Alchemy: Dungeon Concoctions II
More alchemical concoctions from GURPS Dungeon Fantasy 1 - Adventurers.
Magebane
This potion can be thrown (range is STx3.5).
Hitting a hard surface, it breaks, creating a cloud of fumes in a 2-yard
radius. Targets that breathe the fumes must make a Will roll or lose ability to
cast spells or use magical abilities for 3 minutes.
Form: Grenade.
Cost: $2,490 (singular); $895
(5-batched).
Recipe: $249; 35 days; defaults to
Alchemy-9.
Statistics: Neutralize (Magic; Area Effect, 2
yards, +50%; Grenade, +25%; Magical, -10%; Nuisance Effect, Cannot be used as
interruption, -10%; Ranged, +40%; Respiratory Agent, +50%; Weaponized, -80%) [83].
Paut
This potion restores 1d FP depleted for magic, if the imbiber makes a successful
IQ roll. If imbibed more than once per day by a given subject, apply a cumulative -3 per successful replenishment
on that subject. This penalty accumulates until a full day has passed since the most recent replenishment. This only
works for humans and all “similar” races (elves, orcs, dwarves, halflings,
etc.), but this potion can be made to affect, for example, animals. Such a
potion will not be able to affect
humanoids.
Duration: Instantaneous.
Form: Potion.
Cost: $330 (singular); $120 (5-batched).
Recipe: $33; 1 day; defaults to Alchemy-2.
Statistics: Healing (Accessibility, Only FP
depleted for magic, -20%; Blood Agent, -40%; Capped, 2 FP, -25%; Heals Fatigue
Only, +0%; Magical, -10%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 1,
-10%) [11]. Notes: Since the potion is considered to be the “caster”, we do not
apply Affects Self, +50% here. Also, because this ability is not based on
Affliction, we only take parts of the Potion meta-enhancement.
Thieves’ Oil
Rubbed on the body, this oil gives Slippery 5
(p. B85).
Duration: 5 hours.
Form: Ointment.
Cost: $450 (singular); $165 (5-batched).
Cost (Herbal): $360 (singular); $130 (5-batched).
Recipe: $45; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Accessibility,
Only on creatures with bare skin, -5%; Advantage, Thieves’ Oil, +90%; Extended
Duration, 100x, +20%; Magical, -10%; Ointment, -45%) [15]. Notes: «Thieves’ Oil»
is Slippery 5 (Magical, -10%) [9]. Extended Duration costs only 20%, because
the Ointment meta-enhancement already includes Extended Duration, 30x, +60%.
True Water
Purifies up to 100 gallons of water in a manmade
container.
Duration: Instantaneous.
Form: Potion.
Cost: $1,950 (singular); $700
(5-batched).
Recipe: $195; 22 days; defaults to
Alchemy-7.
Statistics: Create 10 (Accessibility, Only to
transform into drinkable water, -20%; Cosmic, No roll required, +100%; Reduced
Fatigue Cost 1, +20%; Takes Extra Time 1, -10%; Transmute Water to Water, +50%;
Transmutation Only, -100%; Magical, -10%) [65].
Weakness Potion
This potion can be thrown (range is STx3.5).
Hitting a hard surface, it breaks, creating a cloud of fumes in a 2-yard
radius. Targets that breathe the fumes must make an HT roll or get a -3 penalty
to ST for 3 minutes.
Form: Grenade.
Cost: $690 (singular); $250 (5-batched).
Recipe: $69; 3 days; defaults to
Alchemy-3.
Statistics: Affliction 1 (HT; Area Effect, 2
yards, +50%; Attribute Penalty, ST-3, +15%; Grenade, +25%; Magical, -10%; Respiratory
Agent, +50%) [23].
Wisdom Potion
This blue potion adds 1 to the subject’s IQ.
This affects skills, Per, and Will, but does not affect spellcasting.
Duration: 1 hour.
Form: Potion.
Cost: $630 (singular); $225 (5-batched).
Cost (Herbal): $504 (singular); $180 (5-batched).
Recipe: $63; 3 days; defaults to
Alchemy-3.
Statistics: Affliction 1 (HT; Advantage,
Wisdom Potion, +140%; Magical, -10%; Potion, -25%) [21]. Notes: «Wisdom Potion»
is IQ+1 (Accessibility, Not for spellcasting, -20%; Magical, -10%) [14].
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