| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Lokiyn, Grand Alchemy List

Page history last edited by PBworks 17 years, 2 months ago

This is every alchemical item from the beginning of 3.0 that i could find, its all there sorted by name the 3.0 items mostly did not contain weight so its sort of a use your common sense issue.

 


 

I'll update this with a table of drugs latter, I'm not going to do poison as they haven't added any of note since the DMG.

without further babbleing.

 

Crystal keep Summary

 

of alchemical items (missing some items will fill in as i can)

 

Alchemical ItemCreation DCDescriptionWeightCost
Acid (PH p128)(PH p71)+ 1510 ft range increment 1d6 direct 1hp splash110.0
Acidic Fire (Eb p121) UnkGrenade-like weapon with a 10’ range increment. Acidic Fire does 1d4 Fire damage & 1d4 Acid damage on a direct hit. On a direct hit, the target takes an additional 1d4 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex save vs. DC 15 (+2 if he rolls on the ground). On a splash, the target takes 1hp Fire damage & 1hp Acid damage.130.0
Alchemical Sleep Gas (FR p96)(FRe)+ 25A quickly evaporating liquid. Grenade-like weapon with a 10’ range increment. On a direct hit, the target must succeeded with a Fortitude save vs. DC 15 or fall asleep for 1 minute. If the target fails the secondary save, it falls asleep for 1d4 min. Waking the target is a standard action. 30.0
Alchemist’s Fire (PH p128)(PH p71)+ 2010 ft range increment 1d6 direct 1hp splash, and additional 1d4 points of damage unless the target takes a full round to put out the flames. (Reflex Dc 15) +2 if the target rolls on the ground120.0
Alchemist’s Fire Bullet (DR334 p49) 20Sling bullet damage, 1d4 alchemists fire, and burning. -2 to fire.0.520.0
Alchemist’s Frost (Eb p121) UnkGrenade-like weapon with a 10’ range increment. Alchemist’s Frost does 1d8 Cold damage on a direct hit and 1 hp on a splash.125.0
Alchemist’s Mercy (DR280 p51) 10Fine power that is mixed into liquids. Relieves hang-overs. 1.0
Alchemist’s Mineral Acid (Und p67) 22Grenade-like flask of sticky liquid with a 10’ range increment. Does 1d6 per round for 3 rounds (ignoring Hardness) to inert rock or stone. Does 1d6 damage to creatures with the (earth) subtype, plus 1d6 the next round. Any earth creature within 5’ of the target takes 1 hp of splash damage.120.0
Alchemist’s Spark (Eb p121) UnkGrenade-like weapon with a 10’ range increment. Alchemist’s Spark does 1d8 Electrical damage on a direct hit and 1 hp on a splash.125.0
Anti-Disease Tonic (DR331 p32) 22Grants a +5 Alchemical bonus on the drinker’s saves vs. Disease for 1 day.---100.0
Antitoxin (PH p128)(PH p71)+ 25Antitoxin gives +5 Alchemical bonus on all Fortitude saves vs. poison for 1 hour.---50.0
Armor Lubricant (RoF p158) 15Oil. When applied to metallic armor that is not being worn, the Armor Check penalty is reduced by 1 for 1d4 hours. 40.0
Armor Soft (DR280 p51) 25Slippery red oil. Softens metallic armor so that its Armor Check penalty is reduced by 1 for 1 hour. Each application has a 5% cumulate chance at the end of the hour of destroying the armor. 50.0
Bitebane (DR300 p85) 20White gel. Heals 1d8 hp of subdual damage. 20.0
Blackwater (Und p67) 25A flask of brackish liquid. One vial renders a 10’ cube of water “unbreathable” by destroying all the oxygen in it. Any creature in it with waterbreathing (natural or magical) begins to drown (DC 10 on the 1st round, +1 DC per subsequent round). Lasts 24 hours in still water, but can be washed away in 1d6 round if the water is moving.1100.0
Blackwater Algae (DR303 p65) 15Dark purple mold that has been specially prepared. Eater gains a +1 Circumstance bonus on checks & saves to avoid fatigue for 24 hours. ½
Bladefire (A&E p33) 20 Thick, adhesive liquid that catches fire on contact with air. Burns for 1d6 rounds. During that time, it provides a 20’ radius of light. Applying ‘Bladefire’ to a weapon takes a Full Round Action. The weapon then does +1hp of Fire damage on each hit. Wooden weapons take 1d6 fire damage each round. 20.0
Blasting Pellets (RoS p159) 25A small bag of “stones”. One bag’s worth of pellets covers a 5’ square. Any creature going through the square steps on a pellet and sets them all off by a chain-reaction (Reflex save vs. DC 15 to not set them off). Anyone in the square takes 1d6 Sonic damage (no save).250.0
Blister Oil (RoS p159) 25Vial of oil. Can be applied to a 6 inch by 6 inch area, where it will remain effective for 2d4 hours. Bare skin that comes in contact with the oil blisters immediately (FortNeg DC15). The blisters cause 1d4 hp of damage –and– the victim receives a –2 penalty on all Dexterity-based checks & Reflex saves for 2d4 days (unless magically healed).0.515.0
Blood Thickener (DR324 p56) 25When drunk, the drinker receives the following advantages and disadvantages for 12 hours: –2 penalty to Dexterity +2 Alchemical bonus to Constitution When Dying (i.e., between –1 and –9 hp), only loose 1 hp per two rounds.175.0
Breathing Mask Air Supply (Sav p46) 20Fist-sized bag of chemicals. When attached to a Breathing Mask(Sav p46), this item lets the wearer breath for 4 hours. 950.0
Brightvigil (DR300 p85) 15Clear liquid. Induces wakefulness, giving its drinker a +5 Alchemical bonus to saving throws to resist sleep effects for 1 hour. 30.0
Brittlebone (LM p73) 20preapplied to creation Skeltons receive -2 nat armor bonus (min 0) explode dealing HD points of piercing damage (reflex half dc 15) 1 for medium 2 for large, 4 for huge, etc130.0
Bullet, Acid (A&E p33) 15 Large, hollow, glass sling bullet filled with Acid. -2 penalty on attacks, but does +1d4 Acid damage on a hit. 10.0
Bullet, Flame (A&E p33) 20 Large, hollow, glass sling bullet filled with Alchemist’s Fire. -2 penalty on attacks, but does +1d4 Fire damage on a hit & may set the target on fire. 20.0
Burn Salve (DR301 p54) 10Smooth, white salve. If applied to a burn within 2 rounds of the injury, the salve heals 1d6 points of fire damage. 15.0
Burning Dust (DR334 p49) 25Grenade-like weapon with a 10’ range increment. Looks like a ceramic container full of dust. Targeting a square is AC 5. All creatures within 5’ of the square where the Burning Dust lands is Sickened and Blinded for 1d6 rounds (FortNeg, DC12). Creature resistant to fire damage and/or immune to critical hits are immune to this effect.140.0
Burrfoot’s Nut Brown Ale (DR334 p55) 20+2 diplomacy -2 sense motive for 30 min120.0
Candle, Focusing (A&E p33) 25Large green candle that burns in 1 hour. All creatures within 20’ of the burning candle gain a +1 Circumstance bonus on Alchemy, Appraise, Decipher Script, Forgery, Scry, & Search checks. 100.0
Candle, Restful (A&E p33) 25Large blue candle that burns in 8 hours. All creatures that rest for a night within 20’ of the burning candle heal at 2x their normal rate. 100.0
Charm, Anarchic13 (DR331 p32) 20Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use130.0
Charm, Axiomatic13 (DR331 p32) 20Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use130.0
Charm, Cold Iron (DR331 p32) 20Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use130.0
Charm, Combination13 (DR331 p32) 25Combination of a Material Charm (Cold Iron or Silver) and an Alignment Charm (Anarchic, Axiomatic, Holy, or Unholy). When used as a touch attack to a creature whose DR is bypassed by either the Material or the Alignment aspect of the charm, the creature takes 1d6 hp damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14). Single use.---40.0
Charm, Garlic (DR331 p32) 15Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use15.0
Charm, Holy13 (DR331 p32) 20Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use130.0
Charm, Silver (DR331 p32) 20Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use130.0
Charm, Unholy13 (DR331 p32) 20Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use130.0
Clearbreath (A&E p33) 25Sealed vial of gray smoke that is inhaled through the nose. +4 Alchemical bonus on Fortitude saves vs. unpleasant odors (i.e., Troglodyte Stench) for 1 hour. 50.0
Clearstone (DR304 p56) 25Treated stone becomes permanently transparent & glass-like (i.e., Hardness 1, 1hp per inch). 10 / pound
