Crucible Guild
Contents
Alchemical Tools[edit]
Item Cost Weight Special Alchemist's Apron 50 gp 5 lb. +1 AC, Energy Resistance 3 (acid, cold, fire), Arcane failure 10% Alchemist's Beard 125 gp 1 lb. +10 to saves against inhaled poisons, gas, etc., -2 Spot, no verbal component Alchemist's Cloak 90 gp 3 lb. as alchemists apron; provides protection against splash damage, Arcane Failure 5% Alchemist's Lab 200 gp 40 lb. +2 bonus skill kit Alchemist's Lab, portable 75 gp 20 lb. +1 bonus skill kit Alchemy Kit 50 gp 10 lb. +0 bonus skill kit, exhausted after 10 uses Catalyst Set 30 gp 2 lb. exhausted after 10 uses Drakov Mask 1475 gp 5 lb. as Alchemist's Beard; Ventriloquism Runeplate enables verbal components; light accumulator Mist Piercer Goggles 2500 gp 0,5 lb. mitigates penalties from cloudy or foggy conditions
Alchemical Goods[edit]
Item Cost Weight Special Acid 10 gp Acid, Bone Stripper 8 gp Acid, Buzzard Beetle 30 gp Acid, Crypt Spider 45 gp Acid, Carrock's Etcher 40 gp Acid, Dragon Bile 300 gp Acid, Lemax Spittle 36 gp Acid, Vitriol 18 gp Acid, Wound Cleaner 250 gp Alchemical Grease 5 gp Alchemical Solvent 20 gp Alchemist's Kindness 1 gp Alkali Flask 15 gp Alkali Salt 30 gp Ansleigh's Wound Seal 20 gp Antiplague 50 gp Balelight 8 gp Baron Voratchik's Clawed Grip 225 gp Beast Lure 30 gp Bile Brew 30 gp Blackfingers Paste 50 gp Blackroot Balm 90 gp Blade Resin 30 gp Bladeguard 40 gp Blasting Powder, Keg 1000 gp Blasting Powder, Pound 50 gp Blood Polyp Draught 20 gp Blood Polyp Incense 2 gp Bloodblock 25 gp Bodybalm 25 gp Burning Powder 75 gp Candle 2 cp Candle, Insectbane 1 gp Candle, Spirit Wax 300 gp Cane Leech Repellant 6 or 8 gp Chain Breaker 300 gp Chain Breaker, Sorrik's 900 gp Clear Mind 150 gp Corben's Essential Elixir 450 gp Corben's Invigorating Elixir 180 gp Corben's Healing Elixir 750 gp Corben's Wound Closer 30 gp Cure-all Cream 20 gp Darkflare 1 gp Doc Petrok's Rejuvenator 15 gp Dust of Dizzieness 75 gp Earrings of Fire 75 gp Eckard's Fabulous Fatburners 5 gp Eckard's Snake Oil Cure-All 10 gp Appliances as hair growth agent, swamp leech repelant and fortifier Eckard's Mental Mirroring Mix 15 gp Hallucinogenic drug Embalming Fluid 20 gp Exalted Incense 12 gp Firework, Gobber Candle 5 gp Firework, Paper Candle 1 gp Firework, Skyrocket 50 gp Firework, Starfountain 500 gp Flame Ward 30 gp Flash Freeze 12 gp Flash Powder 50 gp Provides 10 uses for photographic purposes Gobber Sticksand 75 gp* *Gobber only Hot Grease 200 gp Leatherskin 180 gp Liniment of Insulation 300 gp Liquid Ice 40 gp Love Potion 50 gp works 60% of times due to superstitions Itching Powder 60 gp Joyful Tears Potion 5 gp Matchsticks Menoth's Fury 300 gp Mist Piercer 300 gp Moonwing Dust 150 gp Morrow's Hand Oil 9 gp Mufflefoot 75 gp Muting Mist 200 gp Nushadir 10 gp* *Skorne only Quicksilver Tonic 600 gp Perfume/Cologne, common 1 gp Perfume/Cologne, rare 10 gp Perfume/Cologne, exotic 100 gp Photographic Fixing Bath 5 gp Photographic Plate 1 gp Sambertime 180 gp Sharpsalve 40 gp Sleep Gas 200 gp Sneezing Powder 60 gp Smelling Salt 25 gp Smoke Pellet 25 gp Smokestick 20 gp Soap 1 cp Solovin's Seal 150 gp Soothe Syrup 25 gp Spark Powder 5 gp Stinging Dust 60 gp Sunrod 2 gp Tanglefoot Bag 50 gp Tearjerker 500 gp Terrap Sap, Distilled 30 gp Thunderstone 30 gp Tracer Oil 150 gp Unguent of Revivification 50 gp* *Cryx only
- Acid
see Alchemical Power Components below.
- Alchemical Grease
see Alchemical Power Components below.
- Alchemical Solvent
This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, including sovereign glue.
