Friday, 11 December 2020

Alchemy: Some Elixirs I Missed

Alchemy: Some Elixirs I Missed

Apparently I declared some of the D&D books "converted alchemy-wise" too early, because some alchemical items for some reason were moved to the magic items sections. So, let's catch up. This post will cover elixirs from the Arms and Equipment Guide, Book of Vile Darkness, and Complete Scoundrel.

  

Beetle Elixir

Beetle elixir causes the drinker’s skin to bulk up, darken, harden, and gloss over. Short antennae also sprout from his or her forehead. The drinker gains DR 2 and Vibration Sense (Air) (p. B96).

Duration: 1 hour.

Form: Potion.

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

Recipe: $75; 4 days; defaults to Alchemy-3.

Statistics: Affliction 1 (HT; Advantage, Beetle Elixir, +180%; Magical, -10%; Potion, -25%) [25]. Note: «Beetle Elixir» is DR 2 (Magical, -10%) [9] + Vibration Sense (Air; Magical, -10%) [9].

  

Bladeshimmer

This silvery oil causes nonliving objects on which it is smeared to turn invisible.

Duration: 9 minutes.

Form: Potion.

Cost: $1,770 (singular); $635 (5-batched).

Recipe: $177; 18 days; defaults to Alchemy-6.

Statistics: Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Bladeshimmer, +560%; Extended Duration, 3x, -40%; Magical, -10%; Ointment with no Contact Agent, -15%) [59]. Notes: «Bladeshimmer» is Invisibility (Affects Machines, +50%; Magical, -10%) [56]. Extended Duration costs -40% because the Ointment meta-enhancement already includes Extended Duration, 30x, +60%.

 

Electric Eel Elixir

The drinker’s skin turns silvery, granting the drinker DR 1 with the Tough Skin limitation. In addition, ะตhe subject is sheathed in crackling lightning that deals 1d-1 burning surge damage to enemies who touch their body or attack them with a conductive weapon. 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 injury, or be physically stunned. On subsequent turns, they can roll HT to recover.

Duration: 1 hour.

Form: Potion.

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

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

Statistics: Affliction 1 (HT; Advantage, Electric Eel Elixir, +170%; Magical, -10%; Potion, -25%) [24]. Note: «Electric Eel Elixir» is Burning Attack 1d-1 (Aura, +80%; Cosmic, Works through conductive weapons, +50%; Magical, -10%; Melee Attack, Reach C, -30%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [14] + DR 1 (Magical, -10%; Tough Skin, -40%) [3].

    

Elixir of the Dark Speech

This allows the imbiber to speak and understand the Dark Speech.

Duration: 1 hour.

Form: Potion.

Cost: $1,200 (singular); $430 (5-batched).

Recipe: $120; 8 days; defaults to Alchemy (Dark)-4.

Statistics: Affliction 1 (HT; Advantage, Elixir of the Dark Speech, +330%; Magical, -10%; Potion, -25%) [40]. Note: «Elixir of the Dark Speech» is Language (Dark Speech; Native; Spoken Only; Magical, -10%) [3] + Charisma 3 (Accessibility, Only on evil beings, -35%; Magical, -10%; Requires saying something in the Dark Speech, -5%) [8/5 = 2] + Terror (Hearing; Backlash, Severe Pain, -40%; Costs Fatigue, 2 FP, -10%; Magical, -10%) [12/5 = 3] + Affliction 1 (HT; Accessibility, Inanimate objects only, -10%; Attribute Penalty, HT-5, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; Negated Advantage, Reduced DR 10, +50%; No Signature, +20%; Requires Dark Speech, -10%) [25].

 

Incense of the Gorgon

This foul-smelling incense is typically found in a dark green vial with the embossed image of a gorgon. The smoke from this incense makes the subject permanently petrified (p. B428) when inhaled. This cannot be undone via Dispel Magic; countering it requires Remove Curse or the equivalent of Stone to Flesh.

Duration: 1 minute (the smoke) and permanent (the effect).

Form: Pastille.

Cost: $1,800 (singular); $650 (5-batched).

Recipe: $180; 18 days; defaults to Alchemy-6.

Statistics: Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Magical, -10%; Paralysis, Variant, +150%; Pastille, +155%) [60].

 

Porcupine Elixir

Porcupine elixir toughens the drinker’s skin, granting them DR 1 with the Tough Skin limitation. In addition, hundreds of needle-sharp quills sprout from the drinker’s body. This is defensive weaponry, intended to discourage attackers; the drinker cannot use their spines actively. However, they get a DX-4 roll to hit each foe in close combat with them once per turn, as a free action. Roll at +2 against foes who attacked the drinker from behind. Those who grapple or slam the drinker are hit immediately and automatically – and those who slam the drinker take maximum damage! The spines deal 1d-2 impaling damage and have Reach C. They cannot sprout through armor of any sort.

Duration: 1 hour.

Form: Potion.

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

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

Statistics: Affliction 1 (HT; Advantage, Porcupine Elixir, +40%; Magical, -10%; Potion, -25%) [11]. Note: «Porcupine Elixir» is DR 1 (Magical, -10%; Tough Skin, -40%) [3] + Short Spines (Magical, -10%) [1].

 

Potion of Animal Senses

This murky brown potion smells like the pelt of a wet animal. It grants the imbiber a +2 bonus to Hearing rolls, Discriminatory Smell, and Night Vision 5.

Duration: 1 hour.

Form: Potion.

Cost: $900 (singular); $325 (5-batched).

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

Recipe: $90; 5 days; defaults to Alchemy-3.

Statistics: Affliction 1 (HT; Advantage, Potion of Animal Senses, +230%; Magical, -10%; Potion, -25%) [30]. Note: «Potion of Animal Senses» is Acute Hearing 2 (Magical, -10%) [4] + Discriminatory Smell (Magical, -10%) [14] + Night Vision 5 (Magical, -10%) [5].

  

Potion of Watery Breath

This aquamarine potion is the opposite of the elixir of fire breath. It grants the drinker the ability to launch massive amounts of water from their mouth. They can breathe water up to three times, each time dealing 4d crushing damage that does not deal injury, but causes blunt trauma and knockback, to a single target up to 10 yards away. Use Innate Attack (Breath) 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. The water also douses most normal fires.

Duration: 1 hour or until all uses are spent.

Form: Potion.

Cost: $420 (singular); $150 (5-batched).

Recipe: $42; 1 day; defaults to Alchemy-1.

Statistics: Affliction 1 (HT; Advantage, Potion of Watery Breath, +70%; Magical, -10%; Potion, -25%) [14]. Note: «Potion of Watery Breath» is Crushing Attack 4d (Increased 1/2D, 2x, +5%; Limited Use, 3 uses, Fast Reload, -10%; Jet, +0%; Magical, -10%; No Wounding, -50%) [7].

  

Rhino Elixir

Rhino elixir toughens the drinker’s skin, granting them DR 3 with the Tough Skin limitation. However, the drinker has Bad Sight (Nearsighted) (p. B123) for the duration of this potion.

Duration: 1 hour.

Form: Potion.

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

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

Statistics: Affliction 1 (HT; Advantage, Rhino Elixir, +40%; Magical, -10%; Potion, -25%) [11]. Note: «Rhino Elixir» is DR 3 (Magical, -10%; Temporary Disadvantage, Bad Sight (Nearsighted), -25%; Tough Skin, -40%) [4].


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