Alchemy
Acid
See PHB pg. 114.
Acid, Acrid
This weak acid doe 1d2 points of damage / round when
exposed to the skin and will burn for 1d3 rounds. It eats
through cloth, but will not eat through stone, metal or similar
hard substances.
Acid, Blinding
The vapors from this acid can temporarily blind those hit by the acid grenade. Fort save DC 18 or the target is blinded until the target spends an entire round washing eyes out with water.
Acid, Minor
This very weak acid can be used to dissolve organic material,
slowly. It does only 1 point of damage per minute.
Acid, Potent
This powerful acid can eat through metal. It does 1d4 points
of damage / round, for 1d4 rounds.
Acid Protectant
This mixture, when rubbed into clothing or on the skin,
providing protection from one acid attack. Anyone protected
by this has acid resistance 10 while covered. The substance
wears off within one hour of application.
Acid, Vile
This acid does 1d6 points of damage to expose skin / round,
for 1d4 rounds And can eat through even magic items of +2
or less.
Alchemist's Powder
This minor explosive can be used to make flaming cocktails
or wrapped in cloth and tied to arrows. The resulting
explosion does 1d8 points of damage to struck creatures,
and 1d4 damage to everyone within 5' of impact. A reflex
save vs. DC15 is allowed for half damage for the struck
creature. A reflex DC10 is allowed for those within 5' to
completely avoid the damage.
Alchemist's Fire
See PHB pg. 114.
Alchemist's Mercy
This fine powder removes all effects of a hangover when
mixed with water or fruit juice and consumed.
Animal Repellant
This horrible smelling liquid can be applied to the skin to
repel animals. It keeps tiny or smaller animals at bay for 4
hours per dose. Larger animals, or those under the control of
a spell, must make a Will Save (DC 12) to approach a
protected character. Animals with the 'scent' feat save at a -4
penalty. Animals with no or poor sense of smell may not
be affected, at the DM's discretion. The benefit of the
repellant is lost if the character actually attacks the animal.
Antitoxin
See PHB pg. 114.
Armor Soft
This slippery red oil has a mild corrosive effect on most
metals. Long term use is detrimental to any suit of armour,
however it provides the short-term benefit of easier
movement and noise reduction. Any metal armour treated
with armor soft has its armor check penalty reduced by one.
The effect lasts 1 hour.
Each application has a 5% cumulative chance of completely
ruining the armour; the check being made after the duration
of the armor soft. This substance does not provide any
benefit to non-metallic or magical armour (the magical
properties protecting the latter), however the corrosive
properties still apply to non-magical, non-metallic armour.
Coma Inducer
Consumption of this elixir induces a coma-like sleep resulting
in a feign death effect upon its victim, for 1d4 days (Will save
DC15 allowed to avoid effect). Some victims of this elixir
have been buried, only to awaken several days later and
suffocate.
Coma Cure
This elixir is used to counter the effects of the Coma Inducer
(above). It can also be used to revive someone who is
unconscious. Characters at negative hitpoints who have
fallen unconscious can be 'awakened' with this elixir and
continue to function (partial actions each round, as if at 0 hit-points)
until they reach -10 or die, whichever comes first.
Cooling Gel
This cold blue gel can be applied to the skin to protect from
heat, providing a +1 resistance bonus to fire or heat based
attacks. It can also be used to heal 1d6 points of burn
damage, but only if applied within 1 hour of the damage
being taken.
Courier's Ink
The process used in creating this 'invisible ink' also produces
its revealing-solution as a byproduct. Anything written in
Courier's Ink is completely un-noticeable on the page, until it
is dipped in the 'revealing-solution' at which time the ink
appears. Revealed courier's ink is always red, and most
people with sensitive information to hid usually write with
normal ink on the page in another colour, to throw off
suspicion.
A single dose of Courier's ink is sufficient to write 3 pages
text. Courier's ink cannot be used to record a spell, as it is
invisible even when writing with it, making it impossible to
draw the precise symbols used in magic spells.
