Saturday 14 November 2020

Alchemy: Some New Alchemical Items

 Alchemy: Some New Alchemical Items

Let's convert alchemical items from the Arms and Equipment Guide for D&D 3.0. Some of them later were reprinted in Drow of the Underdark. It's been a long while since I posted any new alchemical items, so I'll probably make multiple posts on this topic. Luckily, there's more than enough material to convert.

  

Acid Bullet

These hollow glass sling bullets are filled with acid. When they strike a target, they immediately shatter, dealing 1d-1 follow-up corrosion damage in addition to the normal damage from the sling bullet. To hold sufficient acid, these bullets must be larger than normal. The increased size makes the bullets awkward and unwieldy to launch, imposing a -1 penalty on Sling.

Duration: Instantaneous.

Form: Special.

Cost: $180 (singular); $65 (5-batched).

Recipe: $18; 1 day; defaults to Alchemy-1.

Statistics: Corrosion Attack 1d-1 (Accessibility, Requires a sling, -10%; Follow-Up, Sling, +0%; Nuisance Effect, Skill penalty, -5%) [6].


Bladefire

Similar to alchemist’s fire but less volatile, this thick, adhesive liquid ignites when exposed to air. Bladefire is typically poured along the length of a bladed weapon, causing the weapon to burn for a short period of time. While burning, the weapon sheds light as a torch. A weapon treated with bladefire deals 1 point of follow-up burning damage with each successful hit. Bladefire is thick enough that once applied, it does not flow down the weapon, preventing it from harming the user. Each second that bladefire burns, it also deals 1 point of burning damage to the weapon that it coats, but most weapons have sufficient DR to ignore this damage. Wooden weapons coated with bladefire may ignite, however.

Duration: 8d seconds.

Form: Ointment.

Cost: $60 (singular); $25 (5-batched).

Recipe: $6; 1 day; defaults to Alchemy-1.

Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Bladefire, +30%; Nuisance Effect, Damages wooden weapons, -5%; Ointment with no Contact Agent, -15%; Reduced Duration, 1/6, -75%) [2]. Notes: «Bladefire» is Burning Attack 1 point (Follow-Up, This weapon, +0%) [2] + Illumination [1]. Reduced Duration costs -75%, because the Ointment meta-enhancement includes Extended Duration, 30x, +60%.

  

Clearbreath

This vial of gray smoke temporarily dulls the sense of smell when someone inhales the contents through the nose. The inhaler gains Filter Lungs (p. B55), but loses their sense of taste and smell.

Duration: 1 hour.

Form: Special.

Cost: $630 (singular); $225 (5-batched).

Recipe: $63; 4 days; defaults to Alchemy-3.

Statistics: Affliction 1 (HT; Advantage, Clearbreath, +50%; Disadvantage, No Sense of Smell/Taste, +5%; Magical, -10%; Potion with Respiratory Agent instead of Blood Agent, +65%) [21]. Note: «Clearbreath» is Filter Lungs (Magical, -10%) [5].

  

Darkvision Powder

This plain gray powder is unassuming; it can’t be seen with normal vision from more than 3 yards away. When viewed with Infravision or Dark Vision, however, it glows brightly. Creatures that have Infravision or Dark Vision commonly use this powder to write messages that other creatures cannot read. Each vial contains enough powder for a reasonably lengthy sentence.

Form: Special.

Cost: $30 (singular); $10 (5-batched).

Recipe: $3; 1 day; defaults to Alchemy-1.

Statistics: Accessory (Darkvision Powder; Magical, -10%) [1].

  

Defoliator

This vile liquid has a muddy brown hue and smells of rotten plant life. This potion can be thrown (range is STx3.5). Hitting a hard surface, it breaks, splashing everything in a 2-yard radius. Plants within the area take 5d non-incendiary burning damage.

Form: Grenade.

Cost: $810 (singular); $290 (5-batched).

Cost (Herbal): $650 (singular); $230 (5-batched).

Recipe: $81; 4 days; defaults to Alchemy-3.

Statistics: Burning Attack 5d (Accessibility, Only plants, -50%; Area Effect, 2 yards, +50%; Grenade, +25%; Magical, -10%; No Incendiary Effect, -10%) [27].