Cooling Gel (DR280 p51) 20Blue gel that feels cool. If applied to skin within 1 hour of it being burned, the gel heals 1d6 points of damage If applied to healthy skin, it provides a +1 Resistance bonus to saves vs. fire or heat based attacks for 1 hour. 100.0
Courier’s Ink (DR280 p51) 20Invisible ink. The ink turns red when revealing solution (which is created at the same time as the ink) is applied. 20.0
Darkoil (Und p67) 20Protects drowcraft items from the sunlight, one dose protects a weapon for three days or armor for 1---25.0
Darkvision Powder (A&E p33) 20Vial of gray powder. The powder glows when viewed with Darkvision, but is unnoticeable at more than 10’ with normal vision. One vial can be used to write a “reasonably lengthy sentence”. 10.0
Deepsmoke Stick (DR298 p60) 20 Bad-smelling chemically treated stick. When lit, the Deepsmoke Stick creates 10’x10’x10’ of smoke in one round. The smoke is opaque, has a strong enough smell hide scents, & is filled with floating flecks which block blindsight. The smoke dissipates normally. 40.0
Defoliator (A&E p33) 20Flask of muddy brown liquid that smells like rotten plants. Grenade-like weapon with a 10’ range increment. A direct hit does 2d4 damage to Plant Creatures & wooden objects (Hardness applies) and kills normal plants of up to Medium-size. A splash does 1 damage and kills normal plants up to Small-size. 20.0
Dehydrated Food (A&E p33) 15Specially dried food that weighs 4 ounces for a single meal. When eating dehydrated food, the character must consume twice the normal amount of water. 2.0
Devil’s Soap (DR301 p58) 20Bad-smelling black paste that is applied to the body. Gain ‘Fire Resistance 2’ for 1 hour. 25.0
Diamond Water Ale (DR334 p68) 14A pint of a thick mud colored ale. Drinking this causes a fort save Dc 12, if failed become sickened, if sickened then become nausiated, if nausiated become unconcious for 1d6 hours.10.8
Disappearing Ink (T&B p72) (FR p96) 15Red or blue ink. An hour after being written, this ink fade away. Heat causes it to reappear. To see the ink once it has disappeared requires a Search check vs. DC 20. 5.0
Dragon Brew (DR301 p58) 25Thick liquid. +1 Alchemical bonus to Fortitude save for 1 hour. 50.0
Draught, Anarchic13 (DR331 p32) 25The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘charm type’. Lasts for 1 hour.---50.0
Draught, Axiomatic13 (DR331 p32) 25The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘charm type’. Lasts for 1 hour.---50.0
Draught, Cold Iron (DR331 p32) 25The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘charm type’. Lasts for 1 hour.---75.0
Draught, Combination13 (DR331 p32) 28Combination of a Material Draught (Cold Iron or Silver) and an Alignment Draught (Anarchic, Axiomatic, Holy, or Unholy). The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by either the Material or the Alignment aspect of the draught. Lasts for 1 hour.---150.0
Draught, Garlic (DR331 p32) 25The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whare repulsed by ‘charm type’. Lasts for 1 hour.---50.0
Draught, Holy13 (DR331 p32) 25The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘charm type’. Lasts for 1 hour.---50.0
Draught, Silver (DR331 p32) 25The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘charm type’. Lasts for 1 hour.---75.0
Draught, Unholy13 (DR331 p32) 25The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘charm type’. Lasts for 1 hour.---50.0
Dwarfblind (A&E p34) 25Small stone with a purple sheen. Grenade-like weapon with a 10’ range increment. On impact, explodes with purple light in a 20’ radius which disrupts Darkvision for a moment. Creatures within a 10’ radius of the impact point must make a Reflex save vs. DC 15 or have their Darkvision suppressed for 10min 50.0
Dwarven Grave Ale (DR334 p56) 25One-time Recipe to honor a Deceased Dwarven Hero. Anyone who drinks a flagon receives a +2 Alchemical bonus on saves vs. Fear effects –and– a +1 Alchemical bonus on attacks & damage. Effects last for 10 minutes.150.0
Elf Hazel (DR301 p54) 10Sticky liquid. When applied to a scar, it starts to vanish. 7 daily applications will completely remove a typical scar. 10.0
Elven Moondrop Liqueur (A&E p31) 30An exquisite alcoholic beverage created with few dew and moonlight. No game effect, but delicious. 220.0
Embalming Fire (LM p73) 20If preapplied before creation zombies deal +1d6 points of fire damage on natural attacks after they have been damaged. This lasts for 1 min. (1M,2L,4H,etc)0.520.0
Evermead (DR334 p56) 30Pale golden liquor favored by Elves. Reputed to make the drinker younger. Anyone who drinks a glass loses all detrimental physical penalties to Strength, Dexterity, & Constitution due to age, while leaving all the bonuses. Lasts for 12 hours.0.5200.0
Farflame Oil (A&E p34) 15Thin, light blue oil which burns brighter than normal oil. A lantern burning Farflame Oil illuminates a 40’ radius. A bullseye lantern burning Farflame Oil illuminates an 80’ long by 25’ wide cone. Burns for 3 hours. 2.0
Featherpowder (BoVD p41) 25Dark red powder in a vial. Grenade-like weapon with a 10’ range increment. Any creature hit or splashed by the powder must make a Fortitude save vs. DC 15 or receive a –1 Circumstance penalty (–2 if the target has feathers) on all attacks, damage rolls, save, skill & ability checks for 1 minute due to itching. Feathered creatures also receive a –2 penalty on their initial saving throw. 70.0
Festering Bomb (BoVD p41) 22Ceramic sphere filled with rotting, diseased meat & a small amount of explosive Grenade-like weapon with a 10’ range increment. On impact, the sphere explodes. It does no damage, but the diseased material is splattered in a 20’ radius. Everyone in that area must make a Fortitude save vs. DC 12 or catch the disease Filth Fever. 50.0
Fire Beetle Paste (DR280 p51) 25Thick reddish paste. Can be spread onto surfaces. When lit, it will burn for 1d4 round, doing 3d6 per round. The surface’s hardness is halved before determining the final damage. Not useful as a thrown weapon, since it doesn’t splatter or stick. 50.0
Firebane (DR280 p51) 25Thick grease. When applied to the whole body, the person has Fire Resistance 10 for a single fire attack -or- ½ hour. If not removed in 1 hour with water, it deals 1 point of subdual damage per minute. 50.0
Firebelly (DR334 p56) 20Liquer that provides +4 alchemical bonus to fort saves vs nonleathal damage delt by non mgaical cold. 1 hour0.252.0
Firestone (DR280 p51) 25Small orange stone. Grenade-like weapon with a range increment of 20’. On impact, it explodes for 1d6 fire damage & ignites flammables within 5’. 50.0
Flash Powder (DR280 p51) 20Silky gray powder. When ignited, anyone looking at its flash receives a –5 penalty on Spot checks for 5 rounds. Rogues may use the flash to cover an attempt to make a Hide check. 20.0
Flash Tube (Sav p47) 20Vial that can be thrown like a grenade. When broken, causes a flash of light that Blinds all sighted creatures within 60’ for 1d3 rounds (Fortitude save vs. DC 13 to avoid). 30.0
Flashball (DR298 p60) 25Fist-sized sphere. On impact, the Flashball explodes in a 15’ radius of light. Any creature in that area that is vulnerable to bright light suffers its penalty for 1 round. 40.0
Flash-Bang (DR291 p53) 25Paper-wrapped tube 1” wide by 10” long with a fuse at one end. Grenade-like weapon with a range increment of 10’. 1 round after the fuse is lit, the Flash-Bang explodes, which results in the following: a) a thunderous noise which forces anyone within 10’ to make a Fort save vs. DC 10 or be Dazed (unable to take any action but can still defend) for 1 round, b) a flash of light which forces anyone with 10’ to make a Ref save vs. DC 10 or be Dazzled (-1 penalty on attacks) for 1 minute, and c) a 10’ cloud of colorful opaque smoke that forms over the following round & dissipates naturally. 95.0
Flashpellet (T&B p72) (LoD p190) 25Small bead. Grenade-like weapon with a range increment of 20’. On impact, all within a 10’ radius must make a Reflex save vs. DC 15 to be at –1 attack penalty for 1 minute. 50.0
Flashstone (DR298 p45) 20Sling Bullet-sized sphere that glows slightly to normal & darkvision On impact, creates a 15’ diameter flash. Everyone in it must make a Fortitude save vs. DC 16 or be Blind for 1 round & at a –2 penalty on Spot & Search checks for 1 hour. 30.0
Fleetfoot (A&E p34) 25Thin blue liquid. When drunk, the user can run at 5x normal speed (instead of 4x) for 10 + Constitution modifier rounds. This stacks with Feat: Run. 50.0
