Alchemy: Wondrous Elixirs
The wondrous items section in the Dungeon Master's Guide for D&D 3.5 contains quite a few items that seem that they would better be classified as alchemical elixirs. So, that's what I did. I omit the incense of meditation, because it cannot be properly represented in GURPS.
Elixir of Fire Breath
This strange elixir bestows upon the drinker
the ability to spit gouts of flame. He can breathe fire up to three times, each
time dealing 2d burning damage to a single target up to 10 yards away. Use Innate
Attack (Beam) to hit. Don’t apply range penalties; treat this as a long melee
weapon rather than a ranged attack. Unused blasts dissipate 1 hour after the
liquid is consumed.
Duration: 1 hour or until all uses are spent.
Form: Potion.
Cost: $510 (singular); $185 (5-batched).
Recipe: $51; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage, Elixir
of Fire Breath, +100%; Magical, -10%; Potion, -25%) [17]. Notes: «Elixir of Fire
Breath» is Burning Attack 2d (Destructive Parry, +10%; Increased 1/2D, 2x, +5%;
Limited Use, 3 uses, Fast Reload, -10%; Jet, +0%; Magical, -10%) [10].
Restorative Ointment
This light green salve accelerates the healing
processes in the subject’s body, making him regenerate 1 HP per hour and
instantly purging any poisons that affect him. In addition, the subject must
make a HT roll. The roll is at a cumulative -3 penalty for every successful use
on the same subject within 24 hours, at a flat -2 penalty if the subject is
unconscious, and at an additional modifier to cure disease (see below). Failure
costs the subject 1d FP. The HT roll is at a modifier set by the GM, from +1 for
a common cold to -15 for bone marrow cancer. If successful, the subject loses
FP equal to twice the absolute value of the penalty, minimum 1, as has his
disease cured. For example, if a kidney infection causes a -3 penalty to skill,
the subject would lose 6 FP.
Duration: 5 hours and Instantaneous (see
text).
Form: Ointment.
Cost: $2,370 (singular); $855
(5-batched).
Cost (Herbal): $1,890 (singular); $680
(5-batched).
Recipe: $237; 32 days; defaults to
Alchemy-8.
Statistics: Affliction 1 (HT; Advantage, Restorative
Ointment, +410%; Extended Duration, 100x, +20%; Link, +10%; Magical, -10%;
Ointment, -45%) [49] + Healing (Based on HT, +20%; Contact Agent, -30%; Disease
Only, -40%; Link, +10%; Magical, -10%; Takes Extra Time 3, -30%; Xeno-Healing,
Anything Alive, +80%) [30]. Notes: «Ointment of Regeneration» is Regeneration
(Regular; Magical, -10%) [23] + Unusual Training (Body Control, only to flush
poisons) [1] + Body Control (VH) HT [8] modified with Cosmic, No die roll
required, +100% and Magical, -10% for a final cost of 18 points. Extended
Duration costs only 20%, because the Ointment meta-enhancement already includes
Extended Duration, 30x, +60%.
Salve of Slipperiness
Rubbed on the body, this salve gives Slippery 10
(p. B85). Alternatively, it can be applied to a hard surface, producing effects
identical to the Grease spell (GURPS
Thaumatology: Sorcery, p. 22) in a 2-yard-radius area. The salve requires can
be wiped off with an alcohol solution (even wine). Salve of slipperiness is
needed to coat the inside of a container that is meant to hold sovereign glue
(see below).
Duration: 5 hours.
Form: Ointment.
Cost: $1,170 (singular); $420
(5-batched).
Recipe: $117; 8 days; defaults to Alchemy-4.
Statistics: Affliction 1 (HT; Advantage, Salve
of Slipperiness, +180%; Extended Duration, 100x, +20%; Magical, -10%; Ointment,
-45%; Terminal Condition, Alcohol, -10%) [24/5=5] + Control Ground Friction 2
(Accessibility, Only to reduce friction, -25%; Cannot concentrate to extend
duration, -10%; Extended Duration on Persistent, 3,000x, +140%; Magical, -10%; Persistent,
+40%; Terminal Condition, Alcohol, -10%) [34]. Notes: «Salve of Slipperiness»
is Slippery 10 (Magical, -10%) [18]. Extended Duration costs only 20%, because
the Ointment meta-enhancement already includes Extended Duration, 30x, +60%.
Silversheen
This substance can be applied to a weapon. It
will give the weapon the properties of silver, replacing the properties of any
other special material it might have. One vial will coat a single melee weapon
or 20 units of ammunition.