  

Dehydrated Food

Explorers and adventurers of all sorts benefit from alchemically dried food. Although expensive, dehydrated food weighs only 0.08 lbs. compared to the 0.5 lb. normal ration, making it ideal for long journeys where water is plentiful and food is scarce. Characters eating dehydrated food must consume twice as much water per day.

Form: Dehydrated Potion.

Cost: $70 (singular); $25 (5-batched).

Recipe: $7; 1 day; defaults to Alchemy-1.

Statistics: Create Food 0.2 (Variant; Dehydrated Potion, -20%; Temporary Disadvantage, Increased Consumption 1 (Water Only), -5%) [2].

  

Dwarfblind Stone

Dwarfblind stones are small stones treated with alchemical substances, giving them a faint purple sheen. This stone can be thrown (range is STx3.5). When it strikes a hard surface, it releases a burst of violet light in a 4-yard radius.  This does not help in combat, but allows everyone within the line of sight to the area to make a Vision roll with no darkness penalties to get a snapshot of what’s in the area. While this won’t aid attacks on moving targets, it will reveal whether people or objects are present. In addition, sighted creatures with Infravision in the area must make an HT roll or lose their Infravision for margin of failure minutes.

Form: Grenade.

Cost: $2,280 (singular); $820 (5-batched).

Recipe: $228; 29 days; defaults to Alchemy-8.

Statistics: Affliction 1 (HT; Area Effect, 4 yards, +100%; Grenade, +25%; Link, +10%; Magical, -10%; Negated Advantage, Infravision, +10%; Vision-Based, +150%) [39] + Obscure Vision 10 (Area Effect, 4 yards, +50%; Grenade, +25%; Link, +10%; Magical, -10%; Nuisance Effect, Does not increase illumination above zero, -15%; Ranged, +50%; Reduced Duration, 1/20, -25%; Reversed, -0%) [37].

 

Farflame Oil

This thin, light blue oil burns with a blue flame and illuminates a wide area. When used in a lantern, it illuminates an area twice larger than normal. A pint of farflame oil fuels a lantern for 3 hours.

Form: Special.

Cost: $90 (singular); $35 (5-batched).

Recipe: $9; 1 day; defaults to Alchemy-1.

Statistics: Create Oil 0.32 (Cosmic, No die roll required, +100%; Magical, -10%; Reduced Fatigue Cost 2, +40%; Transmutation Only, -100%; Transmute Oil to Farflame Oil, +50%) [3].

 

Flame Bullet

These hollow glass sling bullets are filled with alchemist’s fire. When they strike a target, they immediately shatter, dealing 1d-1 follow-up burning damage in addition to the normal damage from the sling bullet. To hold a sufficient amount of alchemist’s fire, these bullets must be larger than normal. The increased size makes the bullets awkward and unwieldy to launch, imposing a -1 penalty on Sling.

Duration: Instantaneous.

Form: Special.

Cost: $120 (singular); $45 (5-batched).

Recipe: $12; 1 day; defaults to Alchemy-1.

Statistics: Burning Attack 1d-1 (Accessibility, Requires a sling, -10%; Follow-Up, Sling, +0%; Nuisance Effect, Skill penalty, -5%) [4].

   

Fleetfoot

This thin blue liquid temporarily loosens the imbiber’s muscles and joints, allowing them to run faster and jump farther. The imbiber gets a +2 bonus to Basic Move.

Duration: 3d seconds.

Form: Potion.

Cost: $240 (singular); $85 (5-batched).

Recipe: $24; 1 day; defaults to Alchemy-1.

Statistics: Affliction 1 (HT; Advantage, Fleetfoot, +90%; Magical, -10%; Potion, -25%; Reduced Duration, 1/10, -80%) [8]. Notes: «Fleetfoot» is Basic Move +2 (Magical, -10%) [8]. Reduced Duration costs -80%, because the Potion meta-enhancement includes Extended Duration, 30x, +60%.

