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From the Alchemist's Lab

June 17th, 2011

Joshua Zaback

From the Workshop Archive 

                Hello everyone, and welcome back to anther From the Workshop, where we bring you new and exciting miscellaneous things to improve your gaming experience.  This week I’m happy to present you with some new alchemically themed magic items.

Elixir of False Death
Aura moderate necromancy; CL 11th
Slot none; Price 1500 gp; Weight

Description:

            This jet black liquid is freezing cold to the touch and contains a complex necromantic formula designed to shut down a living creature’s organs, preserve them in perfect functionality, and then restore them to working order.  When the user drinks this potion, his body shuts down over the course of 1d4 rounds, at the end of which he dies. 

            During this time he is treated as though dead: spells designed to detect life treat him as though he were dead; spells which are designed to affect corpses such as animate dead affect the character as normal; spells which resurrect the dead such as raise dead affect the character as normal, except that unless the elixir is first purged from his system, he immediately resumes his false death state.  Reincarnate and similar effects that would provide the user with a new body function normally and automatically purge the elixir.  Spells that cure conditions, such as neutralize poison, affect the user as normal, as do any cure effects; however, no effects are noticeable until the character revives. 

            Left undisturbed, the user revives one hour after his death in the same health he was in at the time of his death, except that he is now fatigued.

Construction Requirements
Craft Wondrous Item, animate dead, circle of death, gentle repose; Cost 750 gp

 

Elemental Infusion
Aura strong transmutation CL 11th
Slot none; Price 15,000 gp; Weight 1 lb.

Description:

            This liquid comes in one of four colors each corresponding to one of the four elements: clear for air, muddy brown for earth, bright orange for fire, and blue-green for water.  Imbibing one of these liquid infusions temporarily alters the character’s physical nature, drawing him closer to the element which he chooses to infuse. This grants the user different benefits based on the version he chooses, as indicated below. In all cases, these Infusions last for one hour before losing potency.

            Particularly daring infusion users can take a massive dose to permanently alter their physiological structure; this requires imbibing five doses of a single elemental infusion.  This process is incredibly taxing on the body and requires a DC 25 Fortitude save; if the user fails this save, the infusions are rejected and his body goes into shock, immediately dropping him to -1 hit points. 

            A single user cannot benefit from more than one infusion at any given time, and a user who has permanently altered his physical body with a massive dose of infusions cannot benefit from additional infusions.

Air Infusion
Benefit: You gain the air subtype and a fly speed equal to half your land speed or 20 feet, whichever is better, at perfect maneuverability.

Earth Infusion
Benefit: You gain the earth subtype and a burrow speed equal to your land speed, and you can burrow through solid stone without penalty.

Fire Infusion
Benefit: You gain the fire or cold subtype, as heat rushes into or drains out of your body.

Water Infusion
Benefit: You gain the water subtype and a swim speed equal to your land speed.      

Construction Requirements
Craft
Wondrous Item; Cost 7,500 gp

 

Serum of the Beast
Aura moderate transmutation; CL 7th
Slot none; Price 8,000 gp ; Weight 1 lb.

Description:

            This volatile substance causes the user to undergo a sudden and violent transformation, twisting wildly into a new, more savage form.  The user gains a +2d4 enhancement bonus to his Strength score and suffers an equal amount of Intelligence damage. Additionally, the wild mutation can cause extreme physiological changes, granting one of the special qualities from the following table. Roll a d6 and consult the table to see what kinds of special abilities the user gains. 

            Thankfully, the effects of this serum are temporary and the user reverts to normal 10 minutes after using the serum (thought the Intelligence damage remains and can be recovered as normal).  The serum must be administered directly into the user’s bloodstream via a syringe or poured directly into an open wound; once administered, the effects are immediate.  Because the magic of this serum relies on exploiting certain physical elements, this serum is only effective on humanoids.


Roll

Effect

1

Gain 2 claws which deal damage as normal for your size (1d4 for medium creatures)

2

Gain a +10 enhancement bonus to your movement speed and the scent special quality

3

Gain a  slam attack which deals damage as normal for your size and the push (slam) special attack

4

Gain the stench special attack (DC 13 + user’s Constitution modifier)

5

Gain a swim and climb speed equal to ½ your land speed

6

User is enlarged as the spell enlarge person

  
Construction Requirements  
Craft Wondrous Item, beast shape I; Cost 4,000 gp