Monday, 16 November 2020

Alchemy: Mage Elixirs

Alchemy: Mage Elixirs

Complete Mage also had several alchemical items that need conversion.

 

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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