Distilled Universal Solvent
This substance conforms in all ways to the distilled version of
Universal Solvent as described in the DMG (pg. 227), with
the only difference being that it is completely manufactured
by alchemical skill (rather than magical craft).
Drawing Coal
This 'drawing stick' can make a permanent mark, in black,
and any not-metallic substance. A single stick of drawing
coal is sufficient for covering a typical door in text written at
3" height.
Drowsy Brew
Those consuming drowsy brew must make a will save DC10
or fall into a deep sleep. The victim will sleep for 8 hours
unless forcibly wakened, and even then will require 2d6
rounds to come to full wakefulness. Even with a successful
save, the victim will feel very tired and will suffer from the
effects of fatigue (DMG pg. 84) until they shake it off in 2d6
minutes.
Ether of Waking
When the aroma of this liquid is inhaled it will awaken a
sleeping person instantly. Though this ether does not effect
coma or coma-like conditions, it can be used on those
affected by the sleep spell or sleep-inducing brews (such as
Drowsy Brew, above).
Fire Beetle Paste
This thick, red paste is a mix of chemicals and distillate of
fire beetle glands. It can be spread on surfaces and will burn
fiercely for 1d4 rounds once touched by open flame, doing
3d6 points of damage each round (halve the hardness of the
object before damage is applied).
It can burn through wood, stone, and even metal. One dose
of this substance is sufficient to draw a half-inch think line 1
yard long. Though a container may be ignited and then
thrown, it does not stick or splatter when used in such matter,
and has no more effect than a thrown torch.
Firebane
A thick grease which provides some protection against a
single fire-based attack, firebane grants fire resistance 10
after it is smeared over the entire body. This substance is
only effective for ½ hour, and if left on the body for more than
one hour it begins to cause serious damage to the skin (1
point of subdual damage per minute). Firebane can be
washed off easily with water. A single dose is sufficient to
cover one medium sized or 2 small-sized creatures.
Fire Retardant
Cloths or leather materials can be soaked in this material,
giving the material fire resistance 5 for 2 hours. Note that
such protected clothing does not grant the wearer this fire
resistance, although obviously it will protect the wearer from
tertiary damage that COULD have been caused by the
clothing catching on fire.
Fire Color
Fire color is a fine powder which, when applied to a fire,
produces the desired color. The color desired is determined
at the time of creation. When mixed with Alchemist's
powder, alchemical fire, black powder, and other similar
substances, Fire color can be used to create visually
spectacular effects.
Firestone
This small orange stone is hurled as a grenade-like weapon,
bursting into a puff of flame for 1d6 points of damage when it
hits a hard surface. Flammable material in a 5' radius of
impact will be ignited, and burn normally.
Flare
A chemical torch which burns for 3 hours, flares are far
brighter and hotter than a standard torch. Light from a flare
illuminates a 90' radius and inflict 1d10 damage on any
creature struck. The flame from a flare is real flame, which
must be lit and can be extinguished the same as a standard
torch.
Flash Powder
Flash powder is a mild explosive which burns so quickly it
does not cause more than minor burns, even in large
quantities. However, it makes up for its lack of explosive
force in visual effect. Used occasionally in warfare as a
divisionary tactic, this powder truly shines as an aid for
burglars. The blinding light it creates, even in small
quantities, often provides enough of a distraction for the
rogue to get away.
Anyone looking directly at it as it 'flashes' suffers a -5 penalty
to all spot checks for 5 rounds. Additionally, the flash
provides enough of a distraction to allow someone who was
under observation to make another Hide check.
Free Foot
This quick-drying oil makes one 5' x 5' area very slippery.
Any creature moving through the area must make a balance
check (DC15) to keep their feet. Trying to stand back up
requires a similar check, as does moving out of the square
once footing has been regained. Larger and multi-legged
creatures only suffer the effects if all of their legs are within
the area effected.
Grounding rub
Grounding rub is used for protection from electrical attacks,
providing electrical resistance 5 from a single electrical
attack. A single application of this rub lasts 1 hour, after
which it will have evaporated.
