0% found this document useful (0 votes)
20 views161 pages

Alchemy Items List Exported

The document lists over 100 alchemy items with their costs and weights. It provides detailed information on acids, potions, and other consumable items that can have magical or chemical effects. Many items have offensive or defensive combat applications, while others enable effects like invisibility, healing, or environmental protection.

Uploaded by

mordokh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
20 views161 pages

Alchemy Items List Exported

The document lists over 100 alchemy items with their costs and weights. It provides detailed information on acids, potions, and other consumable items that can have magical or chemical effects. Many items have offensive or defensive combat applications, while others enable effects like invisibility, healing, or environmental protection.

Uploaded by

mordokh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 161

Alchemy Items

Tuesday, December 29, 2015 11:36 PM

NAME COST WEIGHT


Acid 25 gp 1 lb.
Alchemist's Fire 50 gp 1 lb.
Antitoxin 50 gp 1/2 lb.
Acid Neutralizer 25 gp 1/2 lb.
Alchemical Silence 350 gp 1/2 lb.
Alchemical Sleep Gas 30 gp 1/2 lb.
Aphrodisiac 100 gp liquid, 200 gp powder 1/2 lb.
Armor Insulation 50 gp 1/2 lb.
Armorbright 50 gp 1/2 lb.
Atramen Oil 500 gp 1/2 lb.
Aura Gel 25 gp 1/2 lb.
Bile Droppings 50 gp 1/2 lb.
Bird Bomb, dust 25 gp 1/2 lb.
Bird Bomb, Reek 40 gp 1/2 lb.
Blackeye 1 gp 1/2 lb.
Blackwater 100 gp 1/2 lb.
Body Dye 5gp 1/2 lb.
Bottled air 50 gp 1/2 lb.
Bottled Lethargy 100gp Standard, 150gp Improved 1/2 lb.
Brittlebone 30 gp 1/2 lb.
Brown Mold Oil 75 gp 1/2 lb.
Bullet, Priest's 20 gp 1/2 lb.
Burn Salve 15 gp 1/2 lb.
Caltrop Salve 2gp 1/2 lb.
Celestial Cloak 1000 gp 1/2 lb.
Cerebral Serum 150 gp 1/2 lb.
Chaos Flask 150 gp 1/2 lb.
Cold Fire 100gp 1/2 lb.
Contraceptive 50gp 1/2 lb.
Darkberry 5 gp 1/2 lb.
Darkoil 25 gp 1/2 lb.
Darkvision Powder 10 gp 1/2 lb.
Darkvision-Invisible Paint 20 gp 1/2 lb.
Deep Draught 10 gp 1/2 lb.
De-icer 1gp 1/2 lb.
Deodorizer 25 gp 1/2 lb.
Desalinator 5 sp 1/2 lb.
Devil's Soap 25 gp 1/2 lb.
Disappearing Ink 5 gp 1/2 lb.
Dog Smoke 75 gp 1/2 lb.

Export Page 1
Dog Smoke 75 gp 1/2 lb.
Dragon Brew 15 gp 1/2 lb.
Dwarfblind Stone 50 gp 1/2 lb.
Ectoplasmic Skin 75 gp 1/2 lb.
Elemental loadstone 200 gp 1/2 lb.
Elf Hazel 5 gp 1/2 lb.
Embalming Fire 20 gp 1/2 lb.
Endurance Booster 50 gp 1/2 lb.
Energy Boost 50 gp 1/2 lb.
Evaporating Antitoxin 150 gp 1/2 lb.
Felsul Flower Oil 100 gp 1/2 lb.
Festering Bomb 50 gp 1/2 lb.
Firmament Stone 110 gp 1/2 lb.
Flashpellet 50 gp 1/2 lb.
Fog Rock 5 gp 1/2 lb.
Food Concentrate 1 gp 1/2 lb.
Fortifying Oil 250 gp 1/2 lb.
Freeze Powder 100 gp 1/2 lb.
Frost Lotion 15 gp 1/2 lb.
Frostbite Salve 50 gp 1/2 lb.
Ghostoil 50 gp 1/2 lb.
Ghostwall Shellac 150 gp 1/2 lb.
Glowpowder 40 gp 1/2 lb.
Goblin Ink 20 gp 1/2 lb.
Golem Salve 250 gp 1/2 lb.
Healing Salve 50 gp 1/2 lb.
Health Restorer 75 gp 1/2 lb.
Herb, Cassil 1 gp 1/2 lb.
Herb, Nararoot 2 sp 1/2 lb.
Hound Snuff 90 gp 1/2 lb.
Hunting Scent 3 sp 1/2 lb.
Ice Chalk 20 gp 1/2 lb.
Icewalker Oil 75 gp 1/2 lb.
Instant Ice 25 gp 1/2 lb.
Instant Sobering 3 gp 1/2 lb.
Intuition Vapor 75 gp 1/2 lb.
Ironthorn Extract 25 gp 1/2 lb.
Journeyman Serum 5 gp 1/2 lb.
Keepcool Salve 50 gp 1/2 lb.
Lantern Stars 10 gp 1/2 lb.
Lava Stones 24 gp standard or 114 gp greater 1/2 lb.
Leather Patch 5 sp 1/2 lb.
Light Bottle 10 gp 1/2 lb.
Liquid Courage 25 gp 1/2 lb.
Liquid Embers 600 gp 1/2 lb.
Liquid Night 150 gp 1/2 lb.

Export Page 2
Liquid Night 150 gp 1/2 lb.
Liquid Salt 200 gp 1/2 lb.
Liquid Stone 25 gp 1/2 lb.
Lockslick 180 gp 1/2 lb.
Mad Foam 25 gp 1/2 lb.
Mechanus Eye 100 gp 1/2 lb.
Melt Powder 25 gp 1/2 lb.
Memorybind 300 gp 1/2 lb.
Mimic Clay 30 gp 1/2 lb.
Mule Pollen 50 gp 1/2 lb.
Neutralizer 100 gp 1/2 lb.
Nose Numb 25 gp 1/2 lb.
Ocanthus Knife 450 gp 1/2 lb.
Oil of Nausea 60 gp 1/2 lb.
Oleum 30 gp 1/2 lb.
Phantom Ink 10 gp 1/2 lb.
Plant Killer 25 gp 1/2 lb.
Poison-Friend Pod 50 gp 1/2 lb.
Polar Skin 25 gp 1/2 lb.
Psi Block 25 gp 1/2 lb.
Psionic Ichor 60 gp 1/2 lb.
Pure Elemental Air 1000 gp 1/2 lb.
Pure Elemental Earth 1000 gp 1/2 lb.
Pure Elemental Fire 1000 gp 1/2 lb.
Pure Elemental Water 1000 gp 1/2 lb.
Purebalm 75 gp 1/2 lb.
Quieting Oil 50 gp 1/2 lb.
Rage Gas 200 gp 1/2 lb.
Razor Ice Powder 50 gp 1/2 lb.
Red Helmthorn Berry 1 sp 1/2 lb.
Rejuvenation Essence 30 gp 1/2 lb.
Rust Remover 5 gp 1/2 lb.
Scarring Salve 5 gp 1/2 lb.
Scent Breaker 50 gp 1/2 lb.
Scentbreaker 5 gp 1/2 lb.
Senses 50 gp 1/2 lb.
Shadow Haze Dust 30 gp 1/2 lb.
Shadow Veil 40 gp 1/2 lb.
Shadowtop Torch 1 sp 1/2 lb.
Shapesand 100 gp 1/2 lb.
Shedden 75 gp 1/2 lb.
Shinewater 10 gp 1/2 lb.
Shriek Paste 50 gp 1/2 lb.
Silent Bells 50 gp 1/2 lb.
Silverbark Sap 20 gp 1/2 lb.
Sleepweed Pod 50 gp 1/2 lb.

Export Page 3
Sleepweed Pod 50 gp 1/2 lb.
Slumber Sand 50 gp 1/2 lb.
Smoke Bottle 50 gp 1/2 lb.
Spelunker's Oil 15 gp 1/2 lb.
Stain Remover 5 sp 1/2 lb.
Stone Dissolver 50 gp 1/2 lb.
Stoneburn Acid 10 gp 1/2 lb.
Stun Gas 200 gp 1/2 lb.
Sunshade Lotion 20 gp 1/2 lb.
Sure Grip 10 gp 1/2 lb.
Suregrip 20 gp 1/2 lb.
Temporary Adhesive 100 gp 1/2 lb.
Titan Gum 25 gp 1/2 lb.
Trollbane 90 gp 1/2 lb.
Uninhibitor 200 gp 1/2 lb.
Vanishing Ink 10 gp ink & restorer 1/2 lb.
Vermin Repellent 5 sp 1/2 lb.
Vilegrip 50 gp 1/2 lb.
Vine Oil 50 gp 1/2 lb.
Gash Glue 40 gp 1/2 lb.
Water Purifier 1 gp 1/2 lb.
Weapon Oil 5 gp 1/2 lb.
Weeping Stone 100 gp 1/2 lb.
Weirwood 50 gp /lb 1/2 lb.
Whale Grease 75 gp 1/2 lb.
Witchweed Stick 40 gp 1/2 lb.
Wittlewort Brew 30 gp 1/2 lb.
Xeph's Blood 40 gp 1/2 lb.

