{"success":true,"data":[{"id":"rule-01","title":"Characters","content":"Create a character with your ability scores, proficiency bonus, spellcaster level, and tool proficiencies. Your stats directly affect crafting rolls."},{"id":"rule-02","title":"Inventory","content":"Add ingredients, raw gems, potions, and equipment to your inventory. Raw gems can be sent from Crystal Generator using the + button."},{"id":"rule-03","title":"Alchemy - About","content":"The Alchemy panel implements the crafting rules from the Tome de l'Archimage, an unreleased homebrew rulebook for D&D 5e by Archmage Demetrian (Michael Ghelfi). The system is designed to give alchemists a meaningful, skill-based crafting loop that rewards preparation and knowledge. Please note that only Patrons have access to automated features — support the project on <a href=\"https://www.patreon.com/cw/MichaelGhelfi\" target=\"_blank\">Patreon</a>. Suggestions and feedback are always welcome on <a href=\"https://discord.gg/SnfZy44Ru2\" target=\"_blank\">Discord</a>."},{"id":"rule-04","title":"Alchemy - Essences","content":"The entire alchemy system is built around essences — the active principles extracted from ingredients. There are 14 essences in total: 10 simple and 4 complex.<br><br><table><thead><tr><th>Complex essence</th><th>Simple essences</th></tr></thead><tbody><tr><td>Primordial</td><td>Fire, Water, Earth, Air</td></tr><tr><td>Eternity</td><td>Death, Life</td></tr><tr><td>Ether</td><td>Light, Shadow</td></tr><tr><td>Empyrean</td><td>Astral, Telluric</td></tr></tbody></table><br>A complex essence contains all of its simple components. When brewing, a complex essence can be used in place of any one of its simple essences — but not two at once. For example, one Primordial essence can substitute for either one Fire or one Water, not both simultaneously."},{"id":"rule-05","title":"Alchemy - Harvesting ingredients","content":"Each ingredient is harvested differently. Almost all require a skill check to determine whether the character successfully recovers it. The DC is defined per ingredient — check our tool <strong>Rerum Natura</strong> for that.<br><br>Failing a harvest check does not automatically mean the ingredient is lost — the DM decides the consequences:<br><br><table><thead><tr><th>Consequence</th></tr></thead><tbody><tr><td>The ingredient is lost entirely</td></tr><tr><td>Only part of it is recovered</td></tr><tr><td>The character is injured in the process</td></tr><tr><td>The character is poisoned or suffers one of the ingredient's effects</td></tr></tbody></table><br>Some ingredients require special tools or objects — for example, soul ingredients require a magic jar, which costs 50 gp according to our rules. Others require significant time to harvest properly, as their essence is lost if the protocol is not followed exactly. Many also require preparation time after collection before they can be used or extracted.<br><br>The price of ingredients may seem high or inconsistent with standard material costs. This is intentional — in alchemy, the magical properties of a plant or mineral often depend on strict harvesting protocols that justify the cost. But if you don't agree, feel free to contact us on <a href=\"https://discord.gg/SnfZy44Ru2\" target=\"_blank\">Discord</a> to share your thoughts. And don't forget you are never bound to our rules at your table."},{"id":"rule-06","title":"Alchemy - Alchemical supplies","content":"Most potions require additional alchemical supplies beyond the essences themselves — various oils, powders, solvents, costly incenses, and precious woods that make up the base material of any serious brew. The cost of these supplies is listed per potion in the app and scales with magnitude.<br><br>Supplies can be purchased at specialized alchemy shops in cities, from traveling merchants, or obtained as rewards from the DM during relevant downtime activities. The DM may also grant them as loot in appropriate locations — laboratories, wizard towers, apothecary storerooms.<br><br>If you are using the simplified rules, alchemical supplies are not tracked individually — the alchemist simply pays the equivalent gold value without worrying about what is in the bag."},{"id":"rule-07","title":"Alchemy - Extracting essences","content":"An alchemist can extract the essences from an ingredient. This takes one hour and requires an Intelligence or Wisdom (Alchemy) check against DC 15. The ingredient is destroyed in the process regardless of outcome.<br><br><table><thead><tr><th>Result</th><th>Outcome</th></tr></thead><tbody><tr><td>Below 10</td><td>Ingredient lost, no essences recovered</td></tr><tr><td>10–14</td><td>Only the first essence recovered (or none if the ingredient has only one)</td></tr><tr><td>15–24</td><td>All essences recovered</td></tr><tr><td>25+</td><td>All essences recovered, and the first essence is doubled</td></tr></tbody></table>"},{"id":"rule-08","title":"Alchemy - Brewing potions","content":"To brew a potion, the alchemist needs: Alchemist's Tools, the recipe, sufficient alchemical supplies (consumed during brewing), and the required essences. Essences are consumed on every attempt whether the brew succeeds or fails.