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Alchemy2
Topic Started: Apr 21 2010, 05:40 PM (444 Views)
Zerka Badu
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Death Sladd
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Alchemical Inks:
Name: Cost: Weight: Craft Check
Beludak 15 1/4 18
Courier's Ink 20 1 20
Deianrhi 35 1/4 23
Nissa 30 1/4 20
Silverwyck 20 1/4 20
Yantar 10 1/4 15

Alchemical Compounds:
Name: Cost: Weight: Craft Check:
Aceteul 60 1 25
Acid Bullet 10 1/2 15
Acid, Minor 10 1 15
Acid, Potent 100 1/4 35
Acid Protectant 50 1/4 25
Acid, Vile 50 1/4 25
Alchemist's Frost * 20 1 21
Alchemist's Mercy 1 1/4 10
Alchemist's Powder 30 1/4 20
Animal Repellant 25 1 25
Bladeblack * 6 1/4 12
Bladeflame 50 1 23
Brittlemaker 20 1/4 20
Burning Sands 20 1 15
Celindari Sphere * 25 1/2 15
Cheapsafe 10 1/4 15
Coma Cure 25 2 25
Coma Inducer 100 1/4 25
Cooling Gel 100 5 20
Damascil 45 1/4 25
Darkfire Arrow/Bolt % 35 1/2 30
Darkfire Orb % 30 1 30
Darkfire Stick % 35 1/2 30
Defoliator 20 1/2 20
Dehydrated Rations 6 1/4 15
Distilled Universal Solvent 4500 3 45
Drawing Coal 5 1 10
Dreambrew 20 1 25
Drowsy Brew 25 1/4 15
Drypowder * 30 1/2 16
Ether of Waking 15 1/4 15
Farflame Oil 8 1 15
Fire Beetle Paste 50 3 25
Fire Bullet 20 1/2 20
Fire Retardant 25 2 20
Firestone 50 1 25
Flaming Powder 250 2 35
Flamepoint Arrow/Bolt * 14 1/3 21
Flamesnuff 10 1/4 15
Flare 20 5 30
Flash Emblem % 20 1/2 20
Flash Powder 20 1 20
Fluidsteel * 700 1 28
Free Foot 25 2 25
Frostpoint Arrow/Bolt* 14 1/3 21
Gilthonas' Gift 45 1 25
Glintsafe 25 1 20
Glitterbright 5 1/4 20
Glow Chalk * 15 1/10 18
Gravebane 50 1 25
Grounding Rub 50 1 25
Heat Rub 5 3 15
Holdfast 50 5 25
Ice Crystal 5 1/4 15
Inebriater 5 1/4 15
Insect Repellant 5 1 15
Instant Rope 25 1 15
Ironstrong * 20 1/4 20
Itching Powder 30 1/4 20
Jhatta 40 1/4 20
Liquid Ice 30 1 25
Liskar Balm * 600 1/2 18
Lockblight * 45 1/4 20
Loudfoot Paste 25 1/2 25
Love Philter 50 1 25
Mad Rager 100 1/4 30
Mindmuffle * 50 1/4 25
Motelight 20 1 20
Moth Balls 10 1 15
Musk, Pleasant 10 1/4 15
Nausea Inducer 10 1/4 15
Nerta 60 1 25
Numbing Powder 25 4 25
Olfaise 5 1/4 15
Paralysis Pellet % 100 1/2 30
Piercer Eyes 400 1 25
Polychroma Dust 15 1/4 15
Powdered Water 5 1/4 15
Preservative 15 1/4 15
Puredraught * 50 1/10 25
Red Rager 50 2 25
Red Wiggler 1 2 15
Rust Orb % 550 1/2 25
Scribe's Revenge * 250 1/2 25
Silk Dancer's Mist 150 1 26
Silverweb 10 2 25
Sizzlepoint Arrow/Bolt * 14 1/3 21
Skin Pigment 5 2 15
Slimebane 15 2 25
Slippery Oil 30 1 25
Snappowder * 5 1/4 18
Sneezing Powder 60 2 25
Softshoe Powder 25 2 25
Soupstone 30 1 15
Sovereign Glue 3600 2 45
Spark Powder 10 2 15
Sparkstone 50 1 25
Spiderlily Essence 75 5 25
Spymaster's Sealant * 200 1/4 25
Starflame 1000 2 30
Stench Vapors 10 1/4 20
Stinktar 50 5 25
Stomach Churner 30 1/4 15
Stonecloth 100/sq. ft. 5/sq. ft. 25
Stronglock 10 - 20
Sunset Haze 30 1 25
Tangle Wire 25 2 25
Teorl 100 1 25
Thunder Arrow/Bolt % 30 1/2 25
Traveler's Solace 50 2 25
Truth Wine 75 2 25
Vapors of Sleep 50 1 25
Water Repellent 25 1/4 20
Wight Oil 100 1/4 25
Windbreak Putty 32 1/4 16


Note:
· *: Source is Bastion Press' Alchemy and Herbalism.
· ^: Source is Green Ronin's Witches' Handbook.
· %: Source is Fantasy Flight Games' Spells and Spellcraft.
· #: Source is Mongoose Publishing's More Ultimate Equipment.
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Zerka Badu
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Death Sladd
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Alchemical Inks:
Beludak: A cobalt ink found within the craft halls of Sharbhund, it is sometimes used by Dwarven scribes to illustrate various schematics and diagrams. The blued-plans are quite well known amongst craftsmen far afield though the name of the ink to prepare them is not commonly imported save for wealthy scribes and the occasional mage. The ink is permanent, water-proof and would take weeks to wear off should it contact skin. It can be applied to stone and steel equally well without rubbing off.

