Thursday, 23 September 2021

Alchemy: Eberron Elixirs

Alchemy: Eberron Elixirs

Let's convert all the new alchemical items from the Eberron books.

NEW ELIXIR FORM

Bloodspike
+25%
A bloodspike somewhat resembles a thin potion vial, narrowing to a needlelike point at one end. The interior of the slender tube is filled with one of several varieties of alchemical substance. To use a bloodspike, a user jabs it directly into her flesh (the fleshy part of the arm is an ideal location). Doing this deals 1 point of injury and causes the fluid in the narrow vial to be absorbed directly into the user’s body. Alternatively, a bloodspike can be thrown as a ranged weapon with a range of STx3.5 yards. The bloodspike deals thr-2 impaling damage if used in this way, with the target subject to the effects of the bloodspike’s contents on a successful hit that penetrates DR. (Since most bloodspikes provide a beneficial effect, an adventurer will typically throw a bloodspike at an ally to grant him its benefits in a combat situation.) A bloodspike weighs 0.5 lb., has SM-6 and Bulk -3. This is a Mini item.
Statistics: Follow-Up, Bloodspike Throw, +0%; Increased 1/2D, x10, +15%; Increased Range, x3.5, +20%; Muscle-Powered Range, -10%.

NEW ELIXIRS

Acidic Fire
This alchemical concoction combines alchemist’s fire with a strong acid. This bottle can be thrown (range is STx3.5). Tossed at the ground, it creates a two-yard-radius puddle of burning acid (1d-1 burning and linked 1d-1 corrosion/second) for 30 seconds.
LC: 2.
Duration: 30 seconds.
Form: Grenade.
Cost: $840 (singular); $305 (5-batched).
Recipe: $84; 4 days; defaults to Alchemy-3.
Statistics: Burning Attack 1d-1 (Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Grenade, +25%; Link, +10%; Persistent, +40%) [10] + Corrosion Attack 1d-1 (Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Grenade, +25%; Link, +10%; Persistent, +40%) [18].

Aelia’s Tonic
This foul, murky liquid makes the imbiber more vulnerable to poisons. The imbiber has -3 to HT rolls to resist poisons.
LC: 3.
Duration: 1 hour.
Form: Potion.
Cost: $240 (singular); $85 (5-batched).
Recipe: $24; 1 day; defaults to Alchemy-1.
Statistics: Affliction 1 (HT; Disadvantage, Susceptible to Poisons 4, +12%; Magical, -10%; Potion, -25%) [8].
   
Alchemist’s Frost
A thin liquid that grows extremely cold when exposed to air, alchemist’s frost functions like alchemist’s fire, except that it deals damage from extreme cold. This bottle can be thrown (range is STx3.5). Tossed at the ground, it creates a two-yard-radius area of frost fire (1d-1 non-incendiary burn/second) for 30 seconds.
LC: 2.
Duration: 30 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%; Extended Duration on Persistent, 3x, +20%; Grenade, +25%; No Incendiary Effect, -10%; Persistent, +40%) [9].
 
Alchemist’s Spark
Alchemist’s spark combines two substances that react violently when mixed. A flask of alchemist’s spark has two compartments that keep the two substances separate; throwing the flask shatters it and allows the substances to mix, releasing a powerful electrical discharge. This bottle can be thrown (range is STx3.5). Tossed at the ground, it creates a two-yard-radius area of electrical discharges (1d-1 burning surge/second) for 30 seconds. 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.
LC: 2.
Duration: 30 seconds.
Form: Grenade.
Cost: $480 (singular); $170 (5-batched).
Recipe: $48; 2 days; defaults to Alchemy-2.
Statistics: Burning Attack 1d-1 (Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Grenade, +25%; Persistent, +40%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [16].
 