Export Page 4
Tuesday, June 7, 2016 9:46 PM

Acid
Acid (25 gp). As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20
feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an
improvised weapon. On a hit, the target takes 2d6 acid damage.

Export Page 5
Tuesday, June 7, 2016 9:46 PM

Alchemist's Fire
Alchemist's Fire (50 gp). This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20
feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised
weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its
action to make a DC 10 Dexterity check to extinguish the flames.

Export Page 6
Tuesday, June 7, 2016 9:46 PM

Antitoxin
Antitoxin (50 gp). A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers
no benefit to undead or constructs.

Export Page 7
Acid Neutralizer
Wednesday, March 2, 2016 12:16 AM

Acid Neutralizer
Acid Neutralizer (25 gp). This murky white liquid is a concentrated form of lye. A 1 oz. dose will neutralize 1 gallon of common
natural acid. If added to stronger acid or more than 1 gallon it reduces acid damage by 1 point per dose. Acid based creatures
take 1d6 necrotic damage per dose.

Export Page 8
Alchemical Silence
Wednesday, March 2, 2016 12:16 AM

Alchemical Silence
Alchemical Silence (350 gp). When applied to boots and armor, this noise-dampening oil negates disadvantage on stealth
checks caused by metal armor. If thrown as a weapon a flask bursts spreading its contents in a 5-foot radius all creatures
inhaling the fumes must make a DC 15 constitution saving throw or be unable to speak for 1 minute.

Export Page 9
Alchemical Sleep Gas
Wednesday, March 2, 2016 12:16 AM

Alchemical Sleep Gas


Alchemical Sleep Gas (30 gp). This liquid evaporates quickly when exposed to air, creating a temporary, mildly toxic cloud that
puts living creatures to sleep. A thrown flask of sleep gas breaks on impact releasing a 5-foot radius cloud of sleep gas that
persists for 1 round. A creature breathing the gas must make a DC 15 constitution saving throw or fall asleep for 1 minute. The
sleep is not magical and can effect creatures normally immune to magical sleep, however creature’s immune to poisons are
unaffected.

Export Page 10
Aphrodisiac
Wednesday, March 2, 2016 12:16 AM

Aphrodisiac
Aphrodisiac (100 gp liquid, 200 gp powder). If ingested the subjects sex drive is increased and they must make a wisdom saving
throw (DC 13 liquid, DC 15 powder) or be charmed by anyone they would normally be attracted to for 8 hours per dose.

Export Page 11
Armor Insulation
Wednesday, March 2, 2016 12:16 AM

Armor Insulation
Armor Insulation (50 gp). This thick red syrupy mixture is applied with a brush to the inner surface of a suit of armor taking 10
minutes. When the mixture comes in contact with body heat and sweat, it puffs up to trap body heat, insulating the wearer
against the effects of cold. For 24 hours after application, the wearer of a suit of armor treated with armor insulation gains
advantage on constitution saving throws against cold effects and damage.

Export Page 12
Armorbright
Wednesday, March 2, 2016 12:16 AM

Armorbright
Armorbright (50 gp). This metallic paint is applied with a brush to the outside of a suit of armor (requiring 10 minutes to apply),
it produces a shiny surface that reflects the light of the sun to reduce the effects of hot weather on the wearer. For 1 day after
applying armorbright to a suit of armor, you gain advantage on constitution saving throws against heat dangers.

Export Page 13
Atramen Oil
Wednesday, March 2, 2016 12:16 AM

Atramen Oil
Atramen Oil (500 gp). An oil derived from fruit that has drifted to close to the negative energy plane, Atramen Oil can be
thrown as a splash weapon, a direct hit causes the target to disadvantage on constitution saves for 1 minute. Every creature
within 5 feet of the point where the flask hits has disadvantage on constitution saving throws for 1 round.

Export Page 14
Aura Gel
Wednesday, March 2, 2016 12:16 AM

Aura Gel
Aura Gel (25 gp). This clear, viscous gel reacts to psionic auras by glowing various colors. The color it changes indicates the type
of psionic power and its brightness indicates distance to the power. The glow will increase or fade as you move nearer or
farther. It reacts to the nearest aura first and may change colors as other auras appear and move away. Clairsentience causes it
to glow yellow, Metacreativity gray, psychokinesis red, psychometabolism is blue, psychoportation black, and telepathy white.
After an hour's exposure to psionic power it turns to dust.

Export Page 15
Bile Droppings
Wednesday, March 2, 2016 12:16 AM

Bile Droppings
Bile Droppings (50 gp). Distilled from the venomous excreta of certain breeds of monstrous spiders, this substance is a thick,
viscous fluid. You can throw a flask of bile droppings as a thrown weapon. Upon hitting a target, this sticky fluid deals 1d6 acid
damage in the first round and 1d6 acid damage each round thereafter for 1 minute. If the target takes an action to scrape it off,
to avoid future damage. The substance gives off a powerful stench, causing the target and creatures within 5 ft. to be
Incapacitated unless they pass a DC 13 constitution saving throw.

Export Page 16
Bird Bomb, dust
Wednesday, March 2, 2016 12:16 AM

Bird Bomb, dust


Bird Bomb, dust (25 gp). A small ampule, often made of an egg, designed to be dropped by flying birds. Inside is a collection of
glowing pollen that clings to creatures. When it breaks all creatures in a 5-foot radius must make a DC 15 dexterity saving throw
or be covered in glowing dust for 1 minute, creatures have advantage against the glowing target in dark areas.

Export Page 17
Bird Bomb, Reek
Wednesday, March 2, 2016 12:16 AM

Bird Bomb, Reek


Bird Bomb, Reek (40 gp). A small ampule, often made of an egg, designed to be dropped by flying birds. Inside is a potent musk
oil that smells nearly unbearable once exposed to air. When it breaks the smell covers a 10-foot radius. Creatures within the
area must make a DC 15 constitution saving throw or become poisoned while in the area of effect. The smell persists for 1
minute before dissipating naturally.

Export Page 18
Blackeye
Wednesday, March 2, 2016 12:16 AM

Blackeye
Blackeye (1 gp). 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 1 day. You cannot have disadvantage on ranged attacks due to bright light.

Export Page 19
Blackwater
Wednesday, March 2, 2016 12:16 AM

Blackwater
Blackwater (100 gp). A single flask of blackwater rapidly taints a 10-foot-by-10-foot cube of water. Any aquatic creature that
breathes affected water must make a successful DC 10 Constitution check or begin to drown, each round the difficult increases
by 1 as long as the creature remains in the effected area. The taint of blackwater lasts for up to 24 hours in still water but is
swept away in 1d6 rounds in a moving stream or surging tide.

Export Page 20
Body Dye
Wednesday, March 2, 2016 12:16 AM

Body Dye
Body Dye (5gp). Semi-permanent skin die. Allows skin to be changed color, when combined with a disguise kit adds a +1 bonus
to Disguise attempts to pass for another race/skin tone. Typically washes off completely in 2-4 weeks.

Export Page 21
Bottled air
Wednesday, March 2, 2016 12:16 AM

Bottled air
Bottled air (50 gp). A

Export Page 22
Bottled Lethargy
Wednesday, March 2, 2016 12:16 AM

Bottled Lethargy
Bottled Lethargy (100gp Standard, 150gp Improved). Causes fatigue when imbibed in drink. The victim makes a constitution
saving throw (DC13 standard, DC15 improved), or they take a level of exhaustion. A creature with 3 or more levels of
exhaustion falls unconscious instead.

Export Page 23
Brittlebone
Wednesday, March 2, 2016 12:16 AM

Brittlebone
Brittlebone (30 gp). This unguent must be spread over a set of bones before animation as a skeleton. The ointment reduces the
skeleton's natural armor class by 2, but when the skeleton is destroyed, its bones splinter and fly apart, sending shard in all
directions. The skeleton gains "Deathburst. When the skeleton dies all creatures within 10 ft. must make a DC 14 dexterity
saving throw or take 1 piercing damage per hit dice of the skeleton. On a successful save a target takes half damage to a
minimum of 1."

Export Page 24
Brown Mold Oil
Wednesday, March 2, 2016 12:16 AM

Brown Mold Oil


Brown Mold Oil (75 gp). Brown mold oil is ground brown mold neutralized by a compound of lime and algae. When exposed to
air, the compound turns gummy and inert, allowing the brown mold to revive for 1 round to cause cold damage to any creature
it touches. A flask of brown mold oil can be used as a thrown splash weapon. A direct hit deals 2d6 cold damage, while all
creatures within 5 feet take 1d6 points of cold damage.

Export Page 25
Bullet, Priest's
Wednesday, March 2, 2016 12:16 AM

Bullet, Priest's
Bullet, Priest's (20 gp). These hollow glass sling bullets are filled with holy water. When they strike immediately shatter,
dousing the target with holy water. Undead and evil outsiders take 1d6 radiant damage from the holy water in addition to the
normal damage from the sling bullet. Unholy versions of these bullets are also available affecting celestials and good outsiders.

