Alchemy: Faerun Elixirs
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.
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.
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.
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.
Darkoil
Darkoil is a rare mineral oil specially
prepared with various alchemical reagents. It protects drowcraft items from the
effects of sunlight.
LC: 4.
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.
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.
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.
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.
No comments:
Post a Comment