Blackroot Oil
Brewed from the stringy roots of a deep gray jungle fern, this thin oil is made almost exclusively by the drow, although other races accustomed to the dark value it highly. When a few drops of this oil are put in both eyes (a Ready maneuver), they negate up to -5 in illumination penalties experienced by a creature with Night Vision with a negative default illumination level while in bright illumination.
LC: 4.
Duration: 1 hour.
Form: Potion.
Cost: $270 (singular); $100 (5-batched).
Cost (Herbal): $215 (singular); $75 (5-batched).
Recipe: $27; 1 day; defaults to Alchemy-1.
Statistics: Affliction 1 (HT; Advantage, Blackroot Oil, +20%; Magical, -10%; Potion, -25%) [9]. Note: «Blackroot Oil» is Night Vision 5 (Magical, -10%; Only negates Night Vision with a negative default, -60%) [2].
  
Breath of the Devourer
This combination of salts and crystallized acids is used for ceremonial purposes. One vial of this concoction sprinkled into 10 pounds of fresh water is enough to instantly turn it into seawater.
LC: 4.
Duration: Instantaneous.
Form: Special.
Cost: $270 (singular); $100 (5-batched).
Recipe: $27; 1 day; defaults to Alchemy-1.
Statistics: Create 1 (Cosmic, No roll required, +100%; Magical, -10%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 1, -10%; Transmute Fresh Water to Seawater, +50%; Transmutation Only, -100%) [9].
 
Darkeye
This toxic beverage disrupts the imbiber’s coordination (-2 to DX), but increases his necromantic prowess, granting him one level of Talent in regards to necromantic spells.
LC: 0.
Duration: 1 hour.
Form: Potion.
Cost: $420 (singular); $150 (5-batched).
Recipe: $42; 2 days; defaults to Alchemy (Dark)-2.
Statistics: Affliction 1 (HT; Advantage, Darkeye, +50%; Attribute Penalty, -2 to DX, +20%; Magical, -10%; Potion, -25%) [14]. Note: «Darkeye» is Necromancy Talent 1 (Magical, -10%) [5].
    
Defiling Bloodspike
A defiling bloodspike is filled with a degenerative alchemical mixture. When thrown (range is STx3.5), it deals thr-2 impaling damage. If a defiling bloodspike deals damage to a creature, the creature must make an HT roll, as the tainted mixture is absorbed into its blood, causing the target to be nauseated for margin of failure minutes
LC: 3.
Form: Bloodspike.
Cost: $480 (singular); $170 (5-batched).
Recipe: $48; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Bloodspike, +25%; Nauseated, +30%) [16].

Euphoric Sacrament
Worshipers of the Fury revere passions so strong that they are indistinguishable from madness. To attain such a state, some of their ceremonies involve a potent drink called euphoric sacrament. This liquid is metallic gold and has a dizzying aroma. It is a combination of pure alcohol and certain herbal and alchemical additives. This potion adds 2 to the user’s ST and makes him hallucinate (p. B429). This increases encumbrance, weapon damage, etc., appropriately, but does not give extra HP.
LC: 3.
Duration: 1 hour.
Form: Potion.
Cost: $780 (singular); $280 (5-batched).
Recipe: $78; 4 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Advantage, Euphoric Sacrament, +140%; Hallucinating, +50%; Magical, -10%; Potion, -25%) [26]. Note: «Euphoric Sacrament» is ST+2 (Does not increase HP, -20%; Magical, -10%) [14].

Explosive Pack
Dwarves make these explosive devices as precision damage-dealing instruments, mostly for destroying objects and buildings. Filled with a substance that is essentially supercharged alchemist’s fire, these packs are sealed with inert clay and carried in a specialized leather satchel. When a pack is activated by pulling a series of metal pins (four Ready maneuvers), the resultant holes allow air into the mixture, setting up a chain reaction. Each explosive pack is manufactured with a specific detonation time, determined by the length the pins stick into the clay – usually about 1 minute, but as little as 2 seconds. This pack can be thrown (range is STx3.5). It deals 8d burning 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: $1,740 (singular); $625 (5-batched).
Recipe: $174; 17 days; defaults to Alchemy-6.
Statistics: Burning Attack 8d (Delay, +0%; Explosion 1, +50%; Grenade, +25%; Magical, -10%; Takes Extra Time 2, -20%) [58].
 