Export Page 26
Burn Salve
Wednesday, March 2, 2016 12:16 AM

Burn Salve
Burn Salve (15 gp). The boiled leaves from witch's star form an integral part of burn salve, an excellent remedy for even severe
burns. As its name implies, burn salve mitigates some of the effects of fire damage, but only if it is applied within 1 minute of
the injury. If applied in time, the smooth white salve heals 1d6 points of damage, but it cannot heal damage that was not
inflicted by fire.

Export Page 27
Caltrop Salve
Wednesday, March 2, 2016 12:16 AM

Caltrop Salve
Caltrop Salve (2gp). A thick clove smelling salve often applied to foot wounds. It counts as first aid for shallow wounds, when
applied it numbs the pain and disinfects the wound. If so applied the user may reroll 1s the next time dice are rolled for healing.

Export Page 28
Celestial Cloak
Wednesday, March 2, 2016 12:16 AM

Celestial Cloak
Celestial Cloak (1000 gp). Celestial creatures are known to have many innate magical properties, properly skinned and
alchemically treated the hides of such animals retain their protection. Celestial cloaks grant their wearer damage resistance to
Acid, Cold, and Electricity while warn.

Export Page 29
Cerebral Serum
Wednesday, March 2, 2016 12:16 AM

Cerebral Serum
Cerebral Serum (150 gp). The serum, black as tar and lumpy as oatmeal, helps inoculate the imbiber against psionic mental
attacks and effects. If you drink the serum, you gain advantage on saves against mind-affecting psionic powers for 1 hour.

Export Page 30
Chaos Flask
Wednesday, March 2, 2016 12:16 AM

Chaos Flask
Chaos Flask (150 gp). Shaping one mater into another is a difficult task, making something from nothing is even more so. A
chaos flask is said to contain the alchemically suspended forces of the plane of limbo, a material so malleable it can be shaped
by will (DC 13 wisdom check) into any object. A single flask may make a small cloth object or a tiny wood and metal object or
similar. Creating creatures requires a higher DC 18 wisdom check. Shaping the matter is an action, and the user can attempt the
Wisdom check once per round. The item once shaped persists for a number of rounds equal to the user's Wisdom score, and
then dissipates into nothingness. The user can cause the object to dissipate sooner with another Wisdom check (same DC).

Export Page 31
Cold Fire
Wednesday, March 2, 2016 12:16 AM

Cold Fire
Cold Fire (100gp). A pale blue liquid, it "burns" on contact with air producing bright blue flames that give off no heat. Cold fire
produces light like a torch and has a burst radius like alchemical fire but no fire damage.

Export Page 32
Contraceptive
Wednesday, March 2, 2016 12:16 AM

Contraceptive
Contraceptive (50gp). Typically used by noble families to prevent accidents, contraceptives prevent conception. Both male and
female contraceptives exist. Generally prevent the user from conceiving a child for 1 week, roughly 80% effective.

Export Page 33
Darkberry
Wednesday, March 2, 2016 12:16 AM

Darkberry
Darkberry (5 gp). These small, purple berries grow deep in hidden clumps in the many untouched forests. Darkberries actually
contain shadowstuff within their skins. When a ripe darkberry is broken or crushed, it creates a 5-foot-diameter circle of
blackness for 2 rounds.

Export Page 34
Darkoil
Wednesday, March 2, 2016 12:16 AM

Darkoil
Darkoil (25 gp). Darkoil is a rare mineral oil specially prepared with various alchemical reagents. It protects drowcraft weapons
and armor from the effects of sunlight. A vial of darkoil is sufficient to protect a weapon for 3 days or a suit of armor for 1 day.
Applying darkoil to any item requires 1 minute.

Export Page 35
Darkvision Powder
Wednesday, March 2, 2016 12:16 AM

Darkvision Powder
Darkvision Powder (10 gp). This plain gray powder clings to surfaces and cannot be seen with normal vision without a DC 15
investigation check. When rubbed onto a surface it gives off a shadowy luminescence only seen through darkvision. A single vial
can cover a 5 foot square or write upto 25 words or 100 symbols. It may be added to oil to make an ink that works the same
way.

Export Page 36
Darkvision-Invisible Paint
Wednesday, March 2, 2016 12:16 AM

Darkvision-Invisible Paint
Darkvision-Invisible Paint (20 gp). This special alchemical substance is designed to match the shading and color contrasts of the
surface to which it is applied. This property renders the paint invisible to creatures that depend on darkvision, but it can easily
be seen with normal vision. Races requiring light to navigate use this paint to warn other such folk of dangers and threats. A
single jar contains enough paint to produce twenty large warning symbols, or two smaller messages of up to 100 words each.

Export Page 37
Deep Draught
Wednesday, March 2, 2016 12:16 AM

Deep Draught
Deep Draught (10 gp). 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 advantage to all checks to resist dehydration.

Export Page 38
De-icer
Wednesday, March 2, 2016 12:16 AM

De-icer
De-icer (1gp). Typically either a mixture of grain alcohol and vinegar or rock salt, de-icer is used to break up or prevent winter-
ice. A single dose of it will melt a 10 foot radius of ice up to 1 foot thick, typically this takes roughly 10 minutes to melt. More
concentrated use can melt a smaller hole through thicker ice.

Export Page 39
Deodorizer
Wednesday, March 2, 2016 12:16 AM

Deodorizer
Deodorizer (25 gp). A murky white liquid in a spray bottle, used to remove strong scents from the air or body. A full vial can
remove all odors from a 15 foot radius. Grant's advantage to saving throws based on smell.

Export Page 40
Desalinator
Wednesday, March 2, 2016 12:16 AM

Desalinator
Desalinator (5 sp). Salt water is toxic to drink, but remove the salt and it is simply water. Desalinator is a powder when
sprinkled into a gallon of water it crystalizes the salt leaving pure water behind.

Export Page 41
Devil's Soap
Wednesday, March 2, 2016 12:16 AM

Devil's Soap
Devil's Soap (25 gp). The insides of a stygian pumpkin are used to make a foul-smelling, black paste called devil's soap. Devil's
soap is a favorite of blacksmiths and those who work with fire. One application of devil's soap provides fire resistance for 1
hour.

Export Page 42
Disappearing Ink
Wednesday, March 2, 2016 12:16 AM

Disappearing Ink
Disappearing Ink (5 gp). After being used to write a message, this blue or red ink vanishes from view at the end of an hour
(though ink can be made, at greater expense, that will disappear after longer periods, such as a day, a tenday, or a month). Heat
(such as a candle flame) applied to the writing surface makes the ink appear again.

Export Page 43
Dog Smoke
Wednesday, March 2, 2016 12:16 AM

Dog Smoke
Dog Smoke (75 gp). A canister that produces smoke when opened, it's thick sulfurous cloud will cover a 10 foot radius area. Any
creature except for Canine's breathing the smoke must make a DC 15 constitution saving throw each round or become
poisoned by the smoke as long as they breath it in.

Export Page 44
Dragon Brew
Wednesday, March 2, 2016 12:16 AM

Dragon Brew
Dragon Brew (15 gp). Spotty dragonfire is used in the making of dragon brew, a thick liquid that increases stamina and numbs
pain. A dose of dragon brew grants the imbiber a +1 on constitution saves for hour.

Export Page 45
Dwarfblind Stone
Wednesday, March 2, 2016 12:16 AM

Dwarfblind Stone
Dwarfblind Stone (50 gp). A small stone treated with a faint purple goo, when struck, usually by throwing, the stone dissolves
into a burst of violet light. Any creature within 10-foot radius of the stone when this happens must make a DC 14 dexterity
saving throw or lose their darkvision for 10 minutes. It has no effect on creatures without darkvision.

Export Page 46
Ectoplasmic Skin
Wednesday, March 2, 2016 12:16 AM

Ectoplasmic Skin
Ectoplasmic Skin (75 gp). A syrupy, silvery liquid that crystallizes and evaporates within 1 minute. As an action it may be applied
to a creature's body forming a second skin granting the user advantage on saving throws against spells and magical effects for 1
minute.

Export Page 47
Elemental loadstone
Wednesday, March 2, 2016 12:16 AM

Elemental loadstone
Elemental loadstone (200 gp). Although it appears to be an ordinary stone about the size of a sling stone, an elemental
loadstone is, in fact, extremely dense, weighing around 50 lbs. A loadstone can be thrown or fired from a sling and deals 2d6
points of bludgeoning damage on a successful hit.

Export Page 48
Elf Hazel
Wednesday, March 2, 2016 12:16 AM

Elf Hazel
Elf Hazel (5 gp). The sap of the elven willow is the main component in a fluid called elf hazel. If elf hazel fluid is applied to any
scar (from a now-healed wound) the scar slowly vanishes. It takes a week of daily applications for the scar to vanish completely.

Export Page 49
Embalming Fire
Wednesday, March 2, 2016 12:16 AM

Embalming Fire
Embalming Fire (20 gp). This bitter-smelling liquid must be poured over a corpse and allowed to soak for at least 1 minute
before the corpse is animated as a zombie. Once animated, if the zombie takes even a single point of damage it bursts into blue
flame for 1 minute. This fire does no damage to the zombie, but its attacks during that time deals an additional 1d6 points of
fire damage.

