Monday, 28 December 2020

Alchemy: Dungeonscape Elixirs

Alchemy: Dungeonscape Elixirs

Let's convert alchemical items from Dungeonscape for D&D 3.5.
 
Acid Neutralizer
This liquid elixir transmutes up to a gallon of acid into water.
Duration: Instantaneous.
Form: Special.
Cost: $960 (singular); $345 (5-batched).
Recipe: $96; 6 days; defaults to Alchemy-4.
Statistics: Create 0.92 (Cosmic, No roll required, +100%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 1, -10%; Transmute Acid to Water, +40%; Transmutation Only, -100%; Magical, -10%) [32].
   
Bottled Air
This vial can be thrown (range is STx3.5). Upon impact, it destroys fog, mist, and clouds in a 2-yard-radius area, allowing you to see more clearly.
Duration: Instantaneous.
Form: Grenade.
Cost: $600 (singular); $215 (5-batched).
Recipe: $60; 2 days; defaults to Alchemy-2.
Statistics: Create Water Vapor 2 (Cosmic, No roll required, +100%; Destruction, +0%; Grenade, +25%; Ranged, +40%; Reduced Fatigue Cost 2, +40%; Magical, -10%) [20].
  
Firmament Stone
This violet crystal gem has been treated with an alchemical substance that reacts to the position of either the sun or the moon. Even while indoors or below ground, you know the time of day (or night). While the heavenly body to which the stone is attuned is in the sky, a small yellow light glows within the stone, crossing from one side (when the body first appears in the sky) to the other (when the body sets). By examining the position of the glow, you can approximate the time of day or night or approximate the position of the moon.
Form: Special.
Cost: $150 (singular); $55 (5-batched).
Recipe: $15; 1 day; defaults to Alchemy-1.
Statistics: Accessory (Clock; Magical, -10%) [1 x 5 = 5].
 
Ghostwall Shellac
Concentrated ghostwall shellac is a thick green sludge that is always warm to the touch. It is usually stored in metal vials and mixed with water when needed. Prepared shellac is lime green and runny, and it smells like dead flesh. Ghostwall shellac must be mixed with 1 gallon of water to become active. The mixture is then spread over any nonliving surface, most commonly the walls of a room. Coating a 1-yard hex with prepared shellac takes 1 minute, and 1 gallon of the green liquid covers 7 such hexes. Whether it is applied to a surface or left in a container, the shellac dries and hardens 1 hour after being mixed with water. When ghostwall shellac dries, it changes the composition of the surface upon which it has been spread. Incorporeal creatures can no longer pass through a coated wall any more than normal creatures can.
Duration: 1 day.
Form: Ointment.
Cost: $810 (singular); $290 (5-batched).
Recipe: $81; 4 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Ghostwall Shellac, +150%; Area Effect, 2 yards, +50%; Delay, 1 hour, +0%; Extended Duration, 1,000x, +60%; Immediate Preparation Required, 1 minutes, -30%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Trigger, Water, -10%; Variable, Area, +5%) [27]. Note: «Ghostwall Shellac» is Blessed (Ghost Weapon; Magical instead of Divine, -0%) [15]. Extended Duration costs only 60%, because the Ointment meta-enhancement already includes Extended Duration, 30x, +60%.
  
Lave Stone
When thrown (range is STx3.5) into lava, this stone cools a 1-yard hex of molten rock, allowing you to create a series of temporary steps across a body of magma.
Duration: 5 minutes.
Form: Grenade.
Cost: $750 (singular); $270 (5-batched).
Recipe: $75; 4 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Advantage, Lava Stone, +50%; Area Effect, 1 yard, +25%; Grenade, +25%; Extended Duration on Persistent, 30x, +60%; Magical, -10%; Persistent, +40%; Reduced Duration, 1/180, Only when the subject leaves the area, -40%) [25]. Note: “Lava Stone” is Walk on Liquid (Magical, -10%; Specific, Lava, -60%) [5].
 
Lockslick
Many locks rely on friction to keep their mechanical parts in place. A few squirts of lockslick will loosen those parts, making them easier to open with thieves' tools. The grease is effective for a short time and provides a +4 bonus to Lockpicking to those attempting to pick a lock.
Duration: 1 hour.
Form: Ointment.
Cost: $150 (singular); $55 (5-batched).
Recipe: $15; 1 day; defaults to Alchemy-1.
Statistics: Affliction 1 (HT; Accessibility, Only on locks, -40%; Disadvantage, Bad Grip 2, Variant, +10%; Magical, -10%; Ointment with no Contact Agent, -15%) [5].
  
Trollbane
Discovered by gnome alchemists as a safe alternative to flaming weapons, trollbane interferes with the natural ability of certain creatures to regenerate their flesh. Dubbed trollbane because it is frequently used against those particular monsters, this poison is effective against any creature that rapidly heals its wounds. A creature injured by a weapon treated with trollbane must roll HT or lose Regeneration (unless it is Extreme) for margin of failure minutes. Unlike injury poisons, trollbane is not a single use measure – it can be used as many times as possible during its duration.
Duration: 1 hour.
Form: Ointment.
Cost: $780 (singular); $280 (5-batched).
Recipe: $78; 4 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Trollbane, +190%; Ointment with no Contact Agent, -15%) [26]. Notes: «Trollbane» is Affliction 1 (HT; Follow-Up, This weapon, +0%; Magical, -10%; Negated Advantage, Regeneration (Very Fast), +100%) [19].
 

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