Heat rub
This substance can be applied to the skin to protect against
frost bite, granting a +2 saving throw vs. cold attacks or
natural effects of a cold environment. The rub provides
protection for up to 6 hours under normal conditions.
Holdfast
A small bundle of the same substance used to make
tanglefoot bags, attached to the end of a rope. When the
rope is thrown with enough force and accuracy, the bundle
breaks, creating a temporary means of securing the rope. As
this is much quieter and easier to transport than a grappling
hook, it is a popular choice for those who must rely on
stealth.
In order to properly strike the designated 'target' the thrower
must make a ranged attack. Holdfast has a range increment
of 10'. AC modifiers for size, of course, apply. Thus,
someone trying to hit any point high on a 30' wall must try to
hit AC3 with a -4 penalty for range (the desired area of the
wall is HUGE). A character trying to hita spot within 1 foot of
a 2 foot wide window high on a 40' wall would have to hit
AC7 (the spot aimed for is tiny) with a -6 penalty on the
attack roll due to range. Note that taking a full round to line
up the throw provides an additional +5 to the attack roll as
per the PHB (pg. 135). A miss when throwing the Holdfast
has a 50% chance of causing the bundle to break against
another surface.
One bag of holdfast can support 200 pounds, and lasts
1d4+3 rounds before becoming too weak to hold the rope.
Creatures struck by holdfast can pull off the sticky bag with a
Strength check (DC27) or cut the attached rope.
Ice Crystal
An ice crystal, when immersed in liquid, becomes as cold as
ice and remains that way until removed from the liquid, at
which time it reverts to normal temperature. Ice crystals are
useful for keeping liquids in the alchemist's lab cool, as well
as for keeping drinks cold and refreshing.
Inebriater
A single dose (1 oz) of this causes the imbiber to become
one stage more intoxicated. A Fortitude save (DC15) is
allowed to avoid the effects.
Insect Repellent
This strong-smelling liquid is applied to the skin and repels
insects of tiny size or smaller for 4 hours per application.
Larger insects and those under magical control are allowed a
Will save (DC 12) to approach the character. This benefit is
lost if the protected character attacks the insect.
Itching Powder
This very fine powder can be thrown as a grenade-like
weapon. On a direct hit, the target must make a willpower
save (DC15) or else suffer from a penalty of -2 to all attack
rolls, dexterity checks, reflex saves, and Dex-based skill
checks while they twitch, fidget, and scratch. This effect lasts
for 2d6 rounds or until the subject is fully immersed in water
for 2 rounds. Creatures such as undead, constructs, or
incorporeal/ethereal are immune to the effects of this powder.
Liquid Ice
This viscous liquid becomes extremely cold when exposed to
air, and can freeze the surface of up to a 10' x 10' ara of
water or smother a like sized area of fire. When used as a
grenade-like weapon, a vial of liquid ice inflicts 1d6 points of
damage on a direct hit, or 1 point of damage on a splash.
Lode Stone
These rare stones are used for a variety of magical and
alchemical purposes.
Love Philter
This elixir induces sexual desire and charm in the person
who imbibes it. The victim is allowed a Will save (DC15) to
resist the effects, or he will come on to anyone and everyone
while under its effects. This effect lasts 1 hour.
Mad Rager
This pure white powder induces a brief and dangerous rage
when inhaled. The effects are identical to that of the
Barbarians rage ability (see PHB), and lasts for 2d6 rounds,
after which the person suffers from the same ill after-affects
of the barbarian rage for 12 hours. There is also a chance
per use of addiction (requiring a Fort save DC 5 +1 / use
[cumulative] in a 30-day period), which causes the after-affect
to last for a full month while he fights the addiction.
Moth Balls
These small balls can be stored in a backpack, closet, chest,
etc. to prevent the decay of cloth-like material from moths
and other insects. They last 3 months per dose.
