Thursday, March 1, 2018

The Dragon Tablets: Iteration Two – Concoctions and Magic Items

We’ve come to the third post on gear. After weapons & armor and adventuring gear, we have come to concoctions and magical items. We will be referring to GURPS Dungeon Fantasy 1: Adventurers for the default list. The names of these concoctions are in most cases descriptive rather than something that would be used in the game world. But figuring out names used in the setting will be for a later post. This will not be a complete list of concoctions and magical items.

Concoctions

Concoctions are not only potions, but all kinds of things crafted by alchemists, herbalists, and poisoners. Though the crafting of such concoctions will be covered in a later post. We will be focusing on adventure ready concoctions

Chemicals

Acid: DF 28. $10, 1 lb.
Glow Vial: DF 28. $30, 0.5 lb.
Smoker: An alchemically treated wooden stick that when lit develops an impenetrable smoke in a two-yard radius. The smoke will remain in place for 1d hours. $500, 0.5 lb.

Natural Preparations

Anti-Toxin: DF 28. $20, 0.5 lb.
Garlic: DF 28. $5, 0.25 lb.
Wolfsbane: DF 28. Works on shapeshifters. $5, 0.25 lb.

Poisons

Bladeblack: DF 28. $1,000, 0.5 lb.
Demon’s Brew: DF 28. $500, 1 lb.
Monster Drool: DF 29. $20, 0.5 lb.
Oozing Doom: DF 29. $100, 1 lb.
Paralysis: Utility. Causes paralysis in the victim for 1d hours. $1,000, 0.5 lb.
Poison: Utility. Does 1d injury on a failed HT roll. $50, 0.5 lb.
Poison, Strong: Utility. Does 2d injury on a failed HT-1 roll. $200, 0.5 lb.
Restlessness: Utility. Does 1d FP loss on a failed HT roll. $50, 0.5 lb.
Restlessness, Strong: Utility. Does 2d FP loss on a failed HT-1 roll. $200, 0.5 lb.

Potions

Acid Resistance Potion: Drinkable. Immunity to acid for 1d hours. $500, 0.5 lb.
Agility Potion: DF 29. Lasts 1d hours. $1,500, 0.5 lb.
Alchemical Antidote: DF 29. $400, 0.5 lb.
Alkahest: DF 29. $1,650, 1 lb.
Balm of Regeneration: DF 29. $900, 0.5 lb.
Breathe Underwater Potion: Drinkable. Grants you the ability to breathe underwater for 1d hours. $240, 0.5 lb.
Clinging Potion: Drinkable. Grants the Clinging advantage for 1d hours. $500, 0.5 lb.
Cold Endurance: Drinkable. Add HT*10 degrees to the cold side of your temperature comfort zone for 1d hours. $240, 0.5 lb.
Cold Resistance Potion: Drinkable. Immunity to cold for 1d hours. $500, 0.5 lb.
Cure Disease Potion: Drinkable. Cures all mundane diseases. $1,000, 0.5 lb.
Cure Paralysis Potion: Drinkable. Cures paralysis. $1,000, 0.5 lb.
Dark Vision Potion: Drinkable. Grants you Dark Vision for 1d hours. $1,000, 0.5 lb.
Death Potion: DF 29. $1,000, 1 lb.
Defense Potion: Drinkable. Grants you +1 to all active defenses for 1d hours. $2,000, 0.5 lb.
Fearlessness Potion: Drinkable. You become unaffected by fear and Fright Checks. $400, 0.5 lb.
Fire Resistance Potion: DF 29. $500, 0.5 lb.
Fitness Potion: Drinkable. Grants you the Very Fit advantage for 1d hours. $400, 0.5 lb.
Flight Potion: DF 29. $3,000, 0.5 lb.
Great Healing Potion: DF 29. $1,000, 0.5 lb.
Growth Potion: Drinkable. Grants 2 levels of the Growth advantage for 1d hours. $500, 0.5 lb.
Heat Endurance: Drinkable. Add HT*10 degrees to the hot side of your temperature comfort zone for 1d hours. $240, 0.5 lb.
Invisibility Potion: DF 29. $2,250, 0.5 lb.
Invulnerability Potion: DF 29. $2,100, 0.5 lb.
Liquid Ice: DF 29. $250, 1 lb.
Magebane: DF 29. $1,400, 1 lb.
Magic Resistance Potion: DF 29. $1,600, 0.5 lb.
Major Healing Potion: DF 29. $350, 0.5 lb.
Minor Healing Potion: DF 29. $120, 0.5 lb.
Paut: DF 29. Restores Magicka. $135, 0.5 lb.
Perception Potion: DF 29. Lasts 1d hours. $1,500, 0.5 lb.
Poison Blood: Drinkable. For any who drink your blood, including undead, it has the effects of Bladeblack poison. This effect remains in your blood for 1d hours. $1,000, 0.5 lb.
Poison Immunity Potion: Drinkable. Grants you Poison Immunity 1d hours. $500, 0.5 lb.
Poison Resistance Potion: Drinkable. Grants you Resist Poison +8 for 1d hours. $240, 0.5 lb.
Regenerative Potion: Drinkable. Regenerates 1 HP per 10 seconds for 1d hours. $1,400, 0.5 lb.
Regenerative Potion, Improved: Drinkable. Regenerates 1 HP per second for 1d hours. $2,800, 0.5 lb.
Rejuvenation Potion: Drinkable. Regenerates 1 FP per 10 seconds for 1d hours. $1,400, 0.5 lb.
Rejuvenation Potion, Improved: Drinkable. Regenerates 1 FP per second for 1d hours. $2,800, 0.5 lb.
Shock Resistance Potion: Drinkable. Immunity to lightning and electricity for 1d hours. $500, 0.5 lb.
Shrinking Potion: Drinkable. Grants 2 levels of the Shrinking advantage for 1d hours. $240, 0.5 lb.
Sleep Potion: DF 29. $500, 1 lb.
Slow Fall: Drinkable. If you fall, you will fall slow enough not to get hurt. It lasts 1d hours. $1,000, 0.5 lb.
Speed Potion: DF 29. Lasts 1d hours. $1,100, 0.5 lb.
Strength Potion: DF 29. Lasts 1d hours. $500, 0.5 lb.
Thieves’ Oil: DF29. $700, 0.5 lb.
True Water: DF29. $750, 0.5 lb.
Universal Antidote: DF 29. $750, 0.5 lb.
Walk on Water Potion: Drinkable. Grants the ability to walk on water for 1d hours. $240, 0.5 lb.
Weakness Potion: DF 29. $800, 1 lb.
Wisdom Potion: DF 29. $1,500, 0.5 lb.