Focus (DR300 p85) 25A special tea. The drinker gains a +4 Alchemical bonus to Concentration checks for 10 minutes. 30.0
Free Foot (DR280 p51) 25 Quick-drying oil. Anyone going through the 5’x5’ area the oil coats must make a Dex check vs. DC 15 to keep standing / moving. 25.0
Frost Lotion (DR301 p54) 10Thick, topical lotion. If applied to frostbite, etc., within 2 rounds of the injury, the lotion heals 1d6 points of cold damage. 15.0
Frostfire (Sav p47) 20Flask of sticky liquid. Grenade-like weapon with a range increment of 10’. 1d6 cold damage when hit, plus another 1d6 cold damage the next round if not scraped off (Reflex save vs. DC15) or dissolved (with alcohol or vinegar). 40.0
Gash Glue (DR301 p54) 20Thick, gray goo. Applying the Gash Glue to a dying creature causes it to stabilize. 40.0
Ghost Oil (A&E p34) 25 Clear oil with gray swirls. A weapon coated with Ghost Oil can hit incorporeal creatures normally for 2 rounds. Applying the oil is a Full Round action & 1 flask can coat a single weapon up to Large size. 50.0
Ghost Oil (LM p73) 25Flask of clear oil. Applies to a weapon as a Full Round Action. For the following two rounds, the weapon is treated as being ‘Ghost Touch’ (i.e., no Miss Change when attacking Incorporeal creatures). It takes 1 flask to cover one weapon of a Medium-sized creature, 2 flasks for a Large creature’s weapon, 4 for a Huge, etc.0.562.0
Glitterbright (DR291 p30) 20Sparkling liquid. When applied to a gem, +4 Alchemical bonus to Appraise or Craft (gemcutting) checks on it for 1 minute. 5.0
Glowpowder (T&B p72) (LoD p190) 20Luminescent dust. Lasts for 1 minutes before fading, or can be brushed off as a full-round action. If in a tube, Glowpowder can be blown in a 10’ cone. Otherwise sprinkled over five 5’x5’ squares. Depending on its target, Glowpowder does the following: a) On an object, it provides +2 on Search checks. b) On a person, it provides +2 on Spot checks. c) On an invisible person, the target only has ½ Concealment (20% miss). 50.0
Goblin Ink (DR301 p56) 10Ink. Once dry, Goblin Ink cannot be dissolved or smeared by water. 20.0
Goodale (DR334 p58) 20Removes non magical fatigue penalties, and a +2 bonus on con checks for forced marches. Does not remove exaustion110.0
Gravebane (A&E p34) 25 Thick white liquid that evaporates on contact with air into a 5’ area. Undead must make a Will save vs. DC 10 to enter the 5’ area of Gravebane vapors, which last for 1 minute if not blown away by wind. 50.0
Grondiel’s Chicken Soup (DR285 p38) 20Makes 6 servings, which last for 1 day. For the next 8 hours, the eater has a +4 Alchemical bonus to any Fortitude save vs. catching a disease. 70.0
Halfling Trail Bread (DR285 p38) 15Makes 10 servings, which last for 3 months. Each serving (with water) is equivalent to a whole meal. 50.0
Hawk’s Ointment (A&E p34) 25Thick, acidic gel. When the ointment is applied to the eyes (as a Full Round action), the user gains a +1 bonus on Search & Spot checks for 2 minutes. After that time, the user receives a –2 penalty on Search & Spot checks due to stinging for 10 minutes (if a Full Round is spent washing off the ointment, then the penalty only lasts for 5 minutes). 50.0
Healing Salve (T&B p72) (LoD p191) 25Sticky green paste. Heals 1d8. 50.0
Hearthfire (RoS p159) 2012, 2inch cubes of a gel like substance, when wet the cube "burn" lighting a 20 foot radius, this lasts for 24 hours. The burning can be stopped by drying off the cube.210.0
Holdfast (DR280 p51) 25A bundle attached to the end of a rope. When thrown (range increment of 10’), the container breaks & adheres the rope to the target object. It can hold 200 pounds for 1d4+3 rounds before breaking down. It takes a Strength check vs. DC 27 to break before then. 50.0
Holy Candle (DR324 p56) 25Candle infused with Holy Water. Generates pure white-yellow light in a 5’ radius & shadowy illumination in a 10’ radius. Burns for 1 hr. Any attempt to Turn / Destroy Undead while within the candle’s 5’ radius receives a +2 bonus. Bonuses from multiple candles do not stack. The candle’s creator must have at least 1 rank in Knowledge (religion).---75.0
Ice Crystal (DR280 p52) 15A piece of rock crystal. When immersed in liquid, it becomes cold as ice, but returns to normal when dry. 5.0
Icewalker Oil (DR301 p56) 35Thick blue liquid. Once applied to the hands & feet, the user can move across any icy or snow-covered surface at half normal speed (even upside-down). The effect lasts for 10 minutes. 75.0
Insect Repellent (DR280 p52) 15 Strong smelling liquid. Keep normal insects away for 4 hours. Small-sized insects or those under spell control must make a Will save vs. DC 12. 5.0
Instant Rope (A&E p34) 15Flask of viscous gray liquid. When poured, the liquid expands & hardens for 2 rounds, ending up as a 30’ long “rope” (as strong as a normal hemp rope). After 1 hour, the rope begins to crumble into dust. 25.0
Journeyman Serum (DR301 p55) 5Liquid. +2 Alchemical bonus to Constitution checks to resist taking subdual damage from a forced march. 5.0
Lantern Stars (DR301 p56) 10Flask-sized glass globe full of Cave Star lichen & other ingredients. Glows as bright as a torch for 4 hours. Gives off no heat or smoke, and light is unwavering. 5.0
Liquid Ice (DR280 p52) 25Viscous liquid. Grenade-like weapon with a 10’ range increment -or- can be poured over a 5’ radius area. On contact with air, Liquid Ice becomes extremely cold. Its uses include a) freezing a 5’ radius water surface, b) putting out 5’ radius of fire, c) doing 1d6 cold damage on a direct hit, or 1 hp of damage on a splash 30.0
Liquid Night (LM p74) 25Flask of dark, sticky fluid that smells of moonflowers. When applied to a Corporeal Undead that has sensitivity to sunlight, the sensitivity is suppressed for one hour. If the Undead is targeted with a spell that does extra damage to the sunlight-sensitive (such as Searing Light), the Undead does not take the extra damage, but the ‘Liquid Night’ goes inert immediately afterwards. It takes 1 flask for a Medium Undead, 2 for a Large, 4 for a Huge, etc.0.5150.0
Longbreath (A&E p34) 25Vial of brown smoke. If inhaled before the user starts holding his/her breath, the user can hold its breath for 3 rounds per Constitution score (instead of 2). If inhaled after the user starts holding his/her breath but before making Constitution checks, the multiple the remaining rounds by 1.5. 50.0
Long-Burning Alchemist’s Fire (Dr344 p49)25Grenade-like weapon with a 10’ range increment. Long-Burning Alchemist’s Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash. On a direct hit, the target takes an additional 1d6 Fire damage on each of the two following rounds if he doesn’t take a Full Round Action to put himself out with a Reflex save vs. DC 17 (+2 if he rolls on the ground).130.0
Memorybind (DR301 p58) 30Thin red liquid. When drunk by a spellcaster who prepares spells, the drinker may prepare an additional 1st level spell for the day. All spells cast during that day have a –2 penalty on their DC. 300.0
Mindfire (DR301 p55) 30 Must be added to an Ingested poison to be effective (which has a 5% chance of poison exposure if the mixer is not trained in poison use). If the poison’s victim fails either saving throw, he/she receives a –2 Alchemical penalty to Will saves and must make a Concentration check vs. DC (15 + spell level) to cast spells. Both effects last for 1 hour.200.0
Miner’s Milk (DR334 p68) 20Syupy whisky that forces a save, if success on a dc 14 fort save +2 alchemical bonus vs poison, if failure unconciousness for 1d6 hours.0.255.0
Moonmoss Pudding (DR285 p38) 30Makes 1 serving, which lasts for 1 day. For 1 hour, eater gains a +1 Alchemical bonus to Initiative. 150.0
Motelight (A&E p34) 20Flask of clear liquid with glowing sparks. Grenade-like weapon with a 10’ range increment. On impact, a 5’ radius area is filled with distracting sparks of light. Anyone casting a spell in the area must make a Concentration check vs. DC (5 + spell level) to succeed in casting. 20.0
Nature’s Draught (A&E p34) 25Vial of murky liquid. +1 Circumstance bonus on Animal Empathy & Handle Animal checks for 1 day. 50.0
