The product of Craft (Alchemy), the below items… (Page in Progress)

Warning – Construction Ahead

While rules for creating alchemical products can be found on the Craft page, the items it can create are currently unclear. While creating a functional mass of alchemical items will be a time consuming process, below are some of my desires for what alchemy should be able to accomplish along with a list of items from various sources. Note that absolutely none of what’s below is considered to be “approved”, but could rather be thought of as ideas. Little to no editing or checks have been done on this list yet, so keep in mind that there are probably many straight up broken creations below and that all creations must adhere to the rules of the system. Also, don’t be surprised to see repeated or nearly identical items, or even items that’re just strictly worse than others.

I don’t recommend reading through this page directly, but rather suggest searching through it (ctrl-f is your friend) for topics of interest.

My Intended and Desired Functions

Alchemy is a beautiful merger of science and magic, though it tends to lean somewhat more towards the science side. As such, my thoughts on alchemy:

  • Alchemy should act as the skill for chemistry
  • Alchemy should accomplish quasi magical effects through a somewhat-logical, if fantastic, method
  • Alchemy should be able to interact with magic on numerous levels, from spells to inherently magical creatures, in both positive and negative fashions
  • Alchemy items most often produce non-magical effects, though some items and effects are unavoidably magical in nature (especially if they use supernatural components). That said, alchemy items should always be, at most, supernatural in nature.
  • Compared to a potion or single-use magical item, a alchemical item that produces a similar supernatural effect should be slightly cheaper, but take longer to make. Compared to a potion or single-use magical item, a alchemical item that produces a similar non-magical effect should be substantially more expensive, and take longer to make. These items should typically take longer to apply or activate.
  • Alchemical items should either be made in batches or individually. Alchemical items should have DC and/or time modifiers, with batch items typically taking longer and individual items either being base or perhaps taking less time (as such alchemical items are often rather cheap for their complexity, which is economically problematic). Alchemical items should have a list of required components which would make up part of the 1/3rd cost required. A list of “types of secondary components” could be useful to include for the rest of the cost for alchemists looking to or needing to gather all their components.

Dungeons and Dragons 3.5 and Dragon Magazine Material

Armor Insulation

50GP DC 25 2lb flask

Thick red syrup that is applied to the inside of armor, provides +5 circumstance bonus to fortitude checks to resist cold weather for 24 hours after application.

Armor Soft

50GP DC 25

Mildly corrosive red oil that softens metal armor and reduces their armor check penalty by 1 for the next hour. Each use of Armor soft on any given suit causes a 5% cumulative chance of destroying the armor. Armor soft doesn’t work on nonmetal armors but the corrosive effects still apply..

Burn Salve

15 GP DC 10

If applied within 2 rounds of burn injury, it will heal 1d6 points of fire based damage.

Cooling Gel

100GP DC 20

A cold blue gel that provides a +1 resistance bonus to flame or heat attacks for a half hour or heals 1d6 points of burn damage if applied within an hour.

Courier’s Ink

20GP DC 20

Invisible ink that turns red when soaked with revealing solution. Since Courier’s Ink is invisible until revealed scribing the precise symbols needed for spells is impossible.

Devil’s Soap

25GP DC 20

Foul smelling black paste that grants fire resistance 2 for an hour.

Disapearing Ink

5GP DC 15

After a set period of time, usually an hour, the writing vanishes. Applying heat to the paper makes the ink reappear A spot or search chek DC20 reveals traces of faded writing

Dragon’s Brew

50GP DC 25

A thick liquid that grants increased stamina and dulls pain. Imbibier is granted +1 alchemical bonus to all Fortitude saves for an hour

Elf Hazel

5GP DC 10

A weeks worth of applications of this clear liquid remove any previously healed scars

Embalming Fire

20GP DC 20 8oz

Used to treat zombie bodies. If the zombie takes even a single point of damage, it’s bodie bursts into blue flame for a minute. The fire doesn’t harm the zombie but allows it to do an additional 1d6 fire damage to it’s slam attacks. One vial is enough to treat a medium sized zombie.


50GP DC 25

This thick grease provides Fire Resistance 10 against one fire based attack. Firebane is potent for half an hour and can be washed off with water. If Firebane is left on for more than an hour it causes 1 point of subdual damage per minute.

Fire Beatle Paste

50GP DC 25

Thick reddish paste distilled from fire beatle glands burns fiercely when ignited. One container yields a half inch line one yard long when spread that burns for 1d4 rounds doing 3d6 damage per round that halves hardness before applying damage. A container can be ignited and use as a torch, and will not splatter or stick if thrown.


50GP DC 25

Small orange greandelike weapon that bursts into flame, upon striking a hard object, dealing 1d6 fire damage within the 5ft square it lands in. Fires lit by a firestone burn normally.


50GP DC25

Bead sized grenade like weapon explodes on impact. All sighted creatures within 10ft must REF SAV DC15 or be dazzled for 1 minute. Dazzled creatures suffer -1 on attack rolls.

Flash Powder

20GP DC 20

Silky grey mildly exposive powder that burns to quickly to cause damage but brilliantly enough to provide enough of a distraction to allow someone who was under observation a hide check and to cause a -5 penalty to spot checks to anyone who looked directly at the flash for 5 rounds.

Free Foot

25GP DC 25

This oil makes up to a 5ft square area exceptionally slippery. Any creature crossing the affected are must make a DC 15 reflex save or fall down. A successfull save is required to regain their footinf and another successfull save is required to leave the area. Large and multilegged creatures only suffer the effect if all of their feet are in affected areas. If Free Foot and Tanglewire are used together the victum must pass both saves to leave the area or will be subject to both effects on the following round

Freeze Powder

100GP DC 25 1lb vial

Salt looking substance will freeze up to a cubic foot of liquid or a 10ft square of wet surface. Ingesting Freeze Powder causes 2d6 cold damage DC15 Fortitude save for half damage.

Frost Lotion

15 GP DC 10

This lotion can heal 1d6 points of cold damage if applied within 2 rounds of the injury.

Frostbite Salve

50GP DC 20 1lb jar

Pale yellow cream suppresses 2 points of ability damage caused by frostbite for up to an hour after application.

Gash Glue

40GP DC 20

Thick gray glue that when applied can stabilize a dying creature.

Globe of Trap Springing

30GP DC 20 4lbs

6 inch diameter, 4lb ball of black springy material used to test for pressure plates. Range increment of 15ft, causes no damage but hits with force equal to 50+ throwers strength in pounds, and then bounces back half the distance it was thrown. A man sized object or 5 square floor section usually is AC 10. It takes week and 10GP of materials to make such a globe.


50GP DC 20

Fine Luminescent powder that clings and glows for minute once released. It is not bright enough to provide usefull illumination. It comes in tube that allows it to be blown out into a 10’ cone, a standard action that provokes an attack of oppurtunity. Alternatively it can be caredully sprinkled to cover up to 125 square feet, 5 square feet per round. Provides a +2 circumstance bonus to search checks in affected area an reduces the concealement bonus of invisible creatures down to a 20% miss chance.

Goblin Ink

20GP DC 10

waterproof ink that can not be distorted by water after it dries

Medical Salve

50GP DC 25

As a full round action, one rubs this stinky green paste into a wound and it heals 1d8 points of damage per dose. If you have 5 or more ranks in profession herbalist you receive a +2 synergy bous to craft it.


50GP DC 25

A small pouch of tanglefoot solution attached to a rope, quiter and smaller than a grappling hook. Range increments of 10ft and holds up to 200lb of weight for 1d4+3 rounds. Any miss has a 50% chance of breaking the pouch. Creatures hit can break the hold with a DC 27 strength check or sever the rope.

Ice Chalk

15GP DC 20

Waxy sticks, in various colors, that write on Ice like chalk marks slate.

Ice Crystal

5GP DC 15

Small rock crystal that becomes as cold as ice when immersed in water. Reverts to normal temperature upon removal from water.