Magic Items

We will be focusing on adventure ready “low-end” magic items, but they won't be the only items.

Enchantments

This is a list of effects items can be enchanted with. It does not include the cost of the item itself.
Accuracy: Weapons have +1 to attack. $4,000.
Acid Immunity: You are immune to the effects of acid, including damage. $36,000.
Breathe Underwater: You can breathe underwater. $10,000.
Climbing: You get a +4 bonus to Climbing. $16,000
Cold Immunity: You are immune to the effects of cold, including damage. $36,700.
Continual Light: DF 30. $8,000.
Deflect: DF 30. +1 DB. $2,000.
Deflect: DF 30. +2 DB. $10,000.
Disease Immunity: You are immune to disease. $10,000.
Dream Guide: The wearer can enter the Dream World while sleeping. They leave their physical body behind for the duration. The physical body gains no rest while in the Dream World. $55,000.
Fire Immunity: You are immune to the effects of heat and fire, including damage. $36,700.
Flaming Weapon: Your weapon is wreathed in flame and it does +2 burning damage. This increases base damage for the weapon. $5,400.
Fortify: An invisible shell surrounds you and gives you DR. +1 DR for $6,000, +2 DR for $12,000, +3 DR for $18,000, and +4 DR for $24,000.
Hide Thoughts: You get a bonus to protect your mind from mental assault. +1 for $4,000, +2 for $8,000, +3 for $12,000, +4 for $16,000, +5 for $20,000, and +6 for $24,000.
Icy Weapon: Your weapon is wreathed in cold and it does +2 burning damage. This increases base damage for the weapon. $5,400.
Improved Block: You get a +1 bonus to both your Block defenses. $10,000.
Improved Dodge: You get a +1 bonus to your Dodge score. $15,000.
Improved Parry: You get a +1 bonus to all your parries. $10,000.
Invisibility: You can become invisible. $80,000.
Jumping: You get a +4 bonus to Basic Move for jumping purposes only. $16,000
Lighten: You can carry a multiple of your Basic Lift that doesn’t affect your encumbrance. BL costs $5,000, 2x BL costs $10,000, 3x BL costs $15,000, 4x BL costs $20,000.
Lighten Container: The affected container holds more than it normally does. The extra weight does not count as encumbrance. Adding 50% costs $5,000, 100% costs $10,000, 150% costs $15,000, 200% costs $20,000.
Moly: Grants 5 levels of Magic Resistance. $10,000.
Move Object: You can move things with your mind up to 10 yards away from you. Your mind’s ST score works the same way as your body’s for this purpose. ST 1 costs $5,000, ST 2 cost $10,000, ST 3 costs $15,000, and ST 4 cost $20,000.
Penetrating Weapon: Your weapon has an armor divisor of (2), $2,500.
Perfect Balance: Grants Perfect Balance. $15,000.
Poison Immunity: You are immune to poisons. $15,000.
Puissance: DF 30. For melee weapons. $5,000.
Puissance: DF 30. For missile weapons. $10,000.
Recover Energy: You recover Magicka at 1 point per minute instead of the standard 1 point per 10 minutes. $50,000.
Reinvigoration: You don’t have to eat, drink, or sleep. $60,000.
Shock Immunity: You are immune to lightning and electricity, including damage. $41,000.
Sickness Immunity: You are immune to sickness. $15,000.
Silent Stealth: This enchantment confers the effect of a number of levels of the Silence advantage. 1 level costs $5,000, 2 levels costs $10,000, 3 levels cost $15,000, 4 levels cost $20,000.
Shatterproof: DF 30. $8,000.
Slow Fall: You fall slowly to the ground. $20,000
Swimming: You get a +4 bonus to Swimming. $16,000.
Walk on Water: You can walk on water. $15,000.