 

Focusing Candle

This large, green taper candle burns quickly, lasting only 100 minutes despite its size. While burning, the focusing candle fills the air with a fresh, crisp odor. The candle is a great boon to those engaged in strenuous mental activity, sharpening most cognitive processes. Any creature within 2 yards of the burning candle that can smell this odor gains Single-Minded (p. B85) until it leaves the area.

Duration: 100 minutes.

Form: Special.

Cost: $1,080 (singular); $390 (5-batched).

Recipe: $108; 7 days; defaults to Alchemy-4.

Statistics: Affliction 1 (HT; Advantage, Focusing Candle, +50%; Area Effect, 2 yards, +50%; Aura, +80%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Smell-Based, -20%; Takes Extra Time 1, -10%) [36]. Note: “Focusing Candle” is Single-Minded (Magical, -10%) [5].

  

Ghostoil

This clear oil has a slight tint of gray, and strange, wispy forms seem to swirl through it. When applied to a weapon, ghostoil allows it to affect incorporeal creatures normally.

Duration: 1 hour.

Form: Ointment.

Cost: $630 (singular); $225 (5-batched).

Recipe: $63; 3 days; defaults to Alchemy-3.

Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Ghostoil, +150%; Magical, -10%; Ointment with no Contact Agent, -15%) [21]. Note: «Ghostoil» is Blessed (Ghost Weapon; Magical instead of Divine, -0%) [15].

  

Gravebane

This thick white liquid evaporates almost instantly upon contact with air, creating a thin, nearly invisible smoke. The smoke is nearly odorless, and has no effect on most creatures. Undead, however, are repulsed by the smoke and can only pass through it with an effort of will. This flask can be thrown (range is STx3.5). Hitting a hard surface, it breaks, creating a cloud of thin smoke in a 2-yard radius. The cloud persists for 30 seconds and may drift with the wind. Every undead creature in the area (even incorporeal ones) must roll against (Will+DR). Failure means that they leave the area immediately and become unable to reenter it for margin of failure seconds, or until the smoke disperses.

Duration: 30 seconds.

Form: Grenade.

Cost: $720 (singular); $260 (5-batched).

Recipe: $72; 3 days; defaults to Alchemy-3.

Statistics: Affliction 1 (Will; Accessibility, Only undead, -50%; Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Dread, +30%; Drifting, +20%; Extended Duration on Persistent, 3x, +20%; Grenade, +25%; Magical, -10%; Persistent, +40%; Reduced Duration, 1/60, Only after the target leaves the area, -30%) [24].

  

Hawk’s Ointment

This thick, acidic gel temporarily sharpens the user’s vision. Once its beneficial effects wear off, however, the gel burns and stings the eyes for the same amount of time. The ointment provides the user with a +4 bonus on Vision rolls, but when its effect wear off, the bonus is replaced with a 4 to spot objects at any range, and 8 to resolve fine details for an hour.

Duration: 1 hour.

Form: Ointment.

Cost: $360 (singular); $130 (5-batched).

Cost (Herbal): $290 (singular); $105 (5-batched).

Recipe: $36; 1 day; defaults to Alchemy-2.

Statistics: Affliction 1 (HT; Advantage, Hawk’s Ointment, +70%; Magical, -10%; Ointment, -45%) [12]. Note: «Hawk’s Ointment» is Acute Vision 4 (Aftermath, Bad Sight (Low Resolution), -12%; Magical, -10%) [7].

 

Instant Rope

When poured from a flask, this viscous gray liquid forms into a long cord usable as a temporary rope. Upon being exposed to air, the liquid rapidly increases in both volume and viscosity, swelling to the diameter of a typical hemp rope, then quickly drying. A flask of instant rope forms a 10-yard-long cord; it takes 5 seconds for it to solidify and dry enough to be used. The instant rope can be moved during this period without damaging it, but it cannot support more than 10 pounds of weight without breaking. Once completely dry, instant rope can support 300 lbs. After an hour, instant rope becomes too brittle to support any weight and quickly crumbles into dust.

Duration: 1 hour.

Form: Special.

Cost: $30 (singular); $10 (5-batched).

Recipe: $3; 1 day; defaults to Alchemy-1.

Statistics: Accessory (Rope; Magical, -10%) [1].