Icewalker Oil

75GP DC 35

Icy blue liquid that when applied to feet allows the user to traverse ice and snow as if under the effects of the spider climb spell.

Insect Repellent

5GP DC 15

Strong smelling liquid keeps tiny or smaller insects at bay for 4 hours. Larger or magically compelled insects must make a DC 12 will save to approach. The benefit is lost if the protected charecter attacks the insect.

Instant Glue

120GP DC 25 2lbs

A small jar containing 8 doses of a thick white paste that dries 6 seconds asfter it is exposed to air. Each dose can cover one square foot and requires a DC 15 strength check to seperate bonded items. If an object already has a DC higher than 15 the glue incurs a -2 circumstance penalty to any attpempts. In an emergency Instant Glue can be used to stabilize the dying but inflicts 1d4 damage. It requires a DC 20 heal check to remove Intant Glue from skin or the patient suffers 1d4 damage in the proccess. If the jar is ever left open longer than what is needed to apply it 1d6 doses will harden and become useless

Instant Rope

75GP DC 25 Alchemy DC 15

A large waterskin bladder filled with a pudding like blue substance that hardens into a high quality rope one minute after being exposed to air, and then disintergrates into a fine powder 2 hours later. Instant rope has 8hps per strand and a burst point of DC 25 and incurs a -2 penalty to rope use checks. Each pouch holds enough material to make 300ft of rope and if it takes 4 or more points of damage the remaining material hardens and become useless.

Journeyman Serum

5GP DC 5

provides a +2 alchemical bonus to resist taking subdual damage while making a forced march.

Lantern Stars

5GP DC 10

Fist sized glass globe that gives off light equal to a torch for 4 hours, without heat or smoke.

Liquid Ice

30GP DC 25

Viscous liquid that freezes upon exposure to air. One vial can freeze the surface of 10ft by 10ft area of water or extinguish a like sized area of fire. Used as a grenade like weapon causes 1d6 cold damage on a direct hit and 1 point of splash damage.

Liquid Night

150GP DC25 8oz

Protects sunlight sensitive undead from the harmfull effects of sunlight.

Melt Powder

25GP DC 20 1lb vial

Melts up to 1 cubic foot of ice, or 1 inch deep 10 ft square area. Hazardous to Cold Subtype creatures, causing 2d6 acid damage if ingested, DC fortitude save for half damage, bitter tasting to everyone else.


300GP DC 30

Thin red liquid that if drank while preparing spells for the day allows imbiber to prepare an additional 1st level spell. Memorybind disrupts the natural flow of magic however and reduces the DC of all spells cast that day by 2.


200GP DC 30

Mindfire is combined with ingested poisons to add a powerfull mind clouding effect. If the victum fails either save they suffer a -2 on all will saves and must make concentration checks at DC 15+spell level to cast any spells for the next hour.

Night Eyes

25GP DC 25

Thick greasy substance that take a full round to apply and grants low light vision. The low light vision lasts 10 minutes. The eyes become unnaturally sensitive to light for the duration of the effect, and bright sources of bright light (daylight spell eyc..) cause a -1 penalty to attack rolls.

Night Venom

500GP DC 35

when night venom is added ro a poison it grants an additional sleep effect to the poison. If victum fails the poison’s initial save they must make an additional save at the same DC or fall into a fitfull slumber untill the poisons secondary effect sets in. The victum can be awakend by normal means.


100GP DC 25

Viscous brown liquid that when added to poison increses the poisons DC by 2 for a hour. Oakdeath is as illegal to use as poison.

Phantom Ink

10GP DC 20

Similar to dissappearing ink but can only be read under a certain type of light. Firelight Phantom Ink is revealed by candles, torches, and other flames. Magical Light Phantom Ink is revealed by dancing lights, continual flames. Moonlight Phantom Ink is revealed by Moonlight Starlight Phantom Ink is revealed by Starlight and is usually only visible to those with Darkvision

Polar Skin

25GP DC 25 1lb flask

Dull white cream, takes a minute to apply and lasts up to an hour, protects the wearer by absorbing up to 5 points of cold damage. These effects do not stack with and are superseeded by any form of magical protection.

Powdered Water

5SP DC 10

Sparkling white powder in watertight container. Mix one ounce of powder with a single drop of water and a round later it expands into a gallon of drinkable water.


75 GP DC 35

Clear syrupy substance that when applied between the initial and secondary effects of a contact or injury poison turns black and absorbs some of the poison giving a +8 alchemical bonus to resist the poison’s secondary effect.

Razor Ice Powder

50GP DC 25 1lb vial

Granular white powder that transforms up to a 5 ft square patch of icy surface into razorice (see page 16 of Frostburn).

If sprinkled on any natural weapon possesed by a cold subtype creature it provides a +1 enhancement bonus to slashing damage for an hour.


50GP DC 25

A foul tasting tea that sharpen hearing and sight, providing a +1 alchemical bonus to spot and listen checks for an hour.


20GP DC 15

Alchemical compound to confuse creatures with the scent ability. Small grenade like pouch can be thrown in 10ft range increments or scattered over a 5ft area. Affected creatures make a fortitude save, DC 18 for a direct hit, DC 15 otherwise, or lose scent abilty for 1 minute. After the minute affected creatures must make a second save or lose thier scent ability for an hour. If you have 5 or more ranks in herbalist proffession you recevie a +2 synergy bouns to craft it.


10GP DC 5

An overnight rust remover and polishing solution. One dose of shine water if enough to treat one medium sized weapon or simarly sized object.


15GP DC 25

Grenade like weapon that does 1d6 acid damge to ooze type creatures.


20GP DC 20

A gooey substance that provied a +2 circumstance bonus to grip for 10 minutes. Applied to hands grants bonus to climbing, holding, and grappling. Applied to Rope, grants bonus to Use Rope when binding or tying knots. Applied to Feet, grants bouns to Balance checks.

Titan Gum

25GP DC 15

Particularly strong and fast setting glue. Hardens to full strength in a single round and an support up to 500 lbs before breaking. Require DC 20 Strengh check to seperate glued items.

Vine Oil

50GP DC 15

This fishy smelling oil when spread over the body numbs the body to pain for an hour. This allows the user to fight below 0 hit points all the way until they reach -5 hit points. Vine oil however robs the user of the ability to stabilize below 0 hit points naturally on their own.

Whale Grease

75GP DC 25 2lb flask

Pungent smelling clear grease take s a minute to apply but completely protects you from hypothermia for an hour. The strong odor however allows ceratures that track by sent to track you at twice the normal distance. Whale grease is not water soluable but is removed easily with alchohol.

White Sanguine

100GP DC 20

A milky white viscous substance to combine with injury poisons to prevent clotting. If the victum fails the posion’s initial save their wounds will bleed for one minute, inflicting 1 point of damage per round in blood loss. A DC 15 heal check or any cure spell will stop the bleeding.

Wittlewort Brew

30GP DC 15

Grants the creature an immediate saving throw to resist the effects of enchantment spells or effects they are under. If the enchantment did not allow and initial saving throw, wittlewort will have no effect.


Oil, Alchemist’s Fire

You can throw a flask of alchemist’s fire as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Oil, Anointing

This sacred oil, infused with aromatic spices and distilled holy water, may be applied to a creature while casting a harmless divine spell with a range of touch, increasing the casting time to a full-round action but also increasing the caster’s effective caster level by +1 for that spell.

Oil, Cardice

Price 50 gp; Weight 1 lb.

This bottle of viscous blue oil sublimates slightly when exposed to air. When poured over water, the oil pools on the surface and takes 1 round to spread out from the point of origin in a 20-foot radius. At the end of this round, the cardice oil flash-freezes the surface of the water, creating an ice sheet over the affected area. Any 5-foot square of this ice can support up to 200 pounds of weight. Weight in excess of this amount causes the entire sheet to crack and quickly break up. This ice sheet becomes unstable and breaks up on its own after 1 hour, or 20 minutes in a hot climate. Any creature whose bare skin comes in contact with cardice oil takes 1d6 points of nonlethal damage each round because of the chemical’s volatile nature, but the oil is ineffective as a splash weapon.