Export Page 50
Endurance Booster
Wednesday, March 2, 2016 12:16 AM

Endurance Booster
Endurance Booster (50 gp). At times keeping going is so important even chemical enhancement sounds worth it. Each dose of
this thick, yellow-green liquid grants you advantage on Constitution saving throws and Constitution checks for one hour, but
exhausts the user at the end of the duration. The drinker may attempt to use additional vials before the end of the duration to
extend its effects, however each one adds an additional level of exhaustion.

Export Page 51
Energy Boost
Wednesday, March 2, 2016 12:16 AM

Energy Boost
Energy Boost (50 gp). Sometimes battle finds you when you're already tired, in which case finding the energy to go on is
essential. A creature that is exhausted loses the condition for 10 minutes when drinking Energy Boost, if not exhausted they
gain advantage on strength and dexterity checks and saves for the duration. At the end of the duration they gain an additional
level of exhaustion.

Export Page 52
Evaporating Antitoxin
Wednesday, March 2, 2016 12:16 AM

Evaporating Antitoxin
Evaporating Antitoxin (150 gp). Similar to a normal antitoxin this helps remove poisons however it evaporates making a 15 foot
radius vapor cloud that effects multiple individuals.

Export Page 53
Felsul Flower Oil
Wednesday, March 2, 2016 12:16 AM

Felsul Flower Oil


Felsul Flower Oil (100 gp). The felsul tree seems to favor cold and poor soil, and in many rocky places felsuls provide the only
tree cover to be seen. Felsuls grow on crags, cliff edges, and clefts where few other trees can find purchase. They are gnarled,
twisted trees whose wood crumbles to the touch and is of a dusty cinnamon brown to deep brown hue. When the trees flower
in early spring, the crushed petals can be made into a fragrant perfume that can grant advantage on Charisma based checks
made to persuade individuals predisposed to be attracted to the creature. The effect lasts 10 minutes.

Export Page 54
Festering Bomb
Wednesday, March 2, 2016 12:16 AM

Festering Bomb
Festering Bomb (50 gp). This small ceramic sphere is packed with alchemical explosives, rotting meat, and offal infected with
filth fever. When thrown as a grenadelike weapon, it spreads disease in its wake. The explosion on impact is not enough to
cause physical harm, but it does spray the rotten contents and infection in a 20-foot burst. All within the burst must make
saving throws as if exposed to Sewer plague.

Export Page 55
Firmament Stone
Wednesday, March 2, 2016 12:16 AM

Firmament Stone
Firmament Stone (110 gp). A violet crystal gem treated with alchemical substance to react to the position of the sun or moon
to tell time. Glows in a set color and varying brightness as day and night pass. Requires alchemical treatment every week to
keep time.

Export Page 56
Flashpellet
Wednesday, March 2, 2016 12:16 AM

Flashpellet
Flashpellet (50 gp). You can throw this small alchemical bead as a grenadelike weapon. When it strikes a hard surface or is
struck sharply, it ignites with a bright flash. Creatures within a 10-foot radius must succeed at a DC 15 dexterity saving throw or
be blinded for 1 minute.

Export Page 57
Fog Rock
Wednesday, March 2, 2016 12:16 AM

Fog Rock
Fog Rock (5 gp). These rocks wash up periodically on the shores of isles. When dropped into fresh water, they produce mist
that fills a 10-foot radius, which dissipates after 1 hour. Salt water has no special effect on them, but they lose their ability if not
kept damp with brine.

Export Page 58
Food Concentrate
Wednesday, March 2, 2016 12:16 AM

Food Concentrate
Food Concentrate (1 gp). A form of concentrated trail ration, these cracker like wafers offer nutrition enough for a full meal at a
fraction of the size and weight. They are known to taste horrible.

Export Page 59
Fortifying Oil
Wednesday, March 2, 2016 12:16 AM

Fortifying Oil
Fortifying Oil (250 gp). Often used by primitive soldiers, this viscous bronze oil rubbed into skin creates a glossy sheen and a
leathery surface for an hour. It grants a resistance to piercing and slashing damage from nonmagical weapons but is highly
toxic, each use requires a DC 15 constitution saving throw or the user becomes poisoned for the oil's duration.

Export Page 60
Freeze Powder
Wednesday, March 2, 2016 12:16 AM

Freeze Powder
Freeze Powder (100 gp). Freeze powder looks like green salt but is much finer to the touch. One vial of freeze powder sprinkled
into any liquid is enough to instantly freeze solid a 5-foot square 1 foot thick of the liquid. If introduced into a larger body of
water or liquid, the powder freezes into an ice flow. Sprinkled on a wet floor, a vial of freeze powder can coat a 10-foot-radius
area with ice making it difficult terrain. Freeze powder is dangerous to eat; anyone foolish enough to swallow a vial of freeze
powder takes 2d6 cold damage as the powder freezes their mouth and throat. A successful DC 15 constitution saving throw
halves the damage.

Export Page 61
Frost Lotion
Wednesday, March 2, 2016 12:16 AM

Frost Lotion
Frost Lotion (15 gp). The silvery edges of tyrant's sword can be boiled and used to make a warm, porridge-like substance called
frost lotion. The pleasant-smelling topical heals injuries caused by extreme cold. Frost lotion can mitigate some of the effects of
cold damage, but only if it is applied within a minute of the injury. If applied in time, the thick lotion heals 1d6 points of
damage, but it cannot heal damage that was not inflicted by cold.

Export Page 62
Frostbite Salve
Wednesday, March 2, 2016 12:16 AM

Frostbite Salve
Frostbite Salve (50 gp). This pale yellow cream provides instant relief from frostbite. Each application of this salve heals 2
points of damage from cold attacks and removes the slowing effect caused by cold effects.

Export Page 63
Gash Glue
Wednesday, March 2, 2016 12:16 AM

Gash Glue
Gash Glue (40 gp). Old man's friend can be crushed and mixed with a number of other substances to produce a thick, gray glue
called gash glue. Soldiers often carry gash glue to seal a fallen companion's wounds quickly. One application of gash glue
stabilizes a dying creature at 0 Hit points.

Export Page 64
Ghostoil
Wednesday, March 2, 2016 12:16 AM

Ghostoil
Ghostoil (50 gp). This clear oil has a slight tint of gray, and strange, wispy forms seem to swirl through it. When applied to a
weapon, ghostoil allows it to affect incorporeal creatures normally for the next 1 minute. Applying ghostoil to a weapon is an
action.

Export Page 65
Ghostwall Shellac
Wednesday, March 2, 2016 12:16 AM

Ghostwall Shellac
Ghostwall Shellac (150 gp). A thin green sludge with a strangely warm feeling. A vial of the shellac covers roughly a 10 foot
square surface and prevents spirits and other incorporeal creatures from drifting through the painted surface for roughly 4d6
hours before it evaporates.

Export Page 66
Glowpowder
Wednesday, March 2, 2016 12:16 AM

Glowpowder
Glowpowder (40 gp). This luminescent dust clings to surfaces and creatures, making them glow. The grains of powder glow
about as brightly as sparks from a campfire. They provide no illumination, but are noticeable in the dark. When sprinkled on an
object or surface, the powder helps reveal edges and details, granting advantage on Investigate checks made on the treated
area. A creature sprinkled with the powder is likewise easier to detect having disadvantage on stealth checks. An invisible
creature sprinkled with the dust has only partial concealment. Once applied, the dust clings and glows for 1 minute. A creature
sprinkled with the powder can wash it off with liquid as an action.

Export Page 67
Goblin Ink
Wednesday, March 2, 2016 12:16 AM

Goblin Ink
Goblin Ink (20 gp). The juice of the goblin rouge berry can be used in the creation of a high-quality waterproof ink, sometimes
called goblin ink after its origin. The waterproof goblin ink cannot be smeared or distorted by water after it dries. It is popular
for public notices and is sometimes used in spellbooks or other works that will be exposed to the elements.

Export Page 68
Golem Salve
Wednesday, March 2, 2016 12:16 AM

Golem Salve
Golem Salve (250 gp). Golems are expensive pieces of equipment that are difficult to repair. Golem salve alleviates this by using
rare oils and herbs to allow the golem's own magic to repair itself. When applied to a creature with the construct type the
cream repairs 12 (2d8+3) damage.

Export Page 69
Healing Salve
Wednesday, March 2, 2016 12:16 AM

Healing Salve
Healing Salve (50 gp). Rubbing this stinky green paste into wounds promotes rapid healing. Applying the salve is an action. A
dose of healing salve allows a living creature to reroll any 1's on hit dice spent to recover hit points.

Export Page 70
Health Restorer
Wednesday, March 2, 2016 12:16 AM

Health Restorer
Health Restorer (75 gp). Not all parties can afford healing potions or the services of a cleric, for those times alchemical health
restoratives are a blessing. Using rare herbs and a mixture of liquors it restores 5 hp to the user. Each dose of Health Restore
requires a DC 10 constitution saving throw when used, if failed the restorer has no effect, the DC increase by 1 for each dose
taken between long rests.

