Friday 24 September 2021

Alchemy: Faerun Elixirs

Alchemy: Faerun Elixirs

This post will cover all the various alchemical items from the Forgotten Realms splatbooks.

   
Alchemist’s Mineral Acid
Alchemist’s mineral acid is a sticky, adhesive substance that dissolves rock and other minerals. When thrown (range is STx3.5), it deals 1d corrosion damage to creatures or objects made of rock or earth. Acid 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: $270 (singular); $100 (5-batched).
Recipe: $27; 1 day; defaults to Alchemy-1.
Statistics: Corrosion Attack 1d (Accessibility, Only to rock and earth, -40%; Grenade, +25%) [9].
 
Armor Lubricant
This nonmagical oil reduces the friction that impedes movement in metallic armor. The wearer of the lubricated armor does not take a penalty to their Stealth for being encumbered by this armor.
LC: 4.
Duration: 1 hour.
Form: Ointment.
Cost: $240 (singular); $85 (5-batched).
Recipe: $24; 1 day; defaults to Alchemy-1.
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Armor Lubricant, +40%; Ointment, -45%) [8]. Note: «Armor Lubricant» is Armor Familiarity 4 (Variant; Stealth) [4].
   
Blackwater
A single flask of blackwater rapidly taints a 2-yard-radius area of water. Any aquatic creature that breathes the affected water takes 1 point of toxic damage per second. The tainted water moves with the current.
LC: 2.
Duration: Permanent.
Form: Special.
Cost: $120 (singular); $45 (5-batched).
Recipe: $12; 1 day; defaults to Alchemy-1.
Statistics: Toxic Attack 1 point (Accessibility, Only underwater, -30%; Area Effect, 2 yards, +50%; Drifting, +20%; Extended Duration on Persistent, Permanent, +150%; Magical, -10%; Melee Attack, Reach C, -30%; Persistent, +40%; Respiratory Agent, +50%) [4].


Bloodflower Salve
Bloodflowers are red-leafed wildflowers with magical properties. Bloodflower salve must be rubbed onto the body before damage is taken. Thereafter, it can trigger a healing surge when a command word specified during the creation of the salve is spoken. Upon being triggered, it heals 1d HP, if the recipient makes a successful HT roll. If used more than once per day by a given subject, apply a cumulative -3 per successful healing on that subject. This penalty accumulates until a full day has passed since the most recent healing. This only works for humans and all “similar” races (elves, orcs, dwarves, halflings, etc.), but this potion can be made to affect, for example, animals. Such an ointment will not be able to affect humanoids.
LC: 4.
Duration: Instantaneous.
Form: Potion.
Cost: $960 (singular); $345 (5-batched).
Cost (Herbal): $770 (singular); $275 (5-batched).
Recipe: $96; 6 days; defaults to Alchemy-4.
Statistics: Healing (Based on HT, +20%; Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Delay, Trigger, +50%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 3, -30%; Terminal Condition, Water, -10%) [32]. Notes: Since the ointment is considered to be the “caster”, we do not apply Affects Self, +50% here. Also, because this ability is not based on Affliction, we only take parts of the Ointment meta-enhancement.
   
Darkoil
Darkoil is a rare mineral oil specially prepared with various alchemical reagents. It protects drowcraft items from the effects of sunlight.
LC: 4.
Duration: 1 day.
Form: Ointment.
Cost: $330 (singular); $120 (5-batched).
Recipe: $33; 1 day; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Accessibility, Only on drowcraft items, -80%; Advantage, Darkoil, +50%; Extended Duration, 1,000x, +60%; Magical, -10%; Ointment with no Contact Agent, -15%) [11]. Notes: «Darkoil» is Immunity to Sunlight (Magical, -10%) [5]. Extended Duration costs only 60%, because the Oitnment meta-enhancement already includes Extended Duration, 30x, +60%.


Darkvision-Invisible Paint
This special alchemical substance is designed to match the shading and color contrasts of the surface to which it is applied. This property renders the paint invisible to creatures that depend on Infravision, but it can easily be seen with normal vision. Races requiring light to navigate use this paint to warn other such folk of dangers and threats. A single jar contains enough paint to produce twenty large warning symbols, or two smaller messages of up to 100 words each.
LC: 4.
Form: Special.
Cost: $30 (singular); $10 (5-batched).
Recipe: $3; 1 day; defaults to Alchemy-1.
Statistics: Accessory (Darkvision-Invisible Paint; Magical, -10%) [1].
 
Flash Grenade
This grenade can be thrown (range is STx3.5). It is effective only when thrown into a fire source, where it explodes in a brilliant 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 5 seconds.
LC: 3.
Form: Grenade.
Cost: $1,200 (singular); $430 (5-batched).
Recipe: $120; 8 days; defaults to Alchemy-4.
Statistics: Affliction 1 (HT; Accessibility, Only in fire, -50%; Area Effect, 8 yards, +150%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Grenade, +25%; Reduced Duration, 1/30, -30%; Vision-Based, +150%) [40].
 
Shriek Paste
This oily substance is derived from the fungus with a similar name. When exposed to light of torch-intensity or brighter, the paste emits a horrific screech, imposing a -10 penalty to Hearing rolls made in the area. The noise is a useful signal - loud and easy to hear (Hearing + 10), so Underdark denizens often smear it on areas they wish to protect from surface intruders who require light to see. Once it has shrieked, the paste becomes inert. The noise persists for 10 seconds. A single packet covers a 2-yard-radius area.  
LC: 3.
Form: Special.
Cost: $840 (singular); $305 (5-batched).
Recipe: $84; 4 days; defaults to Alchemy-3.
Statistics: Obscure Hearing 10 (Magical, -10%; Trigger, Light, +50%) [28].


Witchweed Stick
This paste, which smells like tobacco, is refined from the stalks and leaves of the witchweed plant. It is packed into thick paper tubes about the size of a 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 -2 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 gains a -2 penalty to IQ for the purpose of spellcasting for margin of failure minutes.
LC: 3.
Duration: 30 seconds.
Form: Grenade.
Cost: $1,440 (singular); $520 (5-batched).
Cost (Herbal): $1,150 (singular); $415 (5-batched).
Recipe: $144; 12 days; defaults to Alchemy-5.
Statistics: Affliction 1 (HT; Area Effect, 4 yards, +100%; Attribute Penalty, -2 to IQ, only for spellcasting, +10%; Drifting, +20%; Extended Duration, 3x, +20%; Grenade, +25%; Link, +10%; Magical, -10%; Persistent, +40%; Respiratory Agent, +50%) [37] + Obscure Vision 2 (Area Effect, 4 yards, +50%; Drifting, +20%; Extended Duration, 3x, +20%; Grenade, +25%; Link, +10%; Ranged, +50%) [11].
 


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