Oil, Kerosine

Also known as firebreather’s oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers. You may spit a mouthful of kerosine past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of kerosine holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action).

Create: Craft (alchemy) DC 15

Oil, Lamp

A pint of lamp oil burns for 6 hours in a common lantern or lamp. You can also use a flask of lamp oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Oil, Wing

Tengus mix special salves to protect their feathers from the elements. This one-ounce vial of wing oil gives a feathered creature a +1 bonus on all saving throws to resist the effects of cold weather. Its effects last 24 hours.

Buoyant Balloon

Price 10 gp; Weight 1 lb.

This fist-sized alchemically treated animal bladder is tightly sealed around a small wooden grip. By giving the handle a sharp twist you break a tiny glass ampoule just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 3-foot-diameter sphere. Inflating the balloon is a move action. Once filled, the balloon floats upward at a speed of 60 feet per round. The balloon can lift up to 20 pounds of weight as it rises, though carrying more than 10 pounds reduces its speed to 30 feet per round. Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 600 feet, or until 10 minutes have passed, after which it pops or deflates and is destroyed.


Price 1 gp; Weight 1 lb.

Similar to but weaker than a sunrod, this stick glows like a candle when struck and lasts for 12 hours.

Light Detector

Price 1 gp; Weight —

This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, and dim light in 10 rounds. It is mainly used by creatures with darkvision to determine whether creatures carrying light have recently passed through an area. The plate is sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.

Pox Burster

A pox burster is an alchemically preserved animal bladder or gourd that has been filled with toxic, rotting materials. You can throw a pox burster as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit forces a target to immediately make a DC 13 Fortitude save or contract filth fever. Every space adjacent to the target square of the pox burster is covered in disease-causing filth. For the next minute, any creature that is injured while in one of these spaces must also make a DC 9 Fortitude save or contract filth fever.


Price 2 gp; Weight 1 lb.

This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.


When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases,

Water Purification sponge

Price 25 gp; Weight 1 lb.

This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.


If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.

Create: Craft (alchemy) DC 25


If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.


Price 25 gp; Weight —

This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer’s kit (and grants the +5 bonus stated above).

Create: Craft (alchemy) DC 25


When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.

Create: Craft (alchemy) DC 25

Clear Ear

This green gel is poured into the user’s ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a –2 penalty on all Charisma-based checks.

Healy Myrrh

When you burn this powerful resin, it fills 8,000 cubic feet with faint smoke that persists for 8 full hours. Any creatures resting or receiving long-term care in the area while the healy myrrh is active regain 1 additional hit point per level. Multiple uses of healy myrrh in a 24-hour period do not stack.

Construction Requirements Craft (alchemy) 5 ranks, Heal 5 ranks; Cost 25 gp


Sneaky goblin chieftains give this orange paste to the tribe’s warriors before proposing a particularly bold raid. Consuming mellowroot causes a euphoric feeling that makes you feel invulnerable. For 1 hour after consuming mellowroot, you gain a +5 alchemical bonus versus fear effects. However, while under the effects of mellowroot, you must make a DC 15 Will saving throw when you try to leave the threatened area of an opponent. If you fail the saving throw, you cannot leave the threatened area with that action but do not lose the action.

Smelling Salts

These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.

Create: Craft (alchemy) DC 20

Soothe Syrup

This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.

Create: Craft (alchemy) DC 15


Drinking a vial of this bland, bluish liquid grants you a +5 alchemical bonus on Fortitude saves to avoid nausea or sickness for 1 hour. If you are already nauseated, you can drink stillgut as a move action. Drinking it in this fashion grants you a second saving throw (without the +5 bonus). Goblins often use stillgut so they can choke down meat or other foods in stages of rot or decay.

Soul Stimulant

Price 300 gp; Weight —

This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level’s penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level’s effects.

Troll Oil

Price 50 gp; Weight 1 lb.

This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round.

Troll Styptic

A witch’s brew of troll blood, powdered plant extracts, and alchemical binders, troll styptic is intended as a field treatment for wounds and bleeding, particularly where magical healing is not available. This powder is stored in small packets, and when applied directly to wounds grants a living creature fast healing 2 for 2d4 rounds, as well as closing any open wounds the subject has or receives while the styptic is active, preventing ongoing damage from bleeding. This is a painful cure and requires the target to make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing.

Create: Craft (alchemy) DC 25

Unguent of Revivification

The preservation of dead flesh is important in undead-friendly cultures. In such places this alchemical ointment is commonly used as a cheaper alternative to gentle repose to give their undead flesh the blush of life. A single dose staves off the decomposition of dead flesh for 1d6 days. It cannot reverse decay that is already present and has no effect on the time limit for raising creatures from the dead.


This gritty black paste is a poison that interferes with an afflicted creature’s ability to recover from injuries. All Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed.

Type poison, injury; Save Fortitude DC 18

Onset 1 round; Frequency 1/day

Effect impaired healing (see above); Cure 2 consecutive saves

Beast Lure

This light brown oil works similar to Kaava musk (see below) but attracts one specific kind of creature (dogs, giant bees, and so on).

Create: Craft (alchemy) DC 20

Beast Scent

This is a mixture of scent gland extracts and aromatic herbs that serves as both attractor and olfactory camouflage. It masks the natural scent of a creature with an appealing if pungent musk that is alluring to most animals. Beast-scent provides a +2 circumstance bonus to Handle Animal and wild empathy checks and a –5 penalty to attempts to track the wearer by his original scent. If the tracking creature is following the smell of beast-scent itself, track checks are made at a +10 circumstance bonus instead. A single vial of beast-scent masks the scent of one Medium creature or two smaller creatures; larger creatures require proportionally more to gain the item’s benefits. Beast-scent is rendered inert after 1 hour of exposure to air. Applying a vial is a full-round action that provokes attacks of opportunity.

Create: Craft (alchemy) DC 25

Hound’s Blood

If you apply the thick, red paste known as hound’s blood to your nostrils or upper lip, it greatly enhances your sense of smell. For most creatures, this grants a +2 circumstance bonus on Perception checks for 1 hour. For gnomes, it briefly grants a super-heightened sense of smell, granting the scent ability for 5 minutes, before the potency is reduced to a +2 circumstance bonus on Perception checks for an additional 1 hour.

Musk, Kaava

This emerald-colored adhesive is a concoction made from animal glands, urine, and other powerful scents combined with a strong alchemical binding agent that is difficult to wash off. A target splashed with it smells like weak prey to predators. Creatures with the scent ability can detect a marked creature at five times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on its Survival checks. Immersion in water within 1 round of exposure washes it off; otherwise the effect decreases by one range increment per day (four times normal range after 1 day, three times range after 2 days, and so on) until the creature is again at normal scent levels.

Create: Craft (alchemy) DC 20

Musk, Harpy

The reek of this doubtful cure-all proves useful at scaring off Varisian goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any Varisian goblin who enters the area must make a DC 14 Will save or be shaken for 1 minute.

Acid Flask

You can throw a flask of acid as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Air Crystals

These unpleasant-tasting, alchemically grown crystals release breathable air when chewed. A pouch of air crystals provides 1 minute of breathable air. Placing air crystals in your mouth takes a standard action; chewing them each round is a free action. Any attempt to speak while chewing air crystals negates any remaining duration.

Alchemical Coal

A kobold who chews and swallows this alchemically treated piece of coal (a full-round action) can make one breath weapon attack during the next minute. If the kobold fails to make a breath attack before this minute expires, it is sickened for 1 hour. Other humanoid creatures that eat alchemical coal are sickened for 1 hour (though certain other creatures may be able to use them, at the GM’s discretion). Creatures that are immune to poison are immune to the sickened effect. The type of breath weapon depends on the type of alchemical coal that is chewed by the kobold.