Night Eyes (DR280 p52) 25Thick grease. When applied to the eyes as a full-round action, Night Eyes provides ‘low-light vision’ for 10 minutes. Any bright light during that time gives the user –1 penalty to attacks. 25.0
Night Venom (DR301 p55) 35 Must be added to a poison to be effective (which has a 5% chance of poison exposure if not trained in poison use). If the poison’s victim fails his/her Initial Fortitude saving throw, the victim must immediately make another Fortitude save at the same DC. If this one also fails, the victim falls asleep until the Secondary Fortitude save. 300.0
Noxious Smokestick (Eb p121) UnkChemically treated stick. When lit, the Smokestick creates 10’x10’x10’ of opaque smoke in one round. Anyone in the smoke is Nauseated for 1 round (FortNeg DC15). The smoke dissipates normally.180.0
Oakdeath (DR301 p55) 25 Must be added to a poison to be effective (which has a 5% chance of poison exposure if not trained in poison use). If the poison is used within 1 hour of the Oakdeath being added, the poison’s DC is at +2. 100.0
Oil of Hardness (DR304 p56) 25When applied to an inanimate object made from wood, stone, or metal, its Hardness increases by +5 for 1 hour. One application can cover a Medium-sized object or one 10’ x 10’ flat surface (such as a wall). 50.0
Phantom Ink (T&B p72) (LoD p191) 20An hour after being written, this ink fade away. After that, it can only be seen (as determined at ink creation) by a) firelight, b) magical light, c) moonlight, or d) starlight (only readable with darkvision). 10.0
Polar Skin (A&E p35) 25Flask of white cream. Once applied (which takes 1 minute), the ointment negates the first 5 points of Cold damage taken within 1 hour. 25.0
Portable Pyre (DR324 p57) 1515 pound roll of wood and oil, standard action to unroll and create a 5x5 ft fire.1510.0
Purebalm (DR301 p53) 35Clear, syrupy balm. After the Initial saving throw against an Injury or Contact poison, Purebalm can be applied to poisoned area to give a +8 Alchemical bonus to the Secondary saving throw. 75.0
Red Rager (DR280 p52) 25Thick red salve. When applied to the body, the user gains +2 Strength for 10 minutes, but –4 Dex for 1 hour. If used more than twice in a week, a Fortitude save vs. DC 15 must be made or 1 point of Charisma is permanently lost. 50.0
Red Wriggler (DR291 p30) 151’ x 1” strip of alchemically-treated red fabric. When water is applies, the “wriggler” gets slimy and starts twitching, appearing as a dying worm. After 3d6 rounds, it dissolves. Mostly used for practical jokes. 5.0
Rockburn Oil (DR298 p60) 30Viscous green oil. Grenade-like weapon with a 10’ range increment. A direct hit does 1d4 damage to organic creatures & objects, 2d4 damage to metallic creatures & object, or 4d4 damage to stone creatures & objects. 30.0
Sculptor’s Slime (Sav p48) 20Flask of slimy liquid weighing 4 pounds. When applied to a single block of stone up to 25 cubic feet, the stone is temporarily softened so that a Craft (stonemason) check vs. DC 10 can be made to sculpt it. 750.0
Senses (DR301 p54) 25Strong tea. +1 Alchemical bonus to Spot & Listen checks for 1 hour. 50.0
Shadowlight Oil (DR337 p74) 25This slow-burning oil can be burned in normal lanterns. It does not generate ‘bright illumination’, only ‘shadowy illumination’. (same radius as before, but the close in area is shadowy as well, burns 6 hours to the pint in a lantern.15.0
Shinewater (DR301 p56) 5Rust-removal liquid. One medium-sized metal weapon (or similarly sized object) that is soaked overnight in Shinewater can have any rust on it easily polished off. 10.0
Shriek Paste (Und p67) 20Smelly purple paste made from Shriekers. When exposed to torch-light or brighter, it ‘shrieks’ for 1 round & then goes inert. The base Listen DC to hear the shriek is –10, modified by distance, barriers, etc.150.0
Signal Torch (A&E p35) 15Normal torch applied with chemicals to make it burn a specific color (typically green, blue, or yellow). 1.0
Slimebane (DR280 p52) 25Grenade-like weapon with a 10’ range increment. Damages oozes, doing 1d6 on a direct hit & 1 hp on a splash. On the following round, the ooze must make a Fortitude save vs. DC 15 or take 1d6 more damage. 15.0
Slippery Oil (DR280 p52) 25Oil. +5 on Escape Artist checks for 1 hour. Can be washed off with alcohol. 50.0
Smokepowder (DMG p106) (FR p97) 25 A coarse powder. Each ounce of Smokepowder can be used to propel a bullet. It can also be used to make bombs. 20 / pound
Smokestick (PH p128)(PH p71)+ 20Chemically treated stick. When lit, the Smokestick creates 10’x10’x10’ of opaque smoke in one round. The smoke dissipates normally.0.520.0
Sneezing Powder (DR280 p52) 25Fine powder. Grenade-like weapon with a range increment of 10’. On a direct hit, the target must make a Fort save vs. DC 15 or have a –2 on all rolls for 1d4 rounds due to sneezing. 60.0
Snortawake (DR291 p30) 20Pungent-smelling clear liquid. Removed 1d8 hp of subdual damage when put in the nose or mouth. 25.0
Softshield (DR300 p85) 15Thick, smelly paste. When applied to a recent wound (within 10 minutes), this paste helps prevent infection. It provides a +1 Alchemical bonus to saving throws to avoid initial infection of a disease (but not subsequent saves to resist the disease). 10.0
Softshoe Powder (DR280 p53) 25+2 on Move Silently checks for 10 minutes. 25.0
Soupstone (DR280 p53) 15Small smooth stone. A Soupstone can turn a total of 10 gallons of water into hot nourishing broth before going inert. Listed price is 300 gp, but that is out of line with what it does & with the price of other items in source article. I am assuming the price was supposed to be 30 gp306.0
Sparkstone (A&E p35) 25Fist-sized ball of hard, gray clay. Grenade-like weapon with a 10’ range increment. On a direct hit, the opponent takes 1d6 Electrical damage. A single additional target within 5’ takes ½ damage from an electrical arc. 50.0
Spiderlily Essence (RoS p159) 25Enough balm to protect a Small creature for 1 hour. Medium creatures need 2 doses, Large need 4, etc. Normal vermin (except for Spiders) will not approach a creature covered with this balm. Monstrous Vermin (except for Monstrous Spiders) must make a Will save vs. DC 15 to approach the wearer.---75.0
Stink Tar (DR291 p30) 25Sticky black ooze stored in sealed glass vials. Grenade-like weapon with a range increment of 10’. Creature struck must make a Reflex save vs. DC 15 or the tar sticks. It takes 1 minute to wipe off the tar. The stench subsides after 1 hour. If the victim has a sense of smell, it receives a –4 penalty on Concentration, Diplomacy, Search, & Spot checks, partially due to watery eyes. It also looses the Scent ability if it has it. If something with a sense of smell is looking for the target, the target gets a –4 penalty to its Hide check. Creatures with the Scent ability can detect the target at 4x the normal distance. 50.0
Stonebreaker Acid (A&E p35) 20Flask of stone-specific acid. Grenade-like weapon with a 10’ range increment. Does full damage to stone & ignores its Hardness. A direct hit does 3d10 damage the first round & 2d10 the 2nd . A splash does 3hp damage. 20.0
Stonecloth (DR280 p53) 25Heavy, gray cloth. Also requires a Craft (Weaving) check vs. 20. Price is per square foot. Stonecloth is non-flammable, so there is no secondary damage from fire attacks. 100 / square foot
Sunrod (PH p128)(PH p71)+ 25Gold-tipped iron wand (1 foot long). When struck, the Sunrod gives off 30’ radius of light & shadowy illumination for another 30’ from the Sunrod. After 6 hours, the Sunrod burns out.12.0
Suregrip (T&B p72) (LoD p191) 20 Gluey substance. Lasts for 10 minutes once applied. a) When applied to hands, gives a +2 on Climb or Grapple checks. b) When applied to rope, gives a +2 on Use Rope checks for tying knots or binding. c) When applied to feet/shoes, gives a +2 on Balance checks. 20.0
Tangle Wire (DR280 p53) 2510’ piece of barbed wire coated with adhesive in a tight bundle. To avoid Tangle Wire strung across a hallway, make a Spot check vs. DC 15. If tangled, take 1d2 damage per round unless totally still. No penalty except damage if it is ignored. To remove, make a Dex or Escape Artist check vs. DC 20 -or- a Str check vs. DC 25. 25.0
