3.5e Alchemurgic Items

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Alchemurgic Items[edit]

Alchemurgic items are highly volatile nonmagical fluids, and the mundane machines that use them. They are exciting to craft, because they can be crafted 10 times as fast (gp per week instead of sp), but they have a tendency to explode if you're not careful (see Alchemurgic Test below).

Alchemurgic Test, or, How I Learned to Love Spontaneous Detonation[edit]

Whenever a creature carrying explosive Alchemurgic materials makes a Tumble, Balance, Jump, or Ride check, or an attack roll (even with a non-Alchemurgic weapon), or a Reflex save, or a Strength, Dexterity, or Constitution check, they compare the raw d20 roll of that check, attack, or save to the Alchemurgic Test values (the highest alchemurgic test value of any fluid within, plus the modifier of the container) on their equipment to determine if their equipment explodes or not. If any of their equipment explodes, all of it does. The creature gets a bonus to its d20 roll equal to its BAB plus its Dexterity modifier, and a penalty to the roll equal to the number of dice of damage the Alchemurgic Detonation of all their Alchemurgic materials will do.

An alchemurgic test is also checked when finishing crafting Alchemurgic items (using the craft roll), and when creating Alchemurgic items via magic such as spells or items, including conjuration and polymorphing (using a d20 roll).

Tasks can be done more slowly and hesitantly in order to reduce the chances of exploding, getting a -5 penalty to the attack roll, check, or save, to get a +5 bonus to the roll for purposes of the Alchemurgic Test.

In addition to the above, an Alchemurgic item explodes when destroyed.

Detonation, a Chain Reaction Story[edit]

When Alchemurgic items detonate, they don't detonate alone, and they don't detonate quite instantly. Any time something would cause an Alchemurgic detonation, at the end of turn, it explodes, and the chain reaction begins: determine its burst blast radius based on the number of Alchemurgic Units of material exploding, then check what other Alchemurgic materials are within the radius, and add the Units of any unattended ones immediately, then all attended ones require their owners to make Reflex saves against the current DC, and if they fail their Alchemurgic Tests, their Alchemurgic items add their Units to the explosion, potentially increasing the radius and repeating this process until there's nothing more to add.

The full distance of the blast is measured from every piece of exploding Alchemurgic material.

All creatures in the area who have not already made Reflex saves against the explosion do so, and take damage according to the damage dice of the explosion (Reflex half).

Unattended objects also take damage from the explosion, with a multiplier for more Units.

Alchemurgic materials have damage types and other rider effects: only the two materials that contributed the greatest number of Units apply, and only if the lesser type contributes at least half as many Units as the greater, with both rider effects, and the damage being half of one type and half of the other.

Table: Alchemurgic Detonation
# of Alchemurgic Units Damage Radius Multiplier vs Objects Save DC
1 1d6 5' x1 15
4 2d6 10' x2 16
9 3d6 10' x2 17
16 4d6 15' x3 17
25 5d6 15' x3 18
36 6d6 15' x3 19
49 7d6 20' x3 20
64 8d6 20' x4 20
81 9d6 20' x4 21
100 10d6 25' x4 22
121 11d6 25' x4 23
144 12d6 25' x5 23
169 13d6 30' x5 24
196 14d6 30' x5 25
225 15d6 30' x5 26
256 16d6 30' x6 26
289 17d6 35' x6 27
324 18d6 35' x6 28
361 19d6 35' x6 29
400 20d6 35' x6 29
441 21d6 35' x6 30
484 22d6 35' x6 30
529 23d6 40' x7 31
576 24d6 40' x7 31
625 25d6 40' x7 32
676 26d6 40' x7 32
729 27d6 45' x7 33
784 28d6 45' x7 33
841 29d6 45' x7 34
900 30d6 45' x7 34

Alchemurgic Fluids[edit]

Name Cost Craft DC Alchemurgic Test Units/lb Damage Type Summary
Blast Fluid 1 gp/lb 15 8 1 Sonic The simplest and most basic of blasting materials. Explodes with a deafening bang.
Bone-Hurting Juice 40 gp/lb 30 15 5 Acid This delicious-looking green liquid is actually a powerful acid that seeps directly through your skin and melts your bones.
Brilliant Flash Fluid 100 gp/lb 35 18 25 Light This yellow fluid looks like it'd go great on a cake. But instead, it explodes with a blinding flash.
Clinging Flame Juice 15 gp/lb 30 14 5 Fire Sticky and flammable, a painful combination. Continues to burn.
Confetti Juice 1 gp/lb 15 6 1 No damage Sparkling liquid that's kind of syrupy. It explodes with a kazoo sound.
Fear Juice 40 gp/lb 30 15 5 No damage This black semitranslucent fluid jiggles weirdly. It explodes into a scary black cloud.
Fragmentation Fluid 12 gp/lb 30 14 5 Slashing Cold Iron Hypervolatile Blast Fluid filled with lots and lots of bits of sharp cold iron. Shreds constitution.
Hallucinogenic Fluid 200 gp/lb 40 20 25 No damage This oily rainbow fluid shimmers and shines. It explodes into a confusing rainbow cloud.
Hypervolatile Blast Fluid 10 gp/lb 25 13 5 Sonic With a bit of tinkering, Blast Fluid can be upgraded from basically safe to actually quite dangerous. Explodes with a deafening bang.
Melting Juice 2 gp/lb 20 9 1 Acid This tricky green liquid has a tendency to vaporize and then dissolve everything.
Obliterating Flash Fluid 1000 gp/lb 45 23 125 Vile Light This shimmering metallic fluid looks half as unsettlingly dangerous as it is. It explodes with a blinding flash.
Smoke Juice 5 gp/lb 20 11 5 No damage Thick gray cloudy liquid. It explodes into a cloud of dark smoke.
Sticky Glue Fluid 2 gp/lb 20 9 1 No damage Thick off-white liquid, somehow weirdly compressed. It explodes into a large amount of sticky foam.


Alchemurgic Weapons[edit]

Name Proficiency Cost Alchemurgic Test Modifier Capacity Damage Critical Range Weight Damage Type
Alchemurgic Air Bomb Martial 200 gp -5 10 lbs 1d6 20/x2 10 5 Bludgeoning
Alchemurgic Dart Launcher Martial 150 gp 1d6 19-20/x2 60 8 Piercing
Alchemurgic Longhammer Martial 15 gp -3 4 lbs 1d8 20/x3 4 Bludgeoning
Alchemurgic Orb Martial 10 gp -3 1 lb 1d4 20/x2 20 ½ Bludgeoning, Slashing
Alchemurgic Shaped Charge Exotic 20 gp -4 1 lb 1d3 20/x2 10 1 Bludgeoning

Alchemurgic Ammunition[edit]

Name Proficiency Cost Alchemurgic Test Modifier Capacity Damage Critical Range Weight Damage Type
Alchemurgic Dart Martial 1 gp -3 0.2 lbs ½ Piercing

Alchemurgic Gear[edit]

Name Cost Alchemurgic Test Modifier Capacity Summary
Alchemurgic Barrel 100 gp -4 400 lbs This is a sturdy metal barrel with a alchemurgically-treated inner lining, and multiple smaller compartments, to reduce the risk of accidents.
Alchemurgic Canister 10 gp -5 10 lbs This is a large metal canister with a alchemurgically-treated inner lining to reduce the risk of accidents.

See also: Alchemurgic feats.


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