User Tools

Site Tools


alchemy

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revisionBoth sides next revision
alchemy [2019/12/09 19:26] andrewalchemy [2019/12/09 19:27] andrew
Line 6: Line 6:
 |Pipeweed of Judicious Contemplation| 50gp| 5| A mage who smokes the weed for 10 minutes before casting a spell gains +3 on casting check. If it is smoked more than once a day, smoker is feebleminded for 1d6 hours.| |Pipeweed of Judicious Contemplation| 50gp| 5| A mage who smokes the weed for 10 minutes before casting a spell gains +3 on casting check. If it is smoked more than once a day, smoker is feebleminded for 1d6 hours.|
 |Third Eye Stone| 75gp| 6 |Doubles the duration of any spell that helps caster “detect” anything. 1 in 6 chance per use that the stone will burn out.| |Third Eye Stone| 75gp| 6 |Doubles the duration of any spell that helps caster “detect” anything. 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. +|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|
-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| |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.| |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'x15' area, all inside make a CON save or take 2d6 damage and be knocked prone|  |Alchemical Grenade|100gp| 7| Throw up to 50' explodes in a 15'x15' area, all inside make a CON save or take 2d6 damage and be knocked prone| 
-|Essence of Krangor| 150gp| 9| If breathed in, 75% chance that it will instantly impart 6 temporary hit +|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.| 
-points (first to be lost), but 25% it will do 1d3 damage instead. +|Devil Grease| 40gp| 4| Poured onto a 5'x5' hard floor, next person who steps onto it must save vs. Dex or fall down and flounder for 1-3 rounds| 
-|Devil Grease| 40gp| 4| Poured onto a 5'x5' hard floor, next person who steps onto it must +|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.| 
-save vs. Dex or fall down and flounder for 1-3 rounds| +|Dragon Breath Bomb|150gp |9| Throw up to 50', explodes in a 15'x15area, all inside take 3d6 damage, Dex save for half damage|
-|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'x15' area, all inside take 3d6 damage, Dex save for half damage|+
 |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).| |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