Tanglefoot Bag (PH p128)(PH p71)+ 25Bag of alchemical goo. Grenade-like weapon with a range increment of 10’. On a direct hit, its target is at –2 attack & –4 Dex and must make a Reflex save vs. 15 or be stuck to the floor & unable to move. To break free of the floor takes a Strength check vs. DC 27 –or– 15 hp of Slashing damage. To scrape the goo off the target’s body, the target or an ally must do “scrapping” damage equal to 15 hp. The target can then move a half speed. The goo lasts 2d4 rounds.450.0
Thunder Club Ammunition (DR304 p28) 25 Packet with iron pellets on one end & alchemist’s fire on the other. The packet is place in a Vulcanian Thunder Club (exotic weapon) & can be fired as a Standard Action. All creatures in a 20’ Cone take 2d4 damage (Reflex save vs. DC 15 for ½ damage). 105.0
Thunderstone (PH p129)(PH p71)+ 25Grenade-like weapon with a range increment of 20’. On impact, it makes a loud bang, forcing all within a 10’ radius to make a Fortitude save vs. DC 15 or be deafened for 1 hour. This results in –4 on Initiative & 20% chance of a spell miscast. Consider a 5’ square to have an AC 5 for purposes of targeting it.130.0
Tindertwig (PH p129)(PH p71)+ 20Small wooden stick with chemicals on one end. When scraped on its chemical-enhanced end, the Tindertwig immediately catches fire.---1.0
Titan Gum (DR301 p56) 15Fast setting glue. Bonds in 1 round and can support 500 pounds. Strength check vs. DC 20 to separate glued objects. 25.0
Traveler’s Solace (DR280 p53) 25Fiery, unpleasant liquid. Effects last for 1d4 hours. Only useful once per 8 hours. If used by someone who is Fatigued, the user no longer has any Str or Dex penalties. Once Traveler’s Solace wears off, the user must rest for 8 hours to become Rested. If used by someone who is Exhausted, the user is only at Str –4 & Dex -4. Once Traveler’s Solace wears off, the user must rest for 8 hours to become only Fatigued. 50.0
Truth Wine (DR280 p53) 30Sweet, white wine. A non-elven drinker of a glass of Truth Wine must make a Will save vs. DC 15 to tell a lie for the next (10 – Constitution modifier) minutes. 75.0
Unholy Candle (DR324 p56) 25Candle infused with Unholy Water. Generates deep purple light in a 5’ radius & shadowy illumination in a 10’ radius. Burns for 1 hour. Any attempt to Rebuke / Control Undead while within the candle’s 5’ radius receives a +2 bonus. Bonuses from multiple candles do not stack. The candle’s creator must have at least 1 rank in Knowledge (religion).---75.0
Vapors of Sleep (DR280 p53) 25A quickly evaporating liquid. Grenade-like weapon with a range increment of 10’ -or- it can be soaked into cloth. If a cloth is soaked with Vapors of Sleep and held over a target’s mouth & nose (i.e., a successful grapple), the target must make a Fortitude save vs. DC 13 or sleep for 1d4 hours. If thrown, the target of a direct hit must make a Fortitude save vs. DC 13 or be at a –2 penalty on all action for 1d4 rounds. 50.0
Verminbane (A&E p35) 20 Flask of green smoke. Grenade-like weapon with a 10’ range increment. Fills a 5’ area with an aroma that vermin hate. They must make a Fortitude save vs. DC 15 to cross it. Lasts for 1 minute unless blown away sooner. 20.0
Vicious Bleeder (A&E p35) 25 The wounds caused by a weapon coated with Vicious Bleeder bleed for 1 extra hp of damage for 2 rounds after the hit. Applying the gel is a Full Round action & 1 flask can coat a single weapon up to Large size. The gel stops being effective after 1 minute. 50.0
Vine Oil (DR301 p54) 15Anesthetic oil that smells like fish. For one hour, the subject can continue to function normally down to –5 hp. At –6 hp or less, the subject falls unconscious. For 24 hours after the oil has been used, the subject cannot stabilize without help. 50.0
Weeping Stone (BoVD p41) 25 When touched to a target’s face, he/she feels great sorrow & begins weeping. This has the effect of leaving the target Shaken for 1d6 rounds. 100.0
Wet Fire (DR334 p49) 20Grenade-like weapon with a 10’ range increment. The weapon has two compartments, one with “wet fire” and the other with water. Wet Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash. On a direct hit, the target takes an additional 1d6 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex save vs. DC 15 (+2 if he rolls on the ground). Submersion in water does not automatically put out Wet Fire, but does grant a +2 bonus on the Reflex save.125.0
White Sanguine (DR301 p55) 20 Must be added to an Injury poison to be effective (which has a 5% chance of poison exposure if the mixer is not trained in poison use). If the poison’s victim fails his/her Initial Fortitude save, the victim continues to bleed for 1hp/rnd for 1 minute. The bleeding can be stanched by making a Heal check vs. DC 15 –or– through any magical healing. 100.0
Witchweed Stick (LoD p191) 20 Tobacco-like paste, usually stored in a paper tube When lit, creates a 10’ cube of light smoke (no concealment) for 5 rounds. Anyone casting a spell in the smoke must make a Concentration check vs. DC 15 + spell level, or loose the spell. 40.0
Wittlewort Brew (DR301 p53) 15 Herbal tea. If under the effect of an Enchantment, the drinker gets another saving throw (only if the effect allowed saves). 30.0
Zumzum Cake (DR285 p38) 25Makes 1 serving, which lasts for 1 week. Eating a Zumzum Cake followed by 8 hours of sleep results in regaining hit points as if 24 hours of rest. 75.0
--------------------
ItemCraft Dc--------Savage Species--------WeightCost
Breathing mask20This desmodu-made mask covers the user’s whole face. It is fitted with goggles and a bag of an alchemical substance within that allows the wearer to breathe for up to 4 hours. With the mask on, the wearer can ignore the effects of noxious fumes and inhaled toxins. It even enables the wearer to function underwater or in an airless environment. A slightly different version (with the same cost and weight) allows water-breathers to function out of water. The item consists of a masterwork leather mask with goggles (cost 50 gp) and the alchemical air supply, which costs 950 gp and can be manufactured with a successful Craft (alchemy) check (DC 20). A partially used air supply cannot be combined with another partially used one to get a fresh supply, but it can be discarded and replaced with a new supply.5 lb.1,000 gp
Flash tube20Ingenious alchemists figured out how to duplicate the effect of a gibbering mouther’s spittle. Vials of this substance can be thrown as grenadelike weapons. The fluid within ignites on contact with the air, creating a blinding flash of light. All sighted creatures within 60 feet of where the vial lands must succeed on a Fortitude save (DC 13) or be blinded for 1d3 rounds. A flash tube requires a Craft (alchemy) check (DC 20) to create.1 lb.30 gp
Frostfire20This sticky, adhesive substance drains away heat when exposed to air or moisture. A flask of frostfire can be thrown as a grenadelike weapon with a range increment of 10 feet, and a direct hit deals 1d6 points of cold damage. The target can then attempt to scrape off or wash away the frostfire, if desired. If this does not occur, the target takes an additional 1d6 points of cold damage on the on the round following the direct hit. Removing frostfire by scraping requires a successful Reflex saving throw (DC 15). Alternatively, the substance can be removed automatically by dousing it with at least a quart of an alcoholic or acidic solution (such as wine or vinegar). Either method requires a full-round action. Frostfire requires a Craft (alchemy) check (DC 20) to create.1 lb.40 gp
Sculptor’s slime, vial20Another product of dwarf dealings with delvers, this slimy liquid softens stone. One flask allows a Craft (stonemasonry) check (DC 10) to shape up to 25 cubic feet of stone, as stone shape cast by a 15th-level druid. Sculptor’s slime requires a Craft (alchemy) check (DC 20) to create.4 lb.750 gp
------------------Sandstorm------------------
Armorbright (flask)25 This metallic paint is applied with a brush to the outside of a suit of armor (requiring 1 minute to apply), producing a shiny surface that reflects the light of the sun to reduce the effects of hot weather on the wearer. For 24 hours after applying armorbright to a suit of armor, you gain a +2 bonus on Fortitude saving throws to avoid heat dangers. Armorbright also raises your level of protection against heat by one step (see page 14). Armorbright is not effective in hot environments with no sun, such as the Elemental Plane of Fire. 1 Lb.50 Gp
