Many are the disciplines within the broad field of chemistry, and there are many more complex fields of study. One of the most approachable and most potent however, is the study and manufacturing of explosives. The field of explosives is a vast one, with applications far beyond the obvious military and combative aspects of the industry. Mining is one industry who utilizes experts in this field and their unique talents quite heavily.
The devices here as with all magicks and scientific devices and consumables, will be presented each with a sort of stat outline and description of what they do. Each will have a Formula presented (which does assume you have a canister of some form, metal, clay, glass vial, whatever is narratively pleasing to you, your GM and your table.), as well as a Crafting Number as well, this refers to the Number that you must meet or beat to craft a stable compound. Failure to do so does not mean you fail to craft the object, merely that it inherently becomes dangerous to use. For every 4 points you fail by after the first you increase the Dangerous trait by 1 (so Dangerous-2, Dangerous-3 etc etc). This refers to the range of numbers on 1d20 when you roll any Action to use a device. If you roll at or less than the number of the Dangerous trait on the device, it goes off in your hands, dealing its damage to you and anyone within blast radius of you.
Within this chapter you shall find 14 base recipes and their growth across the three rank system that all magick and pseudo-magick in Valerick will follow, along with any relevant effect information.