In the brush, under rocks, and atop trees are just some places an aspiring alchemist or spellcaster needs to search to find the perfect ingredients for their potions, spells, or curatives. Regardless of the option selected (below), you must make three Tests using Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Nature|Nature]]) or Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival|Survival]]), and the result represents the outcome of your efforts at the end of one week.
Choose one of the following:
#### Potion Ingredients
You research the components you need to brew a potion for either "Alchemy" Campcraft Activity, and forage for them in the surrounding wilderness.
The DC for this Test depends on the type of potion you intend to make, with a DC of 9 for Common potion ingredients and a DC of 11 for Uncommon potion ingredients. On a success, you gather enough ingredients ready to use in either the [[Alchemy, Simple]] Journey Activity, or the [[Alchemy, Trail Draft]] Campcraft Activity. On a critical success, you gather enough ingredients of the indicated rarity for completing 2 activities.
#magicItemComponents
>[!info]
>**See also:** [[Alchemical Studies, Simple]]
#### Reagents
You research a Common or Uncommon [[03-Mechanics/7-Adventuring/Crafting/Mystical Materials|reagent]] needed for crafting magical items, and forage for it in the surrounding wilderness. This is an [[Journey Activities#Extended Tests|extended test]], with a goal of 9. The DC for this Test depends on the type of reagent you intend to gather, with a DC of 11 for Common reagents and a DC of 13 for Uncommon reagents. On a success, you gather a reagent type of the rarity indicated, but of the type of your choosing (curative, reactive, or poisonous). On a critical success, you can choose between gathering 2 regents of the indicated rarity (which may be different types), or you can gather a single reagent but increase the rarity by 1 level -- common becomes uncommon, uncommon becomes rare.