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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.



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