- Alchemist's Kindness
Favored by young rakes and others of means, this is a crystalline powder resembling salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover thin 10 minutes of drinking it.
- Alkali Flask
You can throw an alkali flask as a splash weapon with a range increment of 10 feet. This flask of caustic liquid reacts with an ooze's natural acids. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.
- Alkali Salt
These tiny granules can be dissolved in water, creating a slimy material used to coat metallic items such as weapons or armor. Such a coating neutralizes the metal-eating acid of black puddings and gray oozes, protecting the item from 1d3 contacts with an ooze’s acidic touch.
- Antiplague
see Alchemical Power Components below.
- Beast Lure
A concoction made from animal glands, urine, and other powerful scents combined with a strong alchemical binding agent that is difficult to wash off. A target splashed with it smells like weak prey to predators. Creatures with the scent ability can detect a marked creature at five times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on its Survival checks. Immersion in water within 1 round of exposure washes it off; otherwise the effect decreases by one range increment per day (four times normal range after 1 day, three times range after 2 days, and so on) until the creature is again at normal scent levels. This light brown oil attracts one specific kind of creature (dogs, giant bees, and so on).
- Blackfingers Paste
Developed by certain elements in Five Fingers, this inky paste aids unskilled poison-users. When smeared on the fingers, a dose of blackfingers paste prevents accidental poisoning while applying poison to a weapon, as if the user possessed the poison use ability. A single dose of blackfingers paste lasts for 1d6 hours, but the black stains the stuff creates on the user’s fingers lasts for days. A single dose of this alchemical item costs 50 gp.
- Bladeguard
see Alchemical Power Components below.
- Bloodblock
This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer’s kit (and grants the +5 bonus stated above).
- Bodybalm
When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.
- Candle, Insectbane
This heavily scented candle smells pleasant to humans and humanoids but is repellent to insects. Non-monstrous vermin will not approach within a 5-foot radius of a burning candle. It burns for 1 hour.
- Darkflare
Created by the rhulfolk, this alchemical flare explodes in black sparks 1 round after lighting. Any creature in the same square as a darkflare when it explodes must make a DC 15 Fortitude save or be unable to see with darkvision for 1d10 rounds. Affected creatures can still see in normal light with no penalty. A darkflare has no effect on creatures without darkvision. The DC to create a darkflare with Craft (alchemy) is 20.
- Firework, Gobber Candle
When lit, this foot-long wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a Desnan candle is a ranged touch attack and always has a –4 nonproficiency penalty.
- Firework, Paper Candle
This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds.
- Firework, Skyrocket
When lit, this foot-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving at speed 90 for 1d6 rounds before loudly exploding in an burst of light and sound, dealing 2d6 points of fire damage in a 10-foot burst (DC 15 Reflex save for half ). Anyone who takes damage from the explosion is either blinded or deafened (there is a 50% chance of either) for 1 round.
- Firework, Starfountain
This tree-stump-sized bundle of tubes immediately begins to emit arcs of multi-colored sparks when lit. Starting 1d6 rounds after lighting, it loudly releases brightly colored streaks of tiny flaming particles for 4 full rounds. Outdoors, these particles soar far up into the sky before dispersing. Indoors or in a closed area, the ricocheting fireworks deal 1d6 points of fire damage each round in a 20-foot spread (DC 15 Reflex save for half ). Creatures who fail their save are blinded for 1d4 rounds and deafened for 1 hour.
- Flash Powder
see Alchemical Power Components below.
- Liquid Ice
see Alchemical Power Components below.
- Itching Powder
see Alchemical Power Components below.
- Matchsticks
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a matchstick is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a matchstick is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
- Nushadir
Normally stored in the form of small, salty pellets in a dry container, this reagent can be mixed with a flask of water and stored safely. Nushadir neutralizes acid; a vial of pellets or a flask of nushadir-water is enough to render a cubic foot of acid safe to touch in 1 minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster’s gullet. Nushadir vapors are slightly irritating to the eyes, nose, and mouth, causing nausea for 1d4 rounds after close exposure (Fortitude DC 10 negates).
- Oil, Menoth's Sting
see Alchemical Power Components below.
- Oil, Keros
Also known as firebreather’s oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers. You may spit a mouthful of keros oil past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of keros oil holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action).
- Perfume/Cologne
Perfume and cologne are common accessories for those who hope to avoid offending through scent. More expensive scents are available in finer quarters of any city. Exotic scents are sold in vials containing 10 applications, with a single dose lasting for 24 hours during which its wearer gains a +2 circumstance bonus on all Diplomacy checks (save for those against creatures who, at the GM’s discretion, would not be swayed by scent)
- Sneezing Powder
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn.
- Smelling Salts
These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.
- Smoke Pellet
This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.
- Smokestick
see Alchemical Power Components below.
- Soothe Syrup
This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.
- Sunrod
This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.
- Tanglefoot Bag
see Alchemical Power Components below.