Duration: 1 hour.
Form: Ointment.
Cost: $900 (singular); $325 (5-batched).
Recipe: $90; 5 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Advantage, Silversheen, +220%; Magical, -10%; Ointment without Contact Agent, -15%) [30]. Notes: «Silversheen» is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). The level of the imbuement is estimated as 1, like the Transmute Object imbuement skill from Pyramid #3-102, p. 10.
Sovereign Glue
This pale amber substance is thick and viscous.
Because of its particular powers, it can be contained only in a flask whose
inside has been coated with 1 ounce of salve of slipperiness (the prices are
listed for 1 ounce/dose of glue, and the salve of slipperiness is not included), and each time any of the
bonding agent is poured from the flask, a new application of the salve of
slipperiness must be put in the flask within 1 round to prevent the remaining
glue from adhering to the side of the container. One ounce of this adhesive
covers 1 square foot of surface, bonding virtually any two substances together
in a permanent union. The glue takes 5 seconds to set. If the objects are
pulled apart (a Ready maneuver) before that time has elapsed, that application
of the glue loses its stickiness and is worthless. If the glue is allowed to
set, then attempting to separate the two bonded objects requires a successful
Quick Contest of ST (sovereign glue has ST 30), except when universal solvent
is applied to the bond. (Sovereign glue is dissolved by universal solvent.)
Duration: Instantaneous.
Form: Ointment.
Cost: $1,530 (singular); $550
(5-batched).
Recipe: $153; 14 days; defaults to
Alchemy-6.
Statistics: Binding 30 (Delay, 5 seconds, -0%;
Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, Hard to contain,
-10%; Sticky, +20%; Takes Extra Time 3, -30%; Unbreakable, +40%) [51].
Stone Salve
This ointment has two uses. If a dose of it is
applied to the flesh of a petrified creature, it returns the creature to flesh
as the Stone
to Flesh spell. If a dose of it is applied to the flesh of a nonpetrified
creature, it protects the creature as a Stoneskin
spell for 1 hour.
Duration: Instantaneous or 1 hour (see text).
Form: Ointment.
Cost: $1,470 (singular); $530
(5-batched).
Recipe: $147; 13 days; defaults to
Alchemy-5.
Statistics: Affliction 1 (HT; Advantage, Stone
Salve, +420%; Magical, -10%; Ointment, -45%) [47] + Neutralize Magic
(Accessibility, Must target subject, not caster, -10%; Cosmic, Can dispel
spells that are immune to Dispel Magic, +50%; Interruption, -50%; One Ability,
Flesh to Stone, -80%; Precise, +20%; Takes Extra Time 3, -30%) [10/5=2]. Notes:
“Stone Salve” is DR 10 (Magical, -10%; Semi-Ablative, -20%) [35] + Nictitating
Membrane 10 (Magical, -10%; Semi-Ablative, -20%) [7].
Unguent of Timelessness
When applied to any matter that was once alive
this ointment allows that substance to resist the passage of time. Each year of
actual time affects the substance as if only a day had passed. The unguent
never wears off, although it can be magically removed (by dispelling the
effect, for instance).
Duration: Permanent.
Form: Ointment.
Cost: $810 (singular); $290 (5-batched).
Recipe: $81; 4 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Accessibility,
Only on matter that was once alive, -20%; Advantage, Unguent of Timelessness, +140%;
Extended Duration, Permanent, +90%; Magical, -10%; Ointment with no Terminal
Condition, -35%) [27]. Notes: «Unguent of Timelessness» is Unaging (Magical,
-10%) [14]. Extended Duration costs only 90%, because the Ointment
meta-enhancement already includes Extended Duration, 30x, +60%.
Universal Solvent
This substance has the unique property of being
able to dissolve sovereign glue and tanglefoot bags.
Duration: Instantaneous.
Form: Ointment.
Cost: $360 (singular); $130 (5-batched).
Recipe: $36; 1 day; defaults to Alchemy-2.
Statistics: Neutralize Binding (Accessibility,
Must target subject, not caster, -10%; Interruption, -50%; One Ability, Sovereign
Glue, -80%; Precise, +20%; Takes Extra Time 3, -30%) [10] + Neutralize Binding
(Accessibility, Must target subject, not caster, -10%; Interruption, -50%; One
Ability, Tanglefoot Bag, -80%; Precise, +20%; Takes Extra Time 3, -30%) [10/5=2].
"...cannot be properly represented in GURPS."
ReplyDeleteHERESY!!! BLASPHEMER!!!
What about Cosmic maximum damage? requires time 8 hours?