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.
# 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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