Alchemy/Equipment: Planar Handbook
All right, this is the last non-setting, non-Dragon Magazine D&D 3.5 book that has any alchemy in it. Hooray!
Antitrait Grease
Antitrait grease is made in four varieties - evil, law, chaos, and good - using essences collected from planes on the “opposite” side of the Great Wheel to help moderate the effects of the opposing alignment. When visiting a plane that is aligned, those who smear on antitrait grease ignore penalties associated with that plane’s alignment trait.
LC: 4.
Attramen Oil
This substance is cold pressed from atramen fruit that grows on shoals of Elemental Earth that have drifted too close to the Negative Energy Plane. A flask of atramen oil can be thrown (range is STx3.5). On impact, it releases oil in a single hex. Any creature in the affected hex that does not have Sealed, must roll against HT. Should it fail, it gets a -4 penalty to HT for one minute.
LC: 2.
Bahamut’s breath damages evil outsiders almost as if it were acid, while at the same time, it heals good outsiders. One ingredient for this alchemical substance is a breath of air gathered from any of the four lowest levels of Celestia. This flask can be thrown (range is STx3.5). It deals 1d corrosion damage to evil outsiders. It counts as a holy weapon for the purpose of Vulnerability and overcoming DR. If it hits bare skin of a good outsider, bahamut’s breath heals 1d HP, if the outsider makes a successful HT roll. If affected 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.
LC: 4.
A chaos flask contains a small amount of the raw stuff of the plane of Limbo. This material can be shaped by someone with a strong enough will into nearly any single nonmagical object, provided the total volume is no greater than that of the flask’s contents - with denser objects requiring more of the material. A flask contains enough raw chaos to create a 2 lb. metal or stone object, a 3 lb. wooden object, or a 4 lb. cloth or leather object. Shaping the Limbo matter requires a Concentrate maneuver and an IQ roll. The item so shaped persists for 10 seconds, and then dissipates into nothingness.
LC: 3.
Differential Hourglass
Because time can flow at different rates on different planes, it can sometimes help planar travelers to know how much time is passing on other planes. A differential hourglass consists of two hourglasses - one large, one small - mounted end to end. The substance inside each hourglass flows at the same speed, but one of the hourglasses measures the passage of local time, and the other measures the passage of remote time. Differential hourglasses are usually built with a specific pair of planes in mind, and as such are rather useless for any other purpose. Depending on the difference between the two planes in question, the smaller hourglass could measure seconds, minutes, hours, or days, while the larger of the two could measure minutes, hours, days, weeks, or even some longer period, depending on the time differential between the two planes. $800, 4 lb.
Elemental Loadstone
Although it appears to be an ordinary stone about the size of a sling stone, an elemental loadstone is, in fact, extremely dense, weighing around 50 pounds.
Ether Harness
Designed after harnesses used by burglars for breaking into homes, the ether harness is simply a network of leather straps fitted with metal rings for tying items down. It is meant to ensure that a group of ethereal travelers caught in an ether cyclone remain together, rather than being scattered across the planes. Tying travelers together by means of their ether harnesses grants a +2 bonus on Knot-Tying rolls made to ensure that the knots do not come untied. $80, 2 lb.
Fireproof Clothing
As with fireproof parchment, this clothing is made from the hides of animals that have natural immunity to fire, giving the clothing DR 5 versus fire. Any style of clothing can be made from the material; the cost simply increases by $200.
Fireproof Parchment
Not strictly parchment, this writing material is made of hide from animals found on the Elemental Plane of Fire, and it retains the creatures’ immunity to fire. Thus, fireproof parchment has DR 5 versus fire. One pound costs $36 and is 20 sheets.
Fireproof Spellbook
With pages made of fireproof parchment, covered in leather made from fire-resistant animals, and bound with steel, a fireproof spellbook does not catch fire when exposed to a fire-dominant plane or environment. It has DR 5 versus fire. +1 CF.
Gravity Tent
Designed for use on planes that have no gravity, a gravity tent is merely a tent in the shape of a diamond, with loops and clips inside to hold bedrolls in a more or less stable position (secured to the tent’s cross-poles). It sleeps up to four comfortably, and up to eight total. $200, 40 lb.