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.

Deianrhi: An alchemical concoction that remains invisible unless exposed to moonlight, deianrhi is a favourite of couriers running through the Arbormists into Denethor or Sharbhund. Its cost reflects its general rarity and suspicion cast upon all elven goods. Difficult to properly produce but quite lucrative in certain markets, scribes are known to use it to write small messages within the borders of the pages they write or books they copy.

Nissa: Though sometimes confused for a poison rather than an ink, nissa has a deep black color and a faint scent of lilacs once dried. Unless held against a mirror with a prism-cut gem, its message cannot be deciphered easily. The ink is commonly used to send threatening messages and often accompanies parchment treated with contact poisons. A note written with nissa is often considered a death threat. Its origin is attributed to assassins or, more frequently, the Nyntharil. Nissa is an ink that can be destroyed by passing sand or salt over it, causing it to crumble off the page and destroying any evidence.

Silverwyck: This ink is a common commodity within the Arbormists and Mistharbour. Preferred by some of the elven scribes due to its faintly metallic sheen, the ink is richly black when applied and reflects light with a glossy finish once dried. The ink is made from a preparation of the glimmer weed plant. Its particular alchemical property causes all the magical writings made with it to become indecipherable without a read magic spell.

Yantar: A spiced ink from Zahnah’deem, yantar's rich, ruby-like quality and cinnamon scent makes it popularly sought by ladies to write love notes, though scribes often lament for smelling like a cheap spice vendor for hours after copying letters or notes in it. Its creation is not entirely well documented though it is rumoured that it involves a blending of spices and the oil of an aromatic shrub from the southern Dominion.


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Zerka Badu
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Death Sladd
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Alchemical Compounds:
Aceteul: Mixed up from the dried essence of a grey ooze distilled into a viscous slime, this unwholesome goo can be applied to clothing or the skin. Its primary property is its ability to neutralize modest damage due to acidic corrosion. One draught is enough to cover a single medium-size creature, weapon or medium-size suit of armor. Aceteul's primary active ingredient, the ooze, lacks the potency of the living creature and after absorbing five points of acid damage, becomes inert. It remains active for 8 hours.

Acid Bullet: These bullets are composed of hollow glass, filled with potent acid. When they strike a target, they shatter, dealing 1d4 points of acid damage in addition to the normal damage of a bullet. To hold sufficient acid to do damage, these bullets are slightly larger than average. The increased size makes them a bit harder to launch, imposing a -2 penalty on the attack roll.

Acid, Minor: This diluted acid is easy to prepare from any number of naturally caustic ingredients. It slowly dissolves organic material, with one dose inflicting one point of damage per round of constant exposure. It lasts 1d4 rounds before evaporating. Water or milk dilutes the acid immediately, and it can be countered by a base.

Acid, Potent: This powerful acid can eat through metal, ignoring hardness. It does 2d6 points of damage / round, for 2d4 rounds.

Acid Protectant: This mixture, when rubbed into clothing or items, providing protection from one acid attack. It does not protect the skin or the wearer from damage suffered by directly getting acid on him. The object receives acid resistance 5. 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 Frost: A flask of alchemist's frost is actually a double-chambered bottle of normally inert alchemical substances. The vial is thrown as a grenade-like weapon. When it hits a target, the double-vial is broken and the two substances mix in an alchemical reaction that produces intense cold, casting 2d4 points of cold damage to the target. Splashes cause 1 hit point of cold damage to creatures within 5 feet of the target. A flask has a range increment of 10 feet.

Alchemist's Mercy: This fine powder removes all effects of a hangover when mixed with water or fruit juice and consumed.

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 (DC 15) is allowed for half damage for the struck creature. A Reflex save (DC 10) is allowed for those within 5' to completely avoid the damage.

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.

Bladeblack: Also called armorcloak, bladeblack is a thick, gummy, oily suspension that can be smeared across the surface of weapons and armor to coat them with a matte-black finish (rather than letting the metal weapon glint in the light). This dull coating provides a +5 bonus to Hide checks (or -5 vs Spot checks in darkness or shadow). Each vial comes with a small brush attached to the top when purchased, and contains enough bladeblack to coat one suit of armor or a medium size weapon twice. After drying, bladeblack flakes off as the weapon or armor is used or simply peels off after 2d6 hours.

Bladeflame : Much like alchemist's fire, but thicker and adhesive - it ignites when exposed to the air. This substance is typically poured upon a weapon, causing it to burn for short periods of time. A weapon treated by Bladeflame burns for 1d6 rounds. The flames deal 1d4 additional points of fire damage on a successful hit while they last. Applying bladeflame to a weapon is a full-round action that provokes an attack of opportunity. Wooden weapons will be destroyed by an application of bladeflame, regardless of duration.

Brittlemaker: A viscous oil brown alchemical substance, when rubbed on any material, brittlemaker reduces its hardness by three points (to a minimum of 0) and reduces its break DC by two points. After an hour, the substance becomes inert and evaporates, restoring the material to its normal hardness and break DC. Brittlemaker does not affect creatures of any kind. One dose covers one square foot and affects a thickness up to eight inches of wood or bone, four inches of stone, or two inches of metal.