Asherati sand sculpture Asheratis know the special sands, adherents, and natural dyes that are required to create stunning works of sculpture. The typical asherati sculpture is 2 to 3 feet high and weighs 10 to 20 pounds. Like any piece of art, value is in the eye of the beholder; however, anyone with the Appraise skill can determine the approximate price a particular sculpture would fetch in wider markets. Use Table 3–7 Art Objects, page 55 of the Dungeon Master’s Guide, to determine the price of an asherati sand sculpture found in a treasure hoard or in the marketplace. variesvaries
Blackeye (vial)15 This oily paint is smeared around your eyes and on your cheeks to reduce the effects of bright sun, protecting you from sun glare for 4 hours. 1/2 Lb.1 Gp
Deep draught15 This powder is a mixture of salt, dried herbs, and extracts of desert plants. Adding it to water increases your body’s retention of fluid and helps counteract the effects of dehydration. One packet of deep draught is enough for 1 gallon of solution, which grants a +5 bonus on the Heal check to treat dehydration (see page 15). 1/2 Lb.10 Gp
Ironthorn extract (flask)20 The ironthorn plant has extremely tough tissues to prevent water loss. This extract of the plant is used to harden delicate items, make containers waterproof, and stiffen clothing to provide some protection. One flask of ironthorn extract is enough to treat a typical outfit, increasing the clothing’s armor bonus to +1. Ironthorn extract does not improve materials that already provide an armor bonus. When applied to cloth, leather, or similar material, ironthorn extract improves its hardness by 1, to a maximum of 5. Both benefi ts last for one week or until the item is thoroughly washed.1 Lb.25 Gp
Keepcool salve (pot)20 This small clay pot contains several ounces of a pearly ointment, enough to cover one Medium creature. Applying the ointment to your skin increases your level of protection against heat by one step (see page 14). The salve also grants a +1 circumstance bonus on Fortitude saves to resist damage from hot environments. 1/2 Lb.50 Gp
Liquid salt (flask) This deadly supernatural substance (see Red Seas, page 25) can be used as a splash weapon. A direct hit deals 2d6 points of dessication damage (2d8 points to plants or elementals with the water subtype). Every creature within 5 feet of the point where the fl ask hits takes 1d4 points of dessication damage from the splash (1d6 points to plants or elementals with the water subtype). Liquid salt is always carried in a glass container. 1 Lb.200 Gp
Oleum (flask) A black liquid, oleum has a foul, bitter odor. It occurs naturally around the world, but is particularly common in the waste. Though it forms underground, oleum is generally found in surface pools in areas of barren waste terrain. You can use a flask of oleum as a splash weapon. Use the rules for alchemist’s fire (page 128 of the Player’s Handbook), 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. Burning oleum is hard to put out, granting a –4 penalty on the Reflex save to extinguish the fire. The oleum burns away within 4 rounds (eliminating the penalty on putting out the fire). Raw oleum burns readily, but it is smoky when it does so. The smoke created by burning oleum is heavy smoke (see Smoke, page 304 of the Dungeon Master’s Guide), so a wide area of open air is required for the substance to burn safely. Every round when raw oleum burns, it produces enough smoke to fill a 5-foot cube. For this reason, oleum is typically used only in lamps made to burn outdoors. The smoke drives away flying insects. Oleum is also used to lubricate moving parts; a fl ask of it can cover a 5-foot square, provided that the surface is smooth. A creature can walk within or through an area of oleum at half normal speed by making a DC 10 Balance check. Failure means it can’t move that round, while failure by 5 or more means it falls prone (see the Balance skill description, page 67 of the Player’s Handbook, for details). If an area of oleum is ignited, it burns for 4 rounds and deals 1d3 points of fi re damage to each creature in the area. A quart of oleum (two flasks) can coat a Medium creature, providing a +4 circumstance bonus on Escape Artist checks and opposed grapple checks made to resist being grappled or to escape a pin. Oleum applied in this manner also acts as insect repellent, protecting you from normal vermin (such as those summoned by insect plague) and granting a +4 bonus to Armor Class against vermin. A creature with oleum on its hands takes a –4 penalty on grapple checks or any task requiring a solid grip, including attack rolls with weapons. A roll of 1 on the attack means the oleum-coated creature drops the slippery weapon. When worn, oleum is uncomfortable and unpleasant. You take a –2 penalty on Fortitude saves against natural heat effects. Further, oleum makes you quite flammable, granting a –4 penalty on saves against supernaturally hot effects and any attack involving fire, including Refl ex saves to put yourself out after catching fi re. When subjected to a fire-based attack that does not normally cause subjects to catch on fi re, you must make a DC 14 Refl ex save or catch on fi re. As indicated above, oleum burns away after 4 rounds. An ounce of oleum can substitute for the material component usually used for a grease spell. 1 Lb.30 Gp
Shapesand (jug)25 Shapesand is a special kind of wasteland soil that is psychoreactive; it can be sculpted into any form according to your will. The new object is made of sand, but serves as a normal item of the same sort. A shapesand hammer functions just like an ordinary hammer, and a shapesand waterskin is just as watertight as an ordinary skin. Controlling shapesand is an exercise in willpower. A DC 16 Wisdom check establishes control of a volume of sand based on the shaper’s Wisdom score, If your Wisdom check succeeds, you can reshape the volume of sand as you desire. Once control is established, the shape lasts as long as you remain within 100 feet of it. Thus, those with sufficient patience and strong enough will can construct small fortresses out of shapesand, even if they must do so a few cubic feet at a time. Another character can wrest control of a shapesand item away from you by succeeding on an opposed Wisdom check, though the winner’s Wisdom score must be high enough to shape an item the size of the one contested. For example, if two characters are attempting to control a 5-foot cube of shapesand, the challenger must not only beat his opponent’s roll, but must also have a Wisdom score of at least 12. If you are a sand shaper (new prestige class, see page 76) or a cleric with the Sand domain (see page 107) using shapesand in conjunction with your sand shaping abilities, you do not count shapesand items against the total number of items you can maintain at one time. In addition, if you are a sand shaper, you can give control of shapesand objects to other individuals, and those items persist even if the new owner takes them outside the normal 100-foot control area. The new owner need not make a Wisdom check to establish control of the item, so long as his Wisdom score meets the minimum requirement for the object’s volume.12 Lb.100 Gp
Slumber sand (fl ask)12 Slumber sand is a supernatural hazard (see page 26), but alchemists make a substance that mimics the hazard’s effects. A target struck by a fl ask of slumber sand must make a DC 15 Fortitude save or fall asleep for 1 minute. Slumber sand affects only a creature struck by it, and creatures with 5 or more Hit Dice have immunity to the effect. Slumber sand is more effective when a fl ask of it is used as an optional material component for sleep, deep slumber, or symbol of sleep. When so used, the total Hit Dice of creatures affected increases by 2 (the symbol of sleep affects creatures of up to 12 HD), and the DC for the Will saving throw increases by +1. 1 Lb.50 Gp
Sunshade lotion (flask)20 This translucent green lotion contains extracts of succulent plants, mixed with oils from the skin of chameleons. It darkens slightly on exposure to sunlight. One fl ask is sufficient to protect a Medium creature from nonlethal damage due to sunburn (see page 18) for 4 hours. 1 Lb.20 Gp