Power Items

Power Items are used to store Magicka for later use. The more expensive the item is, the more Magicka can be stored in it. If the value of an item is $10*P2+$40*P, P is the highest amount of Magicka you can store in that item.

Value Magicka Value Magicka Value Magicka
$50
1
$1,650
11
$7,250
25
$120
2
$1,920
12
$10,200
30
$210
3
$2,210
13
$13,650
35
$320
4
$2,520
14
$17,600
40
$450
5
$2,850
15
$22,050
45
$600
6
$3,200
16
$27,000
50
$770
7
$3,570
17
$104,000
100
$960
8
$3,960
18
$231,000
150
$1,170
9
$4,370
19
$408,000
200
$1,400
10
$4,800
20
$635,000
250

If an item has a value in-between the values in the table, while still being lower than $4,800, use the next-lower amount. An item worth less than $50 cannot store Magicka. An item worth $942 can store 7 Magicka. If the item is worth more than $4,800, you have to use the formula above to figure out how much Magicka you can store in it.

To recharge a Power Item, you have to touch it and make a Will roll. If you succeed, you can move your personal Magicka into the Power Item. You can push up to Will Magicka into the Power Item per second. And you need to make the Will roll each second you want to refill the Power Item. If you fail the roll, you have to wait for one minute. If you critically succeed, you can push all your Magicka into the Power Item in one second. If you critically fail, all your Magicka is depleted, but none of it is pushed into the Power Item. You then have to restore your personal Magicka before you can push more into the Power Item.

Other Items

This list is for complete items.
Cornucopia Quiver: DF 30. $110, 0.5 lb.
Gem of Healing: DF 30. $400, neg.
Necklace of Fireballs: DF 30. $7,200, 0.25 lb.
Pain Giver: A short staff delivers agonizing pain when touching or striking the target. $28,020, 1 lb.
Siege Stone: DF 30. $550, neg.
Warlock Medallion: A medallion made of Entercian silver and worn by warlocks. It warns the warlock bound to it of the presence of supernatural creatures by vibrating and tugging on the chain. The exact way it does this informs the warlock of the creature’s direction. It “sings” if magic is close by and this arcane song can be heard by the warlock, and only him, even if the medallion is ten yards away. And the song indicates the direction to the magical source. The medallion becomes “warm” when danger approaches, but this is an arcane, rather than physical, heat that the warlock can sense through his armor. The intensity of the vibration, song, or heat increases with the number of sources. Some powerful creatures know how to shield themselves from detection and certain phenomena or locations may be so overwhelming in magic that the song can be misleading. These medallions are given to aspiring warlocks when they have passed their tests. Some have been lost or stolen and can be found for sale on the black market. $91,000, 1 lb.
Wizard’s Staff: DF 30. $40, 4 lbs.
Wizard’s Wand: DF 30. $50, 1 lb.

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