Burning Sand: This alchemical item comes in a small bag, which is ripped open and thrown at an opponent as a ranged touch attack. When it hits, the target (which must be Large or smaller) is covered with a caustic dust that irritates the eyes, throat and nasal passages, causing the victim to suffer a -2 penalty to all attacks, saves and skill checks for 3 rounds. A Fortitude save, DC 15, negates this. This is especially popular amongst women in Zahnah'deem to avoid unwanted advances.

Celindari Sphere: These bullets are composed of hollow glass, filled with holy water. When they strike a target, they shatter. Undead and evil outsiders take 1d4 points of damage in addition to the normal damage of a bullet. To hold sufficient fluid to do damage, these bullets are slightly larger than average. The increased size makes them a bit harder to launch, imposing a -2 penalty on the attack roll.

Cheapsafe: Cheapsafe comes in vials stopped with a heavy cork, and they often have a waxy layer on the bottom. The liquid itself is sluggish and almost plastic-like in elasticity when poured, making it surprisingly easy to spread in a coat. Created from river clay, mashed berries and the unlikely addition of fogcutter, cheapsafe can reveal minute cracks and imperfections in goods that one might otherwise not see. It grants a +4 to all Appraise checks.

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 hit points 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.

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.

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.

Damascil: One of the "little secrets" folklore in Grand Cray attributes to the House of Violet Damask -- though that's fiercely denied by the much admired establishment -- damascil is a silvery paste made from the leaves of the lacebark tree. Mixed together with pleasant spices and a honey of a rare sweet peony found only around Crowngate down to Veia, it creates a weakening effect in those who ingest it. It causes a -2 circumstance penalty to the target's Will save. This substance is normally used surreptitiously to help weaken a target's willpower before subjecting him to a clever line of patter or a mind-affecting spell.

Darkfire Arrow/Bolt: A darkfire arrow or bolt has a special alchemical property put on the head. It can be lit by striking it against any rough surface, but a ring of metal prevents the head from igniting the shaft. Because of this added weight, it takes a 20 foot range penalty. Its benefit is that it causes 1d6 points of damage for two rounds when it successfully strikes a victim.

Darkfire Orb: A darkfire orb is a sphere filled with darkfire. It can be struck against a rough surface to ignite. Once it does, it extends darkvision by an additional 30 feet and gives a +3 Spot bonus to anyone with darkvision within its radius. It can burn for one hour, but most people quench it and reignite as needed. It can be used as a grenadelike weapon with a ranged touch attack, with a 10' range increment. Anyone struck by the orb as it shatters must make a Reflex save (DC 15) or take 1d6 points of damage.

Darkfire Stick: A darkfire stick acts like a darkfire orb, except it is much stronger. It extends darkvision by an additional 60 feet and gives a +6 Spot bonus to anyone with darkvision within its radius. It is intended to be thrown to light the way; holding a darkfire stick for more than two rounds endangers the bearer. On the third round, he takes 1d6 points of damage a round. The stick is extinguished after five rounds.

Defoliator: This vile liquid has a muddy brown hue and smells of rot. You can throw a flash of defoliator as a grenadelike weapon. On a direct hit, it deals 2d4 points of damage to plant creatures and kills normal plants of Medium-size or smaller. The splash deals 1 point of damage to the same. The damage is not limited to living plants: wood objects such as doors and wooden weapons also take damage.

Dehydrated Rations: Explorers and adventurers of all sorts benefit from alchemically dried food. Although more expensive per meal than trail rations, it weighs only half as much and can be stored safely for much longer durations. The drawback is that each meal must have 2 ozs. of water added to constitute it back from dried form. However, water is typically more plentiful and easily found most adventurers find.

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.

Dreambrew: Dreambrew's origins are muddled and uncertain. Arborean lore claims the clerics of Astalanya developed it for their border patrols in the event of painful wounds requiring long journeys. The Serapheans have paid good gold to use it against their political enemies and, more often, Sinomaese. And then the halflings proclaim it came from them, though this is probably the least likely measure. Regardless, its secrets of distilling are jealously guarded by its practitioners. A single sip of dreambrew causes the target to need to make a Will save, DC 15, or fall into a deep sleep. This sleep will be free of troubled dreams, and provides protection against effects that would cause nightmares. The target sleeps for 8 hours, and cannot be awakened by any force that doesn't deal at least 1 point of damage to her.

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.

Drypowder: A powerful desiccant, the chemicals composing drypowder produce half a crownweight of powder when correctly created. This dose can absorb one gallon (roughly 8 cw) of water, forming a dry slurry that will not evaporate. The water in the slurry cannot be restored short of using a secondary alchemical procedure (DC 12, costing 1sp of materials per gallon of water). One crownweight of drypowder can be used to cause 1d3 Constitution damage to oozes and to water elements with a ranged touch attack, or 2d3 Constitution damage if they can be made to consume it (no saving throw). Drypowder is also an ingested-type poison to other creatures, with a Fortitude save (DC 15), and initial/secondary damage of 1d2 Constitution. It cannot be successfully hidden in normal food and drink.

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).

Farflame Oil: This thin, light blue oil burns with a blue flame and illuminates a wide area. When used in a lantern, farflame oil sheds light in a 40-foot radius. In a bullseye lantern, it illuminates a cone 80 feet long and 25 feet wide. A pint of farflame oil fuels a lantern for about 4 hours. It covers a 5-foot square if poured on the ground. If lit, the farflame oil burns for 1 round and deals 1d4 points of damage to creatures in that area.

