| Post/Author/DateTime | Post |
|---|---|
| elliot07-28-07, 12:38 PM | I am having a hard of a time finding alchemical items. I do not own many books and don't want to run out and buy dozens of books for one skill, so I am wondering if anyone has a list of complete alchemy items, or if wizards has released one. I am interested in all items. The list I have found repeatedly does not contain some itmes I know exist (such as the ones from PHB or Complete Adventurer) Anyone have any suggestions? |
| Witch07-28-07, 12:45 PM | I've got a few of my own design (with their basic notions being suggested by various others). Darkling's Drops: This thin liquid allows any who pours a few drops of it (usually by means of a small pipette) into his eyes to acquire darkvision, to a range of 60ft., for 6d12 minutes. Generally, a vial contains sufficient liquid for five doses. 250 gp per vial (5 doses); 1/2 lb. Elixir of Insomnia: This elixir allows you to avoid any initial fatigue due to sleep deprivation, even providing the energy required that spellcasters normally require in order to regain their spells for the day. However, after after using this elixir in order to avoid the second night of sleep, the character becomes fatigued the next morning. Avoiding another night of sleep by using an elixir of insomnia causes the character to be exhausted by the next morning. Using it again will cause the character to fall into a coma after the night, for 2d4 days. 20 gp; 1 lb. Essence of the Hound: Distilled in order to open a creature's airways, enhancing them beyond normal capability, essence of the hound grants Scent to whoever uses it for 3d12 minutes. The essence is an ointment-like substance, which must be molten in a bowl of hot water. By inhaling the damps of this mixture, the creature acquires Scent. A single dose only creates sufficient damps for one person to grasp the benefits. 100 gp; 2 lb. Flash Pellet: This small metal ball is filled with powders and explosive liquids, which detonate upon a heavy impact. By throwing a flash pellet, anyone within a 30 ft. range is blinded for 2d3 rounds, unless they succeed on a DC 14 Reflex save. If they succeed, they take a -2 penalty to spot checks for 2d4 minutes. Creatures between 30 and 60 ft. take a -2 penalty on a failed save, and are unaffected on a succesful save. 100 gp; 2 lb. Glowing Ink: This ink absorbs light from lightsources it has acquired earlier. After exposure to bright light for at least five minutes, the ink will continue glowing for double the time it was exposed. 32 gp. (1 oz. vial); -- Itching Powder: This small bag of itching powder may be sprayed across someone, causing violent itching, adding a -1 circumstance penalty on attacks and armor class of its target, unless it avoids the powder with a DC 13 Reflex save. Spraying it across a creature requires you to be adjacent to it. Invisible Ink: Anything written with this ink can only be seen near a source of extremely bright light, such as within the area of a daylight spell, or within five feet of a light spell. 50 gp. (1 oz. vial); -- |
| FrostWolf07-28-07, 08:00 PM | I've compiled a list from all the books I own of alchemical items. Everything from Faerun, Eberron, and the core world. The list is about five pages long, and has everything from armors, weapons, poisons for the undead, to golem, plant, and vermine killers. you can create acid, fire, electric, cold, and sonic damageing items. When I get my internet connection up, I'll post the list for everyone, but that won't be for a while (I still need to get my hands on the oriental Adventures books). |