 

 

 

Mundane Items

 

Savage Species
ItemDescriptionWeightCost
Aboleth mucus, vialAn aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Occasionally this substance finds its way into marketplaces. Glass vials of the mucus can be thrown as grenadelike weapons. Any creature coming into contact with or inhaling this substance must succeed on a Fortitude save (DC 19) or lose the ability to breathe air for the next 3 hours There is no splash effect for aboleth mucus.1 lb.20 gp
Cable (50 ft.)Desmodu make a metal cord that is thinner, stronger, and lighter than even silk rope. It is too thin for most creatures to climb easily (Climb DC 20), but desmodus using a cable can climb at their normal climb speed. The cable has a snap ring at each end so that it can be quickly attached to or detached from a piton, spike, grappling hook, or other item without a Use Rope check. The cable has 10 hit points and hardness 5. It can be broken with a successful Strength check (DC 32). Its stiffness, however, imposes a –2 circumstance penalty on use Rope checks.2 lb.25 gp
CablespoolThis desmodu gadget carries 100 feet of cable (see above) in an enclosed reel. The reel is spring-wound and can pull in all 100 feet of cable in 1 round (pulling with a Strength score of 16). It can be set to reel or unreel the cable automatically as the user climbs, or to act as a brake, allowing the user to jump down 100 feet without harm.2 lb.125 gp
with cable6 lb.175 gp
Delver slime, vialDelvers produce a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. Glass vials of this substance occasionally appear in marketplaces, sold by enterprising dwarves who bribed delvers with gems. Vials of the slime can be thrown as grenadelike weapons. A successful hit deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, the delver’s slime deals 4d8 points of acid damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of acid damage. All creatures within 5 feet of where the vial lands take 1d6 points of acid damage from the splash, but objects within 5 feet are not affected.1 lb.150 gp
HarnessDesmodus cannot wear belts because of the flaps of skin attached to their flanks. Instead, they wear harnesses that loop over their shoulders and between their legs. Straps crisscross the front and back of the desmodu’s body to keep the harness from slipping off. Each desmodu harness is fitted with rings, hooks, and ties for carrying weapons and equipment. A reinforced hook hangs near the waist for carrying a cablespool.2 lb.20 gp
Spore flaskNo one knows who first persuaded a vrock to allow the bottling of its spores, or how it was persuaded. No doubt, the horrible tanar’ri delight in the idea of inflicting pain without even being present. A flask of vrock spores can be thrown as a grenadelike weapon. The spores automatically deal 1d8 points of damage to all creatures within 5 feet of where the flask lands. They then penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of vinelike growths. A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.1 lb.1,000 gp
Sun lanternThis is a bullseye lantern, but without any reservoir for oil. Instead, a sunrod may be inserted into a socket on one end. Once the sunrod is in place, a simple twist locks it there and activates it. A sun lantern provides light as a bullseye lantern, with the duration of a sunrod. Any sunrod functions in a sun lantern.3 lb.162 gp
Drow arrow poison, doseDrow arrow poison is an injury poison (Fortitude DC 17) that causes unconsciousness. After 1 minute, the injured creature must make a second Fortitude save (same DC) or remain unconscious for 2d4 hours.1/4 lb.120 gp
Sand Storm
ItemDescriptionWeightCost
Distillation kit Water is precious in the waste. This simple kit uses the sun and the ambient heat to evaporate pure water from body or cooking waste, salt lakes, poisonous plant saps, and so on. This “solar still” consists of a sheet of glass fastened at an angle into a frame, with a lip and a small spout (the components are packed separately and assembled when needed). The bottom and sides of the frame are covered with black oilcloth, the edges sealed with grease or tar to make it watertight. To use the still, pour the dirty water into the bottom of the container, then place the glass lid on top. The water evaporates and condenses on the underside of the glass surface, where it runs down and collects in the lip, dripping through the spout and producing about 1 gallon of water per day (if the container is filled to capacity).50 Gp20 Lb.
Drill Whether they are used to carve sandstone, locate water, or mine salt and other precious minerals, drills are important tools in any wasteland environment. These objects can range from a primitive bow drill, suitable for perforating bone and wood, to a massive assembly of cast-iron pipes and bits, turned by wheels or beasts of burden. The drill described here is made of iron with a wooden handle, about 3 feet long. (In metal-poor areas, the bit might be of hard crystal instead of iron.) Wrapping a cord about the shaft and pulling it sharply sets the drill spinning. It can penetrate roughly 6 inches of stone per hour; the rate of drilling is faster in softer material, such as salt. A drill can be used as an improvised club or shortspear.5 Gp7 Lb.
Filter mask A filter mask is a fine cloth mesh, usually of silk or cotton, that covers your mouth and nose. Cords or straps fasten the cloth around the back of your head to provide a good seal. A filter mask grants a +2 bonus on saves against gas-based effects. It negates the effects of suffocation from dust and sand, as well as the effects of supernatural or magic dust (such as slumber sand) for up to 4 hours. After this time, the mesh is clogged with grit and can no longer allow air to pass through freely. A clogged filter mask requires thorough laundering before it can be reused, but most travelers simply replace it with fresh fabric.1 Gp
Parasol The simplest form of portable shade, a parasol can range from an animal hide draped over a crude framework to a collapsible construction of textile and metal. The typical parasol described here is made of stretched canvas over wood or bone. A parasol offers immunity to sun glare and limited protection from heat dangers and some sun hazards (see Chapter 1). It also grants a +1 bonus on Fortitude saves against dehydration.3 Gp2 Lb.
Sand tube When a storm scours the land, the best defense is to escape. Burrowing into the ground is one way to do this, but sand is loose and difficult to stabilize. This handy device enables you to create a burrow beneath the sand, in which you can rest while waiting for the storm to pass. A sand tube looks something like an open-ended sleeping bag, made of treated hide attached to a number of collapsible hoops. After digging a small hole in the sand to get started, you shove one end of this apparatus inside the hole and expand the hoops to stiffen it into a tube. More sand can then be dug from the buried end (usually you crawl partway into the tube and use your hands) and removed through the tube, which is shoved more deeply into the tunnel as digging progresses. In normal sand, it takes 10 minutes of digging to fully bury a sand tube. When fully buried, a sand tube can hold one Medium humanoid. A flap fastens over the exposed end to provide shade and protection from duststorms and sandstorms.80 Gp5 Lb.
Sun lenses This item, made of thin slabs of mica or volcanic glass affixed to curved frames, can protect your eyes from being dazzled by bright light, such as glare (see page 18). If you are already dazzled when you don the lenses, you are treated as if you had entered an area of shade; you recover from the dazzled condition 1 hour if you continue to wear the lenses. 10 Gp
Desert outfit1 This outfit consists of loose, billowy clothing to keep the wearer cool and protected from the sun while in hot, dry desert terrain. It includes a caftan, turban, scarf, loose pantaloons, and sandals or high cloth boots. This outfit counts as light clothing and offers limited protections against some waste hazards (see Chapter 1). The protection it offers against heat is negated if the wearer also dons armor.6 Gp3 Lb.
Heatsuit outfit1 This suit is designed to protect against heat. It consists of heavy pants and coat, a specially treated leather apron, thick mittens, a thick hood, and goggles. A heatsuit outfit prevents 3 points of lethal or nonlethal damage per round from hot environments. Although the outfit is heavy clothing, its heat-resistant materials negate the usual –4 penalty on Fortitude saves against damage dealt by hot environments.20 Gp15 Lb.
Hydration suit1 The hydration suit is a masterpiece of water retention, crafted by waste-dwellers with technical skill and unusual materials. Its design allows you to recover nearly all the water your body loses through sweat and exhalation. A hydration suit is made of the skin and tissue of various desert-dwelling beasts and treated with oils or waxes for water retention. It covers your entire body, with a tight-fitting hood over the head and a mask covering the mouth and nose. Inside the mask is a glass plate to collect condensation and a tube fashioned from watertight materials. An inner lining wicks sweat away from your body and collects it in spongelike filtration material that can be removed after you doff the hydration suit. The tube from the facemask twists in loops around your body, through the sponge, to reclaim moisture, condensing it in a reservoir from which you can sip. A functioning hydration suit eliminates the need to make Constitution checks to avoid dehydration. It raises the level of protection from heat dangers by two steps (see page 14), and its mask functions as a filter mask. A hydration suit offers no protection from magical desiccation damage. 1,000 Gp10 Lb.