Export Page 71
Herb, Cassil
Wednesday, March 2, 2016 12:16 AM

Herb, Cassil
Herb, Cassil (1 gp). Cassil is a small shrub similar to a mustard plant. Its seeds are ground into a fine, tasteless powder that
suppresses male fertility. A male humanoid who eats about a teaspoon of cassil is rendered infertile for a period of 3d4 days,
although it requires about an hour before the herb takes effect. Stories abound of disloyal courtiers dosing their kings or lords
in order to prevent the conception of a royal heir.

Export Page 72
Herb, Nararoot
Wednesday, March 2, 2016 12:16 AM

Herb, Nararoot
Herb, Nararoot (2 sp). Nararoot is a black, woody tuber with a licorice-like flavor. Shavings steeped in hot water make a strong
tea that renders a woman infertile for 1d4+2 days. Women who do not wish to become pregnant use nararoot as a
contriceptive.

Export Page 73
Hound Snuff
Wednesday, March 2, 2016 12:16 AM

Hound Snuff
Hound Snuff (90 gp). A single pinch of this fine gray powder, if inhaled by a canine the creature must make a DC 14 constitution
saving throw or sneeze uncontrollably for a round being effectively paralyzed for the duration.

Export Page 74
Hunting Scent
Wednesday, March 2, 2016 12:16 AM

Hunting Scent
Hunting Scent (3 sp). Sometimes hunters need a little help to attract their game, hunting scent does just that. A hunting scent
exists for each type of beast or monster that exists, most come from various urines or hormones from the actual creature. Each
dose of hunting scent increases the odds of finding a particular game by 25%.

Export Page 75
Ice Chalk
Wednesday, March 2, 2016 12:16 AM

Ice Chalk
Ice Chalk (20 gp). Ice chalk comes in a variety of colors. These waxy sticks can be used to make temporary marks on any icy
surface, similar to how chalk can be used to mark slate or stone.

Export Page 76
Icewalker Oil
Wednesday, March 2, 2016 12:16 AM

Icewalker Oil
Icewalker Oil (75 gp). The ice lotus is the key ingredient in a powerful alchemical substance called icewalker oil. If properly
treated with alchemical reagents, ice lotus petals yield a thin blue liquid that grants uncanny ability to walk and climb on ice.
The effects of icewalker oil are identical to the spider climb spell, but the substance functions only on icy or snow-covered
surfaces and lasts for 10 minutes.

Export Page 77
Instant Ice
Wednesday, March 2, 2016 12:16 AM

Instant Ice
Instant Ice (25 gp). This milky white liquid freezes on contact with air, a single vial will make a 5 foot radius of slick ice lasting 10
minutes. The affected area is difficult terrain.

Export Page 78
Instant Sobering
Wednesday, March 2, 2016 12:16 AM

Instant Sobering
Instant Sobering (3 gp). A dark black liquid with a bitter taste. Instantly removes the effects of insobriety with a single mug.

Export Page 79
Intuition Vapor
Wednesday, March 2, 2016 12:16 AM

Intuition Vapor
Intuition Vapor (75 gp). A cloud of pale yellow vapors with the scent of cinnamon. Psionic creatures breathing the vapors gain
advantage on concentration and perception checks to spot details but have disadvantage on initiative checks, the effects last 10
minutes.

Export Page 80
Ironthorn Extract
Wednesday, March 2, 2016 12:16 AM

Ironthorn Extract
Ironthorn Extract (25 gp). 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 or container. The treated item becomes water proof, it's AC increases by 1,
and its hit points by 10. The benefits last until the item is thoroughly washed or 1 week has passed.

Export Page 81
Journeyman Serum
Wednesday, March 2, 2016 12:16 AM

Journeyman Serum
Journeyman Serum (5 gp). Wolfweed has one function that is not commonly known. With careful preparation, it forms an
integral part of an alchemical substance called journeyman serum. Journeyman serum provides a advantage on Constitution
checks made to resist exhaustion.

Export Page 82
Keepcool Salve
Wednesday, March 2, 2016 12:16 AM

Keepcool Salve
Keepcool Salve (50 gp). This small clay pot contains several ounces of a pearly ointment, enough to cover one Medium
creature. Applying the ointment to your skin grants resistance to fire damage and advantage on constitution saves against heat
for 1 hour.

Export Page 83
Lantern Stars
Wednesday, March 2, 2016 12:16 AM

Lantern Stars
Lantern Stars (10 gp). Cave star does not shed sufficient light for good vision on its own. However, when placed in fist-sized
glass globes and soaked with other reagents, the lichen sheds light equal to a torch for a time, after which it burns out. These
lanterns, called lantern stars, last for 4 hours, they shed no heat or smoke, and the light is constant and unwavering. The
lanterns are often used in areas where the fire from torches might light pockets of gas or where flickering light is insufficient.

Export Page 84
Lava Stones
Wednesday, March 2, 2016 12:16 AM

Lava Stones
Lava Stones (24 gp standard or 114 gp greater). Lava stones are crystal pebbles that absorb heat making even lava cool to the
touch for a short duration. When dropped in a hot substance like lava a pebble cools a 2-foot diameter area, the cooling lasts
for 3d10 minutes. Creatures of elemental fire or similar suffer 9 (2d8) cold damage from a standard lava stone. Greater lava
stones are roughly the size of a potato and can cool an area up to 6-foot in diameter dealing 18 (4d8) cold damage to fire
creatures.

Export Page 85
Leather Patch
Wednesday, March 2, 2016 12:16 AM

Leather Patch
Leather Patch (5 sp). A thick dull brown butter used to patch leather goods in place of proper sewing.

Export Page 86
Light Bottle
Wednesday, March 2, 2016 12:16 AM

Light Bottle
Light Bottle (10 gp). A mixture of green and blue liquids in a bottle, when shook it produces light like a torch for 1 hour before
the liquids separate and must be mixed again. After roughly 24 hours of strait use the light bottle becomes inert.

Export Page 87
Liquid Courage
Wednesday, March 2, 2016 12:16 AM

Liquid Courage
Liquid Courage (25 gp). A silvery white liquid resembling milk and with the flavor of mead. For 1 hour grants advantage against
fear effects.

Export Page 88
Liquid Embers
Wednesday, March 2, 2016 12:16 AM

Liquid Embers
Liquid Embers (600 gp). Liquid embers is a sticky adhesive goo not unlike alchemist's fire, except that liquid embers contains
ash or soot of an object burned with fire from the Elemental Plane of Fire. A flask of liquid embers can be thrown as a splash
weapon, a direct hit deals 3d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1d6
points of fire damage from the splash.

Export Page 89
Liquid Night
Wednesday, March 2, 2016 12:16 AM

Liquid Night
Liquid Night (150 gp). This dark, sticky fluid provides a daylight-sensitive creature with temporary protection from the sun's
deadly rays. It allows the creature to ignore any vulnerability to sunlight for a full hour. If subjected to a spell or magical effect
that would cause extra damage to a creature that is vulnerable to sunlight, the creature is treated as not having that
vulnerability. Liquid night has a distinct musky odor of moonflower.

Export Page 90
Liquid Salt
Wednesday, March 2, 2016 12:16 AM

Liquid Salt
Liquid Salt (200 gp). Salt distilled into a pure caustic form is deadly, when a creature is doused with it they take 2d6 necrotic
damage from its desiccating salinity. Plants and water elemental creatures treat liquid salt as if they are sensitive to it.

Export Page 91
Liquid Stone
Wednesday, March 2, 2016 12:16 AM

Liquid Stone
Liquid Stone (25 gp). A thick gray liquid with the consistency of watery mud, it retains its liquid state even when exposed to air
for up to 8 hours before turning to dust. When exposed to psionic energy it hardens over the span of 1 minute during which it
may be shaped like clay. Once solidified it becomes mundane stone.

Export Page 92
Lockslick
Wednesday, March 2, 2016 12:16 AM

Lockslick
Lockslick (180 gp). Friction locks can be lubricated with copious amounts of this thin liquid. Grants advantage on checks to pick
a lock.

Export Page 93
Mad Foam
Wednesday, March 2, 2016 12:16 AM

Mad Foam
Mad Foam (25 gp). If chewed and swallowed by a canine, these specially treated biscuits interfere with its salivary glands,
causing it to produce great quantities of white foam for the next 10 minutes. This seeming ferocity grants the canine and any
obvious master advantage on Intimidate checks for the duration of the biscuit's effects.

Export Page 94
Mechanus Eye
Wednesday, March 2, 2016 12:16 AM

Mechanus Eye
Mechanus Eye (100 gp). An orb of metal alchemically treated to keep its polished mirrors from corrosion. A mechanus eye
allows anyone looking through it advantage on perception checks but it's delicate nature makes it decay rapidly when used
lasting only for 1 minute before it crumbles to dust.

Export Page 95
Melt Powder
Wednesday, March 2, 2016 12:16 AM

Melt Powder
Melt Powder (25 gp). Utilizing some of the same principles as freeze powder, melt powder causes ice it is sprinkled upon to
instantly melt. One vial of melt powder is enough to melt one 5- foot square of ice that is 1 foot thick. If the ice is mundane it
melts leaving a puddle of cold water in its place for 1 hour. If the ice is magical it melts dissolving into nothingness for 10
minutes before the ice returns if the duration has not expired. Creatures of ice treat Melt Powder as acid dealing 2d6 acid
damage.

