus of Half your proficiency bonus rounded down (Minimum of one) to your AC.
Empowered Healing When you cast a Force Power or use a feature that would heal a creature other than yourself with Wisdom being the casting stat, the healed creature regains an additional number of hit points equal to twice your proficiency bonus. This additional healing ignores Hit Point Maximum Reductions from any source, for the Force wills it.
Natural Enhancement Your senses are heightened to their full potential, if you have a special sense such as the Togruta "Montral Reception" or the Miraluka "Force Sight", the range of these special senses doubles. If you have no special senses, such as a Human you instead gain 30ft. of darkvision. If you have more than one special sense, the GM decides which sense gets enhanced.
After being altered, you may choose to apply the Serum again, when this happens, add 2 to the save DC. If you pass the save, you gain effects as if you had never applied the Serum before, losing previously gained effects in the process. If you fail the save, however, the damage you take increases by 2d6 for each application of the mutagen, including the triggering application. Only successful applications increase the DC, while all applications increase the damage.
Tainting Points
Since you are altered by the Light, your body will develop a natural aversion to the Dark. Whenever you succumb to Dark desires or temptations, you will be haunted by visions of the Dark Side and might be unable to sleep. You will become Tainted by the Dark by obtaining Tainting Points in two ways:
- Each time you cast a Dark Side Force Power you gain a number of Tainting Points equal to the level of the power.
- Each time you commit a truly heinous act, at the GM´s discretion, you might gain a number of Tainting Points the GM deems necessary. This method of acquiring Tainting Points is similar to the Variant Rule of Force Alignment in the way of acquiring Dark Points.
Whenever you are afflicted by Tainting Points and you try to take a Long Rest, you must make a Wisdom Saving Throw, DC 10 + the number of Tainting Points you have. On a successful save you take your long rest but are haunted by visions of the Dark Side. On a failed save you are unable to get a proper rest for these visions torment you. You immediately gain one level of exhaustion and must make the pertinent checks for not being able to sleep. When you reach an exhaustion level of 5, you are incapacitated for 24 hours. After which your Tainting Points reset to 0.
Every time you successfully complete a Long Rest, the number of Tainting Points you have are reduced by twice your Wisdom Modifier.
If you choose to further pursue a path of Darkness you may choose to do so. Once you reach or surpass 10 Tainting Points, you may choose to fight back against the mutagen by making a DC 20 Charisma Saving Throw, ending all of the mutagen´s effects on a success. On a failure, you take 10d6 points of psychic damage which cannot be mitigated or avoided. You may attempt this Saving Throw once every hour.
Jedi Salve
Enhanced item (consumable by a humanoid), premium
Made using opposing principles to those found in Sith Alchemy, this Salve achieves in condensing the effects of Light-sided healing arts inside a vial for later use. The Jedi alchemist, instead of twisting the will of the Force to drive someone insane with rage, channels the Force to aid others by enhancing their own bodies´ healing capabilites based on their connection to the Light Side of the Force. The entire process, given availability of materials, takes roughly one hour per Salve.
The Salve must be created by a Force Sensitive that knows the Heal Force Power by making a DC 13 Wisdom Forcecasting check on a special mixtures of healing herbs and oils. Nothing can help you use another ability score for this check. On a success, the user spends two Force Points and the Salve is successfully created. On a failure, the mixture can no longer be imbued with the Force and a new mixture must be prepared.
As an action you may consume the Salve. After doing so you regain a number of Hit Points equal to 1d8 plus the creator´s Wisdom modifier and any other improvements to their healing abilities as if they had casted Heal.
Improved Jedi Salve
Enhanced item (consumable by a humanoid), prototype
The Salve must be created by a Force Sensitive that knows the Improved Heal Force Power by making a DC 16 Wisdom Forcecasting check on a special mixture of even rarer herbs and oils. Nothing can help you use a different ability for this check. On a success the user spends ten Force Points and the Salve is successfully created. On a failure the mixture can no longer be imbued with the Force and a new mixture must be prepared.
As an action you may consume the Salve. After doing so you regain a number of Hit Points equal to 3d8 plus the creator´s Wisdom modifier and any other improvements to their healing abilities as if they had casted Improved Heal.
Greater Jedi Salve
Enhanced item (consumable by a humanoid), legendary
The Salve must be created by a Force Sensitive that knows the Greater Heal Force Power by making a DC 20 Wisdom Forcecasting check on a special mixture of even rarer herbs and oils. Nothing can help you use a different ability for this check. On a success the user spends twelve Force Points and the Salve is successfully created. On a failure the mixture can no longer be imbued with the Force and a new mixture must be prepared.
