Alchemy: Assorted Elixirs II
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].
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