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LEVEL 2
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( ) Number of units produced ** The exact type of creature turned into or controlled is specified when the potion is started. | |
Dust of Sneezing — Non-fatal variant of Dust of Sneezing and Choking. Saving Throws are at -
Flash Pellets: A small pellet which explodes on hard contact with an unyielding substance. If not expecting it, the victims have a 90% chance of being blinded for 2-8 melee rounds. Don’t fall into a pit. Makes 5 pellets.
Purification Powder : When sprinkled on bad food or water makes them fit to consume. Will NOT neutralize poison or drugs. Serves 10.
Tanglefoot : Small synthetic fungoid which rapidly expands to fill a 10’ X 10’ area with rubbery tentacles. Men require 3 turns to force their way through, a giant takes one. The tendrils dissipate harmlessly in one hour. Makes 2.
LEVEL 2Dust of Paralyzation : Similar to the Dust of Sneezing and Choking, but the effects of missing the saving throw are paralyzation for 1 hour. Makes 10.
LEVEL 4Immunization from Lycanthropes : Protects user from contracting Lycanthropy for a period of one month. There is a 1% chance of contracting the disease from the serum.
LEVEL 6Cure Disease : Act as the Clerical spell
Regeneration : Acts as a Ring of Regeneration with a duration of one day, with revitalization ability if the body is fresh (up to three days, with a constitution check needed after the first). If applied over an extended period (at least two weeks) to an inactive character, it can be used to regenerate a lost member of the body.
Mind Damp : This potion renders the user immune to psionic location or attack (including Crystal Ball, ESPing, etc.) for a period of one week. The user may not employ psionic powers during this period. It renders psionic devices inoperative for that period also (ESP Medallion, Amulet of Inescapable Locating).
Other ideas for activities for high level Alchemists:
Greek Fire, Flesh Golems, Transmutation, Gunpowder, Poison Cloaks, Hallucinogens
Alchemic Magical Items include:
Any device save Wands or Staves which can summon elementals.
Alchemists can control which liquids emerge from the Jug of Alchemy. and the Beaker of Plentiful Potions. For other types, these items disgorge their contents randomly when poured. The Alchemist is able to use the Manual of Golems. The Grimoire of Archaic Alchemy adds one experience level to Alchemists and 10,000 experience points to MUs. Clerics take 7000 experience points and 5-30 points losses. Other types lose 220 points.
For other books, the Alchemist takes damage as a Cleric, except the Book of Infinite Spells which does 5-20 points to him.
The Philosopher’s Stone looks exactly like the Luckstone and Loadstone, but is valuable only in the hands of an Alchemist. The stone contains 2-8 charges. One charge may be used to add 20% to a research roll or to transmute 10,000 wt points of lead into gold or silver (50% chance of each). In addition, while the stone has any charges left, the Alchemist may use it to “Cure Disease” once per day, free. The Alchemist may not contact a disease while he carries the stone on his person. As the stone is immune to heat (even dragon breath) it may be tested by throwing into a vat of molten lead (which would of course destroy a Luckstone). The stone disintegrates when the last charge is used.
Animal poison is usually one level strength per die. Trap poison is variable. If the level of the poison is equal to or greater than the number of dice the victim has, the victim must save vs. poison or die in 3 melee rounds. If the poison level is less than this but half the number of the victim’s dice or more, the victim must save vs. poison or suffer the effects of the “slow” Spell (the effects last until a constitution/resurrection check is successful, rolling once each hour).
If the poison level is less than that, there is no effect, but the poison accumulates. Note: this penalty might have been removed without reducing the poison level in the body by the FTR making his Constitution check at the beginning of the next or subsequent hours. EXAMPLE: A Level 7 FTR is bitten several times by a 3-die poisonous spider. Assume two bites and one missed saving throw. The FTR is moving at “slow” speed (4˝ out of 7). If he is bitten again and misses his saving throw he is dead; but in any case the fourth bite will kill him. Assume a Level 1 Alchemist attempts to neutralize the poison after the FTR kills the spider. Since the maximum level a 1st level Alchemist can remove is two, and since one bite cannot be broken down, the Alchemist can only attempt to neutralize 1˝ levels of poison. If he misses, he may not try again. A successful attempt removes the “slow” penalty from the FTR.
Blade Venom: This special poison for application to cutting weapons costs 200GP and 1 week to prepare. The victim struck must save vs. poison or die in 3 rounds. The venom is kept in vials which contain enough for three hits with a blade or three arrows. It loses potency rapidly, becoming useless 24 hours after the vial is opened. A batch yields one vial.
Belladona: Treat this as a ˝ level strength poison.
A large dose of most poisons is easily detectable, reduce the chance of ingestion by 20% for each dose over the basic one. (A rat will usually, 90%, gulp down a ration with level one poison, but only has a 70% chance of eating a ration with a double dose of Belladona).
For natural elimination of poison, add 1 day to recuperation time per ˝ level poisoned, or require a daily roll vs. constitution to remove a level of poison. This is in addition to any time spent recovering from wounds. Optionally, a cleric may be allowed to remove only as many levels of poison as levels of experience he has achieved. Unlike the Alchemist, these are subtracted immediately from the accumulated levels of poison in the body of the recipient.