  • Blinding Cinders: This jagged bit of dusty red coal allows a kobold to breathe a 30-foot line of coarse cinders. The breath weapon deals 1d6 points of fire damage and blinds creatures in the area for 1 round. A creature that succeeds at a DC 15 Reflex saving throw takes half damage and is not blinded.
  • Choking Smoke: This crumbling chunk of chalky white coal allows a kobold to breathe a 15-foot cone of foul vapor that deals 1d6 points of acid damage and sickens a creature for 1d4 rounds. A creature that succeeds at a DC 15 Reflex saving throw takes half damage and is not sickened.

Ointment, Armor

Price 30 gp; Weight 1 lb.

This thick lubricant makes the joints of armor move more freely. Applying the ointment takes 1 minute and reduces your armor’s armor check penalty by 1 (to a minimum of –1) for 8 hours.

Clay, Blackfire

Price 20 gp; Weight 10 lbs.

This pliant black clay is always pleasantly warm to the touch. Working blackfire clay in your hands for a full round causes the clay to grow much warmer, granting you a +4 alchemical bonus on saving throws made to resist cold weather. You can combine five blocks of clay over the course of a minute to produce a source of warmth equivalent to a small campfire, allowing you to heat a campsite and cook food.

Blackfire clay only produces heat, never light, smoke, or odor. The clay emits warmth for 1 hour before hardening into an unusable lump. A newly created brick of blackfire clay is composed of 10 blocks.

Dye, Marker

Price 15 gp; Weight 1 lb.

This dye (available in several colors) creates an obvious stain wherever it is splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.

Grease, Alchemical

Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.

Create: Craft (alchemy) DC 15

Alchemical Preserves

Each small tin of this specially treated jam contains just enough of the gooey stuff to provide a halfling with a single serving of revitalizing nourishment. While any creature can eat these preserves as a standard action, it only affects halflings in a beneficial way. Halflings who eat the preserves recover from fatigue. Non-halflings who eat alchemical preserves become sickened for 1 round.

Alchemical Cement

Price 5 gp; Weight 2 lbs.

You mix this fine gray powder with water and a cubic foot of sand or gravel to form a durable stone-like material. Until it cures, it has the consistency of thick mud, and you must hold it in place (typically with a frame of earth or wood) if you want it to harden in a specific shape. It takes 1d10+10 minutes for the cement to partially cure, gaining hardness 2 and 5 hit points per inch of thickness. After 1d6 hours the cement is fully cured and as hard as true stone.

Alchemical Glue

Price 20 gp; Weight 1/2 lb.

This glue is stored as two flasks of syrupy liquid. When mixed together and allowed to cure, they form a strong bond. The glue is sufficient to coat 1 square foot of surface, or (because of waste, spills, and inaccurate mixing) up to 20 smaller applications of approximately 2 square inches each. The glue is tacky after 1 minute and fully cured after 1 hour. Pulling apart a large glued surface (at least 1 square foot) requires a DC 20 Strength check for tacky glue or DC 25 for cured glue. Pulling apart a small glued surface (anything less than 1 square foot) is a DC 15 Strength check for tacky glue or DC 20 for cured glue.

Alchemical Glue Accelerant

Price 25 gp; Weight —

This tiny dropper contains a liquid that speeds up the cure time of alchemical glue. Applying the accelerant is a standard action. Accelerated glue is tacky after 1 round and fully cured in 1 minute. The dropper contains 20 doses; each dose is sufficient to cure one small application of alchemical glue. The entire dropper must be used to cure a full square foot of glue.

Alchemical Solvent

Price 20 gp; Weight 1/2 lb.

This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys most normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (alchemical glue, tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, such as sovereign glue.

Create: Craft (alchemy) DC 20

Alkali Flask

This flask of caustic liquid reacts with an ooze’s natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.

Create: Craft (alchemy) DC 20

Alkali Salt

These tiny granules can be dissolved in water, creating a slimy material used to coat metallic items such as weapons or armor. Such a coating neutralizes the metal-eating acid of black puddings and gray oozes, protecting the item from 1d3 contacts with an ooze’s acidic touch.

Create: Craft (alchemy) DC 20


Upon consumption, this heavenly elixir, brewed from holy water and blessed herbs, grants a +2 sacred bonus on saving throws against negative energy, energy drain, and death effects for 1 hour, including saves to remove negative levels. Ambrosia affects undead and evil outsiders as holy water.

Black Fester

This black paste is often applied on orc weapons before going on raids to stymie an enemy’s healing magic. Like a poison, black fester stays on a weapon until the first time it strikes an opponent. It remains in the target’s body for 1 hour. A creature exposed to black fester resists magical healing; a creature trying to magically heal the target must make a DC 10 caster level check to restore any hit points to the target.


This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round. Immersing the weapon in water or similar liquid washes it off.

Create: Craft (alchemy) DC 15

Blightburn Paste

This heavy stone box measures 2 feet to a side, and the tiny compartment inside is lined with lead. Inside the compartment is a half-ounce of deep green paste. This paste is made of animal fat mixed with ground-up blightburn. Once the box is opened, blightburn paste limits teleportation within 60 feet and irradiates anyone within 60 feet, afflicting them with blightburn sickness (see sidebar for details on both effects). Any creature that touches the paste is afflicted with blightburn sickness (no save), and takes 2d6 points of fire damage per round until the paste is cleaned away with a successful DC 15 Heal check.

Create: Craft (alchemy) DC 30

Blightburn: The mineral blightburn is a green-glowing crystal and burns anyone who touches it, dealing 2d6 points of fire damage per round of contact, and its radiation causes blightburn sickness.

The substance also limits teleportation. Anyone casting a teleportation spell in or teleporting to a cavern with blightburn in its walls must succeed at a DC 30 caster level check.

Brewed Reek

Animal musk, spoiled meat, pungent plants, and any other foul-smelling substances on hand go into a batch of brewed reek. When boiled, this mixture becomes a thick alchemical slime that adheres to anything it touches. You can hurl brewed reek as a splash weapon with a range increment of 10 feet. A creature struck with a direct hit must succeed at a DC 15 Fortitude save or be sickened for 2d6 rounds. If the target fails its save, it must make a second Fortitude save or be nauseated for 1 round. Creatures in the splash area must make a Fortitude save or be sickened for 1 round. A creature that drinks brewed reek does not get a saving throw and is sickened for 2d6 rounds and nauseated for 1 round.

Create: Craft (alchemy) DC 25

Caphorite Dust

This small leather pouch is filled with a faintly radioactive ore called caphorite, with a small percentage of reactants that activate the dust. When used, caphorite dust must be sprinkled in a 5-foot square, which then becomes the center of the dust’s effect. All bright or normal light within 30 feet of the activated dust is reduced to dim light, and any creature attempting to cast a spell with the light descriptor in this area must succeed at a DC 15 caster level check or have spell’s effect be negated. If caphorite is exposed to sunlight, it immediately becomes permanently inert. Each pouch contains enough dust for two applications.

Create: Craft (alchemy) DC 25

Censer, Celestial

Price 20 gp; Weight 1/2 lb.

This blessed thurible holds up to 10 pieces of incense, and burns at a rate of 1 stick per hour. If a smokestick is added to the incense in the censer while it burns, creatures with the evil subtype are dazzled for as long as they remain within the area of the resulting smoke.


Price 30 gp; Weight —

This milky fluid can be mixed with water to quickly kill light and medium vegetation. One flask of defoliant kills light brush and small trees in 50 5-foot squares. Light vegetation (anything but trees) dies within 1 hour and can be cleared at a rate of 10 minutes per 5-foot square (representing uprooting dead plants and breaking stumps into gravel-sized pieces), leaving barren ground. Medium vegetation (anything but massive trees) dies in 2 hours and can be cleared at a rate of 1 hour per 5-foot square. Massive trees can usually survive a single dose of defoliant, and using defoliant doesn’t make clearing them any easier. Defoliant can be used as a splash weapon against plant creatures. A direct hit with the undiluted fluid deals 1d6 hit points of damage, 1 point of Strength damage, and 1 point of Constitution damage (Fortitude DC 20 negates the Strength and Constitution damage); plant creatures within 5 feet of the target take 1 hit point of damage.

