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An Alchemy plant is a plant from the Spelljammer campaign setting.[1]

Overview[]

An alchemy plant is able to change its own essence into that of any inorganic matter that touches it. At the same time the plant can also convert one material into another. Any matter that was previously alive, such as a wooden staff, or cotton or woolen clothes, or even a corpse also qualifies as something that can be transmuted. The alchemy plant is highly sought after by alchemists, sages and wizards.[1]

Description[]

An alchemy plant is a small, unremarkable bush with serrated green leaves.[1]

Habitat[]

Alchemy plants grow wild, converting inorganic matter in the soil into food. They do not photosynthesise and therefore do not require light. Alchemy plants absorb carbon dioxide and release oxygen, and are therefore often carried on spelljamming ships to replenish the air envelope as well as provide necessary materials.

An alchemy plant can transmute inorganic materials into other materials. When two objects touch an alchemy plant, one of them will be transmuted into the other's substance. Of course there is no guarantee that it will work; however, to make the alchemy plant create gold, touch the plant with a rock and then a piece of gold - with a bit of luck the rock will transform into gold rather than the other way round. An alchemy plant can transmute 1 pound of matter per foot of plant height once a day, to a maximum of 3 pounds.

Unfortunately those unfamiliar with an alchemy plant have gone through the process of touching it with a piece of gold, watched it turn its own substance into gold, and then uprooted it, only to discover they are left with a dead green bush. The alchemy plant must be alive to maintain its own transformation; fortunately this is not true for those materials the plant transforms into other substances.

To ensure the alchemy plant carries out precisely the transmutation required, a charm plant spell or a potion of plant control may be used. Attempts at convincing the plant to carry out a transmutation by using a speak to plants spell hardly ever work, and even then only a druid has any chance at being successful. An alchemy plant cannot be intimidated, as it has no concept of its own death or that of pain.[1]

Ecology[]

Using its transmutation ability, an alchemy plant is capable of growing anywhere, and is able to thrive in the most exotic of environments. The only distinguishing feature is the lack of other plants within a foot radius of the alchemy plant. Alchemy plants are consumed by various herbivores. Every month, the plant has a 1 in 20 chance of producing a seed, which is hurled explosively between 10 and 60 yards from the parent plant. Any passing creature (or unfortunate crew member, as the case may be), that inadvertently intercepts the hurtling seed and may be slightly injured. Once the seed germinates, it reaches maturity within two weeks. Alchemy plants are often carried onboard human, elven and illithid ships to replenish their air envelopes.[1]

Appendix[]

External Link[]

References[]

  1. 1.0 1.1 1.2 1.3 1.4 John Terra, MC9 Monstrous Compendium Spelljammer Appendix II, 1991, (TSR Inc.), Alchemy Plant entry
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