<br><br><table><thead><tr><th>Component</th><th>Value</th></tr></thead><tbody><tr><td>Base roll</td><td>d20</td></tr><tr><td>Modifier</td><td>INT or WIS (whichever is higher)</td></tr><tr><td>Proficiency</td><td>+Proficiency bonus if proficient with Alchemist's or Brewer's Tools</td></tr><tr><td>Equipment bonus</td><td>+Bonus from magical or enhanced tools</td></tr></tbody></table><br><table><thead><tr><th>Condition</th><th>DC formula</th></tr></thead><tbody><tr><td>Recipe known</td><td>Magnitude × 4</td></tr><tr><td>Recipe unknown</td><td>Magnitude × 4 + 5</td></tr></tbody></table><br>A critical success (natural 20) may allow the alchemist to produce multiple doses, use fewer ingredients, or create a higher magnitude potion — at the DM's discretion. A critical failure (natural 1) may cause the mixture to explode or produce unpredictable effects."},{"id":"rule-09","title":"Alchemy - Recipes","content":"Characters do not have innate knowledge of potion recipes. Each alchemist keeps an Alchemical Compendium detailing the procedures for each potion. A single recipe covers all magnitude combinations for the same effect.<br><br>Recipes can be bought, sold, traded, or encoded to protect against theft. To learn and copy a recipe, the character must study it for one hour using a quill, ink, and a blank parchment.<br><br>An alchemist who brews a potion for the first time without knowing its recipe may spend an additional hour to record it and add it to their compendium. In the app, known recipes are marked and reduce the DC accordingly."},{"id":"rule-10","title":"Alchemy - Magnitudes","content":"Each potion comes in up to five magnitude levels. Higher magnitudes produce stronger effects but cost more and are harder to brew. The additional material cost follows a simple formula:<br><br><table><thead><tr><th>Magnitude</th><th>Cost multiplier</th></tr></thead><tbody><tr><td>1</td><td>× 1 (base cost)</td></tr><tr><td>2</td><td>× 2</td></tr><tr><td>3</td><td>× 3</td></tr><tr><td>4</td><td>× 4</td></tr><tr><td>5</td><td>× 5</td></tr></tbody></table><br>Not all potions have five magnitude levels — some are fixed at a single level. The available magnitudes and their effects are listed in each potion's details within the app."},{"id":"rule-11","title":"Alchemy - Where to brew","content":"Simple potions — those with an additional cost of 25 gp or less and a magnitude no higher than 2 — can be brewed anywhere: on horseback, on a raft, in a cart. The alchemist must not be in combat and must not need to move under their own power.<br><br>All other potions require a stable environment with proper conditions for concentration and precise work. Brewing outdoors in wind, rain, extreme darkness, or extreme heat is not possible — environmental interference can corrupt dosages and ruin both the potion and its ingredients."},{"id":"rule-12","title":"Alchemy - Additional effects","content":"Some ingredients grant special additional effects to potions that use them directly (without prior extraction). For example, a quaggoth's tainted soul — from a creature that despises elves — might grant the drinker a temporary bonus against elves. An ogre liver might temporarily reduce Intelligence. These effects are added on top of the potion's normal effects. It is a fun ruling we suggest, but the system doesn't force anything of that nature."},{"id":"rule-13","title":"Alchemy - Potion mixing","content":"Ingesting two potions with different effects within 10 minutes of each other can produce unpredictable consequences. Roll a d100 and consult the table below.<br><br><table style=\"table-layout:fixed\"><colgroup><col style=\"width:9%\"><col style=\"width:91%\"></colgroup><thead><tr><th>d100</th><th>Effect</th></tr></thead><tbody><tr><td>01–09</td><td>The mixture explodes. You cast Fireball at 5th level centered on yourself. You automatically fail the saving throw.</td></tr><tr><td>10–19</td><td>You take 10 acid damage per combined potion level. Both potions immediately lose their effects.</td></tr><tr><td>20–28</td><td>Both potions lose their effects immediately.</td></tr><tr><td>29–35</td><td>The last potion ingested has no effect.</td></tr><tr><td>36–55</td><td>Both potions function normally, but you automatically fail death saving throws while under their effects.</td></tr><tr><td>56–57</td><td>Both potions function normally, but your skin turns rainbow-colored for 1d12 days.</td></tr><tr><td>58–65</td><td>The effect of the second potion is doubled if possible.</td></tr><tr><td>66–70</td><td>Both potions have their effects doubled.</td></tr><tr><td>71–74</td><td>You develop a sudden and inexplicable interest in botany. Unless in immediate mortal danger, you stop all activity and spend 1d4 hours researching nearby plants. Dispel Magic or Remove Curse ends the effect.