Monday, February 8, 2016

Draft for Potions, Poisons and Arms/Armor by Focus Method


Armor and Weapons by Focus Method:  any caster can enchant a piece of armor or weapon using the same method as creating a magical focus.   A +1 enchantment counts as a 3rd level spell and a +2 enchantment counts as a 5th level spell.   The enchanted armor and weapon, however, have no risk of being destroyed when the caster dies.  The rules for tribal or impoverished casters also apply.   Elves also can create a “Focus Quiver” by sacrificing a level 1 spell slot.  This quiver makes up to 20 arrows taken from it and immediately shot per day act as magical weapons for the purpose of hitting creatures invulnerable to normal weapons, but applies no bonus to hit or damage.

 

Potions:  Magic-Users, Gnomes and Alchemists (NPC) may create any potion.  To create a potion requires a formula and a Potion Laboratory.  When a caster decides to go into the potion construction business and has created his laboratory, he adds a new “spell level” to his spell book, for potion formulae (thus he has a maximum number of potion formulae based on his intelligence).  The potion library requires a room with a fireplace and 2000gp worth of glass ware, astrological references and special equipment.  For the base cost of the potion refer to the Hackmaster Game Master’s Guide, the Experience Point cost for each potion is the amount of gold that must be spent on ingredients.   Divide the cost by 100 (round up) for the number of days required to brew the potion.  However, each potion requires a special ingredient which must be quested for, and cannot be bought on the open market.  Cursed potions have an experience value of 200. 

Clerics of 5th level or higher can also make potions, but only those of Healing, Extra-healing, Elixir of Health and Undead Control.   Instead of a potion laboratory, the cleric must use a silver font and basin inside of a consecrated shrine to his god.  Such a font costs 3000gp and can also be used to make Holy (or Unholy) Water.   The time and cost for the potions are figured the same way as magic-user potions.  Clerical potions require no special ingredients. 

The basin and font can also be used to make Holy Water.  The cleric, dressed in formal vestments, must cast (in order): Create Water, Purify Food and Drink, Bless, Chant and Prayer.  This produces 10 vials worth of Holy (or Unholy) water, which must be immediately decanted into crystal vials (cost 3gp each).

Primitive or Impoverished spell casters can also make potions.   They require only a dedicated hut or cave area and series of gourds or pots.  The potion still requires its special ingredient, but does not have a gold piece cost, instead it takes much longer to create.   The potion will take 10 times the normal length of time of a normal potion.

 

Poison:

Monster Poison:  poison can be harvested from monsters.  To harvest a dose of poison from a venomous monster, add the character’s Intelligence and Dexterity (thieves and evil clerics can also add their experience levels) and get that number or less on d100.   Only one attempt per monster may be made, and an empty flask or vial must be ready to store it.  If, however, the d100 harvest roll is a 93 or higher, the harvester is the process of harvesting and must make a save vs. poison or suffer the effects of the monster’s poison.

Man-Made Poisons: a series of man-made poisons are also available. These are all very illegal and in most cities possession or manufacture of poison carries a death sentence.   The types are as follows:

Type
Cost
Effect
Common Blade Venom
25gp
1d4 damage for 1d6 rounds, save +4
Strong Blade Venom
250gp
Death in 1d3 rounds, save applies
Common Food Poison
15gp
1d4 damage per turn for 2d6 turns, save +4
Strong Food Poison
150gp
Death in 1d4 turns, save applies
Common Contact Poison
75gp
1d4 damage for 2d4 rounds, save +4
Strong Contact Poison
750gp
Death in 1d6 rounds, save applies

 

            Evil thieves, magic-users, clerics, and gnomes of level 5 or greater, and all evil alchemists can make poisons.   It requires a poison kit, costing 200gp.   Each poison dose costs one half the retail cost to make, a 1 day per 10gp of poison value.   The character must roll Intelligence or less on a d20 to successfully make the poison.  If he rolls a 20 on die, he has poisoned himself and must make a save of suffer the full effects of the poison.

            Using Poison:  1 dose of monster poison or blade venom will coat 20 arrows or bolts, on one sharp melee weapon for 10 rounds of combat.  However, if someone using a poisoned weapon rolls a 1 on the attack roll, he has poisoned himself and must save or be affected.  Food poison must be applies to a dish that the target eats or drinks.   1 dose of contact poison will cover about a 2 foot x 2 foot area.  If anyone touches the covered object with bare skin, the poison takes effect.

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