Liquid Embers
Liquid embers is a sticky adhesive goo not unlike alchemist’s fi re, except that liquid embers contains ash or soot of an object burned with fi re from the Elemental Plane of Fire. A flask of liquid embers can be thrown as a grenadelike weapon (range is STx3.5), covering a 2-yard-radius area. Everyone in the area takes 1d burning damage. The target can then attempt to scrape off or wash away the liquid embers, if desired. If this does not occur, the target is dealt 1d burning damage again 10 seconds later. Removing liquid embers by scraping requires a successful DX roll and four Ready maneuvers. Alternatively, the substance can be removed automatically by dousing it with water.
LC: 2.
Mechanus Eye
This 2-inch-diameter metallic orb resembles an eye, though streamlined and idealized. These eyes are purportedly salvaged from secret graveyard cogs on Mechanus, where a demolished race who once claimed the plane now lies forgotten. Anyone looking through a Mechanus eye gains a +1 to Search and Observation. $150, 0.5 lb.
Ocanthus Knife
Ocanthus knives are actually alchemically stabilized shards of magically charged black ice gathered from the fourth layer of Acheron. An ocanthus knife has all the melee weapon characteristics of a dagger, except that it deals thr+1d damage. After striking a foe, the knife loses its stability and immediately shatters and melts, gone but for telltale oily residue.
LC: 2.
Pure Air
Each flask of pure air contains a small amount of the essence of the Elemental Plane of Air. This flask can be thrown (range is STx3.5). It deals 1d corrosion damage to earth outsiders and elementals. If it hits an air outsider or elemental, the essence heals 1d HP, if the subject makes a successful HT roll. If affected 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.
LC: 3.
Duration: Instantaneous.
Form: Grenade.
Cost: $1,620 (singular); $585
(5-batched).
Recipe: $162; 15 days; defaults to Alchemy-6.
Statistics: Corrosion Attack 1d (Accessibility,
Only earth outsiders, -50%; Grenade, +25%; Link, +10%; Magical, -10%) [8] + Healing
(Accessibility, Only air outsiders, -50%; Based on HT, +20%; Cannot restore
crippled limbs, -10%; Capped, 2 FP, -25%; Grenade, +25%; Injuries Only, -20%; Link,
+10%; Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 2, +40%) [36].
Pure Earth
Each flask of pure earth contains a small amount of the essence of the Elemental Plane of Earth. This flask can be thrown (range is STx3.5). It deals 1d corrosion damage to air outsiders and elementals. If it hits an earth outsider or elemental, the essence heals 1d HP, if the subject makes a successful HT roll. If affected 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.
LC: 3.
Duration: Instantaneous.
Form: Grenade.
Cost: $1,620 (singular); $585
(5-batched).
Recipe: $162; 15 days; defaults to Alchemy-6.
Statistics: Corrosion Attack 1d (Accessibility,
Only air outsiders, -50%; Grenade, +25%; Link, +10%; Magical, -10%) [8] + Healing
(Accessibility, Only earth outsiders, -50%; Based on HT, +20%; Cannot restore
crippled limbs, -10%; Capped, 2 FP, -25%; Grenade, +25%; Injuries Only, -20%; Link,
+10%; Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 2, +40%) [36].
Pure Fire
Each flask of pure fire contains a small amount of the essence of the Elemental Plane of Fire. This flask can be thrown (range is STx3.5). It deals 1d corrosion damage to water outsiders and elementals. If it hits a fire outsider or elemental, the essence heals 1d HP, if the subject makes a successful HT roll. If affected 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.
LC: 3.
Duration: Instantaneous.
Form: Grenade.
Cost: $1,620 (singular); $585
(5-batched).
Recipe: $162; 15 days; defaults to Alchemy-6.
Statistics: Corrosion Attack 1d (Accessibility,
Only water outsiders, -50%; Grenade, +25%; Link, +10%; Magical, -10%) [8] + Healing
(Accessibility, Only fire outsiders, -50%; Based on HT, +20%; Cannot restore
crippled limbs, -10%; Capped, 2 FP, -25%; Grenade, +25%; Injuries Only, -20%; Link,
+10%; Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 2, +40%) [36].