Export Page 96
Memorybind
Wednesday, March 2, 2016 12:16 AM

Memorybind
Memorybind (300 gp). Pixie table is a crucial ingredient in a red liquid called memorybind. The thin liquid is famous among
wizards, clerics, and other spellcasters who must prepare their spells. Memorybind increases a spellcaster's mental prowess,
allowing him to prepare an additional 1st-level spell on the morning he drinks the liquid. Memorybind disrupts the natural flow
of magic, however, reducing the DC of all spells the user casts during that day by 2.

Export Page 97
Mimic Clay
Wednesday, March 2, 2016 12:16 AM

Mimic Clay
Mimic Clay (30 gp). A dull gray color with the consistency of natural clay, when touched, as an action a creature may make a
concentration check to shape the clay psychically. The clay will shape of a mundane object you envision though it retains its dull
gray surface. The clay crumbles to dust 1 hour after activation.

Export Page 98
Mule Pollen
Wednesday, March 2, 2016 12:16 AM

Mule Pollen
Mule Pollen (50 gp). A bright yellow flower, of the daisy variety, blooms in early spring upon the High Moor and in the grassy
foothills of some mountain ranges. When inhaled, the pollen grants a +2 bonus to the character's Strength but inflicts a -2
penalty to his Intelligence and Wisdom. The effects last for 10 minutes and can be habit forming. Mule pollen is mildly
addictive. Each time a character inhales mule pollen, he must make a DC 12 Constitution saving throw. If he fails, he is
effectively fatigued whenever he is not under the influence of mule pollen.

Export Page 99
Neutralizer
Wednesday, March 2, 2016 12:16 AM

Neutralizer
Neutralizer (100 gp). A colorless solution, when used in conjunction with a poison or other toxin it masks the majority of its
presence. Detecting such toxins is done at disadvantage.

Export Page 100


Nose Numb
Wednesday, March 2, 2016 12:16 AM

Nose Numb
Nose Numb (25 gp). A cloying yellow paste, if daubed directly on the nose of a creature it overcomes the sense of smell for 1
hour. The creature gains no benefit from sense of smell based checks for the duration.

Export Page 101


Ocanthus Knife
Wednesday, March 2, 2016 12:16 AM

Ocanthus Knife
Ocanthus Knife (450 gp). Alchemical agents are layered across black ice and charged with magical power. Such knives are frosty
daggers in appearance, however once drawn the blade will only last 1 minute before it evaporates to nothing. Before it
vanishes it deals an additional 2d6 psychic damage each time it draws blood from a creature.

Export Page 102


Oil of Nausea
Wednesday, March 2, 2016 12:16 AM

Oil of Nausea
Oil of Nausea (60 gp). Odorous resins and shines are used to create oil of nausea. Flasks of the oil may be used as a splash
weapon, on impact they explode releasing their noxious contents. Those directly within a 5 foot radius of the point struck must
make a successful DC 15 constriction saving throw or be incapacitated for 1 minute.

Export Page 103


Oleum
Wednesday, March 2, 2016 12:16 AM

Oleum
Oleum (30 gp). A black liquid, oleum has a foul, bitter odor. It occurs naturally around the world, but is particularly common in
the wastelands where it bubbles up in ponds. A flask of oleum burns hot and smokey, as an action you can ignite a fuse in an
oleum flask and throw it as a splash weapon. The oleum once lit will burn for 1 minute dealing 1d4 fire damage each round.
Oleum will burn without oxygen and sticks to what it touches making it impossible to get off. Oleum is extremely slick making
any area coated with it difficult terrain to pass through.

Export Page 104


Phantom Ink
Wednesday, March 2, 2016 12:16 AM

Phantom Ink
Phantom Ink (10 gp). This substance is similar to disappearing ink in that messages written with this ink vanish from view at the
end of an hour. Thereafter can be read only under the right kind of light. The usual types specify one of the following: firelight,
magical light, moonlight, and starlight etc.

Export Page 105


Plant Killer
Wednesday, March 2, 2016 12:16 AM

Plant Killer
Plant Killer (25 gp). A toxic substance that is the bane of all growing things, when this fine grey powder is sprinkled over plants
they begin to whither. A single vial covers 10 foot radius area, it takes a week for plants in the area to die, plant creatures in the
area take become poisoned even if normally immune. A plant taking the full dose of a vial takes 5 (2d4) poison damage
immediately and is poisoned for 1 minute.

Export Page 106


Poison-Friend Pod
Wednesday, March 2, 2016 12:16 AM

Poison-Friend Pod
Poison-Friend Pod (50 gp). These fungal spore pods are chemically altered so that their otherwise harmless clouds cause
creatures to be more susceptible to poison. A poison-friend pod is a thrown weapon that explodes on impact, erupting in a 10-
foot cloud of spores that disperses in 1 round. Anyone caught in the cloud must make a successful DC 15 constriction saving
throw or have disadvantage on all saving throws against poison made in the next 10 minutes.

Export Page 107


Polar Skin
Wednesday, March 2, 2016 12:16 AM

Polar Skin
Polar Skin (25 gp). This dull white cream provides limited protection against cold-based damage. Polar skin reduces cold
damage by 1 point per damage dice to a minimum of 1. Applying polar skin takes 1 minute.

Export Page 108


Psi Block
Wednesday, March 2, 2016 12:16 AM

Psi Block
Psi Block (25 gp). A thin glossy paste sticky to the touch. Objects or creatures completely coated in the substance have
advantage on saves against psionic powers for 1 hour.

Export Page 109


Psionic Ichor
Wednesday, March 2, 2016 12:16 AM

Psionic Ichor
Psionic Ichor (60 gp). A green slime that bubbles and froths in the presence of a psionic aura. A psionic creature doused with
the substance has disadvantage on its checks with psionic powers for 1 hour. All other creatures are unaffected.

Export Page 110


Pure Elemental Air
Wednesday, March 2, 2016 12:16 AM

Pure Elemental Air


Pure Elemental Air (1000 gp). Through proper filtering and sublimation a strong wind can be distilled down to pure elemental
air. Elemental air is a thin clear liquid usually stored in glass flasks. If exposed to elemental air creatures and objects weigh only
half their normal amount, gaining advantage on athletics and acrobatics checks for 10 minutes. They also gain resistance to
lightning damage for the duration but are vulnerable to bludgeoning damage. Air elementals treat Elemental air as a healing
potion.

Export Page 111


Pure Elemental Earth
Wednesday, March 2, 2016 12:16 AM

Pure Elemental Earth


Pure Elemental Earth (1000 gp). With the introduction of proper tinctures and compression it's possible to make normal
minerals into elemental earth. A brown muddy substance, elemental earth is often stored in water skins lined with heavy
essential oils. If ingested it increases a creatures weight by 2 times for as much as 10 minutes, causing disadvantage on athletics
and acrobatics checks. At the same time its heavy properties grant damage resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons that aren't adamantine. Earth elementals treat elemental earth as a healing potion.

Export Page 112


Pure Elemental Fire
Wednesday, March 2, 2016 12:16 AM

Pure Elemental Fire


Pure Elemental Fire (1000 gp). With alchemical reagents fire can be burned until it produces and elementally pure flame.
Elemental fire is stored in heavy ceramic flasks. It burns hot producing 1d6 fire damage each round for 1 minute, it will ignite
most objects even when wet. While the fires it lights can be extinguished the elemental fire cannot and will continue to burn
even under water. Fire elementals treat elemental fire as a healing potion.

Export Page 113


Pure Elemental Water
Wednesday, March 2, 2016 12:16 AM

Pure Elemental Water


Pure Elemental Water (1000 gp). With proper alchemical work it's possible to convert normal water into an elementally pure
state. Stored in ampules, elemental water is a deep blue, almost indigo fluid free of bubbles and impurities. Creatures injesting
elemental water must make a DC 10 constitution saving throw or begin drowning, each minute after the first the DC increases
by 1 until it wears off after 10 minutes. If broken suddenly the ampule will burst dealing 2d6 cold damage. Water elementals
treat elemental water as a healing potion.

Export Page 114


Purebalm
Wednesday, March 2, 2016 12:16 AM

Purebalm
Purebalm (75 gp). Cotsbalm sap is extracted and used as a base for a clear, syrupy substance called purebalm. When applied to
the skin of someone who has been poisoned by an injury or contact poison, purebalm turns black as it absorbs the poison out
of the victim's system. Purebalm only functions when administered within 1 minute of infection. If applied before the
secondary onset of a poison, purebalm provides advantage on constitution saving throws to resist the poison.

Export Page 115


Quieting Oil
Wednesday, March 2, 2016 12:16 AM

Quieting Oil
Quieting Oil (50 gp). A thick oil with a dull brown color, when applied to mail and plate armors it reduces the noise produced by
the armor. Removes the stealth penalties for armor for 1 hour.

Export Page 116


Rage Gas
Wednesday, March 2, 2016 12:16 AM

Rage Gas
Rage Gas (200 gp). A pungent liquid that effervesces when exposed to the air, smashing a vile will create a 10' radius cloud of
greenish smoke. Those who breath the cloud must make a DC 15 constitution saving throw or become enraged, suffering a -2 to
their AC and Attack rolls for 1 minute, enraged creatures become violent easily and all treat all opponents as immediately
hostile and former allies as neutral. Creatures that rage naturally have advantage at resisting rage gas.

