Chest of Arcane Reagents (5 uses, 2 weight) 100gp

Chest of Arcane Reagents (5 uses, 2 weight) 100gp

Chest of Arcane Reagents (5 uses, 2 weight) 100gp

A strange collection of rare materials used by proprietors of magic or other strange arts.  when you reach into this collection you can mark off one use and produce a small vial or handful of a rare or obscure substance. You may never pull the same substance out of your (or anyone’s) chest of reagents a second time.

These substances are not directly useful as a weapon but might have value in adding a ritual or intricate plan.  they might confuse or delay a foe or cause an interesting but subtle effect. 

Examples:

vial of dwarf tears

a handful of Fire Bat Quano

a bottle of Ogre breath

and so on…

10 thoughts on “Chest of Arcane Reagents (5 uses, 2 weight) 100gp”

  1. Nice. I would like to suggest Abulafia’s arcane substances table as a great resource for this (just Google Abulafia and then go to the randomly generated treasure tables).

  2. Nice. I would like to suggest Abulafia’s arcane substances table as a great resource for this (just Google Abulafia and then go to the randomly generated treasure tables).

  3. the more I think about this the less I think it should be necessary.  Like adventuring gear this is supposed to represent a lot of minor utility things the character would naturally have (rope, torch, knife, ect) without forcing him to right them all down.  At the same time we assume he has cloths and some sort of tent and blanket, the stuff to make fire, ect.  it would be silly to go down into a fantasy universe cave without such things.  couldn’t we assume any adventurer would have them?

    say my warrior needs to cut a rope to drop a chandler but he is carrying a war hammer.  surely he reaches into his belt and produces a small knife.  similarly the wizard could be assumed to have all sorts of arcane materials and devices (dust, chalk, candles, bat wings, ect) on his person as part of his trade.   as long as the character doesn’t pull out 17 health potions and a backup flame axe, he should be able to produce reasonable gear from his backpack (which we also assume he has to keep this stuff in).

    what do you guys think?  I think these type of items are just giving the player permission to use a part of their character that should already be available.

  4. the more I think about this the less I think it should be necessary.  Like adventuring gear this is supposed to represent a lot of minor utility things the character would naturally have (rope, torch, knife, ect) without forcing him to right them all down.  At the same time we assume he has cloths and some sort of tent and blanket, the stuff to make fire, ect.  it would be silly to go down into a fantasy universe cave without such things.  couldn’t we assume any adventurer would have them?

    say my warrior needs to cut a rope to drop a chandler but he is carrying a war hammer.  surely he reaches into his belt and produces a small knife.  similarly the wizard could be assumed to have all sorts of arcane materials and devices (dust, chalk, candles, bat wings, ect) on his person as part of his trade.   as long as the character doesn’t pull out 17 health potions and a backup flame axe, he should be able to produce reasonable gear from his backpack (which we also assume he has to keep this stuff in).

    what do you guys think?  I think these type of items are just giving the player permission to use a part of their character that should already be available.

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