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.

Fire Bullet: These bullets are composed of hollow glass, filled with alchemist fire. When they strike a target, they shatter, dealing 1d4 points of fire damage in addition to the normal damage of a bullet. To hold sufficient fluid to do damage, these bullets are slightly larger than average. The increased size makes them a bit harder to launch, imposing a -2 penalty on the attack roll. See 'Catching on Fire' in Chapter 3 of the DMG for information on targets wearing or carrying flammable material.

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.

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.

Flaming Powder: The secret of Flaming Powder was lost to alchemists ages ago after the Dragon Flights destroyed what few alchemical labs contained records of its formula. Many alchemists still strive to rediscover the secret. This highly volatile powder is usually stored in air-tight containers. When tossed through the air, the powder creates a 10' arc of white hot flame which inflicts 3d6 damage (reflex save DC15 for half damage). If a flask that contains the powder is thrown or struck, the power explodes in a ball of flame which does 8d6 damage to all within 10' (reflex save DC15 for half damage).

Flamepoint Arrow/Bolt: This is an arrow or crossbow with a specially modified head that contains concentrated alchemist's fire. When the arrow or bolt hits, the fragile head breaks, spilling the alchemist's fire onto the creature and causing +1d4 points of fire damage. If the arrow or bolt misses, it is always destroyed as the head will break and the acid ruins the arrow. A flamepoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The head itself may be snapped off the arrow and thrown as a grenade-like weapon, with a range increment of 5 feet. There is no splash damage ever with a flamepoint arrow.

Flamesnuff: Often found in adventuring kits or traveler's packs, flamesnuff is one of the mainstays of druidic alchemical creation. An ashen powder made from special clays and sands mixed together, when cast upon a small fire such as a lit torch or a small campfire, automatically puts it out. It can also put out alchemist's fire with one application. A creature on fire can have his flames extinguished immediately if he or a companion puts a dose of flamesnuff upon him. Flamesnuff has no effect of lava or magma-based creatures, but it can injure fire elementals, causing 1d8 points of damage on a successful ranged touch attack.

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 Emblem: Made in pellets, when thrown this alchemical object explodes with a flash. They invariably produce images, particularly of animals, holy symbols or emblems, that extend up to ten feet tall by twenty feet wide. Viewers within a 20'-radius of the bang must make a Fortitude save (DC 12) or receive a -1 to attack for 1d4 rounds as the radiance of the flash viper affects them.

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 diversionary 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.

Fluidsteel: One of the secrets of the dwarves of Khimzaram, fluidsteel only rarely comes onto the market outside of Denethor or Sharbhund, and usually it's found in the elven cities. Within the Dominions, the price for a treated box of it can swiftly put it out of the range of all but the wealthiest artisans. A mercurial substance with a dark blue sheen, it remains liquid only within its treated case, but dries rapidly and hardens into lesser-worked steel when poured out. If uncontained, it flows and spreads rapidly, creating a quickly hardening sheet of paper-thin foil of little use aside from melting and reforging, though reportedly some mages use it for their spellbooks. If poured into a mold, fluidsteel will harden over one hour and be ready for final working and tempering. Finally, fluidsteel can be poured over already worked steel items to fill in any breaks or holds, but only if held in a way to keep the fluid metal in contact with the items (after an hour, the weapon is considered repaired).

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.

Frostpoint Arrow/Bolt: This is an arrow or crossbow with a specially modified head that contains concentrated alchemist's frost. When the arrow or bolt hits, the fragile head breaks, spilling the alchemist's frost onto the creature and causing +1d4 points of cold damage. If the arrow or bolt misses, it is always destroyed as the head will break and the acid ruins the arrow. A frostpoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The head itself may be snapped off the arrow and thrown as a grenade-like weapon, with a range increment of 5 feet. There is no splash damage ever with a frostpoint arrow.

Gilthonas' Gift: Some sailors don't trust entirely to the prayers and supplications to the god of the winds against the wrath of the Sharkbrother. Their efforts to purchase a means of "stored air" for times when the ocean's wrath seems imminent have led alchemists to concoct many brews. The most successful, popularly known as Gilthonas' Gift, is a mainstay for long sea-going voyages. When imbibed, this viscous white liquid allows the user to breathe water for one hour. In addition to being able to breathe water, the user also grows webbed hands and toes, granting a +4 bonus on swim checks. The elixir has a drawback, however, as it renders the user unable to breath air for one hour, so long as the waterbreathing is in effect.

Glintsafe: Anyone venturing out into the elements can appreciate the value of glintsafe. Often employed by artisans, glintsafe comes in a block of dark orange wax. One dram of wax is sufficient to coat all the metal parts of one medium sized object or two small objects. It prevents the metal for rusting for one week due to natural causes. Glintsafe is produced by two drams when made by an alchemist.

Glitterbright: This sparkling liquid enhances flaws and facets in gemstones. Any Appraise or Craft checks on a gem treated with a dose receives a +4 alchemical bonus. This effect lasts for 1 minute.

Glow Chalk:This alchemical chalk is made from a special moss with minor phosphorescent properties. It makes it easy to read writings and markings in the dark, and unless washed off, anything scribed with glow chalk glows indefinitely. Especially useful for miners and patrols of Denethor and Sharbhund, it is a staple of adventuring and spelunking kits. Glow chalk provides no useful amount of illumination.

