Atlantean Trilogy Archive
An alchemist shapes a clay golem beside copper furnaces and a homunculus in a jar, with whales drifting past a sunken city beyond.

Powder of Hallucination

Alchemy, Toxic powder

Inflicts terrifying hallucinations that prevent fighting or spellcasting and risk lasting madness.

From the book

Made from 2 drs. of common nightshade, this powder fills its victims with terrifying hallucinations for 5-10 (d6+4) minutes. They cannot fight or cast spells meanwhile, and each minute of the visions carries a 5% chance of lasting madness.

Like any toxic powder it can go into food or drink, be hurled in a vial, strewn by hand or blown from a blow tube reaching 5 ft. A save vs Constitution avoids it unless noted, except for anyone who ingests it. It takes a day to grind and heat, with a 90% chance of success plus 1% per level, to 99%. The work is so volatile that the maker saves vs Dexterity at +1 per level or rolls on the Alchemical Mishap Table. Outlawed in most areas, it sells through underworld contacts for 200-300 G.P. a dose.

At a glance

Ingredients
2 drs. common nightshade
Duration
5-10 (d6+4) minutes
Effect
No combat or spell casting
Risk
5% per minute of permanent insanity
Delivery
Food or drink, thrown vial, by hand, or blow tube (range 5 ft., 2 1/2 ft. radius)
Save
Constitution unless stated; no save if ingested
Equipment
Mortar and pestle, small bowl or pan
Time to complete
1 day per powder
Chance of success
90% +1% per level (max 99%)
Mishap
Maker saves vs Dexterity (+1 per level) or roll on Alchemical Mishap Table
Cost
200-300 G.P. per dose (illegal; underworld only)
Requires
Toxic powders skill (no prerequisite)