  

Longbreath

This thick, brown-tinted smoke is a great boon to anyone who needs to go without air for more than a minute. The inhaler gains Breath-Holding 1 (p. B41).

Duration: 1 hour.

Form: Special.

Cost: $540 (singular); $195 (5-batched).

Recipe: $54; 2 days; defaults to Alchemy-2.

Statistics: Affliction 1 (HT; Advantage, Longbreath, +20%; Magical, -10%; Potion with Respiratory Agent instead of Blood Agent, +65%) [18]. Note: «Longbreath» is Breath-Holding 1 (Magical, -10%) [2].


Motelight

This flask contains a clear liquid filled with faintly glowing sparks of light. This concoction can be thrown (range is STx3.5). When it strikes a hard surface, a flask of motelight creates a 2-yard-radius area filled with rapidly moving sparks. The sparks are distracting, but they cause no damage. Sighted creatures within the area must make a Will roll every turn or get a -2 penalty to all DX, IQ, and Will rolls made to cast spells or use other supernatural abilities until they leave the area.

Duration: 10 seconds.

Form: Grenade.

Cost: $960 (singular); $345 (5-batched).

Recipe: $96; 6 days; defaults to Alchemy-4.

Statistics: Affliction 1 (Will; Area Effect, 2 yards, +50%; Attribute Penalty, -2 to DX, -2 to IQ, Only ability usage and spellcasting, +20%; Based on Will, +20%; Grenade, +25%; Magical, -10%; Persistent, +40%; Reduced Duration, 1/6, -15%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Vision-Based, +150%) [32].

  

Nature’s Draught

This tiny vial contains a murky, pungent liquid. When consumed, nature’s draught cause subtle changes in the user’s scent. Animals respond well to a character who has consumed nature’s draught, finding them less threatening and easier to trust. This potion grants the subject the Animal Empathy (p. B40) advantage, but only in regards to animals that are able to smell them.

Duration: 1 hour.

Form: Potion.

Cost: $330 (singular); $120 (5-batched).

Cost (Herbal): $265 (singular); $95 (5-batched).

Recipe: $33; 1 day; defaults to Alchemy-2.

Statistics: Affliction 1 (HT; Advantage, Nature’s Draught, +40%; Magical, -10%; Potion, -25%) [11]. Note: «Nature's Draught» is Animal Empathy (Magical, -10%; Smell-Based, -20%) [4].

  

Polar Skin

This dull white cream provides ablative DR 3 against cold and Temperature Tolerance 2 (Cold).

Duration: 1 hour.

Form: Ointment.

Cost: $300 (singular); $110 (5-batched).

Recipe: $30; 1 day; defaults to Alchemy-1.

Statistics: Affliction 1 (HT; Advantage, Polar Skin, +50%; Magical, -10%; Ointment, -45%) [10]. Note: «Polar Skin» is DR 3 (Ablative, -80%; Limited, Cold, -40%; Magical, -10%) [3] + Temperature Tolerance 2 (Cold; Magical, -10%) [2].

 

Priest’s Bullet

These hollow glass sling bullets are filled with holy water. When they strike a target, they immediately shatter, dealing 1d-1 follow-up corrosion damage in addition to the normal damage from the sling bullet, but only to evil outsiders and undead. This damage counts as a holy weapon for the purpose of Vulnerability and overcoming DR. To hold a sufficient amount of holy water, these bullets must be larger than normal. The increased size makes the bullets awkward and unwieldy to launch, imposing a -1 penalty on Sling.

Duration: Instantaneous.

Form: Special.

Cost: $120 (singular); $45 (5-batched).

Recipe: $12; 1 day; defaults to Armory (Esoteric)-1.

Statistics: Corrosion Attack 1d-1 (Accessibility, Only against evil outsiders and undead, -40%; Accessibility, Requires a sling, -10%; Follow-Up, Sling, +0%; Nuisance Effect, Skill penalty, -5%) [4].

 

Restful Candle

This thick blue candle burns slowly, filling the air with a sweet, relaxing scent for 16 hours. These candles, although slow to function, have tremendous restorative abilities. Any creature within 2 yards of the burning candle that can smell this odor gains Very Rapid Healing (p. B79) until it leaves the area.