Gravebane: This thick white liquid evaporates instantly upon contact with the air, creating a very thin, nearly invisible smoke. The smoke is almost odourless and his no effect on most creatures. Undead, however, are repulsed by the smoke and can only pass through it with an effort of will. When opened (usually by breaking on the ground), a flask of gravebane fills a 5-foot-square area with smoke. Undead cannot enter an area filled with gravebane smoke unless they succeed on a Will save (DC12). Gravebane usually lasts 1 minute, although strong winds may decrease this duration.

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 hit a spot within 1 foot of a 2 foot wide window high on a 40' wall would have to hit AC 7 (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.

Instant Rope: When poured from a flask, this viscous gray fluid forms into long cord usable as a temporary rope. Upon being exposed to air, the liquid rapidly increases in volume and viscosity, swelling to the normal size of hemp rope at a length of 50'. It takes 2 rounds for the rope to completely form and dry enough to be used. Once complete, the rope will hold as much as normal hemp rope. However, after one hour the instant rope breaks down and crumbles into dust.

Ironstrong: Ironstrong acts as an exact opposite of brittlemaker. Using a concoction that includes spider webs, a bizarre combination of chemicals and a special glue, it turns into a viscous yellow oily paste. When rubbed on any material, it increases its hardness by three points (to a maximum of double its original hardness) and increases its break DC by two points. After one hour, the substance becomes inert and evaporates, restoring the material to its original hardness and break DC. Ironstrong does not affect creatures of any kind. One dose of it covers one square foot and affects a thickness of up to eight inches of wood or bone, four inches of stone or two inches of metal.

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 (DC 15) 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.

Jhatta: The process of jhatta's creation is well-known throughout the south, used by conniving Zahnah'deen merchants to undermine their competitors. Jhatta uses an innocuous blend of common ingredients, plus of pinch of "something bitter" for bite. Applied like a perfumed oil, it reacts with the skin of most humanoid creatures in such a way to produce a subtle scent that almost unconsciously turns people off. The victim suffers a -4 circumstance penalty to Diplomacy checks. It wears off after 4 hours.

Liquid Ice: This viscous liquid becomes extremely cold when exposed to air, and can freeze the surface of up to a 10' x 10' area 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.

Liskar Balm: This balm is made from the tallow of other alchemical processes, often cast aside. When a thrifty alchemist of the Ennead, Finch dara Queenslawn, tried to make use of the tailings, she found an unexpected side effect of coating her leather-bound journal with it. Liskar balm when rubbed into leather keeps it supple even under extreme temperatures. One dose protects the leather for a year, and each dose is sufficient to treat three pairs of boots, a suit of leather armor, or a cloak. An item so treated gains a Fortitude save against damage by cold (and ice) and heat (and fire). The balm also reduces personal damage by -1 per die, to a minimum of 2 per die, form cold/ice or fire/heat effects on leather armor or cloaks. Once exposed so, the balm needs to be reapplied to provide the same benefit.

Lockblight: A favourite of thieves and burglars, and probably one of the most commonly purchased items from the Dusk Consortium -- overseas, they'll assure you -- lockblight's a mild acidic alchemical compound that only reacts with oil. When squeezed from its leather pouch onto an oiled metal substance, it reacts violently with the oil and actually crystallizes onto the metal. This so weakens the metal's structure that is can crumble. Locked doors subjected to lockblight may lack their lock mechanism, but their deadbolts may well still be in place. The DC to open such a door is reduced by 2.

Loudfoot Paste: Loudfoot paste can be applied in two minutes to a ten foot square per dose. It gives anyone who crosses that area a -10 to all Move Silently checks, but it must be reapplied after 2d6+6 creatures have passed over it. Anyone who looks carefully (Spot DC 15) at an area treated with the paste will notice it appears shinier than the surrounding floor. If the floor has been buffed or waxed, it becomes increasingly difficult to see (Spot DC 25). Identifying the paste requires a Craft (Alchemy) check of 25.

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 aftereffect to last for a full month while he fights the addiction.

Mindmuffle: Created from peculiar fungi whose location is a closely guarded secret, mindmuffle's creation is nearly unknown outside Kaisite Falls monastery and two or three of its trusted allies. For the great majority of people, this clear, tasteless solution has no effect whatsoever. For the psionicist or psi warrior, however, it numbs their mind's receptivity to other psionically capable creatures and people for one hour. During that time, they do not invoke mindscapes with other psionically able creatures by mere contact, and they do not appear in a mindscape. Mindmuffle does not affect the use of psionic feats or powers.

Motelight: This flask contains a nearly clear liquid, filled with sparks of glowing silvery light. You can throw motelight as a grenadelike weapon. When it strikes a hard surface, the motelight explodes into cloud of rapidly moving sparkles. This is extremely distracting, but causes no damage. Creatures within a 5 foot radius attempting to cast a spell must succeed on a concentration check (DC 5+spell level) or lose the spell. If the caster need make a concentration check for any other reason, the motelight applies only an additional 5 to the total DC as long as he is in range.

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.

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.

