Sunday 19 September 2021

Alchemy: Assorted Elixirs II

Alchemy: Assorted Elixirs II

Why am I writing about alchemy again? Because I found out that there's not that many alchemical items in D&D 3.5 that I have not converted. This post covers alchemical items from Savage Species, Races of Stone and Races of the Dragon.

   

Aboleth Mucus

An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Occasionally this substance finds its way into marketplaces. Glass vials of the mucus can be thrown as grenadelike weapons (range is STx3.5). Hitting a hard surface, it breaks, creating a cloud of fumes in a 2-yard radius. Targets that breathe the fumes must make an HT roll to resist. If they fail, 10 minutes later they lose their ability to breathe air and gain the ability to breathe water for margin of failure minutes. Being washed off with cool, fresh water during the onset period negates the effect.

LC: 2.

Form: Grenade.

Cost: $1,050 (singular); $380 (5-batched).

Recipe: $105; 7 days; defaults to Alchemy-4.

Statistics: Affliction 1 (HT; Advantage, Alternate Form (same template, but with Doesn’t Breathe (Gills; underwater only)), +150%; Area Effect, 2 yards, +50%; Grenade, +25%; Magical, -10%; Onset, 10 minutes, -10%; Respiratory Agent, +50%; Terminal Condition, Cool, fresh water, -10%) [35].

  

Aquatic Breathing Mask

This mask covers the user’s whole face. It is fitted with goggles and a bag of an alchemical substance within that allows an aquatic creature to breathe air for up to 5 hours. The item consists of a leather mask with goggles and the alchemical water supply. The mask costs 1/5 of the apparatus, with the water supply taking up the rest of the cost. A partially used water supply cannot be combined with another partially used one to get a fresh supply, but it can be discarded and replaced with a new supply.

LC: 4.

Duration: 5 hours.

Form: Special.

Cost: $840 (singular); $305 (5-batched).

Recipe: $84; 4 days; defaults to Alchemy-3.

Statistics: Affliction 1 (HT; Accessibility, Only for aquatic creatures, -30%; Advantage, Aquatic Breathing Mask, +80%; Cosmic, Recyclable, +50%; Extended Duration, 100x, +20%; Magical, -10%; Potion with Respiratory Agent instead of Blood Agent, +65%) [28]. Notes: «Aquatic Breathing Mask» is Doesn’t Breathe (Gills, -50%; Magical, -10%) [8]. Extended Duration costs only 20%, because the Potion meta-enhancement already includes Extended Duration, 30x, +60%.


Bitterleaf Oil

Kobolds use this salve to keep their scales healthy and shiny. If the oil is applied to a scaled creature, it staves off scale shedding for the day and grants the creature the Rapid Healing advantage (p. B79).

LC: 4.

Duration: 1 day.

Form: Ointment.

Cost: $510 (singular); $180 (5-batched).

Recipe: $51; 2 days; defaults to Alchemy-2.

Statistics: Affliction 1 (HT; Accessibility, Only on scaled creatures, -20%; Advantage, Bitterleaf Oil, +50%; Extended Duration, 1,000x, +60%; Magical, -10%; Ointment with no Contact Agent, -15%) [17]. Notes: «Bitterleaf Oil» is Rapid Healing (Magical, -10%) [5]. Extended Duration costs only 60%, because the Potion meta-enhancement already includes Extended Duration, 30x, +60%.

 

Blasting Pellets

Blasting pellets look like ball bearings or stones and come in bags. One bag of these alchemical items is enough to cover a 1-yard hex. During each second when a creature moves through an area covered in blasting pellets (or fights while standing in such an area), it must make a successful DX roll to avoid breaking one. Breaking one pellet sets off a chain reaction among the others, and they all explode loudly, dealing 1d non-incendiary burning damage from sound to everyone in the hex. Spreading a bag of pellets over a wider area or throwing the bag at a target has no substantial effect.

LC: 2.

Duration: Permanent, until triggered.

Form: Special.

Cost: $270 (singular); $100 (5-batched).

Recipe: $27; 1 day; defaults to Alchemy-1.

Statistics: Burning Attack 1d (Area Effect, 1 yard, +25%; Environmental, Sound-transmitting medium, -10%; Environmental, Ground, -20%; Magical, -10%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; Nuisance Effect, Loud, -5%; Trigger, Stepped On, +50%) [5].

