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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