Nerta: Alchemists of the dwarven holds have long sought a means to keep the biting frosts and chill of the Dragonspines at bay. Nerta is a popular compound for those expect extended forays through the snows of the high mountain peaks. Though certainly not cheap, its properties are beneficial enough to warrant adding it along with other important goods. It is gathered from a hardy mushroom and mixed with the sap of bushes commonly found in protected lees in the mountains. When applied, a single application of the nerta paste can absorb five points of cold damage. It remains active for 8 hours, and one application can coat a single medium-size creature, weapon or medium-size suit of armor.

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 hit points. Note however, that the person will still die when reduced to -10.

Olfaise: Often found around the dinner table for fine banquets where chefs produce subtle variations on dishes, this paste is applied discreetly with a fork or even a small stick right onto the tongue. For 1d6+2 rounds, it enables the recipient to enjoy foods and beverages with far more sensitivity than he normally would. This allows him a +2 circumstance bonus to detect poisons, potions or other "disturbances" in what he imbibes in that time.

Paralysis Pellet: This 1" glass globe contains oil extracted from a carrion crawler. It can be thrown at a target as a ranged touch attack with a 15' range increment. Anyone struck by the pellet must make a Fortitude save (DC 13) or be paralyzed for 1d6 minutes.

Piercer Eyes: These items are reportedly pickled eyeballs and eyestalks from a fully grown piercer, soaked in a special alchemical solution containing caskmire. Regardless of their origin, consuming one (which bursts in one's mouth, filling it with a thick goo) grants the user a slight precognizant ability in combat, rendering her unable to be flanked for 1d10 minutes minus 1 minute per size increment above Tiny.

Polychroma Dust: Polychroma dust is often produced by budding alchemists for its visually impressive but harmless display. Often used for the benefit of festivals and parties, a tablespoon of the dusted plants mixed with a harmless sand can be applied to a fire with up to a five foot radius. It causes the entire flame to change colour to a single hue. Different proportions of plants create different colours, but a single batch produces one dose of a single hue.

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.

Puredraught: For those who can afford it, puredraught can be a lifesaver. Very commonly used amongst courtiers expecting trouble in fetes or the ranger orders on long travels, one dose of the transparent liquid can purify one gallon of water of all normal (non-magical and non-supernatural) diseases and poisons. It also makes stagnant or otherwise sullied water safe to drink. Puredraught has no taste but, when applied to any beverage besides water, ruins the taste and can be noticed quite easily.

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.

Red Wriggler: writhing worm or centipede. In truth, a red wriggler is nothing more then a specially treated strip of fabric and twine about one foot long and no more than a half inch wide. When a red wriggler becomes wet, it becomes puffy and slimy and begins to twitch and undulate in place like a dying worm. The wriggler remains so active for 3d6 rounds before the special resins finally cause the thing to melt away into an acrid yellow cloud that quickly fades. Red wrigglers are popular items for practical jokes, especially in Seraphos. Red Wrigglers have little practical use, but their value as components for jokes is without bounds.

Rust Orb: This 1" glass globe contains dust gathered from the feelers of a rust monster. It can be thrown at a target as a ranged touch attack with a 10' range increment. Anyone struck by the pellet is harmed only if they carry or wear metal objects. Unenchanted metal is corroded in 1 minute, regardless of its size. A sword dissolves just as well as a suit of plate. If the metal is enchanted, it is entitled to a Reflex save (DC 15) to overcome the effect.

Scribes' Revenge: Though many alchemical items have fanciful stories associated with them, Scribes' Revenge's colourful name may account for the equally colourful legend known almost universally by anyone who labours with a pen. Purportedly the creation of a hardworking scribe (who is, of course, nameless) who worked for years at a scribery, unappreciated, the scribe concocted it out of grief and anger when his employer passed on his shop to a rival. He developed an ink to leave a lasting imprint through the shop, using it for months on special documents to be used in the transfer of the business.

Scribes' revenge as an ink remains partially sticky even after drying, a side effect of the poisonous sap of crushed berries of the stidla bush used in its making. If touched by exposed skin, the poison is absorbed and takes effect immediately. The victim must make a Fortitude save (DC 15) first to avoid the initial damage of nausea (1d6 rounds) and then the non-lethal damage (2d12 points) caused by the ink.

Silk Dancer's Mist: This red-gold liquid is the trademark of the Silkmaidens of Zahnah'deem, although its secret recipe has been shared to very select alchemists in the Royal Collegium of Grand Cray for celebrated performances. When its glazed pot is opened or broken, the liquid immediately vaporizes and rapidly expands out to a radius of 10' as a standard action. Those within have their vision obscured (including those with low-light or darkvision) to a maximum extent of 5'. The cloud lasts for 1d4+1 rounds.

Because the cloud has a red dye in it, it can reveal hidden objects the fog settles upon. The paint can be easily removed by scraping it off or washing it off, but it isn't subject to dispelled by magic as the effect isn't magic.

Silverweb: This sticky substance is clear and begins drying on contact with air. It is most commonly applied to the hands or gloves. It adds a +2 circumstance bonus to rolls to avoid being disarmed, as well as Climb rolls if the surface it is applied to is directly involved in climbing. If applied to the soles of the feet or boots, it can also apply this bonus to balance checks. However, this alchemical residue is so strong that those dropping an item takes a move-equivalent action rather than a free action, and characters cannot run while it is applied to their feet or boots. Silverweb will not stick to glass and, as a result, is often sold in glass vials. A dram costs 10gp and is good for one application. A single application lasts for 2 hours, but dissolves easily when doused with wine or any acid. It is derived from the silverweb plant, which has naturally sticky sap and leaves.