 

 

Drugs

 

Drug NameDescriptionInitial EffectSecondary EffectSide EffectOverdoseTypeRatingCostCraft DC(Alchemy)

Arthorvin

ArthorvinA fragrant gray powder made from rare magical plants, the drug called arthorvin is an appropriate alchemical treatment for anxiety, mood disorders, and dissociative disorders.1 point of Charisma damage.The user is in a calm, peaceful mental state for 2d4 hours and gains a +1 alchemical bonus on Will saves.Arthorvin causes a general dulling of the imbiber’s emotions and reactions. While the drug is in effect, the user takes a -1 penalty on all initiative checks.n/a.Ingested DC 12Low525

Carthagu

CarthaguCarthagu is a thin green tea served warm. It is an appropriate alchemical treatment for impulse control problems, eating disorders, and sleep disorders.2 points of Strength damage.Carthagu soothes a wide range of mental disorders, providing relief from the symptoms of the indicated disorders for up to 8 hours.n/a.n/a.Ingested DC 13Medium525

Devilweed

Devilweed Leaves from the wyssin plant are dried and rolled into a tobaccolike substance and smoked.1 point of Wisdom damage.The smoker gains a +2 alchemical bonus to Strength for 1d3 hours.A creature under the effect of devilweed is easily confused and acts skittish (treat as shaken). None.Inhaled DC 15Low620

Mertoran Leaf

Mertoran LeafWhen mertoran leaf is dried, treated, and chewed, it provides appropriate alchemical treatment for personality disorders, and substance abuse disorders.1 point of Dexterity damage.The user becomes more confident, gaining a +2 alchemical bonus to Charisma for 1 hour.While the drug is in effect and for 12 hours thereafter, mertoran leaf relieves the most severe symptoms of the listed disorders.n/a.Ingested DC 13Negligible1025

Baccaran

Baccaran This pasty substance is dried and kept as a powder or sometimes left as a paste. The ingredients are numerous and difficult to obtain.1d4 points of Strength damage.1d4+1 enhancement bonus to Wisdom for 1d10+15 minutes.Those under the effect of baccaran take a –4 circumstance penalty on saving throws involving illusions for 2d4 hours after using this mild hallucinogen. If more than one dose is taken in a 24-hour period, the user immediately takes 2d6 points of damage and the side effect is doubled.Ingested DC 14Low1020

Zixalix

ZixalixA potent combination of many rare herbs and alchemical substances, zixalix provides appropriate alchemical treatment for somatoform disorders, psychotic disorders (including schizophrenia), and psychosexual disorders.1d4 points of Intelligence damage.Zixalix staves off the most severe symptoms of the indicated disorders.n/a.If more than three doses are taken in a 24-hour period, the imbiber takes 1d4 points of Constitution damage.Ingested DC 16Medium1525

Sannish

Sannish A bluish liquid distilled from wolves’ milk and a powdered desert plant, this concoction is very popular. Addicts are easily found by the permanent blue stains on their lips.1 point of Wisdom damage.The user becomes numbed to pain for 1d4 hours, immune to pain-induced penalties (such as from a symbol of pain).Sannish causes euphoria. While the drug is in effect, the user takes a –2 penalty on all initiative checks. A second dose taken while the first dose is still in effect causes a numbing stupor for 2d4 hours. The user can only take partial actions until the stupor wears off.Ingested DC 9Medium1520

Vodare

Vodare An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute the taste. It is made from the crushed petals of a flower that grows only on the graves of those who dedicated their lives to the worship of Rallaster.+2 alchemical bonus on Intimidate checks and saving throws against fear effects for 1d4 hours.–4 alchemical penalty on Diplomacy and Bluff checks for 2d4 hours.Mild euphoria and fierce confidence while the drug is in effect. If more than one dose is taken in a 4-hour period, the user becomes catatonic (Fort DC 15 negates).Ingested DC 13High4015

Mushroom Powder

Mushroom Powder Taken from a rare blue mushroom, this powder must be inhaled. It is popular among arcane spellcasters.+2 alchemical bonus to Intelligence and Charisma for 1 hour.1 point of Strength damage.This is a mild hallucinogen. The user takes a –2 alchemical penalty to Wisdom for 1d4 hours and a –2 alchemical penalty to Strength and Constitution for 2d4 hours. If more than one dose is taken in a 12-hour period, the user takes 2d6 points of damage. Using it more than three times in any 24-hour period deals 4d6 points of damage and paralyzes the user for 2d4 hours.Inhaled DC 15Medium10025

Agony (Liquid Pain)

Agony (Liquid Pain) This thick, reddish liquid is the distilled essence of pain, captured using special spells or items (see the Pain as Power section of Chapter 2). It is highly sought after by outsiders.User is stunned for 1d4+1 rounds and can take only partial actions for 1d6 minutes after that.1d4+1 enhancement bonus to Charisma for 1d10+50 minutes.Feelings of intense pleasure last for 1d4 hours. If more than one dose is taken in a 24-hour period, the user immediately falls unconscious for 1d4 hours (Fort DC 18 negates).Ingested DC 18Extreme20025

Mordayn Vapor (“Dreammist”)

Mordayn Vapor (“Dreammist”) Made of roughly ground leaves of a rare herb found in deep forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea. Raw mordayn powder and mordayn-tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dreammist is renowned for the beautiful visions it induces and the deadly peril of its sinister embrace.Exotic visions of incredible beauty enthrall the user for the next d20+10 minutes. During this time the user has a 50% chance to lose any action he attempts, as described in the bestow curse spell.1d4 points of Constitution damage and 1d4 points of Wisdom damage.The visions of a dreammist user are incredibly beautiful and poignant. His normal life seems drab and futile in comparison, and he aches to experience the transcendent beauty of his drug-induced dreams again. When the dose wears off, the user must succeed at a Will save (DC 17) or fall under a compulsion to do whatever is necessary to repeat the dreammist dose (treat this as a compulsion similar to that of a suggestion spell). This compulsion lasts for 1d4 hours before fading. If two doses are taken within the space of an hour, or if raw mordayn powder or mordayn tea are ingested, the drug is a deadly poison (ingested DC 17, 1d10 Con/1d10 Con). Mordayn vapor addicts often throw out the tea as soon as they inhale and make sure that only one dose is available at a time in order to make sure they cannot overdose on the deadly drug.Inhaled DC 17High20020

Redflower Leaves

Redflower LeavesThese crushed leaves of a tiny red bog flower are known for their ability to improve hand-to-eye coordination.None.As a move-equivalent action, the user may focus his attention upon a particular creature. If he follows that action with an attack against the creature, he gains a +4 competence bonus on the attack roll. This ability lasts 10 minutes.None. Taking a second dose before the first has worn off causes the user to be nauseated for 1d4 × 10 minutes.Ingested DC 10Low30027

Terran Brandy

Terran Brandy A potent alcohol, this magical drink is favored by heartless spellcasters of all types. This green liquid is distilled from the essence of dying fey.+2 alchemical bonus to effective caster level for 1d20+20 minutes.2 points of Constitution damage.None. If more than one dose is taken in a 8-hour period, the user immediately takes 1 point of Constitution damage.Ingested DC 19Low50030

Luhix

Luhix Powdered stalks of plants that grow only in the Abyss, luhix is normally sprinkled onto a bleeding, selfinflicted wound. Then the wound is sealed either with magical healing or tightly wound bandages.1 point of ability score damage to all ability scores.The imbiber gains a +2 alchemical bonus to all ability scores for 1d2 hours.For the first minute of application, the user feels intense pain. During the time that the secondary effect is in effect, the user is immune to pain (including the effects of spells such as symbol of pain). The character takes damage as normal, but may not react normally to that damage. Those who take this drug more than once in 24 hours must make a separate save (Fort DC 25 negates) or die in terrible pain.Injury 25Vicious200030

 

 

AddictionFort
Rating DC SatiationDamage
Negligible41 day1d3–2 Dex (can be 0)
Low610 days1d3 Dex
Medium105 days1d4 Dex, 1d4 Wis
High142 days1d6 Dex, 1d6 Wis, 1d2 Con
Extreme251 day1d6 Dex, 1d6 Wis, 1d6 Con
Vicious361 day1d8 Dex. 1d8 Wis, 1d6 Con, 1d6 Str

Comments (0)

You don't have permission to comment on this page.