alchemy
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alchemy [2019/12/09 19:10] – created andrew | alchemy [2019/12/12 21:28] – dave | ||
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+ | =====ALCHEMY===== | ||
+ | The Alchemy skill can be used (with successful check) to identify potions, poisons and alchemical products discovered in the world. | ||
- | * Acid | + | Unlike most other skills, one must have proficiency in the Alchemy Skill in order to attempt to make Alchemical products. |
- | | + | |
- | * Detect Magic Smelling Salts | + | ====Alchemical Products==== |
- | * Flamestone | + | Here are a list of common useful devices and substances produced by alchemists. |
- | * Potion | + | |
- | * Potion | + | ^Type^ Price^ [[Supply]]^ Notes^ |
- | * Sleep Venom | + | |Greek |
- | * Smokebomb | + | |Stogies of Stench Warding|1gp| 1| Secret cigar recipe of Gnomish alchemists, gives a +2 save vs. offensive odor attacks (skunks etc), but double chance of wandering monster with sense of smell. Each stogy lasts 6 turns.| |
- | | + | |Shimmering Sand| 25gp| 2| Increases the number of targets of a sleep spell by 25%.| |
- | * Thunderstone | + | |Black Sand| 100gp| 7 |Allows a sleep spell to affect the undead.| |
+ | |Pipeweed | ||
+ | |Third Eye Stone| 75gp| 6 |Allows viewer to make a Perception check to see any disembodied spirits within 60'. 1 in 6 chance per use that the stone will burn out.| | ||
+ | |Flash Powder Pellet|50gp| 5| If thrown against a hard surface, make a flash-bang and smoke. Causes adjacent targets to save vs. CON or lose a turn| | ||
+ | |Assassin’s Smoke| 50gp |5| Thrown to ground, instantly produces a 5x5 cloud of smoke, sufficient to allow thrower to attempt to sneak away/hide| | ||
+ | |Fine Glitter| 30gp| 3 |Thrown in the air, reduces saving throws vs. Charm, Hold and Confusion spells by -2. Does not work in darkness or strong wind.| | ||
+ | |Alchemical Grenade|100gp| 7| Throw up to 50' explodes in a 15' | ||
+ | |Essence of Krangor| 150gp| 9| If breathed in, 75% chance that it will instantly impart 6 temporary hit points (first to be lost), but 25% it will do 1d3 damage instead.| | ||
+ | |Devil Grease| 40gp| 4| Poured onto a 5' | ||
+ | |Bottled Phantasm| 60gp |6| When bottle is opened after an illusion type spell is cast, the spell will last an extra 1d6+1 rounds without concentration by caster.| | ||
+ | |Dragon Breath Bomb|150gp |9| Throw up to 50', explodes in a 15' | ||
+ | |Ether Lens|150gp|9|mounted on a hooded lantern, projects a beam 40' long, 10' wide that reveals any disembodied spirit with its illumination. 1 in 6 chance of burn out each use| | ||
+ | |Tanglefoot Bag| 25gp| 2| A wax-lined bag filled with chemicals, if thrown (to hit needed) at a target, save vs. paralysis or be unable to move for 1d6 rounds (may still attack and cast spells).| |
alchemy.txt · Last modified: 2020/02/20 14:27 by andrew