Sizzlepoint Arrow/Bolt: This is an arrow or crossbow with a specially modified head that contains a concentrated acid. When the arrow or bolt hits, the fragile head breaks, spilling the acid onto the creature and causing +1d4 points of acid damage. If the arrow or bolt misses, it is always destroyed as the head will break and the acid ruins the arrow. A sizzlepoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The head itself may be snapped off the arrow and thrown as a grenade-like weapon, with a range increment of 5 feet. There is no splash damage ever with a sizzlepoint arrow.

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. This bonus does not stack with that from a disguise kit.

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). It lasts for 1d6 hours.

Snappowder: One dose of this brown powder covers a 5 ft x 5 ft area. Any creature weighing more than twenty crownweight that comes in physical contact with it compresses the powder to the point where it will burst with a snapping sound and a small flash of light. This enables others to hear a creature sneaking up on them and his relative location, even if it is invisible or hiding. Creatures standing perfectly still amongst the sparks can still attempt to hide. You can automatically locate the square where a moving creature is, and the sparking trail he leaves allows you an additional reroll of the miss chance due to concealment, but this does not stack with the Blind-Fight feat. Snappowder can be swept up without setting it off, but once used, it becomes useless. It can be detected, once strewn, with a Spot or Search check (DC 17).

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.

Softshoe Powder: Applying Softshoe powder on one's feet or footwear provides a +2 competence bonus to move silently checks for 10 minutes. This is reduced to 1 minute in wet conditions.

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.

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 coat 20 arrow-heads.

Sparkstone: These alchemical devices are fist-sized lumps of hard chromatic looking clay. You can throw a sparkstone as a grenadelike weapon. When a sparkstone hits a target, it releases a short, violent arc of electricity. A direct hit by a sparkstone deals 1d6 points of electricity damage. If there is another creature within 5 feet of the target, electricity arcs to that creature, dealing half the initial damage. This only occurs to one additional creature, so roll at random if more are present in range.

Spiderlily Essence: A single dose of this substance is sufficient to coat a single Small creature. Each size increase requires twice the dosage of the previous size, and each size decrease requires only half of the larger size's dosage. Spiderlily essence is particularly noxious to most vermin (with the notable exception of spiders, who ironically cannot even detect the stuff). Fine vermin avoid creatures so coated, and monstrous non-spider vermin must make a will save (DC15) to attack the target. Once a vermin makes the save it is immune to the essence for an hour. A single coating of Spiderlily essence lasts for one hour before it wears off.

Spymaster's Sealant: Used extensively by the Serapheans and Eldanori for missives up and down the Central and Northern Coasts, spymaster's sealant is a readily available good on the black market or behind closed doors. Unfortunately, it's also rather difficult for most alchemists to make. Plenty of failures and cons have ruined spy networks in the past, and one can never be sure of what they get until it is tested. Spymaster's sealant always comes with a counteragent, with is crucial to enable it to work. The counteragent must be poured over the wax stick, once set, or injected into the hardened wax. If someone tries to break the wax seal, the sealant becomes a thin, oily liquid that soaks into the parchment, vellum, or paper the missive is written on. It dissolves the common inks used to write the message and activates a false message written with the stick of wax on the material previously. The wax false message requires the counteragent to be washed over it to be read normally, otherwise.

Starflame: Only the most gifted alchemist dares to concoct starflame, and even then does so with the utmost precautions available to her. Starflame is one of the greater alchemical creations, and the ability to produce it marks a mastery none dare question. An exhausting ordeal is required to produce each of the dull violet granules in scarcely more than an ounce of starflame, but it must always be kept suspended in specially prepared oil or the highly volatile grains ignite. When exposed to air, starflame creates a 10' wide fan of flame inflicting 3d6 damage (Reflex half, DC 20). If contained within a breakable vial or pot, starflame can be thrown as a grenade weapon. When it strikes a surface, it explodes for 6d6 points of fire damage within a 15' burst (Reflex half, DC 20).

Stench Vapors: Sold in small glass vials similar to flasks of acid, this green substance is thrown at a target, shattering the vial. That target must make a Fortitude save, DC 15, or become nauseated for 1 round. Often a favourite of bards used to nasty audiences or a rogue wanting a quick out.

Stinktar: A foul substance that is said to be the most successful alchemical accident of all time, stinktar was invented by a man who was trying to perfect a non-magical love potion. Instead, what he invented was a viscous, black, sticky ooze that reeks worse than a diseased ogre's cistern on a hot summer's day. Stinktar is typically carried in tiny glass vials sealed with wax. These vials can be hurled as grenadelike missiles, with a 10'; range increment, and dealing no damage. Stinktar has no splash effect.

A creature actually struck by sinktar must make a reflex saving throw or the tar sticks. As long as the reeking tar is stuck to the victim, he exudes a powerful stench, and his eyes constantly tear up from the fumes and make it difficult for him to concentrate on the task at hand. If the victim has a sense of smell, stinktar imposes a -4 penalty to concentration check, diplomacy, search and spot checks.

Regardless of the victim's own olfactory capability, stinktar imposes a -4 penalty to Hide checks made against creatures with a sense of smell. Creatures with stinktar stuck to them cannot use the Scent feat, and can be detected at four times normal distances by other creatures with this ability.

The effects of stinktar last for one hour. It takes one minute to scrape stinktar off of an affected creature or object, or 10 rounds of performing this as a full-round action if done within the round structure.

