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alchemy

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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.

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
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.
Stogies of Stench Warding1gp 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%.
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.
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 Pellet50gp 5 If thrown against a hard surface, make a flash-bang and smoke. Causes adjacent targets to save vs. CON or lose a turn
Assassin’s Smoke 50gp 5 Thrown to ground, instantly produces a 5×5 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.
Alchemical Grenade100gp 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 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
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 Bomb150gp 9 Throw up to 50', explodes in a 15'x15' area, all inside take 3d6 damage, Dex save for half damage
Ether Lens100gp7mounted on a hooded lantern, projects a beam 40' long, 10' wide that reveals any disembodied spirit with its illumination.
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.1576008058.txt.gz · Last modified: 2019/12/10 20:00 by dave