Alchemy: Ravages
Poisons again. While Book of Vile Darkness gives us psychic poisons and normal poisons, Book of Exalted Deeds for D&D 3.5 gives us ravages and afflictions that work as supernatural poisons and diseases against evil creatures, respectively. I think this qualifies for a new Poisons specialty.
Poisons/TL (IQ/Hard)
This skill gets a new specialty.
Ravages: This
specialty covers the knowledge of ravages – special poisons designed to harm
only unholy creatures. Defaults:
Poisons-4.
Celestial Lightsblood
This rare substance is as ethereal as pure
alcohol, though it is not intoxicating. A pure silvery color, it sickens
creatures it affects. An evil victim (typically an evil outsider or a priest of
an evil deity) who ingests the poison must make a HT-3 roll after 10 minutes or
suffer 1d toxic damage. Every minute for 6 more cycles he must make another
HT-3 roll to resist or take the same amount of damage. After losing 1/2 HP to
this poison, the victim becomes nauseated (p. B428) until he heals above this
threshold. This poison ignores poison
immunity.
Form: Ingested Poison.
Cost: $300 (singular); $110 (5-batched).
Recipe: $30; 1 day; defaults to Poisons
(Ravages)-1.
Statistics: Toxic Attack 1d (Accessibility,
Only on evil creatures, -30%; Cosmic, Ignores poison immunity, +100%; Cyclic, 1
minute, 6 cycles, Resistible, +120%; Ingested Poison, -85%; Magical, -10%; Onset,
10 minutes, -10%; Resistible, HT-3, -15%; Symptoms, 1/2 HP, Nauseated, +60%) [10].
Golden Ice
This crystalline substance is cold to the
touch, though it doesn’t melt except at infernally high temperatures. Evil
creatures subjected to it feel its cold spreading throughout their bodies. An
evil victim (typically an evil outsider or a priest of an evil deity) must make
an HT-2 roll after 1 minute or suffer 1d-1 toxic damage. Every minute for 5
more cycles he must make another HT-2 roll to resist or take the same amount of
damage. After losing 1/3 HP to this poison, the victim gains a -2 penalty to DX
until he heals above this threshold. After losing 1/2 HP to this poison, the
victim gains a -4 penalty to DX until he heals above this threshold. This
poison ignores poison immunity.
Form: Contact Poison.
Cost: $330 (singular); $120 (5-batched).
Recipe: $33; 2 days; defaults to Poisons
(Ravages)-2.
Statistics: Toxic Attack 1d-1 (Accessibility,
Only on evil creatures, -30%; Contact Poison, -5%; Cosmic, Ignores poison
immunity, +100%; Cyclic, 1 minute, 5 cycles, Resistible, +100%; Magical, -10%; Onset,
1 minute, -10%; Resistible, HT-2, -20%; Symptoms, 1/3 HP, -2 DX, +60%; Symptoms,
1/2 HP, -4 DX, +80%) [11].
Jade Water
Jade is a potent substance, noted for its
effects on certain kinds of evil supernatural creatures. Jade water is simply
holy water with a suspension of jade crystals that takes on unusual potency as
a ravage. An evil victim (typically an evil outsider or a priest of an evil
deity) must make an immediate HT roll
or suffer 1 toxic damage. Every second for 9 more cycles he must make another
HT roll to resist or take the same amount of damage. After losing 1/3 HP to
this poison, the victim gains a -2 penalty to IQ until he heals above this
threshold. After losing 1/2 HP to this poison, the victim gains a -4 penalty to
IQ until he heals above this threshold. This poison ignores poison immunity.
Form: Follow-Up Poison.
Cost: $240 (singular); $85 (5-batched).
Recipe: $24; 1 day; defaults to Poisons
(Ravages)-1.
Statistics: Toxic Attack 1 (Accessibility,
Only on evil creatures, -30%; Cosmic, Ignores poison immunity, +100%; Cyclic, 1
second, 9 cycles, Resistible, +450%; Follow-Up Poison, -20%; Resistible, HT,
-30%; Symptoms, 1/3 HP, -2 IQ, +60%; Symptoms, 1/2 HP, -4 IQ, +80%) [8].
Purified Couatl Venom
The venom of a couatl, when milked from the
creature and purified, becomes a potent ravage that severely weakens the
victim. An evil victim (typically an evil outsider or a priest of an evil
deity) must make an immediate HT-1
roll or suffer 1d-1 toxic damage. Every second for 5 more cycles he must make
another HT-1 roll to resist or take the same amount of damage. After losing 1/3
HP to this poison, the victim gains a -2 penalty to ST until he heals above
this threshold. After losing 2/3 HP to this poison, the victim gains a -6
penalty to ST until he heals above this threshold. This poison ignores poison immunity.
Form: Follow-Up Poison.
Cost: $420 (singular); $150 (5-batched).
Recipe: $42; 1 day; defaults to Poisons (Ravages)-2.
Statistics: Toxic Attack 1d-1 (Accessibility, Only on evil creatures, -30%; Cosmic, Ignores poison immunity, +100%; Cyclic, 1 second, 5 cycles, Resistible, +250%; Follow-Up Poison, -20%; Resistible, HT-1, -25%; Symptoms, 1/3 HP, -2 ST, +30%; Symptoms, 2/3 HP, -6 ST, +30%) [14].
Unicorn Blood
Drawn from a willing living unicorn, unicorn
blood retains its potency as a ravage only as long as the unicorn that donated
the blood remains alive. An evil victim (typically an evil outsider or a priest
of an evil deity) must make an immediate
HT-3 roll or suffer 1d-1 toxic damage. Every minute for 5 more cycles he must
make another HT-3 roll to resist or take the same amount of damage. After
losing 1/3 HP to this poison, the victim gains a -2 penalty to ST until he
heals above this threshold. After losing 1/2 HP to this poison, the victim gains
a -4 penalty to ST until he heals above this threshold. This poison ignores poison immunity.
Form: Follow-Up Poison.
Cost: $300 (singular); $110 (5-batched).
Recipe: $30; 1 day; defaults to Poisons (Ravages)-1.
Statistics: Toxic Attack 1d-1 (Accessibility, Only on evil creatures, -30%; Cosmic, Ignores poison immunity, +100%; Cyclic, 1 minute, 5 cycles, Resistible, +100%; Follow-Up Poison, -20%; Resistible, HT-3, -15%; Symptoms, 1/3 HP, -2 ST, +30%; Symptoms, 1/2 HP, -4 ST, +40%) [10].
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