  

Blister Oil

Blister oil is a highly refined alchemical liquid that causes painful blisters upon contact. To use it, a thin coat must be applied to a surface, such as a sword hilt or door handle. One application covers roughly a 6-inch-by-6-inch square area. When oil touches bare skin, the victim must make an HT roll to avoid painful red blisters that spring up on the affected area of skin. These blisters cause severe pain (p. B428) and last for 6 days.

LC: 3.

Duration: 6 days.

Form: Ointment.

Cost: $510 (singular); $180 (5-batched).

Recipe: $51; 2 days; defaults to Alchemy-2.

Statistics: Affliction 1 (HT; Extended Duration, 3,000x, +80%; Magical, -10%; Ointment, -45%; Severe Pain, +40%) [17]. Note: Extended Duration costs +80% because the Ointment meta-enhancement already includes Extended Duration, 30x, +60%.

    

Breathing Mask

This desmodu-made mask covers the user’s whole face. It is fitted with goggles and a bag of an alchemical substance within that allows the wearer to breathe for up to 5 hours. With the mask on, the wearer can ignore the effects of noxious fumes and inhaled toxins. It even enables the wearer to function underwater or in an airless environment. The item consists of a leather mask with goggles and the alchemical air supply. The mask costs 1/5 of the apparatus, with the air supply taking up the rest of the cost. A partially used air supply cannot be combined with another partially used one to get a fresh supply, but it can be discarded and replaced with a new supply.

LC: 4.

Duration: 5 hours.

Form: Special.

Cost: $1,230 (singular); $445 (5-batched).

Recipe: $123; 9 days; defaults to Alchemy-5.

Statistics: Affliction 1 (HT; Advantage, Breathing Mask, +180%; Cosmic, Recyclable, +50%; Extended Duration, 100x, +20%; Magical, -10%; Potion with Respiratory Agent instead of Blood Agent, +65%) [41]. Notes: «Breathing Mask» is Doesn’t Breathe (Magical, -10%) [18]. Extended Duration costs only 20%, because the Potion meta-enhancement already includes Extended Duration, 30x, +60%.

 

Delver Slime

Delvers produce a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. Glass vials of this substance occasionally appear in marketplaces, sold by enterprising dwarves who bribed delvers with gems. Vials of the slime can be thrown as grenadelike weapons (range is STx3.5), dealing 1d-2 corrosion damage to organics, 2d corrosion damage to metal, and 4d corrosion damage to stone. Delver slime is not magical, it’s an exotic alchemical preparation, so it will work even in a no-mana zone.

LC: 2.

Duration: Instantaneous.

Form: Grenade.

Cost: $1,830 (singular); $660 (5-batched).

Recipe: $183; 19 days; defaults to Alchemy-7.

Statistics: Corrosion Attack 1d-2 (Accessibility, Only against organics, -40%; Grenade, +25%; Link, +10%) [4] + Corrosion Attack 2d (Accessibility, Only against metal, -40%; Grenade, +25%; Link, +10%) [19] + Corrosion Attack 4d (Accessibility, Only against stone, -40%; Grenade, +25%; Link, +10%) [38].

 

Ditherbomb (Strong)

These are spherical explosive devices created by kobold alchemists to reduce large boulders to rubble during mining operations. They have also been adapted for military purposes. Activating a ditherbomb is a Ready maneuver that involves violently shaking the device, which explodes 1d/2 seconds later. (Violently shaking the bearer of a ditherbomb often sets the bomb off as well.) This bomb can be thrown (range is STx3.5). It deals 4d crushing damage. The target takes damage normally; anything nearby receives “collateral damage” equal to basic damage divided (3 x the distance in yards from the blast).

LC: 2.

Duration: Instantaneous.

Form: Grenade.

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

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

Statistics: Crushing Attack 4d (Delay, 1d/2 seconds, +0%; Explosion 1, +50%; Grenade, +25%; Magical, -10%; Nuisance Effect, Can be set off by shaking the bearer, -5%; Takes Extra Time 1, -10%) [30].

 

Ditherbomb (Weak)

These are spherical explosive devices created by kobold alchemists to reduce large boulders to rubble during mining operations. They have also been adapted for military purposes. Activating a ditherbomb is a Ready maneuver that involves violently shaking the device, which explodes 1d/2 seconds later. (Violently shaking the bearer of a ditherbomb often sets the bomb off as well.) This bomb can be thrown (range is STx3.5). It deals 2d crushing damage. The target takes damage normally; anything nearby receives “collateral damage” equal to basic damage divided (3 x the distance in yards from the blast).