Pure Water
Each flask of pure water contains a small amount of the essence of the Elemental Plane of Water. This flask can be thrown (range is STx3.5). It deals 1d corrosion damage to fire outsiders and elementals. If it hits a water outsider or elemental, the essence heals 1d HP, if the subject makes a successful HT roll. If affected 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.
LC: 3.
Duration: Instantaneous.
Form: Grenade.
Cost: $1,620 (singular); $585
(5-batched).
Recipe: $162; 15 days; defaults to Alchemy-6.
Statistics: Corrosion Attack 1d (Accessibility,
Only fire outsiders, -50%; Grenade, +25%; Link, +10%; Magical, -10%) [8] + Healing
(Accessibility, Only water outsiders, -50%; Based on HT, +20%; Cannot restore
crippled limbs, -10%; Capped, 2 FP, -25%; Grenade, +25%; Injuries Only, -20%; Link,
+10%; Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 2, +40%) [36].
Each flask of pure air contains a small amount of the essence of the Elemental Plane of Air. This flask can be thrown (range is STx3.5). It deals 1d corrosion damage to earth outsiders and elementals. If it hits an air outsider or elemental, the essence heals 1d HP, if the subject makes a successful HT roll. If affected 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.
LC: 3.
Each flask of pure earth contains a small amount of the essence of the Elemental Plane of Earth. This flask can be thrown (range is STx3.5). It deals 1d corrosion damage to air outsiders and elementals. If it hits an earth outsider or elemental, the essence heals 1d HP, if the subject makes a successful HT roll. If affected 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.
LC: 3.
Each flask of pure fire contains a small amount of the essence of the Elemental Plane of Fire. This flask can be thrown (range is STx3.5). It deals 1d corrosion damage to water outsiders and elementals. If it hits a fire outsider or elemental, the essence heals 1d HP, if the subject makes a successful HT roll. If affected 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.
LC: 3.
Each flask of pure water contains a small amount of the essence of the Elemental Plane of Water. This flask can be thrown (range is STx3.5). It deals 1d corrosion damage to fire outsiders and elementals. If it hits a water outsider or elemental, the essence heals 1d HP, if the subject makes a successful HT roll. If affected 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.
LC: 3.
Red Tidewater
Harvested from areas of red tide on the Elemental Plane of Water, this water is full of an algae that can cause temporary blindness if it gets into a living creature’s eyes. This flask can be thrown (range is STx3.5). When it strikes a hard surface (or is struck hard), it creates a splash of red water. Everyone within 2 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: $1,050 (singular); $380
(5-batched).
Recipe: $105; 7 days; defaults to
Alchemy-4.
Statistics: Affliction 1 (HT; Area Effect, 2
yards, +50%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Grenade, +25%;
Reduced Duration, 1/30, -30%; Vision-Based, +150%) [35].
Harvested from areas of red tide on the Elemental Plane of Water, this water is full of an algae that can cause temporary blindness if it gets into a living creature’s eyes. This flask can be thrown (range is STx3.5). When it strikes a hard surface (or is struck hard), it creates a splash of red water. Everyone within 2 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.
True Holy/Unholy Symbol
This is a high holy symbol on p. 26 of DF1.
Waterproof Ink
Because ordinary ink smears and runs when it comes in contact with water, this “ink” - actually a mixture of grease, wax, and pigments - is quite useful for making maps and other writings in waterdominant planes. One pint of weighs 1 lb. and costs $5.
Waterproof Spellbook
Utilizing waterproof ink and pages sealed in paraffin, this spellbook can survive being immersed in water - an extremely useful item for a wizard journeying to a water-dominant plane. +1 CF.
Weight Suit
A weight suit is a collection of straps and pouches containing lead pellets. When the complete suit is worn, it distributes extra weight across the wearer’s body, counteracting halving the penalties of light-gravity environments, rounding down (because the weight is distributed, rather than concentrated in one place, such as with a backpack). In environments with normal gravity, the suit is little more than a curiosity, except to certain physical fitness fanatics. $1,000, 100 lb.
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