</td></tr><tr><td>75–77</td><td>You see everything in shades of blue for one hour. You cannot use darkvision if you have it.</td></tr><tr><td>78–79</td><td>The second potion fails and terrible stomach cramps incapacitate you for one minute. Constitution saving throw DC 18 at the end of each turn to end the effect. You vomit anything you try to eat for the next 24 hours and gain one level of exhaustion.</td></tr><tr><td>80–82</td><td>You gain resistance to poison for 1d12 days.</td></tr><tr><td>83–84</td><td>Both potions function normally, but you are completely blind for 1d6 days. During this time you gain blindsight to 18 meters.</td></tr><tr><td>85–89</td><td>Both potions function normally, but you produce flatulence and belching at regular intervals for 1d8 hours. Disadvantage on Stealth checks against creatures that can hear or smell, and on all Charisma checks.</td></tr><tr><td>90–95</td><td>The mixture grants an additional effect based on the ingredients used, or any other effect at the DM's discretion, for one minute.</td></tr><tr><td>96–98</td><td>The character suffers terrible hallucinations. They fall under Phantasmal Force for one minute. The DM chooses the form. The spell ends if the character loses consciousness.</td></tr><tr><td>99–00</td><td>Only one potion functions, but its effect becomes permanent. Choose the potion whose effect is simplest to make permanent. Dispel Magic or Remove Curse may sometimes end the effect.</td></tr></tbody></table>"},{"id":"rule-14","title":"Alchemy - Potion toxicity (optional)","content":"If your players tend to consume potions excessively, you may use this optional rule to limit how many they can ingest without side effects.<br><br>Per long rest, a character can ingest a total magnitude equal to their level. For example, a level 5 character can drink three magnitude 1 potions and one magnitude 2 potion before risking intoxication. If they exceed this limit, the DM chooses one of the following consequences:<br><br><table><thead><tr><th>Consequence</th></tr></thead><tbody><tr><td>The potion has no effect</td></tr><tr><td>The character takes 1d4 to 3d4 poison, fire, or acid damage per magnitude level beyond the limit — the potion still works</td></tr><tr><td>Same damage, but the potion fails entirely, or functions only at a magnitude within the safe limit. For example: 1 level remained, the character drinks a magnitude 2 potion — it functions as magnitude 1 instead</td></tr></tbody></table><br>As an alternative, the total magnitude limit can simply equal the character's Constitution score, regardless of level."},{"id":"rule-15","title":"Alchemy - Simplified rules (optional)","content":"The following optional rules can be applied to sacrifice some realism in favor of smoother gameplay. The DM may use any combination of these.<br><br><table><thead><tr><th>Rule</th><th>Simplified version</th></tr></thead><tbody><tr><td>Additional effects</td><td>Ingredients no longer grant additional effects to potions</td></tr><tr><td>Essence extraction</td><td>Essences are extracted from ingredients immediately, with no roll required</td></tr><tr><td>Ingredient weight</td><td>Ingredients have no weight</td></tr><tr><td>Brewing location</td><td>Potions can be brewed anywhere, except during combat</td></tr><tr><td>Alchemical supplies</td><td>No additional supplies required — the alchemist still pays the equivalent gold value</td></tr><tr><td>Potion mixing</td><td>Mixing potions has no negative effect</td></tr><tr><td>Spellcaster level</td><td>No spellcasting ability required to brew magical potions</td></tr><tr><td>Recipes</td><td>A compendium containing all common recipes can be purchased for 1,000 gp</td></tr><tr><td>Ingredient harvesting</td><td>Characters know where to find ingredients and need no special tools to collect them</td></tr></tbody></table>"},{"id":"rule-16","title":"Jeweler - About","content":"The Jeweler panel handles gem cutting and socketing — two distinct crafts that together allow characters to enhance their equipment with powerful effects. All rules come from the Tome de l'Archimage homebrew rulebook by Michael Ghelfi."},{"id":"rule-17","title":"Jeweler - Cutting gems","content":"To cut a gem, you need a raw stone in your inventory. Select it, then choose a gem effect compatible with its color and a target rarity. The DC depends on the rarity you are aiming for: the rarer the gem, the harder the cut. Your roll is d20 + DEX or INT modifier + proficiency (if you have Jeweler's Tools) + any equipment bonus. On success, the raw stone becomes a prepared gem with the chosen effect. On failure, the stone is lost regardless."},{"id":"rule-18","title":"Jeweler - Gem quality","content":"Raw stones come in five quality tiers — chipped, flawed, regular, flawless, and perfect — which apply a modifier to your cutting roll ranging from -10 to +10. Higher quality stones give you a better chance at rarer gems. Quality is set when you add a stone to your inventory."