Deodorizing Agent

Price 30 gp; Weight —

Coating a creature in a vial of this milky, odorless substance takes 1 minute and renders it scentless for 1d3 hours. Creatures that rely on scent for locating creatures do not gain the benefit of this ability against a creature affected by a dose of deodorizing agent.

Die, Marker

This dye (available in several colors) creates an obvious stain wherever splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.

Elemental Breath

This vial at first seems to be empty, but when it’s opened, a rush of wind issues forth from within. When elemental breath is inhaled (as drinking a potion) by an air-breathing creature, that creature does not need to breath air for 10 rounds. A vial of elemental breath must be inhaled on the round it was opened to gain this effect. If it is not, the item is wasted.

Elemental Flux

This flask of alchemical powder reacts to the elemental power in suli blood. Adding at least 1 hit point worth of suli blood to it creates an alchemical splash weapon. The splash weapon works like a flask of acid, except the damage is a random energy type (acid, cold, electricity, or fire). A DC 10 Craft (alchemy) check identifies what energy type the activated flask has. The activated flux retains its power for 24 hours before becoming inert material. The Craft (alchemy) DC to create this is 20.

Embalming Fluid

Price 50 gp; Weight 10 lbs.

This fluid is used to preserve corpses, whether for later dissection, taxidermy, necromancy, or magic such as raise dead. Embalming fluid is technically a poison, and using it makes a corpse unpalatable to most animals and vermin, though corpse-eating undead don’t mind the taste. Treating a corpse with embalming fluid takes 1 hour and a successful DC 25 Heal check. The embalmed corpse decays at half the normal rate (each day dead counts as half a day for the purpose of raise dead).


An oread adventurer discovered these small green gemstones when, after suffering a wound from falling on some jagged stones while exploring a cavern, she noticed pieces of beautiful green crystal growing from her skin. Oread jewelers found that these crystals, dubbed fleshgems, seemed to feed on the elemental energy that permeates an oread’s flesh, growing from tiny chips of stone into large, elaborate gemstones. Essentially harmless, implanting fleshgems became a unique racial method of body alteration among oreads, equivalent to tattoos and piercings among other humanoids. Decorative fleshgems cost 1 gp and are merely ornamental. Fleshgem spikes, on the other hand, grow into elaborate crystalline shards that function as armor spikes, but the oread wearing them cannot wear armor over the spikes and even normal clothing requires special holes or seams to allow the spikes to stick out. Implanting a set of fleshgem spikes takes 10 minutes, and the resulting shard takes about a week to grow to full size. Removing a fleshgem takes 1 minute; the person removing the gem must make a successful DC 15 Heal check to avoid dealing 1d4 points of damage to the oread. The fleshgem spikes can be sundered or destroyed as if the growths were a worn object (hardness 1, 5 hp), but unless the embedded root of the fleshgem is removed, the shards grow back 1 week later.

Foam, Impact

Price 25 gp; Weight 1 lb.

This milky white liquid bubbles into a 1-foot-thick semisolid sheet of foam when splashed across the ground. You can spend a minute to apply a flask of impact foam to a 10-foot-radius area, or you can throw the flask as a splash weapon. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 1d6 points of falling damage and converts the second 1d6 points of falling damage into nonlethal damage. A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.

Fungal Stun Vial

Price 75 gp; Weight 1/2 lb.

Harvested from a rare fungus, these small vials emit a bright blue glow, and are commonly used in intertribal kobold disputes. When broken, a fungal stun vial releases a flash of bright blue light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the flash area must make a Will save (DC 20). Creatures that fail are stunned for 1d2 rounds if they’re in the area of bright light, or are confused for 1 round if in the area of dim light.

Create: Craft (alchemy) DC 30

Fury Drops

Price 50 gp; Weight —

Anointing a creature’s eyes with a dose of fury drops causes it to immediately fly into a rage for 1d6 rounds, granting it a +2 alchemical bonus to Strength and Constitution, a +1 alchemical bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical to a barbarian’s rage, and creatures are fatigued at the end of the rage. Only creatures with an Intelligence score of 1 or 2 can be affected by fury drops.

Gel, Fire Ward

Price 150 gp; Weight 1 lb.

When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from fire or heat damage. You gain fire resistance 5. The gel burns away as it absorbs fire damage; when it absorbs a total of 20 points of fire damage, it is discharged. Fire ward gel counts as protection from energy for the purpose of stacking multiple fire protection effects. Applying fire ward gel takes 1 minute, and it lasts for 1 hour before losing its potency. Multiple applications of fire ward gel do not stack; applying more while a dose is active merely resets the potential amount of fire damage absorbed to 20 points.

Gel, Frost Ward

Price 150 gp; Weight 1 lb.

When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from cold damage. You gain cold resistance 5. The gel flakes away as it absorbs cold damage; when it absorbs a total of 20 points of cold damage, it is discharged. Frost ward gel counts as protection from energy for the purpose of stacking multiple cold protection effects. Applying frost ward gel takes 1 minute, and it lasts for 1 hour before losing its potency. Multiple applications of frost ward gel do not stack; applying more while a dose is active merely resets the potential amount of cold damage absorbed to 20 points.

Gel, Phosphorescent

Price 45 gp; Weight 1/2 lb.

This sealed vial contains 1 ounce of milky white gel. Once the vial’s seal is broken, the liquid reacts with the surrounding air and begins to rapidly heat up, glowing like a candle for 1 hour. After that hour, the oxidization of the chemical agent is complete, and the gel dissolves in a white-hot flash, dealing 3d6 points of fire damage to anything directly in contact with it. A single dose of phosphorescent gel can coat 6 square inches of a surface. Multiple doses of phosphorescent gel can be used to coat larger surfaces, but the amount of damage dealt does not stack. The conflagration occurs in an instant, and the fire generated doesn’t spread, though it can be used to ignite a larger explosive such as a fuse grenade or pot of oil.

Hobgoblin War Draught

This drink is a foul-smelling alchemical blend of raw alcohol, mashed grubs, and medicinal mushrooms. A hobgoblin under the effects of hobgoblin war draught ignores all penalties resulting from the fatigued and shaken conditions for 10 minutes, after which he must succeed at a DC 15 Fortitude save or be sickened for 1 hour. Anyone lacking the goblinoid subtype who drinks hobgoblin war draught must immediately make a DC 15 Fortitude save or be sickened for 1 hour; success means the drinker ignores all penalties resulting from the fatigued and shaken conditions for 1 minute, after which he is sickened for 10 minutes. Hobgoblin war draught has no effect on creatures that are immune to poison.

Create: Craft (alchemy) DC 20

Ifrit’s Blood

Ifrit alchemists claim to make this thick red oil from their own blood—hence the morbid name—but this claim is almost certainly false. Ifrit’s blood ignites upon contact with air, but burns slowly and is unsuitable for use as a splash weapon. A creature can apply a flask of ifrit’s blood to a weapon as a standard action, wreathing the weapon in vibrant red flames for 1 minute. The oil deals 1 point of fire damage on each successful attack with the weapon and deals 1 point of fire damage to the weapon itself, bypassing the weapon’s hardness if any part of it is made of wood. If the oil is applied to a creature’s natural weapons or unarmed strikes, the creature takes 1 point of fire damage each round (though its fire immunity or resistance still applies).


This aromatic resin, imbued with fragrant oils, is often formed into sticks, cones, or balls and burned in ceremonies or during meditation. A piece of incense burns for 1 hour.