Export Page 117


Razor Ice Powder
Wednesday, March 2, 2016 12:16 AM

Razor Ice Powder


Razor Ice Powder (50 gp). This granular white powder can be sprinkled over any icy surface; one vial is enough to coat one 5-
foot square. The area coated immediately forms hundreds of tiny razor-sharp crystals of ice. The area affected becomes difficult
terrain and creatures passing through must make a DC 15 dexterity saving throw or take 1d6 slashing damage for each 5 ft. they
move through the space. The affect lasts for 1 hour or until the ice melts whichever comes first.

Export Page 118


Red Helmthorn Berry
Wednesday, March 2, 2016 12:16 AM

Red Helmthorn Berry


Red Helmthorn Berry (1 sp). Most berries of the helmthorn tree are tart in flavor and indigo in color. Rarely, however, a sprig of
scarlet-hued berries sprout from a branch. The effect of a goodberry spell cast upon red helmthorn berries lasts for one day
longer than normal.

Export Page 119


Rejuvenation Essence
Wednesday, March 2, 2016 12:16 AM

Rejuvenation Essence
Rejuvenation Essence (30 gp). When consumed, this fine, bluish-white powder grants you exceptional rest. You require half the
normal amount of sleep during your normal long rest. You may ignore a single interruption during your long rest without it
disrupting it.

Export Page 120


Rust Remover
Wednesday, March 2, 2016 12:16 AM

Rust Remover
Rust Remover (5 gp). A copper colored, waxy powder used to repair and preserve aged weapons. With proper application rust
remover completely removes rust from metals such as weapons, locks, hinges, and similar items. Acts as a poison to rust
monsters (DC 16 or take 2 Dex damage).

Export Page 121


Scarring Salve
Wednesday, March 2, 2016 12:16 AM

Scarring Salve
Scarring Salve (5 gp). A strong healing salve which is known to reduce the appearance of scars over time. When used
repeatedly over a period of a year it completely removes a permanent scar.

Export Page 122


Scent Breaker
Wednesday, March 2, 2016 12:16 AM

Scent Breaker
Scent Breaker (50 gp). Used to break tracks when avoiding scent animals like hunting dogs, this musky liquid is used to mask
one's own scent when splashed along a trail. Creatures with keen smell have disadvantage when tracking the user.

Export Page 123


Scentbreaker
Wednesday, March 2, 2016 12:16 AM

Scentbreaker
Scentbreaker (5 gp). This small bag contains a strongly scented alchemical mixture that can confound any creature's sense of
smell. It can be tossed as a splash weapon or spread over a 5 foot radius. Once scattered, the contents remain potent for 1
hour. Creatures sniffing the contents in the area of effect must make a DC 18 constitution saving throw or fail all Perception and
Survival checks based on smell for 10 minutes.

Export Page 124


Senses
Wednesday, March 2, 2016 12:16 AM

Senses
Senses (50 gp). An alchemist who knows the proper distillation techniques can create a powerful effect by refining normal
prickly tea into a stronger, fouler-tasting substance known as Senses. Senses sharpens the imbiber's eyes and ears, providing a
advantage on perception checks for sight and hearing for 1 hour.

Export Page 125


Shadow Haze Dust
Wednesday, March 2, 2016 12:16 AM

Shadow Haze Dust


Shadow Haze Dust (30 gp). Shadow haze dust is a potent eye irritant that obscures its victims' vision with a dark haze. When
stored in bags, this dust can be thrown as a splash weapon. Upon impact, it releases a 10-foot-radius cloud with the dust. Those
within the cloud must make a DC 15 constitution saving throw or suffer disadvantage on perception checks for 1 hour or until a
gallon of water is used to flush the characters eyes.

Export Page 126


Shadow Veil
Wednesday, March 2, 2016 12:16 AM

Shadow Veil
Shadow Veil (40 gp). Shadow veil is a black dust created from finely powdered crystals that grow only in the deepest reaches of
the Underdark, When stored in bags, this dust can be thrown as a splash weapon. Upon impact, the dust erupts in a 10-foot-
radius cloud. Although this cloud has no affect on living creatures, it reacts with all nonmagical fires no larger than a campfire
within the area, snuffing them out. Torches, lanterns, candles, cooking fires and the like go out instantly, but magical fire (such
as a wall of fire spell) is unaffected. Although its effect is swift, a shadow veil dissipates quickly, and extinguished fires can be
relit on the round following its use.

Export Page 127


Shadowtop Torch
Wednesday, March 2, 2016 12:16 AM

Shadowtop Torch
Shadowtop Torch (1 sp). The wood of the shadowtop tree burns more slowly and cleanly than normal wood. A torch of
shadowtop wood burns for 2 hours and gives off very little smoke.

Export Page 128


Shapesand
Wednesday, March 2, 2016 12:16 AM

Shapesand
Shapesand (100 gp). Mixing soil with alchemically treated crystal dust allows it to be sculpted at will. With a DC 15 wisdom
check you can manipulate 1 cubic foot of shapesand per point of your wisdom score. You may form it into simple objects or
form it into moving objects, even mimicking creatures so long as it's area doesn't exceed what you can control. You must
concentrate to maintain shapesand, once concentration is lost it becomes inert until you take control of it again.

Export Page 129


Shedden
Wednesday, March 2, 2016 12:16 AM

Shedden
Shedden (75 gp). This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed
with various chemicals and reagents. When spread on exposed flesh, it temporarily hardens the skin, granting a +1 natural
armor for 1 minute.

Export Page 130


Shinewater
Wednesday, March 2, 2016 12:16 AM

Shinewater
Shinewater (10 gp). The heads of halfling thistles are used to create shinewater, a rust remover and polisher. Metal objects left
in a bath of shinewater overnight shed all rust and corrosion, and they look highly polished after being dried and rubbed lightly
with a soft cloth. One dose of shinewater is sufficient to de-rust one Medium-size metal weapon or a similarly sized object, and
each bath is good for only one use.

Export Page 131


Shriek Paste
Wednesday, March 2, 2016 12:16 AM

Shriek Paste
Shriek Paste (50 gp). This oily substance is derived from the fungus with a similar name. When exposed to light of torch-
intensity or brighter, the paste emits a horrific screech that lasts for 1 round. The noise is a useful signal - loud and easy to hear
so Underdark denizens often smear it on areas they wish to protect from surface intruders who require light to see. Once it has
shrieked, the paste becomes inert.

Export Page 132


Silent Bells
Wednesday, March 2, 2016 12:16 AM

Silent Bells
Silent Bells (50 gp). Bathed in exotic solutions, these tiny round bells chime on a frequency beyond that which most humanoids
can hear, but which canines can hear perfectly well. If strung to a door, footpath, or similar location, they automatically alert
any canine within 120 feet when someone trips them without alerting the trespasser.

Export Page 133


Silverbark Sap
Wednesday, March 2, 2016 12:16 AM

Silverbark Sap
Silverbark Sap (20 gp). The sap of the silverbark tree is clear and slightly sticky. It acts as a (minor) natural antitoxin, anyone
who comesumes atleast an ounce of the sap cannot have disadvantage on constitution saving throws against poison for 1 hour.

Export Page 134


Sleepweed Pod
Wednesday, March 2, 2016 12:16 AM

Sleepweed Pod
Sleepweed Pod (50 gp). The pods of the sleepweed plant, which appear similar to those of milkweed plants, contain a sleep-
inducing mold within them. When a dried sleepweed pod bursts or is broken open, it releases these spores. A target struck by a
sleepweed pod must make a DC 12 wisdom saving throw or fall into a slumber for 1 minute.

Export Page 135


Slumber Sand
Wednesday, March 2, 2016 12:16 AM

Slumber Sand
Slumber Sand (50 gp). True Slumber sand is a supernatural hazard, but alchemists make a substance that mimics the hazard's
effects for medical purposes. A target struck by a flask of slumber sand must make a DC 15 constitution saving throw or fall
asleep for 1 minute.

Export Page 136


Smoke Bottle
Wednesday, March 2, 2016 12:16 AM

Smoke Bottle
Smoke Bottle (50 gp). Smoke is an excellent diversion, especially when it is as simple to produce as opening a wine bottle. Once
uncorked this chemical bottle will produce enough smoke to fill a 30 foot radius area and will spew smoke for up to 10 minutes.
The area is heavily obscured and grants everything half cover. The smoke is mundane and will drift with breezes or be
dissipated by high winds.

Export Page 137


Spelunker's Oil
Wednesday, March 2, 2016 12:16 AM

Spelunker's Oil
Spelunker's Oil (15 gp). This clear, slick substance is derived from several types of shines and certain mineral oils. As an action,
you can apply a flask of it to your body and gain advantage on Acrobatics checks for 10 minutes. This oil is especially useful to
cave explorers who have to squeeze through tight quarters. However, when the oil is effective it bestows a disadvantage on
Atheltics checks to climb.