Duration: 16 hours.

Form: Special.

Cost: $1,470 (singular); $530 (5-batched).

Recipe: $147; 13 days; defaults to Alchemy-5.

Statistics: Affliction 1 (HT; Advantage, Restful Candle, +140%; Area Effect, 2 yards, +50%; Aura, +80%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Smell-Based, -20%; Takes Extra Time 1, -10%) [49]. Note: “Restful Candle” is Very Rapid Healing (Magical, -10%) [14].

  

Signal Torch

These simple items are normal torches treated with a variety of alchemical substances to color the flames. Signal torches each burn with a differently colored flame. They are available in a variety of colors, the most common being green, blue, and yellow.

Form: Special.

Cost: $30 (singular); $10 (5-batched).

Recipe: $3; 1 day; defaults to Alchemy-1.

Statistics: Illumination (Variant; Magical, -10%) [1].

   

Sparkstone

These alchemical devices actually resemble fist-sized lumps of hard, gray clay. The sparkstone can be thrown (range is STx3.5). When a sparkstone hits a target, it releases a short, violent arc of electricity, dealing 1d burning surge damage. The discharge leaps to another available target after hitting the initial target! If that attack succeeds, immediately consult your margin of success. If the margin is high enough to hit a separate target after accounting for range penalties plus -2, the next target is struck unless they make an appropriate active defense.

Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. The secondary discharge behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.

Duration: Instantaneous.

Form: Grenade.

Cost: $450 (singular); $160 (5-batched).

Recipe: $45; 2 days; defaults to Alchemy-2.

Statistics: Burning Attack 1d (Grenade, +25%; Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Rapid Fire, Chaining, 2 targets, +40%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [15]. Note: Rapid Fire, Chaining is taken from Ravens N’ Pennies blog post.

  

Stonebreaker Acid

This is a special form of acid created via alchemy. When thrown (range is STx3.5), it deals 1d corrosion damage to stone objects or creatures. Acid is not magical, it’s an exotic alchemical preparation, so it will work even in a no-mana zone.

Duration: Instantaneous.

Form: Grenade.

Cost: $300 (singular); $110 (5-batched).

Recipe: $30; 1 day; defaults to Alchemy-1.

Statistics: Corrosion Attack 1d (Accessibility, Only stone, -25%; Grenade, +25%) [10].

 

Verminbane

This tightly sealed flask contains a pale green smoke. The smoke has an unpleasant smell, but it has no effect on most creatures. Vermin (insects, worms, etc.), however, are repulsed by the smoke. This flask can be thrown (range is STx3.5). Hitting a hard surface, it breaks, creating a cloud of thin smoke in a 2-yard radius. The cloud persists for 30 seconds and may drift with the wind. Every vermin in the area that breathes in the smoke must make an HT roll. Failure means that it leaves the area immediately and becomes unable to reenter it for margin of failure seconds, or until the smoke disperses.

Duration: 30 seconds.

Form: Grenade.

Cost: $750 (singular); $270 (5-batched).

Recipe: $75; 4 days; defaults to Alchemy-2.

Statistics: Affliction 1 (HT; Accessibility, Only vermin, -50%; Area Effect, 2 yards, +50%; Disadvantage, Dread, +30%; Drifting, +20%; Extended Duration on Persistent, 3x, +20%; Grenade, +25%; Magical, -10%; Persistent, +40%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Respiratory Agent, +50%) [25].

 

Vicious Bleeder

This thick blue gel is a powerful anticoagulant that must be applied to a weapon. Any creature that is hit by this weapon must roll against HT or gain Hemophilia (p. B138) for margin of failure minutes.

Duration: 1 hour.

Form: Ointment.

Cost: $540 (singular); $195 (5-batched).

Cost (Herbal): $430 (singular); $155 (5-batched).

Recipe: $54; 2 days; defaults to Alchemy-2.

Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Vicious Bleeder, +120%; Magical, -10%; Ointment with no Contact Agent, -15%) [18]. Notes: «Vicious Bleeder» is Affliction 1 (HT; Disadvantage, Hemophilia, +30%; Follow-Up, This weapon, +0%; Magical, -10%) [12].

 

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