Incense, Scentbane

Scentbane incense is a form of smokestick that also blocks most scents. As long as the smoke lasts, creatures with the scent special ability must make Perception checks, opposed by the Stealth checks of any creatures within the smoke, to use scent to locate creatures within the smoke. If a creature remains in scentbane incense for 5 rounds or more, the smoke clings to it for 1 round after it leaves, making it similarly difficult to find by scent during that time.

Ink, Glowing

Price 5 gp; Weight —

Often extracted from phosphorescent insects, tiny marine plants, or subterranean fungi, glowing ink emits a faint but steady light (typically red or green) that allows you to read it in normal darkness—this includes darkness created by spells like darkness, but not the supernatural darkness created by deeper darkness. If there is glowing ink on an object, you have a +2 bonus on Perception checks to locate it. Mixing glowing ink with marker dye makes the dye glow in the dark until it fades.

Ink, Invisible

Type Price
Simple 2 gp
Average 10 gp Good 25 gp Superior 75 gp

Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies by ink quality).

  • Simple: This ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to reveal without the trigger).
  • Average: This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid (DC 25 to reveal without the trigger).
  • Good: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster’s blood (DC 30 to reveal without the trigger).
  • Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person (DC 35 to reveal without the trigger).

Lichen, Camouflage

Though oreads with obviously stony features are rare, almost all oreads have an essentially earthen quality to their skin that makes it perfect for cultivating plant life. Where other races would be appalled at the thought of plants taking root in their flesh, oreads see it as a natural and healthy extension of their elemental nature. For this reason, oread herbalists developed several strains of moss and lichen specifically adapted to grow on their bodies. Camouflage lichen is the most common variety of these oread plants. It takes 1 minute to apply a paste of camouflage lichen spores to the skin, and an additional 24 hours for the fungus to sprout. After this time, the oread is covered in a thin green layer of living plant matter, granting her a +4 bonus on Stealth checks made in green forest and jungle environments. Red-orange and white varieties exist, providing bonuses in appropriately colored environments (red-orange among autumn leaves or in red deserts, white in snow, and so on). Camouflage lichen has a short lifespan; it withers and dies 3 days after being applied, crumbling away into harmless powder. This item only works on oreads and other creatures with rock-like bodies.

Liquid Ice

Also known as “alchemist’s ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.

Create: Craft (alchemy) DC 25

Noxious Aromatic

Price 15 gp; Weight 1 lb.

This glass container of foul-smelling oil shatters easily upon impact. You can throw a vial of noxious aromatic as a splash weapon with a range increment of 10 feet. If a creature with the scent sense is standing in the square of impact, it must succeed at a DC 14 Fortitude save or be nauseated for 1d4+1 rounds. Any creature with scent in an adjacent square must succeed at a DC 12 Fortitude save or be sickened for 1 round. Creatures without the scent ability are not affected by noxious aromatic.


This reagent is often stored in the form of small, salty pellets in a dry container, though it can also be mixed with a flask of water and carried that way. Nushadir neutralizes acid; a vial of pellets or a flask of nushadir-water is enough to render a cubic foot of acid safe to touch in 1 minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster’s gullet. Nushadir vapors are slightly irritating to the eyes, nose, and mouth, causing nausea for 1d4 rounds after close exposure (Fortitude DC 10 negates).

Create: Craft (alchemy) DC 20

Ooze, Grease

This alchemical concoction can be spread over a Medium or Small creature’s body as a full-round action. It provides a +5 alchemical bonus on Escape Artist checks, CMD checks to avoid a grapple, and Reflex saves to avoid an ooze’s improved grab or engulf abilities, but gives a –5 penalty to disarm checks, grapple checks to start or maintain a grapple or pin, and other checks that may be hindered by a loose grip (such as Climb). One application lasts for up to 1 hour and can be removed with soap and water.

Create: Craft (alchemy) DC 25

Ooze, Petrified

Price 80 gp; Weight 1/2 lb.

This tiny blob of ooze looks like a small disc of green stone when inactive, and is stored in a circular dish with an airtight cover. When the cover is removed and the ooze is exposed to air, the user has 1 minute to handle the rapidly softening ooze before it regains its former viscosity (as well as toxicity) and springs back to life. Although much smaller than an actual ooze creature, this coin-sized blob still deals 1d6 points of acid damage to anything it comes in contact with. Due to its unpredictable nature, petrified ooze is typically only good for breaking or melting whatever object or device on which the user originally sets the ooze, after which the blob quickly scurries into the nearest corner or crevice so it can feed on particles of dust and diminutive prey. Once restored to its viscous form, a petrified ooze moves at a rate of 60 feet per round, and any creature that comes in contact with the ooze must succeed at a DC 12 Reflex save to avoid taking acid damage from it.


Price 80 gp; Weight —

Drinking this crystal-clear liquid accelerates the natural process of healing Constitution damage. Resting for 1 hour after drinking a vial heals you of 1 point of Constitution damage as if you had benefited from a full night’s rest. Taking multiple doses in an hour does not increase the rate of healing; you must take each individually, followed by an hour of rest, for it to have any effect. Using more than 4 doses of padzahr in 1 day has no effect.

Paste, Blackfingers

This inky paste aids unskilled poison-users. When smeared on the fingers, a dose of blackfingers paste prevents accidental poisoning while applying poison to a weapon, as if the user possessed the poison use ability. A single dose of blackfingers paste lasts for 1d6 hours, but the black stains the stuff creates on the user’s fingers lasts for days. A single dose of this alchemical item costs 50 gp.

Paste, Bone

Price 75 gp; Weight 1 lb.

Typically stored in an airtight leather wineskin cured with rare preservative unguents, bone paste is a powerful alchemical sealant with special deteriorative properties. When squeezed out of its container and exposed to air, bone paste quickly hardens, so in order to apply it to a surface or object one must typically squeeze the paste directly onto the material to be affected. Once applied, bone paste cements itself to the object in just seconds, and hardens into a flaky cast. If applied to any unattended organic material or surface (such as wood, paper, hide, or rope), after 1 hour, bone paste undergoes another alchemical reaction and begins to eat away at the material, dealing 1d4 points of damage each round for 1d6+1 rounds, eating away first at the part of the object to which it was applied and spreading briefly to other parts of the object before dissipating and leaving a small amount of residual dust. Bone paste ignores an organic object’s hardness, and does not deal damage to inorganic objects or surfaces (such as metal, stone, or ceramic). One pouch of bone paste is enough to cover 1 square foot of surface, or (because of waste and spills) up to 20 smaller applications of approximately 2 square inches each.

Paste, Mending

Price 25 gp; Weight 1/2 lb.

You can use this smelly, silvery paste to temporarily repair metal objects. It is sold in a sealed flask and reacts with air, turning solid in 1d6+4 minutes. You must make an appropriate DC 20 Craft check to repair a metal item with the broken condition; success means the object loses the broken condition but gains the fragile condition. Increase the DC by +5 if the broken object is a magic item or by +5 if it is a firearm (add both modifiers if the item is a magical firearm). If the check fails, the mending paste is consumed but you may try again with another flask or conventional repair methods.

Paste, Paper Wall

Price 10 gp; Weight 2 lb.

This jar of thick, gritty paste is made from coarsely ground plant matter, weak epoxy, and bat guano. When exposed to air, the moldable substance quickly creates a thin, paper-like surface, which is ideal for creating false earthen walls. Creating a 5-foot-by-5-foot section of paper wall requires a full-round action. Though this false wall is easy to punch through, it requires a successful DC 13Perception check to identify the wall as a fake. If the creator of the paper wall spends an additional full-round action disguising the wall with dirt and pebbles, the DC increases by 2.

Create: Craft (alchemy) DC 15

Paste, Shrieking

Price 35 gp; Weight 2 lbs.

