Get Your Hands Dirty
The Ultimate Guide to Alchemy, Crafting & Enchanting is a comprehensive companion for not only magic items, but organically integrating item creation into your 5E games. Rise through the ranks of the associations that oversee the varied studies of alchemy, crafting, and enchanting. Each rank comes with new recipes and benefits, but be careful, because if you don’t adhere to the association’s principles, you could fall into bad standing, or worse.
Don’t worry – for the rule-breakers and rebels, there’s always the black market… Finally, this book contains tables for the harvesting and foraging of ingredients, hundreds of recipes for both new and existing items, and 200 brand new, ready-to-use magic items. With this guide’s help, you can become a master crafter, and forge some of the most powerful artifacts the realms have ever seen.
STEVEN KOHLER (verified owner) –
Great addition for 5e and any other Game system out their. Provokes the possibility of an Alchemist character type.
sergio13bravo (verified owner) –
I love this book it is ever thing that I was looking for to let my player start making magic items.
Charles Morris (verified owner) –
My players were always wanting to create something and I would make up how to do it on the fly but I wasn’t very consistent on how they did it. This book was a godsend, with clear precise, and fun directions on how to do it. Great reading material and artwork as well.
Matthew Pauze (verified owner) –
Exceptionally happy with this product. Will be working this in to my D&D 5e Campaigns. My group is thrilled to dive into the system presented. As a Paid Gm, this book lets me add a fantastic elements to the game. I am looking forward to my budget allowing me to explore more of Nord Games Products.
Seskef (verified owner) –
This is just awesome, I love all the details and mechanisms, not to mention the lists. I will be using this often!
plainshow (verified owner) –
This is a great addition to breath some life into skills that are criminally under developed. I was able to use this book immediately when I was in a pinch starting a new campaign and two of my players were asking for herbalism and alchemy rules. My head was spinning trying to find a good source or adapt other systems. This book was all I needed, I just plunked it down and said “it works like this.”. They liked it, I liked it, the end.
Lorenzo lb (verified owner) –
Awesome book to use if your players are into crafting and into creative use of items. Also a very nice reference to have when creating (or improvising) artisan npcs like blacksmiths and alchemists!
KALE KNOWLES (verified owner) –
These are crafting systems that work in your game. Not overly complex.
Michael Braun-Boghos (verified owner) –
My favorite part is the Magic Item Compendium with 200 items!
Benja Garcia (verified owner) –
Interesting resource to expand the artificer class options in 5e
Abigor (verified owner) –
Quite large book covering nice variety of crafting options. It’s quite complex in some cases which is neither good nor bad, all depends on personal view if you want a more straightforward approach or multiple options.
TL;DR – Good source of inspiration, might not worth full price.
Pros:
– Really enjoyed that all crafting paths have sub-options, you’re not just making potions for example, you pick a specialization, granting you additional benefits and customization.
– Addition of quests for each of the professions is also great and can be used both to progress your skills or something extra to do and earn rewards.
-Nice list of magic items that can be used outside of this crafting system to just throw in your games as a reward, for sale or as a discovery.
Cons:
-Biggest issue of this PDF is how things are organized. First you have a simple list of recipes for each rank and each specialization, and then you have description of *all* recipes for that crafting path in alphabetical order. As such when you want to see what can an aprentice apothecary can make you have to jump back and forth between what you can do and what it does.
-There is a very vague of description and representation of material pricing, while stuff like flora has precise price listed, other stuff has this very vague description “it is measured in gold”.
-It might be my misunderstanding but there seem to be a mismatch of description and actual process of creating items that take very long amount of time (like 100 hours for example for enchanting items). On on one hand if you succeed on a skill check you successfully create an item, meaning you have to do everything in one go (potentially allocating 1000 hours for that), if you fail then first material is consumed. If you are doing this every day do you repeatedly do rolls and potentially waste materials? What happens with tables that you roll for additional implications? Some random effects on enchantment can give you debuff until next long rest, but does it really matter if the whole thing will take you months to finish? Again this last issue comes from complexity of the system, where as you get to add more and more layers some things might have been clear to writers but unclear to the reader