Musk, pleasant
This carefully mixed perfume must be made specifically for
use by a specific race and gender at creation. The wearer of
the musk gains a +2 bonus to all charisma checks and
charisma-based skills when dealing with members of the
opposite sex of his own race for 6 hours after applying the
musk. At the DM's discretion, the musk also grants +1 to
charisma checks and charisma-based skills when dealing
with members of the opposite sex of compatible races (such
as elves & humans).
Nausea Inducer
Imbibing this noxious substance causes one to spend 2
rounds emptying one's belly quickly, unless a Fortitude save
(DC20) is made. The person is considered 'flat-footed' for all
purposes while the kneel and vomit. It does, however, grant
the person a +4 save on any future saving throws required by
poison ingested prior to this.
Night Eyes
This thick grease grants low-light vision when applied to the
naked eye. Any source of bright light (such as direct sunlight
or the daylight spell) causes the user of Night Eyes to
extreme discomfort and a penalty of -1 to all attack rolls.
Night eyes takes 1 full round action to apply and lasts for 30
minutes.
Numbing Powder
When applied to the skin, the area applied to becomes much
less sensitive to pain. In addition to the obvious medical
uses, a person covered head to toe in this (requiring a full
dose for medium sized creatures) will be resistant to pain,
and remain conscious up to -10 hitpoints. Note however, that
the person will still die when reduced to the level of death as
outlined in the House Rules, Death and Dieing.
Powdered Water
An ounce of these fine white crystals, when mixed with a
single drop of water, becomes a gallon of drinkable water. It
takes a full round of shaking/stirring for the mixture to form
the gallon of water. Although the mixture MUST be kept in
an air tight container to maintain its effectiveness, it is an
easy way to transport larger amounts of water over great
distances.
Preservative
This chemical and herb mixture, when applied to rations or
meats helps preserve them 10 times longer than their normal
spoilage rate. Those with sensitive palates find the unusual
after taste produced unpleasant, but cannot argue against
the usefulness of using Preservatives under the right
circumstances.
Red Rager
When this thick red salve is spread over the entire body, red
rager grants a +2 bonus to strength for the next 10 minutes,
and a -4 penalty to dexterity for one hour. A single dose is
enough to cover one medium or 2 small-sized creatures.
Anyone who uses red rager regularly will eventually suffer
deleterious side effects. If used more than twice in a week,
the character must make a fortitude save (DC15) or suffer a
1 point permanent reduction in charisma, as each failed save
means that the potent chemicals have affected the
characters mind, raising his temper, in addition to coloring his
skin a faint red.
Skin Pigment
This mixture, when applied to the skin, will alter skin tone to
any desired color for 6 hours. It takes 10 rounds to
completely cover the skin and 'work in' the mixture, and a
single dose is sufficient to cover one medium sized creature.
When used to compliment a disguise, use of skin pigment
grants a +2 conditional modifier to disguise skill checks.
Slimebane
This concoction breaks down oozes of all types. When used
as a grenade-like weapon, it does 1d6 damage on a direct hit
and 1 point of splash damage to any ooze. A struck ooze
ooze must make a Fortitude save (DC15) each round or take
an additional 1d6 damage for 3 rounds.
Slippery Oil
When covered in slippery oil, a character gets a +5 bonus to
escape artist checks, and is more difficult to grapple (-5 to
grapple attacks against him).
Smokestick
See PHB pg. 114.
Sneezing Powder
When thrown as a grenade-like weapon, a direct hit causes
the target to suffer a -2 circumstance penalty to all rolls for
1d4 rounds unless they make a successful fortitude save
(DC15). Creatures immune to gases or poisons and those
with no olfactory sense are immune to sneezing powder.
Sovereign Glue
This substance conforms in all ways to Sovereign Glue as
described in the DMG (pg. 226), with the only difference
being that it is completely manufactured by alchemical skill
(rather than magical craft).
Spark Powder
This powder can be used to create a spark when struck
against a hard surface, possibly igniting flammables. It is the
material used for the tip of Tindertwigs.
