alchemy
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alchemy [2019/12/12 22:47] – dave | alchemy [2019/12/17 19:49] – dave | ||
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|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/hide| | |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/hide| | ||
|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.| | |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.| | ||
- | |Alchemical Grenade|100gp| 7| 1|Throw up to 50' explodes in a 15' | + | |Alchemical Grenade|100gp| 7| 1|Throw up to 50' explodes in a 15' |
|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.| | |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.| | ||
|Devil Grease| 40gp| 4| 1|Poured onto a 5' | |Devil Grease| 40gp| 4| 1|Poured onto a 5' | ||
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|Ether Lens|150gp|9|0.2|mounted on a hooded lantern (not included), 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|0.2|mounted on a hooded lantern (not included), 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| 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).| | |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).| | ||
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+ | ====ACIDS===== | ||
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+ | 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. | ||
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+ | 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. | ||
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+ | ^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. | ||
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alchemy.txt · Last modified: 2020/02/20 14:27 by andrew