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alchemy [2019/12/10 19:54] davealchemy [2019/12/12 22:14] andrew
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 =====ALCHEMY===== =====ALCHEMY=====
  
-The Alchemy skill can be used (with successful check) to identify potions, poisons and alchemical products discovered in the world.  If one has an alchemy kit (10gp 1 load, 2 SUP) the check is made at advantage.  If one has an Alchemy Workshop (500gp, in a fixed location), one can also make any of the alchemical products listed below.  To make a product it takes 1d4 days plus 1 day per 50gp (or fraction thereof) of list price, 1/4 the list price in components, and a successful alchemy check. If you have an Alchemical Laboratory and a trained assistant, the check is made with advantage.  The alchemical laboratory can also be used to create new alchemical products,the details of which must be worked out with the Campaign Judges. +The Alchemy skill can be used (with successful check) to identify potions, poisons and alchemical products discovered in the world.  If one has an alchemy kit (10gp 1 load, 2 SUP) the check is made at advantage.  If one has an Alchemy Workshop (500gp, in a fixed location), one can also make any of the alchemical products listed below.  To make a product it takes 1d4 days plus 1 day per 50gp (or fraction thereof) of list price, 0.times the list price in components, and a successful alchemy check. If you have an Alchemical Laboratory and a trained assistant, the check is made with advantage.  The alchemical laboratory can also be used to create new alchemical products,the details of which must be worked out with the Campaign Judges. 
  
 +Unlike most other skills, one must have proficiency in the Alchemy Skill in order to attempt to make Alchemical products.
  
 +====Alchemical Products====
 +Here are a list of common useful devices and substances produced by alchemists.  They are largely single-use devices, and at best (like third eye stone and Ether Lens) of limited reuse capacity.
  
 ^Type^ Price^ [[Supply]]^ Notes^ ^Type^ Price^ [[Supply]]^ Notes^
-|Alchemist Fire| 100gp| 7| Kept in a clay vessel, thrown against target, the vessel breaks and a sticky substance ignites, clinging to target. It does 1d6 damage each round until totally smothered by cloth or liquid. If the attack roll is a 1, an ally or the thrower is hit.|+|Greek Fire| 100gp| 7| Kept in a clay vessel, thrown against target, the vessel breaks and a sticky substance ignites, clinging to target. It does 1d6 damage each round until totally smothered by cloth or liquid. If the attack roll is a 1, an ally or the thrower is hit.|
 |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.| |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%.| |Shimmering Sand| 25gp| 2| Increases the number of targets of a sleep spell by 25%.|
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 |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 save vs. Dex or fall down and flounder for 1-3 rounds|
 |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.| |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|+|Dragon Breath Bomb|150gp |9| Light it and make a thrown weapon attack to move it up to 50', or light it and run away. There is a 5 in 6 chances that it explodes and all in a 15'x15' area around it take 3d6 fire damage, or half as much on a successful DEX check. If it doesn't explode for the next 1D6 rounds there is a 1 in 6 chance it explodes late. Every time someone carrying a bomb takes fire damage, there is a 1 in 6 chance one of the bombs they carry explodes.| 
 +|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).| |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