LC: 2.

Duration: Instantaneous.

Form: Grenade.

Cost: $690 (singular); $250 (5-batched).

Recipe: $69; 3 days; defaults to Alchemy-2.

Statistics: Crushing Attack 2d (Delay, 1d/2 seconds, +0%; Explosion 1, +50%; Grenade, +25%; Magical, -10%; Nuisance Effect, Can be set off by shaking the bearer, -5%; Takes Extra Time 1, -10%) [15].

 

Ditherbomb (Wyrm)

These are spherical explosive devices created by kobold alchemists to reduce large boulders to rubble during mining operations. They have also been adapted for military purposes. Activating a ditherbomb is a Ready maneuver that involves violently shaking the device, which explodes 1d/2 seconds later. (Violently shaking the bearer of a ditherbomb often sets the bomb off as well.) This bomb can be thrown (range is STx3.5). It deals 8d crushing damage. The target takes damage normally; anything nearby receives “collateral damage” equal to basic damage divided (3 x the distance in yards from the blast).

LC: 2.

Duration: Instantaneous.

Form: Grenade.

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

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

Statistics: Crushing Attack 8d (Delay, 1d/2 seconds, +0%; Explosion 1, +50%; Grenade, +25%; Magical, -10%; Nuisance Effect, Can be set off by shaking the bearer, -5%; Takes Extra Time 1, -10%) [60].

 

Fire Beetle Lamp

This lamp uses the luminous gland located above each eye of a fire beetle as its light source. Thanks to a special alchemical treatment, a fire beetle lamp shines as brightly as a common lamp and lasts for 7 days after creation. (Most fire beetle lamps are put into service immediately upon creation, but some unscrupulous merchants sell lamps after they have been used for a few days.)

LC: 4.

Duration: 7 days.

Form: Special.

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

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

Statistics: Illumination (Extended Duration, 30x, +60%) [2].

 

Flash Tube

Ingenious alchemists figured out how to duplicate the effect of a gibbering mouther’s spittle. Vials of this substance can be thrown as grenadelike weapons (range is STx3.5). The fluid within ignites on contact with the air, creating a blinding flash of light. Everyone within 8 yards must resist with HT; Protected Vision gives +5, and those with Blindness are immune. Everyone who fails to resist is blinded for 9 seconds.

LC: 3.

Form: Grenade.

Cost: $1,380 (singular); $495 (5-batched).

Recipe: $138; 11 days; defaults to Alchemy-5.

Statistics: Affliction 1 (HT; Area Effect, 8 yards, +150%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Grenade, +25%; Reduced Duration, 1/10, -20%; Vision-Based, +150%) [46].

 

Frostfire

This sticky, adhesive substance drains away heat when exposed to air or moisture. A flask of frostfire can be thrown as a grenadelike weapon (range is STx3.5), covering a 2-yard-radius area. Everyone in the area takes 1d-1 non-incendiary burning damage from extreme cold. The target can then attempt to scrape off or wash away the frostfire, if desired. If this does not occur, the target is dealt 1d-1 non-incendiary burning damage again 10 seconds later. Removing frostfire by scraping requires a successful DX roll and four Ready maneuvers. Alternatively, the substance can be removed automatically by dousing it with at least a quart of an alcoholic or acidic solution (such as wine or vinegar).

LC: 2.

Duration: 10 seconds.

Form: Grenade.

Cost: $270 (singular); $100 (5-batched).

Recipe: $27; 1 day; defaults to Alchemy-1.

Statistics: Burning Attack 1d-1 (Area Effect, 2 yards, +50%; Cyclic, 1 cycle, 10 seconds, +50%; Grenade, +25%; Magical, -10%; No Incendiary Effect, -10%) [9].


