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Tuesday Magic Item – Potency Boosting Syringe (for Pathfinder and D&D5)

11 October, 2016

Injectable Power

Voddick turned away, his face going pale.

“How is it you can laugh your way through a bloody combat but medical needles make you blanch?” quietly asked Gollaon.

“I am not sure,” mumbled Voddick.  “At least I understand combat.  I can break a body . . . but putting it back together.  I would hate to kill someone by accident.”

Gollaon nodded.

Potency Boosting Syringe

These syringes are usually made of silver, high quality steel and occasionally alchemically hardened glass.  Usually they are part of a cased set including multiple needles and often cleaning tools.

These syringes are used to directly introduce potions or other alchemical mixtures directly into the bloodstream, this requires a standard action and either the Heal skill or a successful Dex check (DC 15), if the Dex check is failed the needle causes 1d3 piercing damage, the injected brew functions at an extra 25% effectiveness.  However, if the mix has any side effects or causes any incidental damage, these take effect at twice normal potency.  This can be rushed to a Move action, but that requires either the Heal skill at 5 ranks or a Dex check (DC 21) to perform safely, if the Dex check is failed the needle causes 1d4 piercing damage (and if failed by five or more, 1 bleed damage).

Using it as a weapon requires an attack roll at -4, causes 1d3 piercing damage (with no bonus from Strength) plus mixture delivery and it is entirely ineffective against natural armor or a deflection bonus of +4 or greater.  The magical potency boosting does not effect poisons.

The syringe’s magic can be used up to five times a day.

Aura moderate abjuration and necrourgy; CL 9th
Slot none; Price 7,500; Weight
Construction Requirements
Craft Wondrous Item, dispel magic, creator must have 5 ranks in Craft (Alchemy) and either the Empower or Extend Spell metamagic feat; Cost 3,750

For D&D5:

Wondrous item, rare (requires attunement)

Description as first paragraph above.

These syringes are used to directly introduce potions or other alchemical mixtures directly into the bloodstream, this requires a use an object action and either the Medicine skill or a successful Dex check (DC 14), if the Dex check is failed the needle causes 1d3 piercing damage, the injected brew functions at an extra 25% effectiveness.  However, if the mix has any side effects or causes any incidental damage, these take effect at twice normal potency.

If one wishes to use it as a weapon, it is treated as a finesse weapon that imposes disadvantage on the attack, causes 1d3 piercing damage (with no bonus from Strength or Dexterity) plus mixture delivery and it is entirely ineffective against natural armor of +4 or greater.  The magical potency boosting does not effect poisons.

The syringe’s magic can be used up to five times a day.

Notes: Obviously, it would be totally safe to inject a magical potion straight into your bloodstream . . . well, at least not much more dangerous than just drinking it.  Playing to the RPG Blog Carnival theme of Potions again as well.

Photo from WikiMedia Commons (and drown from the Wellcome Images collection) and is licensed under the Creative Commons Attribution 4.0 International license.

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2 comments

  1. Does the 25% effectiveness increase apply whether or not the save is made? The way I read it, you have to take the piercing damage to get the extra effectiveness.


    • Yes, as long as you inject it, you get the benefit. However, if you do not have the Heal skill, you risk inflicting damage to use it.



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