Created by suspending the spores of a shrieker mushroom in a thick mixture of wheat paste and vermiculite, this thick sludge comes in a soundproof, stone container. Shrieking paste creates an obnoxious piercing noise when exposed to even minute amounts of movement or light. This makes applying the paste a very noisy endeavor at best. However, once the paste is applied and left alone for several rounds, it once again becomes silent. Thereafter, any light source or movement within 10 feet of the paste causes it to shriek for 1d3 rounds. A single container contains enough shrieking paste to coat 1 square foot of a surface. If left undisturbed for several weeks in a dank, lightless setting, shrieking paste might eventually grow into a colony of shrieker mushrooms.

Plaster, Casting

Price 5 sp; Weight 5 lbs.

This white, dry powder mixes with water to form a paste, which hardens over the course of an hour to create a solid material. It can be used to make casts of footprints or carvings, fill in gaps or cracks in walls, or (if applied over a cloth wrapping) create a cast for a broken bone. Hardened plaster has hardness 1 and 5 hit points per inch of thickness. A 5-pound clay pot of plaster can cover about 5 square feet of flat space to a depth of 1 inch, five Medium forearm or lower-leg casts, two Medium full-arm or full-leg casts, or twice as many casts for a Small creature.

Poison Tattoo

This henna-like paste creates a dark brown tattoo on the hands or feet that fades over the next 2d6 days. The tattoo temporarily boosts the strength of a vishkanya’s natural poison, increasing the DC of the next weapon envenomed with the vishkanya’s blood or saliva by +2 (once used, the tattoo is merely decorative and does not affect the creature’s poison). A typical tattoo consists of intricate whorls and spiritual symbols on the hands or feet.


Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.

Powder, Flash

This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).

Create: Craft (alchemy) DC 20

Powder, Foaming

Price 10 gp; Weight 1 lb.

When you add this 1-pound bag of green powder to a gallon of water, the two combine to form 50 cubic feet of thick green foam. Unless contained, in 1 round the foam fills a 5-foot-square to a depth of 2 feet. When multiple pounds of powder are used, the foam expands at a rate of one 5-foot square per round. Ground covered with the foam is treated as difficult terrain, but is otherwise harmless. After 1 hour, the foam hardens to form a buoyant material roughly the density of honeycomb. The cured foam is easy to cut, with hardness 0 and 5 hit points per foot of thickness. The cured foam breaks down over a few days, and even faster if exposed to water. Casting transmute mud to rock on uncured foam converts it into a soft, pumice-like stone (hardness 2, 5 hit points per inch of thickness).

Powder, Insomnia

Price 60 gp; Weight 2 lbs.

This fine white powder is a powerful stimulant that affects the nervous systems of any creatures that inhale or ingest it, preventing them from sleeping for 24 hours. A packet of insomnia powder can be thrown as a splash weapon with a range increment of 10 feet. A creature struck by a direct hit must succeed at a DC 12 Fortitude save to avoid the effect, while those in the splash radius must succeed at DC 8 Fortitude saves. This is a poison effect.

Although it causes no severe damage, insomnia can cause a creature to be more prone to fatigue or exhaustion. Though it prevents sleep (and thus prevents wizards and some other spellcasters from regaining their spells), insomnia powder does not prevent a creature from meditating or praying. The effects of insomnia powder can be countered by sleep, neutralize poison, or similar effects.

Powder, Itching

This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Create: Craft (alchemy) DC 25

Powder, Rusting

Price 60 gp; Weight —

This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the Disable Device skill, you gain a +5 alchemical bonus to open the lock or disable the trap, but there is a 75% chance that the mechanism is destroyed and cannot be used afterward. If the check fails, the mechanism is destroyed. A destroyed lock cannot be unlocked (but still counts as locked for the purpose opening the locked object). A destroyed trap mechanism immediately triggers the trap. If you fail the DC by 5 or more, the powder also lands on an object in your square (including possibly your armor or weapon), dealing 5 hit points of damage to the object.

Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.

Powder, Sneezing

This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn.

Create: Craft (alchemy) DC 25

Salve, Stonechipper

This gritty, gray ointment weakens rocky materials. When applied to an object made of stone, it reduces the object’s hardness by 3 for 10 minutes. As a standard action, a creature can apply the paste to affect one 5-foot-square or a Medium or smaller creature. The paste only affects hardness, not damage reduction or similar defenses.


This thin black liquid is stored in airtight flasks because it evaporates quickly when exposed to air. Its cloying vapors cling to a target, obscuring vision for a short period of time. You can throw a shadowcloy flask as a splash weapon with a range increment of 10 feet. A direct hit means the target treats the ambient light as one category darker than normal, with a creature already in natural darkness treating it as supernatural darkness. This effect lasts for 1 round. A thrown shadowcloy flask has no effect on adjacent creatures or if it misses.


Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on. They are always masterwork weapons—most often scimitars or longswords; the listed price includes the cost of the masterwork bonus.

Requirements Craft (alchemy) 5 ranks, Craft (weaponsmithing) 5 ranks; Price +750 gp


Refined from rare underground crystals, this poison causes a burning headache that impedes spellcasting. If the target fails its Fortitude save, for the next minute the target must make a Concentration check with a DC equal to 10 + spell level to cast a spell, and all other concentration checks to cast spells take a –5 penalty.

Type poison (injury); Save Fort DC 14;

Onset —; Frequency 1/rd. for 4 rds.;

Effect see text; Cure 1 save;

Cost 200 gp/dose

Spider Sac

Despite their name, spider sacs have nothing to do with spiders but rather are alchemical devices with a unique delivery system. Used for climbing as well as combat, these grayish, gourd-like pouches are made of a specially grown fungus with a tough but rubbery exterior. The fungoid is carefully harvested, pierced at one end, hollowed out, and then injected with a strong alchemical adhesive that hardens to a fibrous material almost instantly when exposed to air. When squeezed, a spider sac’s adhesive shoots out to a maximum range of 10 feet and sticks to whatever it strikes, whereupon the strand dries instantly into a durable fibrous rope. For the purposes of climbing, treat a spider sac as a grappling hook except that all surfaces are AC 5. A spider sac can also be used as a lasso except with AC 10, 4 hit points, and a DC 24 Strength check to burst. A spider sac is a single-use item.

Tea, Meditation

Price 30 gp; Weight —

Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.

Tea, Night

This frothy tea made from the bone-white, triangular leaves of the night tea plant renders a humanoid female sterile if drunk every day. In high doses, it may be able to end a pregnancy.

Terrap Sap, Distilled

When first opened, this sealed jar releases such an overwhelmingly antiseptic odor that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scentbased attacks while the sap’s odor remains, but they automatically fail any scent-based Perception checks during that time.

Create: Craft (alchemy) DC 15

Tonic, Blight

Blight tonic increases the potency of a creature’s disease attack transmitted by physical contact, such as a dire rat’s filth fever. The next time a creature must save against the drinker’s disease save DC, the DC for the initial infection increases by +2. The tonic lasts for 10 minutes or until the next time a creature must save against the drinker’s disease DC, whichever comes first.

Tonic, Twitch

Price 45 gp; Weight —

This thick syrup is extracted from bitter herbs and enhanced by alchemy to ward against sleep, paralysis, and the staggered condition. If you drink twitch tonic, you gain a +2 alchemical bonus on saving throws made against these effects for the next hour. If you drink twitch tonic while suffering from any of these effects, you may immediately roll another saving throw against the effect (with the +2 bonus); you may gain this particular benefit only once per day. You can administer twitch tonic to an unconscious or paralyzed creature as a full-round action, similar to administering a potion.

Unguent, Fiendgore

When this unguent—prepared with vile alchemical reagents and the gore of fiends—is applied to a wounded tiefling or evil outsider (not currently at maximum hit points), it momentarily transforms the essence of the target into something even more fearsome and demonic. While under the effects of a fiendgore unguent, a tiefling or an evil outsider gains a +2 circumstance bonus on Intimidate checks and a +1 circumstance bonus to the DC of all spells with the fear descriptor that they cast. Applying the unguent is a delicate process, requiring a full-round action, and can only be properly applied to a willing or helpless creature. If applied to a creature other than a tiefling or an evil outsider, it sickens the creature instead. The unguent’s effects (either beneficial or harmful) last for 1 minute.

