Alchemy: Mage Elixirs
Auran Mask
This mask fits over the character's nose and
mouth. The bulk of the item is a cloth packet holding a porous, spongelike
substance. The character can inhale the contents once. The inhaler gains Filter
Lungs (p. B55) and becomes able to breathe underwater. If the mask was used
underwater, then the duration is decreased to 10 minutes.
Duration: 1 hour.
Form: Special.
Cost: $690 (singular); $250 (5-batched).
Recipe: $69; 3 days; defaults to
Alchemy-3.
Statistics: Affliction 1 (HT; Advantage, Auran
Mask, +90%; Magical, -10%; Potion with Respiratory Agent instead of Blood
Agent, +65%; Nuisance Effect, Lower duration when used underwater, -15%) [23]. Note: «Auran Mask» is Doesn’t Breathe
(Gills, -50%; Magical, -10%) [4] + Filter Lungs (Magical, -10%) [5].
Crackle Powder
This alchemical powder creates a loud crackling
noise, like a broomstick breaking, whenever it is jostled or struck. A single
packet covers a 2-yard-radius area. When a creature walk into that area, the powder
activates imposing a -4 penalty to Hearing rolls made in the area, and making
everyone else roll Hearing+4 to hear the loud noise. The noise persists for 10
seconds.
Form: Special.
Cost: $360 (singular); $130 (5-batched).
Recipe: $36; 1 day; defaults to Alchemy-2.
Statistics: Obscure Hearing 4 (Magical, -10%;
Trigger, Stepped On, +50%) [12].
Fast Torch
This item consists of a tube of waxed paper set
into a short wooden handle. The end opposite the handle has a wax seal, and the
whole item is about the size of a normal torch. An alchemical substance packed
inside the tube ignites when exposed to air. Lighting the torch is as simple as
removing the wax seal, which requires a Ready maneuver.
A
fast torch burns for 10 minutes, even in high winds or underwater (though it
can't be ignited underwater). It's possible to extinguish a fast torch by
burying it in sand (or a similar substance) or by grinding it out against a
nonflammable surface. Either method requires five Ready maneuvers; once
extinguished, it can't be relit.
Form: Special.
Cost: $30 (singular); $10 (5-batched).
Recipe: $3; 1 day; defaults to Alchemy-1.
Statistics: Illumination (Variant) [1].
Screaming Flask
This container is made from thick leather with
a cap sewn on tight and fitted with a ripcord. Pulling the cord rips open the
flask and activates the alchemical substance within. The flask emits a
high-pitched shriek in a cone. Cones use special rules; see Area and Spreading Attacks (p. B413).
The cone has a maximum width of 5 yards at the maximum range. This spell has
the 1/2D range of 5 yards. It causes large-area injury (p. B400), on top of
which victims must make a HT roll at -1 per full two points of injury or be deafened
for (HT – 20) minutes. Use the Beam Weapons (Projector) skill to hit.
Form: Special.
Cost: $360 (singular); $130 (5-batched).
Recipe: $36; 1 day; defaults to Alchemy-2.
Statistics: Burning Attack 1d (Cone 5, +100%;
Increased 1/2D, x5, +10%; Magical, -10%; No Incendiary Effect, -10%; Reduced
Range, 1/10, -30%; Side Effect, Deafness, +70%) [12].
Weeping Flask
This item looks like an empty half-gallon waterskin
with an airtight seal. When it is opened and exposed to air, an alchemical
substance within the flask slowly produces drinkable water. The flask produces
water at a rate of 8 ounces per hour (becoming completely full after 8 hours).
The water can be poured out as it appears or simply kept in the container.
Form: Special.
Cost: $270 (singular); $95 (5-batched).
Recipe: $27; 1 day; defaults to Alchemy-1.
Statistics: Create Water 0.92 (Cosmic, No die
roll required, +100%; Magical, -10%; Reduced Fatigue Cost 2, +40%; Takes a long
time, -50%) [9].
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