A single does is sufficient to cote 20 arrow-heads.
Softshoe Powder
Applying Softshoe powder on one's feet or footwear provides
a +2 competance bonus to move silently checks for 10
minutes.
Soupstone
When dropped into a container of water, this small stone
turns the water into hot, nourishing broth of the flavour
chosen when the stone was created. A single soupstone can
transform up to 10 gallons of water before it becomes inert.
Note that it has no effect on water-elemental-based
creatures.
Stonecloth
A heavy, gray cloth woven of special mineral fibers, making
stonecloth requires both the Craft (weaving) and Alchemy
skills. This fire retardant cloth does not catch on fire when
exposed to flame, unless exposure lasts 1 minute or longer.
Thus, a person wearing stonecloth would suffer the initial
damage from a fire attack but would not suffer burning
damage in later rounds, nor would he be required to take an
action to extinguish flames.
Sunrod
See PHB pg. 114.
Tanglefoot bag
See PHB pg. 114.
Tangle Wire
This thin barbed wire, coated with a less-adhesive though
longer-lasting form of the substance found in tanglefoot bags,
is difficult to transport and handle, but easy to string across a
narrow opening. Tangle wire comes wrapped into a tight
bundle, but once unwound it cannot be rewound and stored
for later use. A single bundle consists of a 10' strand.
To avoid a tangle wire, a character must make a successful
Spot check (DC15). Those who fail this spot check and
blunder into the wire will be caught by the wire and take 1d2
points of damage per round unless they stand completely
immobile. Additionally, they cannot move out of the 5'
square until they are free of the its grip. Escaping from a
tangle wire requires a dexterity or escape artist check (DC20)
to escape or a strength check (DC15) to pull away. A
character with a slashing weapon can free himself as a full
round action.
If the victim is willing to take damage from the wire, he can
act normally (other than moving out of the square) while
caught.
Thunderstone
See PHB pg. 114.
Tindertwig
See PHB pg. 114.
Traveler's Solace
This bitter, unpleasant liquid allows its drinker to circumvent
the effects of fatigue and exhaustion for a short time.
Fatigued characters that drink a dose of traveler's solace can
run and charge normally, and suffer no penalty to their
strength or dexterity, while exhausted characters suffer a -4
penalty to both scores.
The beneficial effects of this brew lasts for 1d4 hours, but its
after-effects last much longer. Exhausted characters who
used traveler's solace require 8 full hours of rest before they
become fatigued, while fatigued characters require at least 8
hours of bed rest before they become fully rested. Traveler's
solace has no effect if it has already been taken in the last 8
hours.
Truth Wine
A sweet white wine of elven origin, truth wine loosens the
tongue of those who imbibe it, even moreso than normal
alcohol. Those who drink truth wine, in addition to suffering
from the normal effects of alcohol consumption, must
succeed at a will save (DC15) in order to tell a lie. This save
applies each time the person attempts to tell a lie.
The effects of truth wine are short-lived, lasting only 10
rounds - 1 round per point of constitution bonus.
Universal Solvent
This substance conforms in all ways to Universal Solvent as
described in the DMG (pg. 227), with the only difference
being that it is completely manufactured by alchemical skill
(rather than magical craft).
Water Repellent
This thin, clear liquid can coat parchment, paper, cloth,
leather or other similar porous substances. When it dries,
the substance is immune to minor water drops (rain, dew,
spills, etc.) and the paper gets damage resistance 5 vs. more
immersive water or water attacks.
Vapors of Sleep
When applied to a cloth and held over the nose and mouth
(or other breathing orifice) this liquid causes the victim to fall
into a deep sleep (as the sleep spell) for 1d4 hours.
A vial of Vapor's may also be used as a grenade-like attack,
and although its targets will not fall asleep, they will suffer a -2
circumstance penalty to all actions due to drowsiness and
disorientation for 1d4 rounds.
Both uses of Vapor's of sleep allow a Fortitude save (DC13)
to completely avoid the affects.