Glowbug Bloodspike
A glowbug bloodspike interlaces your blood with an alchemical substance that reacts by emitting a luminous radiance. For 1 hour after a bloodspike is used, this radiance leaks from every inch of your skin. So long as some part of your body is exposed (hands, arms, head, and so on), the effects of the bloodspike provide bright light as a torch.
LC: 4.
Duration: 1 hour.
Form: Bloodspike.
Cost: $570 (singular); $205 (5-batched).
Recipe: $57; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage, Glowbug Bloodspike, +10%; Extended Duration, 30x, +60%; Bloodspike, +25%) [19]. Note: “Glowbug Bloodspike” is Illumination (Magical, -10%) [1].

Heartflow
This clear fluid is a powerful aphrodisiac that grants the imbiber the Lecherousness (9) disadvantage (p. B142).
LC: 2.
Duration: 1 hour.
Form: Potion.
Cost: $270 (singular); $95 (5-batched).
Recipe: $27; 1 day; defaults to Alchemy-1.
Statistics: Affliction 1 (HT; Disadvantage, Lecherousness (9), +22%; Magical, -10%; Potion, -25%) [9].
  
Icewild Lichen Paste
Icewild, or muqqa, is a stimulant that produces a feeling of energy. The imbiber does not lose FP through normal exertion. He can still lose fatigue from starvation, thirst, sleeplessness, etc. Likewise, any use of magic, psionics, and extra effort has its normal costs. When the potion’s effect wears off, the imbiber instantly loses 5 FP.
LC: 3.
Duration: 1 day.
Form: Potion.
Cost: $1,080 (singular); $390 (5-batched).
Cost (Herbal): $865 (singular); $310 (5-batched).
Recipe: $108; 7 days; defaults to Alchemy-4.
Statistics: Affliction 1 (HT; Advantage, Icewild Lichen Paste, +230%; Extended Duration, 1,000x, +60%; Magical, -10%; Potion, -25%) [36]. Notes: «Icewild Lichen Paste» is Indefatigable (Aftermath, Costs 12 FP, -15%; Magical, -10%) [23]. Extended Duration costs only 60%, because the Potion meta-enhancement already includes Extended Duration, 30x, +60%.
  
Mordrei’in
Created by the Aereni elves for use in religious rites, mordrei’in (or “leaves of death”) is made of the crushed leaves of the rare mordril tree, combined with other sacred herbs and powders. When eaten raw, the leaves are deadly poison (4d toxic damage). Mordrei’in, however, enhances the imbiber’s ability to focus, and is substantially less toxic (1 point of toxic damage). Anyone who consumes mordrei’in gains the Single-Minded advantage (p. B85).
LC: 3.
Duration: 1 hour.
Form: Potion.
Cost: $330 (singular); $120 (5-batched).
Cost (Herbal): $265 (singular); $95 (5-batched).
Recipe: $33; 1 day; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage, Mordrei’in, +50%; Costs 1 HP, -10%; Magical, -10%; Potion, -25%) [11]. Note: «Mordrei’in» is Single-Minded (Magical, -10%) [5].

Noxious Smokestick
This variation of the common smokestick can be thrown (range is STx3.5). Upon impact, it creates a cloud of noxious smoke in a 4-yard radius. The smoke imposes a -5 penalty to Vision rolls made through it and drifts with the wind. Any creature that inhales the gas makes an HT roll to resist. Should it fail, it falls becomes nauseated for margin of failure minutes.
LC: 3.
Duration: 30 seconds.
Form: Grenade.
Cost: $2,010 (singular); $725 (5-batched).
Recipe: $201; 23 days; defaults to Alchemy-7.
Statistics: Affliction 1 (HT; Area Effect, 4 yards, +100%; Drifting, +20%; Extended Duration, 3x, +20%; Grenade, +25%; Link, +10%; Magical, -10%; Nauseated, +30%; Persistent, +40%; Respiratory Agent, +50%) [39] + Obscure Vision 5 (Area Effect, 4 yards, +50%; Drifting, +20%; Extended Duration, 3x, +20%; Grenade, +25%; Link, +10%; Ranged, +50%) [28].

