alchemy
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
alchemy [2019/12/12 22:19] – andrew | alchemy [2019/12/17 20:47] – [Alchemical Products] andrew | ||
---|---|---|---|
Line 8: | Line 8: | ||
Here are a list of common useful devices and substances produced by alchemists. | Here are a list of common useful devices and substances produced by alchemists. | ||
- | ^Type^ Price^ [[Supply]]^ Notes^ | + | ^Type^ Price^ [[Supply]]^ Load^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| 1|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 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.| | + | |Grounding Girdle|75gp| 1| 0.2|Wearing this copper-lined belt that includes a series of dangling beaded tassels gives the wearer resistance to lightning damage but imposes disadvantage on any Athletics or Stealth checks.| |
- | |Shimmering Sand| 25gp| 2| Increases the number of targets of a sleep spell by 25%.| | + | |Stogies of Stench Warding|1gp| 1| 0.2|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.| |
- | |Black Sand| 100gp| 7 |Allows a sleep spell to affect the undead.| | + | |Shimmering Sand| 25gp| 2| 0.2|Increases the number of targets of a sleep spell by 25%.| |
- | |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.| | + | |Black Sand| 100gp| 7 |0.2|Allows a sleep spell to affect the undead.| |
- | |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.| | + | |Pipeweed of Judicious Contemplation| 50gp| 5| 0.2|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.| |
- | |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| | + | |Third Eye Stone| 75gp| 6 |0.2|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.| |
- | |Assassin’s Smoke| 50gp |5| Thrown to ground, instantly produces a 5x5 cloud of smoke, sufficient to allow thrower to attempt to sneak away/ | + | |Flash Powder Pellet|50gp| 5| 0.2|If thrown against a hard surface, make a flash-bang and smoke. Causes adjacent targets who fail a CON check lose a turn| |
- | |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.| | + | |Assassin’s Smoke| 50gp |5| 0.2|Thrown to ground, instantly produces a 5x5 cloud of smoke, sufficient to allow thrower to attempt to sneak away/ |
- | |Alchemical Grenade|100gp| 7| Throw up to 50' explodes in a 15' | + | |Fine Glitter| 30gp| 3 |0.1|Thrown in the air, reduces saving throws vs. Charm, Hold and Confusion spells by -2. Does not work in darkness or strong wind.| |
- | |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.| | + | |Alchemical Grenade|100gp| 7| 1|Throw up to 50' explodes in a 15' |
- | |Devil Grease| 40gp| 4| Poured onto a 5' | + | |Essence of Krangor| 150gp| 9| 0.2|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.| |
- | |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.| | + | |Devil Grease| 40gp| 4| 1|Poured onto a 5' |
- | |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' | + | |Bottled Phantasm| 60gp |6| 1|When bottle is opened after an illusion type spell is cast, the spell will last an extra 1d6+1 rounds without concentration by caster.| |
- | |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| | + | |Dragon Breath Bomb|150gp |9| 1|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' |
- | |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).| | + | |Ether Lens|150gp|9|0.2|mounted on a hooded lantern |
+ | |Tanglefoot Bag| 25gp| 2| 1|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).| | ||
+ | |||
+ | ====ACIDS===== | ||
+ | |||
+ | Alchemists can distill acids that are made to burn through organic, metalic, or mineral materials. These substances each have specific uses whether it is to help clear Atlantean locks and traps or to burn wounds to slow an opponent down like a venom. | ||
+ | |||
+ | All acids can be used to make an acid bomb. The acid must be kept in a pottery flask (if the person who carries it falls down, roll DEX check or it will break on him and do damage) and can be thrown up to 50' as a thrown weapon. | ||
+ | |||
+ | ^ACID TYPE^ PRICE^ LOAD^[[Supply]]^PRIME INGREDIENT^EFFECTS^ | ||
+ | |Oil of Vitriol (sulfuric acid)|25gp| 0.2| 5|Brimstone|A powerful agent to burn away organic material, used to treat a chest or wooden door, give advantage to breaking attempts. | ||
+ | |Spirits of Salt (hydrochloric acid)|35gp|0.2|5|Green Vitriol|Used to clean and prepare precious metals and gemstones, a dose of this acid can grant a reroll to Appraisal checks on items that could benefit from such a treatment. | ||
+ | |Spirits of Niter (nitric acid)|35gp|0.2|5|Niter|Good from dissolving base metal, using a dose of this can grant a lockpicker a second attempt to pick a rusty lock or to disarm an ancient trap. If used in an acid bomb,1 in 6 chance of doing 1 point of durability damage to target' | ||
+ | |Aqua Regius (mixture)|50gp|0.2|6|Niter and Green Vitriol|Strong metal dissolver, also gold, silver, useful in destroying precious items, and can automatically open metallic seals on doors or boxes. | ||
+ | |||
+ |
alchemy.txt · Last modified: 2020/02/20 14:27 by andrew