Post by Masterbard Alyster Darkharp on Mar 10, 2008 23:35:06 GMT -5
[glow=red,2,300]Alchemical Item Descriptions[/glow]
The items found on Table 4–3: Frostfell Alchemical Items
are described below.
Armor Insulation: This thick red syrupy mixture is
applied with a brush to the inner surface of a suit of armor.
When the mixture comes in contact with body heat and
sweat, it puffs up to trap body heat, insulating the wearer
against the effects of cold. For 24 hours after application, the
wearer of a suit of armor treated with armor insulation gains
a +5 circumstance bonus on Fortitude saving throws against
exposure to cold weather.
Freeze Powder: Freeze powder looks like salt but is much
fi ner to touch. One vial of freeze powder sprinkled into any
liquid is enough to instantly freeze solid 1 cubic foot of liquid.
If introduced into a larger body of water or liquid, the powder
freezes into a 1-foot diameter ball of ice. Sprinkled on a wet
fl oor, a vial of freeze powder can coat a 10-foot-square area with
ice. Freeze powder is dangerous to eat; anyone foolish enough
to swallow a vial of freeze powder takes 2d6 points of cold
damage as the powder freeze-burns his mouth and throat. A
successful DC 15 Fortitude saving throw halves the damage.
Frostbite Salve: This pale yellow cream provides instant
relief from frostbite damage. It does not cure frostburn
damage (see page 17), but temporarily suppresses up to 2
points of ability score damage caused by frostbite. The salve’s
effectiveness lasts for just one hour, after which point the
ability score damage suppressed by the salve returns.
Ice Chalk: Ice chalk comes in a variety of colors. These
waxy sticks can be used to make temporary marks on any
icy surface, similar to how chalk can be used to mark slate
or stone.
Melt Powder: Utilizing some of the same principles as
freeze powder, melt powder causes ice it is sprinkled upon
to instantly melt. One vial of melt powder is enough to melt
1 cubic foot of ice. Sprinkled on an icy surface of up to 10
square feet, a vial of melt powder makes a 1-inch-deep pool
of water that quickly refreezes. Melt powder is bitter tasting,
but only harmful to creatures with the cold subtype if it is
eaten. Such creatures take 2d6 points of acid damage as the
powder desiccates and dissolves their tissues; a successful
DC 15 Fortitude save halves the damage.
Polar Skin: This dull white cream provides limited
protection against cold-based damage. Polar skin becomes
ineffective once it has absorbed 5 points of cold damage.
Regardless of whether it absorbs any damage, polar skin
loses its effectiveness 1 hour after application. Polar skin
does not stack with magical protection from cold. Magical
effects such as resist energy supersede the protection provided
by polar skin. Applying polar skin takes 1 minute.
Razor Ice Powder: This granular white powder can be
sprinkled over any icy surface; one vial is enough to coat
one 5-foot square. The area coated immediately grows
hundreds of tiny razor-sharp crystals of ice; these crystals
function as if the area had been covered with razor ice
(see page 16). Razor ice is diffi cult to see; a successful DC
20 Survival check reveals the danger, otherwise, a victim
won’t realize the true nature of the painful ice until she
treads upon it. A creature with the cold subtype can use
a standard action to sprinkle a vial of razor ice powder
on any single natural weapon it possesses; it grants a +1
enhancement bonus on slashing damage for that natural
attack for one hour.
Whale Grease: Whale grease is a thick clear grease
fashioned from a combination of melted whale blubber
and various powdered minerals and waxy plants. This foulsmelling
stuff must be applied directly to the skin (taking
1 minute to do so) to be effective; once applied, the grease
insulates the user from hypothermia, providing complete
protection from hypothermia effects for as long as it lasts.
Whale grease loses its effectiveness 1 hour after application.
It is not water soluble, but can be quickly removed with
alcohol. While worn, the pungent odor the grease gives
off allows creatures with the scent ability to detect you at
double normal range.
From Frostburn
The items found on Table 4–3: Frostfell Alchemical Items
are described below.
Armor Insulation: This thick red syrupy mixture is
applied with a brush to the inner surface of a suit of armor.
When the mixture comes in contact with body heat and
sweat, it puffs up to trap body heat, insulating the wearer
against the effects of cold. For 24 hours after application, the
wearer of a suit of armor treated with armor insulation gains
a +5 circumstance bonus on Fortitude saving throws against
exposure to cold weather.
Freeze Powder: Freeze powder looks like salt but is much
fi ner to touch. One vial of freeze powder sprinkled into any
liquid is enough to instantly freeze solid 1 cubic foot of liquid.
If introduced into a larger body of water or liquid, the powder
freezes into a 1-foot diameter ball of ice. Sprinkled on a wet
fl oor, a vial of freeze powder can coat a 10-foot-square area with
ice. Freeze powder is dangerous to eat; anyone foolish enough
to swallow a vial of freeze powder takes 2d6 points of cold
damage as the powder freeze-burns his mouth and throat. A
successful DC 15 Fortitude saving throw halves the damage.
Frostbite Salve: This pale yellow cream provides instant
relief from frostbite damage. It does not cure frostburn
damage (see page 17), but temporarily suppresses up to 2
points of ability score damage caused by frostbite. The salve’s
effectiveness lasts for just one hour, after which point the
ability score damage suppressed by the salve returns.
Ice Chalk: Ice chalk comes in a variety of colors. These
waxy sticks can be used to make temporary marks on any
icy surface, similar to how chalk can be used to mark slate
or stone.
Melt Powder: Utilizing some of the same principles as
freeze powder, melt powder causes ice it is sprinkled upon
to instantly melt. One vial of melt powder is enough to melt
1 cubic foot of ice. Sprinkled on an icy surface of up to 10
square feet, a vial of melt powder makes a 1-inch-deep pool
of water that quickly refreezes. Melt powder is bitter tasting,
but only harmful to creatures with the cold subtype if it is
eaten. Such creatures take 2d6 points of acid damage as the
powder desiccates and dissolves their tissues; a successful
DC 15 Fortitude save halves the damage.
Polar Skin: This dull white cream provides limited
protection against cold-based damage. Polar skin becomes
ineffective once it has absorbed 5 points of cold damage.
Regardless of whether it absorbs any damage, polar skin
loses its effectiveness 1 hour after application. Polar skin
does not stack with magical protection from cold. Magical
effects such as resist energy supersede the protection provided
by polar skin. Applying polar skin takes 1 minute.
Razor Ice Powder: This granular white powder can be
sprinkled over any icy surface; one vial is enough to coat
one 5-foot square. The area coated immediately grows
hundreds of tiny razor-sharp crystals of ice; these crystals
function as if the area had been covered with razor ice
(see page 16). Razor ice is diffi cult to see; a successful DC
20 Survival check reveals the danger, otherwise, a victim
won’t realize the true nature of the painful ice until she
treads upon it. A creature with the cold subtype can use
a standard action to sprinkle a vial of razor ice powder
on any single natural weapon it possesses; it grants a +1
enhancement bonus on slashing damage for that natural
attack for one hour.
Whale Grease: Whale grease is a thick clear grease
fashioned from a combination of melted whale blubber
and various powdered minerals and waxy plants. This foulsmelling
stuff must be applied directly to the skin (taking
1 minute to do so) to be effective; once applied, the grease
insulates the user from hypothermia, providing complete
protection from hypothermia effects for as long as it lasts.
Whale grease loses its effectiveness 1 hour after application.
It is not water soluble, but can be quickly removed with
alcohol. While worn, the pungent odor the grease gives
off allows creatures with the scent ability to detect you at
double normal range.
From Frostburn