As an action you may consume the Salve. After doing so you regain a number of Hit Points equal to 5d8 plus the creator´s Wisdom modifier and any other improvements to their healing abilities as if they had casted Greater Heal.
Elixir of Replenishment
To manipulate the Force is a taxing task. Force users can only do certain high-level manipulations each day before they are exhausted. In order to aid their allies, Ligh Side alchemists have created a revitalizing elixir that allows any Force Caster to keep fighting.
In order to create the elixir one must create an infusion of rare herbs that must be infused with the Force via a DC 16 Wisdom Forcecasting check. Nothing can help you use another ability for this check.
As an action, you may consume the elixir. You regain 2d6 Force Points, limited to half your Force Point Maxmimum. You cannot consume a second elixir until you complete a long rest.
Cosmic Force Extract
Enhanced item (consumable by a humanoid), legendary
The Cosmic Force is, in Jedi tradition, the place all living being go to when they die. With the exception of extraordinary individuals, once you enter the Cosmic Force, you lose your individuality and become one with the Force. Through thorough training and acceptance of the Force, some Lightsiders are able to retain their individuality, existing as "Force Ghosts".
Using these principles, a studied alchemist may, if only temporarily, condense an extract potent enough to transcend and become a Force Ghost. This extract must be made with rare herbs and powdered Kyber Crystals in order to properly channel the Force. After creating the mix, a Force Sensitive being may attempt to condense the Cosmic Force into the mixture by making a DC 25 Wisdom Forcecasting check. No feature can help you use other ability for this check. On a failure, the mixture can no longer be imbued and must me made anew.
You must use an action to ingest the Extract, after which, for a duration of One Hour you exist as a Force Ghost, leaving behind any and all physical gear you once possessed, though looking as if you still wore those items. Force Ghosts are able to see you and know you aren´t truly dead.
This Extract has no effect on droids. If you consume the Extract and are Force-Insensitive or have a Dark alignment, you must make a DC 25 Wisdom Saving throw or fall unconscious for 24 hours on a failed save. No means, enhanced or otherwise, may wake you sooner. On a successful save, the Extract is consumed with no effects.
While in Force Ghost form, you have a speed of 100ft., can move in any direction and are unhindered by physical barriers. You may be seen by particularly gifted or specially trained individuals. Additionally, a creature with truesight or one using Force Vision might see you, but, unless trained/gifted, will not know of your nature. While in this form, you may instantly travel to a spot near a creature that has a strong bond with you (at your GM´s discretion).
Additionally, you cannot be affected by a non-Force Ghost and you cannot affect non-Force Ghosts in any way other than attempt to communicate with them through the Force. To do so, make a DC 20 Wisdom Forcecasting check, if you know the Force Whisper Force Power, you have advantage on the check. If you succeed on the check, the creature must make a DC 20 Wisdom Forcecasting check as well. Nothing can help either creature use another ability for these checks. If both checks succeed, you may communicate with the creature for the remaining duration of the Extract.
Once one hour has transpired, you are instantly materialized back into the body you had before drinking the Extract, though, without gear. If you are more than 50 feet away of the origin when this hour passes, you are instantly killed, a fact you know instinctively after drinking the Extract.
Nobilis (Tuk´ata)
Large aberration, neutral Light
- Armor Class 14 (Natural armor)
- Hit Points 114(12d10+48)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 18 (+4) 12 (+1) 15 (+3) 10 (+0)
- Skills Perception +6, Stealth +3
- Condition Immunities frightened, charmed
- Senses passive Perception 16
- Languages Understands galactic basic but cannot speak it. Telepathy 30 ft. to other Force Sensitives.
- Challenge 4 (1100 XP)
Pack Tactics. The nobilis gains advantage on its attacks if at least one ally is within 5ft. of the enemy.
Actions
Multiattack. The nobilis makes four attacks: one with its bite and three with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 12 (2d6+5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 12 (2d6+5) slashing damage.
The Nobilis, a purified variant of the Tuk´ata; Sith hounds assigned to guard the Sith tombs of Korriban. These creatures sport light blue eyes, as opposed to their Dark Side relatives´ yellow Sith eyes. While peaceful and serene, they still retain the ferocity when it comes to defending their homes and as such make excellent guardians.
The only two known specimens in Galactic History were purified by then Jedi Beast Master Kanzhei Opli and gifted to the Jedi temple of Vaklin. This does not mean more could be "created" by purifying the darkness inside other Tuk´ata like Kanzhei did.
Credits
Special thanks to Mike A.KA. "The Senate" and Aziz.
Inspired partly by the Sith Alchemy document by DM Jon. Special thanks to Mike A.KA. "The Senate".