Requirements:: Alchemy Initiate
Cost:: 2 LP
You have learned how to improvise damage from reagents themselves.
Combat Alchemy. Select one Reagent you possess and one Creature within 4 metres. The target makes a Constitution Saving Throw. If you choose a curative reagent, no Saving Throw is required.
Critical Success: No effect.
Success: A target takes half damage.
Failure: A target takes takes indicated amount.
Critical Failure: A target takes double damage.
| Reagent Type | Common | Uncommon | Rare | Legendary |
|---|---|---|---|---|
| Curative | 1d4 healing | 2d4 healing | 3d4 healing | 4d4 healing |
| Inert | 1d8 Cold Damage | 2d8 Cold Damage | 3d8 Cold Damage | 4d8 Cold Damage |
| Poisonous | 1d8 Poison Damage | 2d8 Poison Damage | 3d8 Poison Damage | 4d8 Poison Damage |
| Reactive | 1d8 Acid Damage | 2d8 Acid Damage | 3d8 Acid Damage | 4d8 Acid Damage |
| Volatile | 1d8 Fire Damage | 2d8 Fire Damage | 3d8 Fire Damage | 4d8 Fire Damage |
Tree:: Alchemy Talent Tree
Group:: Crafting Talent
Following:: Expanded Splash