Stomach Churner: A putrid paste mixed together from a blend of chemicals including ground calcite, it's thought this was developed by sailors for wicked glee or perhaps in an attempt to get someone used to the often awful fare on the end of a long voyage. Without passing a Fortitude save (DC 12), the victim spends a single round vomiting. The benefit for this grants a +5 circumstance bonus to a single saving throw against an ingested poison.

Stonecloth: A heavy, gray cloth woven of special mineral fibers, making stonecloth requires both the Craft (weaving) and Craft (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.

Stronglock: This oil is used to protect locks from thieves. When created, it makes ten applications. If a lock is coated, then all Open Lock DCs are increased by +10 for one hour thereafter. Someone trying to open the lock with its key must make a Strength check (DC 10) to break through the film. Stronglock only lasts as long the lock is sealed, so it must be reapplied once opened.

Sunset Haze: Sunset Haze is produced in a granular form that turns into solution in the presence of a brewed extract of marigolds. When mixed together, it forms a cloudy, opaque liquid that seems almost smoky or airy. The bottle must be entirely sealed at all times or else the liquid within will immediately turn into its gaseous form and activate. Thus, most bottles are securely stoppered with wax, but old bottles tend to be found empty. When sunset haze's container is opened or broken apart, it creates a thin fog twenty feet in radius in one round. This cloud gives -4 to all Spot and Search checks, and dissipates 1d3 rounds later. The fog is not mobile, although it can be dissipated normally by air movement.

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 (DC 20) to escape or a strength check (DC 15) 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.

Teorl: The secret of resisting heat has long troubled those who make their ways through the unforgiving plains of southern Denethor and the deserts of Zahnah'deem. Many caravans travel along roads where a sandstorm can be treacherous and the height of a summer day is a great threat. Yet it was not in Zahnah'deem that teorl originated, but rather the volcanically active island of Thes'phan. The bile of certain lizards native to the island, when strained and subjected to processes now lost but to only a handful of jealous alchemists, can create a compound resistant to fire. The process of creating it produces a single application which can coat a medium-size creature, suit of armor, clothing or weapon. It remains active for 8 hours or until it absorbs more than five points of fire damage, when it becomes inert.

Thunder Arrow/Bolt: This missile is little more than a thunderstone mounted upon a shaft. When fired, everyone within a 15'-radius must make a Fortitude save (DC 15) or be deafened. Deaf creatures, in addition to the obvious effects, suffer a -4 penalty on initiative and a 20% chance to miscast and lose any spell with a verbal (V) component that they try to cast. Because of the weight on the head, the thunder arrow/bolt takes a 20' range penalty.

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 Istalindari origin, truth wine loosens the tongue of those who imbibe it, even moreso than normal alcohol. Those who drink truth whine, 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.

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 vapors 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 vapors of sleep allow a Fortitude save (DC13) to completely avoid the affects.

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 immersing water or water attacks.

Wight Oil: Though many alchemical compounds aren't related to what they are named for, wight oil is an exception. A noxious brew distilled from parts of a wight, it takes a skilled alchemist to create anything more than a mess. The most talented, found most often amongst the Liasiardites, can produce a dark brown liquid that, when spread over an item, grants it a better chance of striking incorporeal beings. It subtracts 15% from the miss chance granted to all incorporeal creatures, such as ghosts. Extracted wight oil produces a single dose per attempt, and this is only enough to coat a single medium-sized weapon or suit of medium armor. It requires a full round to be applied; large weapons and heavy armor require two doses and two rounds to be effective. Wight oil lasts for 10 minutes

Windbreak Putty: One of the more curious alchemical creations in recent years, this is one often put to use on ships or areas otherwise strongly affected by shifting winds. When used as a material component for any fog or mist spell, it makes that spell harder to disperse by wind or moving area. It fortifies vaporous effects so that it takes wind force one category more several than normal to disperse it. Spells that can be affected by this putty include: obscuring mist, fog cloud, solid fog, and acid fog. A specific spell does not have to be keyed to the putty when it is created.
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Isindrya
Kabold
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Hi. I hate to be lame but the information you're using here was actually developed on another game which is being prepared for publication. The copyright it was published online under did not include OGL for this part, so it's not free for redistribution. And especially not without credit/attribution. Could you please take it down? Thanks!
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Zerka Badu
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Death Sladd
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Hi. Sure ill take it down, but Id like to know which part (as I know it cant all be yours; I own some of those books!). Its kind of funny because seriously this blog is/was used by our pen-paper gaming group which consists of about 4 people. The thread you found was a info dump I was using when I was trying to nerd-out hard on this alchemy focused mage PC I was working on. Of that stuff, I probably actually used only 1% of the material in-game; which was short lived anyways. This thread was headed for dusty internet obscurity until you dug it up.

Another thing, was that the thread is based on stuff I had located in books and the net years ago and tried to convert it to 2E D&D. In 2010, when i posted the thread, I had taken my previously "converted" stuff and attempted to re-convert it to 3.5 D&D; so if any of that stuff is your its all jumbled up...lol

Anyways, I was curious how you found this anyways, like what your search criteria was. Ive never been able to find this blog by search engine. (I probably suck at the internet though).

As a courtesy, Id like you to tell me who you really are and what game your working on. And of course the specific portions that are 'yours'. Im also sort of curious how I was able to get material from a game your developing.

Thanks,
Nick
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