Panther Tears
Many of the jungle’s fiercest predators prefer to attack at night, where their advantages in sight and stealth can be brought to bear. To combat this, alchemists have invented panther tears, a dark purple oil that is dripped into the eyes (a Ready maneuver). Those who use this oil gain Night Vision 5.
LC: 4.
Duration: 1 hour.
Form: Potion.
Cost: $360 (singular); $130 (5-batched).
Recipe: $36; 1 day; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage, Panther Tears, +50%; Magical, -10%; Potion, -25%) [12]. Note: «Panther Tears» is Night Vision 5 (Magical, -10%) [5].
   
Silverburn
Silvernburn is a fine powder created by exposing pure silver to a mixture of alchemical substances and acids. The process breaks down the silver, leaving a powder that causes a mundane flame to burn a deep silver in hue. Even the smoke takes on a silver sheen. The Church of the Silver Flame uses silverburn for all manner of ceremonial purposes. They have even developed variants that produce different hues, by mixing other minerals in with the silver.
                Silverburn has no effect on a flame’s brightness, though it has one side effect. Any creature with DR with Bane (Silver) or Vulnerability (Silver) finds the luminous flames slightly uncomfortable, taking a -1 penalty to DX and IQ while within 4 yards of the source of such fire.
                An ounce of silverburn affects a fire the size of a torch or lantern (or can be included in a candle during its creation).
LC: 4.
Duration: 30 minutes.
Form: Special.
Cost: $30 (singular); $10 (5-batched).
Recipe: $3; 1 day; defaults to Alchemy-1.
Statistics: Accessory (Silverburn; Magical, -10%) [1].
 
Spatter Bloodspike
The spatter bloodspike interlaces your blood with an alchemical substance that temporarily acidifies your spittle. For 1 hour after the bloodspike is used, your bite attack deals an extra 1 point of follow-up corrosion damage.
LC: 2.
Duration: 1 hour.
Form: Bloodspike.
Cost: $660 (singular); $235 (5-batched).
Recipe: $66; 3 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Advantage, Spatter Bloodspike, +30%; Extended Duration, 30x, +60%; Bloodspike, +25%) [22]. Note: “Spatter Bloodspike” is Corrosion Attack 1 point (Follow-Up, Bite, +0%; Magical, -10%) [3].
 
Tempo Bloodspike
The tempo bloodspike interlaces your blood with an alchemical substance that grants you a secret reservoir of energy that increases your Basic Speed by 1.00.
LC: 3.
Duration: 1 hour.
Form: Bloodspike.
Cost: $1,110 (singular); $400 (5-batched).
Recipe: $111; 7 days; defaults to Alchemy-4.
Statistics: Affliction 1 (HT; Advantage, Tempo Bloodspike, +180%; Extended Duration, 30x, +60%; Bloodspike, +25%) [37]. Note: “Tempo Bloodspike” is Basic Speed +1.00 (Magical, -10%) [18].
  
Thickener Bloodspike
A thickener bloodspike interlaces your blood with an alchemical substance that helps stem blood flow should you take damage, making you immune to bleeding.
LC: 3.
Duration: 1 hour.
Form: Bloodspike.
Cost: $720 (singular); $260 (5-batched).
Recipe: $72; 3 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Advantage, Thickener Bloodspike, +50%; Extended Duration, 30x, +60%; Bloodspike, +25%) [24]. Note: “Thickener Bloodspike” is Injury Tolerance (No Blood; Magical, -10%) [5].
 
Vermin Ointment
This thick green ointment drives away common insects and some larger monstrous vermin. This elixir can be applied to a single creature. Vermin (insects, worms, etc.) are repulsed by the smell of the essence. Every 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, Vermin Ointment, +150%; Magical, -10%; Ointment with no Contact Agent, -15%) [23]. Note: “Vermin Ointment” is Affliction 1 (Will; Accessibility, Only on vermin, -40%; 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].


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