Difference between revisions of "Alchemists Lead (D&D equipment)"

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This material enhances the natural anti-magical qualities of lead. An arcane spellcaster in contact with alchemical lead cannot recharge spells. Anyone in contact with alchemical lead must make a Concentration check (DC 20 + spell level) to cast a spell. Alchemical lead cost 100 gp per pound and cannot be enchanted.
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This material enhances the natural anti-magical qualities of lead. A spellcaster in contact with alchemical lead cannot recharge spells. Someone in contact with alchemical lead must make a Concentration check (DC 15 + spell level) to cast a spell. Alchemical lead cost 100 gp per pound and cannot be enchanted. Barbed missile weapons can be made from alchemical lead; they do half normal damage and are destroyed after one use (even throwing weapons), but the target must succeed with a Will save (DC 10 + damage dealt) or the missile got stuck in a way that impairs spellcasting. Such a missile can be removed with a standard action and either a Heal roll or Will save (DC 15). Barbs of alchemical lead are too soft to cause damage when extracted. Alchemical lead is commonly used to craft manacles, adding 200 gp to the cost but effectively limiting spellcasting.
 
  
''This stuff isneeded to limit recharge magic.''
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Alchemical lead is commonly used to make manacles, adding 200 gp to the cost but effectively limiting spellcasting.
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''This stuff is needed to limit recharge magic.''
 
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[[Category:D&D]]

Latest revision as of 10:07, 23 March 2009

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Unofficial rules compendium

This material enhances the natural anti-magical qualities of lead. An arcane spellcaster in contact with alchemical lead cannot recharge spells. Anyone in contact with alchemical lead must make a Concentration check (DC 20 + spell level) to cast a spell. Alchemical lead cost 100 gp per pound and cannot be enchanted.

Alchemical lead is commonly used to make manacles, adding 200 gp to the cost but effectively limiting spellcasting.

This stuff is needed to limit recharge magic.