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alchemy [2019/12/12 21:28] davealchemy [2019/12/12 22:19] andrew
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 ^Type^ Price^ [[Supply]]^ Notes^ ^Type^ Price^ [[Supply]]^ Notes^
 |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.| |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 Turkish 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%.|
 |Black Sand| 100gp| 7 |Allows a sleep spell to affect the undead.| |Black Sand| 100gp| 7 |Allows a sleep spell to affect the undead.|
 |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 |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.| |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|+|Flash Powder Pellet|50gp| 5| If thrown against a hard surface, make a flash-bang and smoke. Causes adjacent targets who fail a CON check 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.|
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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| |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