},{"id":"rule-19","title":"Jeweler - Variable gems","content":"Many gem effects are variable — they exist at three rarity tiers (uncommon, rare, very rare) with increasing power at each level. When cutting, you choose which tier you are aiming for. Some effects exist only at a fixed rarity and offer no choice."},{"id":"rule-20","title":"Jeweler - Meta gems","content":"Meta gems are special effects that activate only when the other sockets of the same equipment contain specific gem colors. The app displays the required combination for each meta gem. The DM verifies the condition at the table — the app does not enforce it automatically."},{"id":"rule-21","title":"Jeweler - Temporary gems","content":"Some gems are temporary — they do not need to be socketed and are used directly from the hand or carried on the person. Once used, they lose their power permanently. The Detonation gem is the main example: it is thrown and explodes on impact."},{"id":"rule-22","title":"Jeweler - Adding sockets","content":"Equipment starts with zero sockets. To add one, click Add Socket in the Equipment tab. A modal will show the cost in gold, the DC, the required tool proficiency, and the time needed. The DM handles the roll at the table — the app is informational only. Maximum sockets depend on item rarity: common and uncommon items can hold one, rare and very rare two, legendary three."},{"id":"rule-23","title":"Jeweler - Socketing and removing gems","content":"Once an item has sockets, click the empty socket circle to choose a prepared gem from your inventory. Click a filled socket to remove the gem — it returns to your inventory. Installing or removing a gem takes 10 minutes per rarity tier of the gem. All items with at least one gem require attunement to benefit from the effects."},{"id":"rule-24","title":"Jeweler - Attunement","content":"Any item containing at least one gem requires attunement. You can only be attuned to one gem of the same name at a time, regardless of rarity. This applies even if the gem is in different pieces of equipment."},{"id":"rule-25","title":"Jeweler - Crafting time","content":"Cutting times are indicative: uncommon gems take about 4 hours, rare 8 hours, very rare 24 hours, and legendary 72 hours — roughly one to nine full working days at 8 hours per day. The DM decides how to handle downtime."},{"id":"rule-26","title":"Rolls","content":"All dice rolls are handled server-side. Show the result to your DM. Advantage and disadvantage toggles are available for each action."},{"id":"rule-27","title":"Campaigns & Foundry VTT","content":"<p><em>Astarrys here, Demetrian's winged companion, and the one who explains things when he is busy. Listen once, I dislike repeating myself.</em></p><p><strong>Campaigns.</strong> A campaign gathers your players' characters under one Dungeon Master. The DM creates it on the <em>Campaigns</em> page (or on the Hub's Campaigns page, where it can also be linked to Fantasy City Simulator settlements; each linked settlement gets its own crafting table) and hands out its 6-character code; each player joins with the character they will play. The DM sees the roster; the players keep their own characters.</p><p><strong>In Foundry VTT.</strong> With the <em>MGS Toolbox</em> module (Hub → MGS Toolbox for Foundry) on a D&amp;D 5e world, the DM mirrors every character of the table onto its actor: potions become consumables, ingredients, essences and gems loot, socketed equipment the weapon, armour or shield chosen as <em>base item</em> in the character's equipment here (a trinket when none is chosen). Syncing again updates only what the module created. The actor's ability scores, proficiency bonus, spellcaster level and tool proficiencies can be pushed back onto the character from Foundry.</p><p><strong>The bench and the banner.</strong> The DM can also brew, extract and cut directly in Foundry, from the actor's items, with these same rules. From the first attempt on, the character's inventory is <em>managed from Foundry</em>: it shows here with a banner and is read-only: the actor's items are the reference. Press <em>Take it back on the website</em> to edit it here again; the next sync in Foundry then mirrors the website once more. Recipes, the artisan's sheet, sockets and the history always stay here.</p>"},{"id":"rule-28","title":"Community","content":"You are welcome to suggest new potions, ingredients, or features. Come find us on <a href=\"https://discord.gg/SnfZy44Ru2\" target=\"_blank\">Discord</a> — we read everything."}],"meta":{"version":"v1","lang":"en","license":{"name":"MGS Toolbox open data terms","url":"https://michaelghelfistudios.com/api/v1/docs#terms","attribution":"Data © Michael Ghelfi Studios — https://michaelghelfistudios.com"}},"links":{"self":"https://michaelghelfistudios.com/api/v1/craft/rules","docs":"https://michaelghelfistudios.com/api/v1/docs"}}