Repellent, Vermin

This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.

Create: Craft (alchemy) DC 20

Weapon Blanch

These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.

Ghost Salt: This gritty alchemical powder is made from exotic minerals mixed with an infusion crafted from the ectoplasmic remains of destroyed incorporeal undead. When rubbed onto a weapon that is then placed over a hot flame for a full round, ghost salt melts and forms a temporary coating on the weapon. The blanching gives the weapon the ability to do full damage to incorporeal creatures, even if the weapon itself is non-magical. An application of ghost salt remains effective until the weapon makes a successful attack. Each dose of weapon blanch can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time.

Type Price Craft (alchemy) DC Weight
Adamantine 100 gp 25 1/2 lb.
Cold iron 20 gp 20 1/2 lb.
Ghost salt 20 gp ? 1/2 lb. Silver 5 gp 20 1/2 lb.

These silver, alchemical powders have a gritty consistency, appearing at first glance to be simple metal shavings. When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until you make a successful attack with the weapon. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.

Wismuth Salix

Price 30 gp; Weight —

This pink liquid has a horrible chalky taste, but is quite effective at counteracting nausea, indigestion, and diarrhea. A vial of wismuth salix, taken in small doses during the day, alleviates these symptoms. If you drink an entire vial of wismuth salix, for 1 hour you get a +2 alchemical bonus on Fortitude saving throws against effects that inflict the nauseated or sickened condition. If you drink a vial of it while suffering from the nauseated or sickened condition, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day. Drinking a vial of wismuth salix (whether over the course of a day or all at once) usually turns your tongue black for about a day, though this is a harmless side effect.

Scent Cloak

Price 20 gp; Weight 2 lbs.

This collection of coarsely ground spices, seeds, and alchemical reagents overrides your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint if you are cloaked; they just can’t identify your smell as something unique. Washing for 1 full round removes the scent cloak.

Smoke Pellet

Price 25 gp; Weight —

This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.

Create: Craft (alchemy) DC 20

Smoke pellet, pepper

The smoke from a pepper pellet is an ocular and respiratory irritant, and creatures that are hit by a pepper pellet or pass through the smoke must succeed at a DC 12 Fortitude save or be sickened for 1 round.

Price 60 gp; Weight —

Smoke pellet, smog

The smoke from a smog pellet is oily, and creatures that are hit by a smog pellet or pass through the smoke are covered in thick residue. This residue makes invisible creatures visible for 1d4 rounds.

Price 40 gp; Weight —


Price 20 gp; Weight 1/2 lb.

This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

Tanglefoot Bag

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Tar Bomb

A tar bomb is an easy weapon to make, and devastating in use. A head-sized lump of tar is wrapped around a rope and set on fire. You use the rope to lob the burning tar onto an enemy’s deck, where it sticks and sets the ship alight. In many ways, a tar bomb functions as a less potent version of alchemist’s fire, as it deals less damage and lacks the splash damage of the more expensive substance. Treat this attack as a ranged touch attack with a range increment of 10 feet. Lighting a tar bomb is a move action.

A hit with a tar bomb deals 1d4 points of fire damage and has the potential to set the struck object or creature on fire, causing an additional 1d6 points of fire damage each round unless the target or an adjacent creature makes a DC 15 Reflex save to extinguish the flames as a full-round action. Knocking the tar bomb or the burning creature or object into a body of water or magically extinguishing the flames automatically smothers the fire.


You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC.


Price 1 gp; Weight —

The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.

D&D 2nd edition and Homebrew

Spark Powder

this powder can be made and can coat arrow heads, sling stones…etc. When struck against a stone or steel surface, a spark can ensue. (Possibly igniting some flammables)

Flash powder

when scattered create a short bright flash, that invokes a saving throw or suffer a -2 to all attack rolls due to damaged eyes for 1d4 rounds.

Minor acid

Can be used to dissolve organic material slowly. 1 dmge per turn.

Drowsy brew

Causes a saving throw or someone gets very drowsy. If they sleep it will be a deep sleep that required 1d4 rounds to fully awaken

Vomiting brew

Make a saving throw at -2 against poison or puke guts up. Gives a second save vs. ingested poison with a +3 bonus.

Skin Pigment

This mixture can be applied to the skin, which will take 1 turn to fully cover all skin. After another full turn of letting the mixture set in, the skin can be altered to any color, this alteration will last 1d6+Rank in hours.

Taste Sensitivity

This alchemical mixture can be applied to the tongue, for 1d4+Rank rounds after the mixture has been applied, whenever the character tastes or eats anything, he gets a +1 Fortitude against poisons and can identify the type of substance with a +2 bonus to his/her checks.

Colored Fire

These chemicals can be applied to any fire causing any desired color.

Sleeping Brew

Imbibers get a save vs Fort or fall asleep 1d4+4 hours. Save is made with a +3 bonus, failure means the victim is just very tired.

Preservation herbs

These chemicals and herbs can be applied to any rations or meats making food last an additional 1 month.

Wake Up Esther:

This liquid, when its aroma is inhaled will awake a sleeping person instantly. Does not affect Coma’s, or Coma like effects. But will affect sleep spell or all sleep induced brews.

Numb Powder

Sniffed, this powder will cause the entire body to numb to pain. As a result, all damage suffered feels much less pain.

Moth Balls

This alchemical balls can be stored in a backpack, closet, room or chest to prevent the decay of any clothlike material from moths and other insects. They last 3 months per dose.

Minor explosives

This powder can be wrapped in cloth and tied to arrows, or can be used to make crude flaming cocktails. This explosive powder if used on an arrowhead, causes an additional 1d8 dmge if a direct hit, & 1d4 damage to any within 3’.

Potent Acid

This powerful acid can eat through metal, it causes 1d4hp damage to skin per round, and eats through metal. scalemail in 10 rounds, chain in 15, splint or banded in 20, plate in 25, field plate 30.

Elemental Retardant

This mixture when rubbed into clothing or applied to the skin will absorb 5 points of a chosen classical elemental damage before requiring the covered item or person suffers any damage.

Coma Elixir

This mixture will cause a feigned death in its victim for 1d4 days, if he fails his saving throw. Sometimes victims are buried, only to awaken alive and suffocate.

Anti-Coma Draft

This mixture will reverse the effects of a Coma potion, and can recover a characters consciousness from most minor comas. This potion can reinvigorate a –1 to –9 hp character, so that they become conscious and can function until at –10.

Black Kernals

This stuff is dangerous to say the least, if hit with a spark, openly this stuff causes an explosion based on the dosage used. Each dose does 1d10 dmge. It is possible to have a full barrel filled and then exploded which would cause trememdous 10d10 dmge to all within 10’.

Vile Acid

This acid eats away through skin at a rate of 1d6 dmge per round. It can eat through all clothing in 1 round and through metal in 1 round per AC benefit of the metal.


These chemical torches create 120’ of light and inflict 1d10 dmge if someone is struck. They last 3 hours each.

Flaming Powder

This powder is highly volatile, and usually is stored in an air tight container. When scattered through the air, it creates a 10’ arc of white hot flame that inflicts 3d6 damage save vs DC 18 for ½ dmge. If a vial that contains the powder is thrown or struck, the powder explodes doing 8d6 damage to all within 15’ Reflex save vs. DC 18 for ½ dmge.

Unstable Acid

This acid is the most potent variety known to sages, wizards and alchemists. A single dose will last hours without deteriorating and will eat holes through stone floors 20 – 30’ deep. A single splash of this stuff can dissolve holes through any material in 1 round, an additional 1 round per plus of the item. If the acid is splashed against skin, it does 2d10 damage per round. This acid is called unstable, because there is no known container that can hold it for long, only a glass container can hold it, and then it can only be stored for 2d6 hours before needing to be poured into another container. This acid has a 5gp per day cost, just to maintain the transfer from container to container.


Skies of Glass Planeswalker Planeswalker