Friday, 17 September 2021

Alchemy: Assorted Elixirs

Alchemy: Assorted Elixirs

Let's convert some more D&D alchemical items. This post covers items from Tome and Blood, Sword and Fist, Masters of the Wild, and Stormwrack.

 

Disappearing Ink

After being used to write a message, this blue or red ink vanishes from view at the end of an hour (though ink can be made that disappears after a longer period, such as a day, 10 days, or a month). Heat (such as a candle flame) applied to the writing surface makes the ink appear again. A successful Vision-5 roll reveals traces of the faded writing. Each vial contains enough powder for a reasonably lengthy sentence.

LC: 4.

Form: Special.

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

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

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

 

Glowpowder

This concoction can be thrown (range is STx3.5). Hitting a hard surface, it breaks, creating a cloud of glowing powder in a 4-yard radius. This luminescent dust clings to surfaces and creatures, making them glow. Creature may resist with a DX roll. The grains of powder glow about as brightly as sparks from a campfire. They do not provide illumination, but they are noticeable, providing a +2 bonus to Vision rolls to see them. This may negate up to -2 in illumination penalties in combat. This effect lasts for margin of failure minutes, but can be ended prematurely by washing the powder away.

LC: 4.

Form: Grenade.

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

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

Statistics: Affliction 1 (DX; Advantage, Glowpowder, +20%; Area Effect, 4 yards, +100%; Based on DX, +20%; Grenade, +25%; Magical, -10%; Terminal Condition, Water, -10%) [25]. Note: “Glowpowder” is Obscure 2 (Vision; Magical, -10%; No Area Effect, -50%; Reversed, -0%) [2].

  

Healing Salve

Rubbing this stinky green paste into wounds promotes rapid healing. The subject regenerates 1 HP per minute.

LC: 4.

Duration: 3 minutes.

Form: Ointment.

Cost: $1,320 (singular); $475 (5-batched).

Cost (Herbal): $1,055 (singular); $380 (5-batched).

Recipe: $132; 10 days; defaults to Alchemy-5.

Statistics: Affliction 1 (HT; Advantage, Healing Salve, +450%; Fixed Duration, +0%; Magical, -10%; No Extended Duration, -60%; Ointment, -45%) [44]. Note: «Healing Salve» is Regeneration (Fast; Magical, -10%) [45].

  

Phantom Ink

Similar to disappearing ink, messages written with this ink vanish from view at the end of an hour and thereafter can be read only under the right kind of light. The usual types specify one of the following: firelight (which includes candles, torches, and other flames), magical light (which includes Light, Sunlight, Mage Light, and Continual Light spells), moonlight, and starlight (this last usually is not discernible unless the reader has Night Vision). Each vial contains enough powder for a reasonably lengthy sentence.

LC: 4.

Form: Special.

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

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

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

    

Potion of Animal Logic

This green potion grants the subject the Animal Empathy (p. B40) and Animal Friend 1 (p. B90) advantages.

LC: 4.

Duration: 1 hour.

Form: Potion.

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

Cost (Herbal): $405 (singular); $145 (5-batched).

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

Statistics: Affliction 1 (HT; Advantage, Potion of Animal Logic, +100%; Magical, -10%; Potion, -25%) [17]. Notes: «Potion of Animal Logic» is Animal Empathy (Magical, -10%) [5] + Animal Friend 1 (Magical, -10%) [5].


Potion of False Life

This purple potion grants the subject 1d levels of ablative DR.

LC: 3.

Duration: 1 hour.

Form: Potion.

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

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

Statistics: Affliction 1 (HT; Advantage, Potion of Wisdom, +40%; Magical, -10%; Potion, -25%) [11]. Notes: «Potion of False Life» is DR 4 (Ablative, -80%; Magical, -10%) [4]. The bonus was converted to 1d as per p. B269.

  

Potion of Flaming Fists

The drinker’s hands burst into flame, making them deal 1d-1 follow-up burning damage. The flames do not harm the drinker.

LC: 2.

Duration: 3 minutes.

Form: Potion.

Cost: $150 (singular); $55 (5-batched).

Recipe: $15; 1 day; defaults to Alchemy-1.

Statistics: Affliction 1 (HT; Advantage, Potion of Flaming Fists, +40%; Magical, -10%; No Extended Duration, -60%; Potion, -25%) [5]. Notes: «Potion of Flaming Fists» is Burning Attack 1d-1 (Follow-Up, Punch, +0%; Magical, -10%) [4].

  

Potion of Natural Clarity

This green potion grants the subject Outdoorsman 2 (p. B91).

LC: 4.

Duration: 1 hour.

Form: Potion.

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

Cost (Herbal): $600 (singular); $215 (5-batched).

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

Statistics: Affliction 1 (HT; Advantage, Potion of Natural Clarity, +180%; Magical, -10%; Potion, -25%) [25]. Notes: «Potion of Natural Clarity» is Outdoorsman 2 (Magical, -10%) [18].

 

Potion of Unerring Direction

This purple potion grants the subject the Absolute Direction advantage (p. B34).

LC: 4.

Duration: 1 hour.

Form: Potion.

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

Cost (Herbal): $288 (singular); $105 (5-batched).

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

Statistics: Affliction 1 (HT; Advantage, Potion of Unerring Direction, +50%; Magical, -10%; Potion, -25%) [12]. Note: «Potion of Unerring Direction» is Absolute Direction (Magical, -10%) [5].


Scentbreaker

This small bag contains either a collection of aromatic herbs or a strongly scented alchemical mixture. Either version can confound any creature’s sense of smell. This grenade can be thrown (range is STx3.5). Upon impact, it creates a cloud of gas in a 4-yard radius. The cloud persists for 50 minutes and may drift with the wind. Any creature that inhales the gas makes an HT roll to resist. Should it fail, it loses its sense of smell for 30 minutes time margin of failure.

LC: 4.

Duration: 50 minutes.

Form: Grenade.

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

Cost (Herbal): $1,175 (singular); $420 (5-batched).

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

Statistics: Affliction 1 (HT; Area Effect, 4 yards, +100%; Disadvantage, No Sense of Smell/Taste (Smell Only, -50%), +3%; Drifting, +20%; Extended Duration, 30x, +60%; Extended Duration on Persistent, 300x, +100%; Grenade, +25%; Magical, -10%; Persistent, +40%; Respiratory Agent, +50%) [49].

  

Stinkpot

This is a simple chemical weapon, consisting of a clay jar filled with a mix of noxious substances. When set alight, the mixture produces a foul-smelling smoke that fills a 4-yard-radius area. Indoors, this smoke lingers about a minute; outdoors, it disperses within about 10 seconds. Anyone breathing smoke created by the stinkpot must roll against HT in 2d seconds or become nauseated (p. B428) for margin of failure minutes. A stinkpot can be thrown STx3.5 yards.

LC: 3.

Duration: 1 minute; see text.

Form: Pastille.

Cost: $990 (singular); $355 (5-batched).

Cost (Herbal): $792 (singular); $285 (5-batched).

Recipe: $99; 6 days; defaults to Alchemy-4.

Statistics: Affliction 1 (HT; Area Effect, 4 yards, +50%; Magical, -10%; Nauseated, +30%; Pastille, +155%) [33].



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