Hearthfire

A concoction of dwarf alchemists, hearthfire is a blue-green gel, typically poured into a large shallow container and allowed to solidify. The substance is then left in the pan as is or removed and cut into 2-inch cubes. When water is poured onto the gel (1 ounce per 2-inch cube is sufficient), it “ignites,” causing blue-green flames to spring from the substance. The flames have no heat and will not harm anything that touches them. Each 2-inch block provides light for 24 hours when wet, shedding illumination as a torch. The hours of use need not be continuous, so a flaming cube can be extinguished, dried off, and used again at a later time. In the dwarves’ underground communities, hearthfire sees common use in city lanterns, as well as home hearths and braziers. Hearthfire lanterns hold one dose each and are typically hooded.

LC: 4.

Duration: 6 hours.

Form: Special.

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

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

Statistics: Illumination (Cosmic, Can be extinguished and lit again, +50%; Extended Duration, 3x, +20%; Magical, -10%) [2].

  

Sculptor’s Slime

Another product of dwarf dealings with delvers, this slimy liquid softens stone. A flask of sculptor’s slime can be thrown as a grenadelike weapon (range is STx3.5). Upon impact, it transforms 40 pounds of stone into mud.

LC: 2.

Duration: Instantaneous.

Form: Grenade.

Cost: $1,410 (singular); $510 (5-batched).

Recipe: $141; 12 days; defaults to Alchemy-5.

Statistics: Create 2 (Cosmic, No die roll required, +100%; Grenade, +25%; Magical, -10%; Transmute Earth to Mud, +40%; Transmutation Only, -100%) [47].

 

Spiderlily Essence

Spiderlily essence is noxious to most vermin (with the notable exception of spiders, which ironically cannot detect the stuff). This elixir can be applied to a single creature. Non-spider vermin (insects, worms, etc.) are repulsed by the smell of the essence. Every non-spider vermin within 2 yards of the subject that breathes in the smell must make a Will roll. Failure means that it leaves the area immediately and becomes unable to reenter it for margin of failure seconds, or until the essence disperses.

LC: 4.

Duration: 1 hour.

Form: Ointment.

Cost: $690 (singular); $250 (5-batched).

Cost (Herbal): $552 (singular); $200 (5-batched).

Recipe: $69; 3 days; defaults to Alchemy-3.

Statistics: Affliction 1 (HT; Advantage, Spiderlily Essence, +150%; Magical, -10%; Ointment with no Contact Agent, -15%) [23]. Note: “Spiderlily Essence” is Affliction 1 (Will; Accessibility, Only non-spider vermin, -45%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Dread, +30%; Emanation, -20%; Magical, -10%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Respiratory Agent, +50%) [15].

   

Spore Flask

No one knows who first persuaded a vrock to allow the bottling of its spores, or how it was persuaded. No doubt, the horrible tanar’ri delight in the idea of inflicting pain without even being present. A flask of vrock spores can be thrown as a grenadelike weapon (range is STx3.5). Upon impact, it creates a cloud of spores in a 2-yard radius. The spores work as a contact agent, ignoring unsealed DR and dealing 1 point of toxic damage every 10 seconds for 6 cycles total. At the end of this time, the victim is covered with a tangle of viny growths. The vines are harmless and wither away in 1d/2 days. The spores can be removed with a successful Physician roll (takes 10 seconds). Bless, Neutralize Poison, or Cure Disease kills the spores, as does sprinkling the victim with a vial of holy water.

LC: 2.

Duration: Instantaneous.

Form: Grenade.

Cost: $270 (singular); $100 (5-batched).

Recipe: $27; 1 day; defaults to Alchemy-1.

Statistics: Toxic Attack 1 (Area Effect, 2 yards, +50%; Contact Agent, +150%; Cyclic, 5 10-second intervals, +500%; Grenade, +25%) [9].


Sundark Goggles

The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from falling off. Sundark goggles negate up to -5 in illumination penalties experienced by a creature with Night Vision with a negative default illumination level while in bright illumination. As a side effect, they grant the wearer a +1 bonus to HT rolls to resist dazzling effects. Creatures without Night Vision 2 (or higher), Infravision, or Dark Vision that wear sundark goggles take a -2 penalty on Vision rolls.

LC: 4.

Duration: Permanent.

Form: Special.

Cost: $600.

Recipe: $60; 2 days; defaults to Alchemy-2.

Statistics: Night Vision 5 (Only negates Night Vision with a negative default, -60%; Temporary Disadvantage, -2 to vision to those without Night Vision 2 or higher or Infravision or Dark Vision, -2%) [3 x 5 = 15] + Robust Vision [1 x 5 = 5].



No comments:

Post a Comment