Export Page 138


Stain Remover
Wednesday, March 2, 2016 12:16 AM

Stain Remover
Stain Remover (5 sp). The delight of castle maids, stain remover removes most molds, slimes, dirt, and even blood from cloth
and linen.

Export Page 139


Stone Dissolver
Wednesday, March 2, 2016 12:16 AM

Stone Dissolver
Stone Dissolver (50 gp). Much maligned in siege craft as a cowards tool, stone dissolver eats stone like acid eats flesh. Harmless
to skin, this thin liquid causes stone to bubble and dissolve. A single vial dissolves 1 cubic foot of stone in 1 minute.

Export Page 140


Stoneburn Acid
Wednesday, March 2, 2016 12:16 AM

Stoneburn Acid
Stoneburn Acid (10 gp). This substance is a weaker form of alchemist's mineral acid. With contact and pressure it dissolves
stone and other minerals. It deals 2d6 acid damage to minerals and stone if applied with pressure and is often used for detailed
shaping of stones.

Export Page 141


Stun Gas
Wednesday, March 2, 2016 12:16 AM

Stun Gas
Stun Gas (200 gp). A cloudy reddish liquid that evaporates instantly when exposed to air, Smashed on the ground, it creates a
10’ radius sphere of reddish gas that dissipates in one round. Those in the cloud must make a DC 15 constitution saving throw
or be stunned for 1 minute.

Export Page 142


Sunshade Lotion
Wednesday, March 2, 2016 12:16 AM

Sunshade Lotion
Sunshade Lotion (20 gp). 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 flask is sufficient to protect a Medium creature from sunburn for 4
hours, creatures normally sensitive to sunlight may ignore the effects of that trait for the duration.

Export Page 143


Sure Grip
Wednesday, March 2, 2016 12:16 AM

Sure Grip
Sure Grip (10 gp). A thick woodsy resin substance used to improve grip when using rope, climbing, or other athletic activities.
When used gives advantage to athletic checks involving grip.

Export Page 144


Suregrip
Wednesday, March 2, 2016 12:16 AM

Suregrip
Suregrip (20 gp). This gluey substance improves your grip, granting advantage on any check to hold onto something, including
Athletics checks to climb and grapple. When applied to a rope, it can apply to Survival checks to use ropes for tying knots or
binding creatures or objects. Applied to the soles of one's footwear or feet, it can apply to Agility checks to keep balance to
avoid slipping. Once applied, suregrip lasts 10 minutes.

Export Page 145


Temporary Adhesive
Wednesday, March 2, 2016 12:16 AM

Temporary Adhesive
Temporary Adhesive (100 gp). A tacky paste used to hold things together for a short time. Temporary adhesive bonds strong
holding up to 500 lbs for 1 hour, at the end of the duration it becomes inert.

Export Page 146


Titan Gum
Wednesday, March 2, 2016 12:16 AM

Titan Gum
Titan Gum (25 gp). Darkroot is used in great quantities by alchemists in the production of titan gum, a particularly strong and
fast-setting form of glue. Titan gum bonds completely in one round. Substances bonded by titan gum require a DC 18 Strength
check to separate. Titan gum can support 500 lbs. of weight before breaking.

Export Page 147


Trollbane
Wednesday, March 2, 2016 12:16 AM

Trollbane
Trollbane (90 gp). A sticky blue tar like substance, when applied to weapons it acts like a poison to creatures like trolls that
naturally regenerate. Creature must make a constitution saving throw (DC 17) or they cannot regenerate wounds for 1 minute.
It has no effect on other creatures.

Export Page 148


Uninhibitor
Wednesday, March 2, 2016 12:16 AM

Uninhibitor
Uninhibitor (200 gp). A favorite of spies and criminals this colorless odder less drug makes its victim lose control and spill their
inner secrets. The victim must make a DC 15 constitution saving throw or lose 2 wisdom for 1 hour. The effects of additional
doses are cumulative wisdom loss with no increased duration. At the end of the duration the victim passes out for 1d4 hours
and their normal wisdom recovers after they awaken with a terrible hangover.

Export Page 149


Vanishing Ink
Wednesday, March 2, 2016 12:16 AM

Vanishing Ink
Vanishing Ink (10 gp ink & restorer). A chemically treated ink, after a few minutes it vanishes from view only to reappear when
a special restorative is applied. Sold as a set, only the proper reagent will make the ink reappear.

Export Page 150


Vermin Repellent
Wednesday, March 2, 2016 12:16 AM

Vermin Repellent
Vermin Repellent (5 sp). Made to repel a specific type of vermin, usually insects, mice, or rats. Vermin of the specific type will
avoid areas dosed with this smelly powder for as much as a week, if they don't they must make a DC 13 constitution saving
throw or take a level of exhaustion. Small vermin may be outright killed.

Export Page 151


Vilegrip
Wednesday, March 2, 2016 12:16 AM

Vilegrip
Vilegrip (50 gp). This black brimstone like ice gives off a mist as it disolves that enhances the adhesive qualities of a natural or
magical webs. A single vial releases enough mist to fill a 10-foot radius in a single round. All webs in this area become stickier
and stronger, causing disadvantage to those trying to avoid or break them for 1 hour.

Export Page 152


Vine Oil
Wednesday, March 2, 2016 12:16 AM

Vine Oil
Vine Oil (50 gp). Living sand vine can be cut and its juices squeezed out. When combined with more common ingredients, this
juice forms a weak local anesthetic called vine oil. When spread on bare skin, vine oil numbs the area, allowing the user to
withstand great amounts of pain. While the effects of vine oil last, an individual reduced to 0 hit points may still communicate.
Vine oil only lasts for 10 minutes and must be applied directly to severe wounds to be effective.

Export Page 153


Water Purifier
Wednesday, March 2, 2016 12:16 AM

Water Purifier
Water Purifier (1 gp). A small tablet, causes water to bubble and froth briefly when dropped in as much as a gallon of water.
Removes poisons and parasites from water making it safe to drink. May or may not have a similar effect on other fluids than
water.

Export Page 154


Weapon Oil
Wednesday, March 2, 2016 12:16 AM

Weapon Oil
Weapon Oil (5 gp). Used for cleaning and preserving weapons, weapon oil comes in a variety of types and brands based on a
warrior's preference. When applied to weapons when cleaning and servicing them it gives the weapon immunity to natural rust
and corrosion for 24 hours, in addition it has advantage the first supernatural rust/corrosion effect it encounters.

Export Page 155


Weeping Stone
Wednesday, March 2, 2016 12:16 AM

Weeping Stone
Weeping Stone (100 gp). Created through alchemical processes that inflict terrible - and sometimes lethal - pain on a living
being, a weeping stone causes anyone touching it to his or her face to begin to weep and feel great sorrow. A creature touched
unknowingly must make a DC 14 wisdom saving throw or be incapacitated for 1 minute. A creature may use a weeping stone to
gain advantage on deception and persuasion checks to convince others they are sad.

Export Page 156


Weirwood
Wednesday, March 2, 2016 12:16 AM

Weirwood
Weirwood (50 gp /lb). These rare trees are actively protected by dryads, treants, druids, and rangers. If undisturbed, they grow
into huge, many-branched forest giants that resemble oaks with dual-colored leaves (brown with a silver sheen on top, velvety
black underneath). Weirwood is favored for musical instruments because of the unmistakable warm, clear sound it gives to
such instruments. Weirwood reacts to magical light with a gentle magical glow equivalent to a candle for 1 minute after its
exposed. Items made of Weirwood are resistant to fire.

Export Page 157


Whale Grease
Wednesday, March 2, 2016 12:16 AM

Whale Grease
Whale Grease (75 gp). Whale grease is a thick clear grease fashioned from a combination of melted whale blubber and various
powdered minerals and waxy plants. This foul-smelling stuff must be applied directly to the skin (taking 1 minute to do so) to be
effective; once applied, the grease grants resistance to Cold damage and immunity to hypothermia for 1 hour. Whale grease is
not removed by water but can be easily dissolved by alcohol.

Export Page 158


Witchweed Stick
Wednesday, March 2, 2016 12:16 AM

Witchweed Stick
Witchweed Stick (40 gp). This paste, which smells like tobacco, is refined from the stalks and leaves of the witchweed plant. It
is packed into thick paper tubes about the size of a smokestick. When ignited it creates a 10-foot cube of light smoke that
provides no concealment. Anyone attempting to cast arcane spells within the smoke must succeed at a Concentration check. If
the check fails, the spell is lost. The smoke loses its alchemical abilities after 1 minute, and dissipates normally.

Export Page 159


Wittlewort Brew
Wednesday, March 2, 2016 12:16 AM

Wittlewort Brew
Wittlewort Brew (30 gp). Wittlewort brew immediately grants creatures under the effects of Enchantment spells or effects
another saving throw to resist those effects. If the Enchantment effect did not allow an initial saving throw, wittlewort brew has
no effect.

Export Page 160


Xeph's Blood
Wednesday, March 2, 2016 12:16 AM

Xeph's Blood
Xeph's Blood (40 gp). A blood-colored liquid filled with psionic energy. When drunk the user gains a boost of speed adding 10
feet to their base speed for 3 rounds. Each dose after the first between long rests causes a level of exhaustion.

Export Page 161

You might also like