- Terrap Sap, Distilled
When first opened, this sealed jar releases such an overwhelmingly antiseptic odor that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scentbased attacks while the sap’s odor remains, but they automatically fail any scent-based Perception checks during that time.
- Thunderstone
see Alchemical Power Items below.
- Unguent of Revivification
The preservation of dead flesh is important in undead-friendly Cryx. The cryxian elite commonly use this alchemical ointment as a cheaper alternative to gentle repose to give their undead flesh the blush of life. A single dose staves off the decomposition of dead flesh for 1d6 days. It cannot reverse decay that is already present and has no effect on the time limit for raising creatures from the dead.
Alchemical Power Components[edit]
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects; your GM may allow other combinations.
- Spells followed by an (M) expend the alchemical item as a material component;
- Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
- Acid
A common flask of acid has many uses as an alchemical power component, particularly with attack spells.
- Acid Arrow (M): The spell’s acid lasts 1 round longer than normal.
- Acid Fog (M): The fog’s radius and height increase by 5 feet.
- Acid Splash (F): The spell deals +1 point of damage.
- Acid Splash (M): The spell lasts 1 round longer than normal.
- Dispel Magic (M): Using acid as a material component while attempting to dispel or counterspell a spell or effect with the earth subtype gives you a +2 bonus on your dispel check. This bonus applies whether you are using dispel magic, greater dispel magic, or some other spell that you can use for counterspelling (for example, if you have the Improved Counterspell feat).
- Grease (M): The grease is acidic and deals 1 point of acid damage per round to any creature in the area or holding the greased object.
- Wall of Ice (M): For each flask of acid used as a power component, you may designate one 10-foot square of ice wall that, if broken through, deals 1d6 acid damage in addition to the normal cold damage.
- Alchemical Grease
Alchemical grease is good for augmenting spells affecting or creating surfaces.
- Grease (M): Increase the Reflex save DC for affected creatures and the Escape Artist bonus for greased armor by 1.
- Sleet Storm (M): Increase the Acrobatics DC by 1.
- Wall of Iron (M): For each pot of grease used as a power component, you may designate one 10-foot square of iron wall as being slippery (+5 to Climb DCs).
- Wall of Stone (M): For each pot of grease used as a power component, you may designate one 10-foot square of the spell’s stone wall as being slippery (+5 to Climb DCs).
- Antiplague
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result. Certain healing spells have greater effects when used with antiplague.
- Heroes’ Feast (M): For each vial of antiplague used as a power component, one creature eating the feast gains the benefits of antiplague for 12 hours. Antiplague’s normally foul taste does not change the taste of the feast.
- Remove Disease (M): Add +2 on your caster level check to cure diseases on the target.
- Bladeguard
This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round. Immersing the weapon in water or similar liquid washes it off. Weapons and armor aren’t the only things bladeguard protects.
- Wall of Iron (M): For each pot of bladeguard used as a power component, you may designate one 10-foot square of iron wall that has acid resistance 10 and immunity to rusting attacks.
- Flash Powder
This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates). Useful as a distraction, flash powder makes light-burst spells more dangerous.
- Flare (M): Increase the saving throw DC of the spell by 2.
- Pyrotechnics (M): When used to create fireworks, increase the DC by 1 and the blindness duration by 1 round.
- Itching Poweder
This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Itching powder can make an otherwise innocuous spell especially irritating.
- Glitterdust (M): For each packet of itching powder used as a power component, you may designate one creature in the area to be affected by itching powder (DC 12).
- Repel Vermin (M): The first vermin that enters the emanation is subject to the effects of itching powder (DC 15). Each packet of itching powder beyond the first means the spell affects another vermin that enters the emanation. A swarm of vermin counts as one vermin for the purpose of this effect.
- Summon Swarm (M): Increase the swarm's distraction DC by 2.
- Liquid Ice
Also known as “alchemist’s ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash. Liquid ice augments cold magic. Cone of Cold (M): The spell deals +1 point of damage per caster level. Gentle Repose (M): The spell’s duration increases to 2 days per level. Ray of Frost (F): The spell deals +1 point of damage. Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage. Protection from Energy (M): If cast to ward against fire, increase the amount of fire damage absorbed by 5. Resist Energy (M): If cast to ward against fire, increase the fire resistance to 12. At caster level 7th, you may use two jars of liquid ice as a power component to increase the fire resistance to 24. At caster level 11th, you may use three jars as a power component to increase the fire resistance to 36.
- Oil (Menoth's Sting)
You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. This Menite favorite can make fire spells last longer.
- Burning Hands (M): One target that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
- Fireball (M): One target per caster level that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
- Flaming Sphere (M): Any creature damaged by a flaming sphere catches on fire as if it has been struck by alchemist's fire.
- Protection from Energy (M): If cast to ward against cold, increase the amount of cold damage absorbed by 5.
- Resist Energy (M): If cast to ward against cold, increase the cold resistance to 12. At caster level 7th, you may use two flasks of alchemist’s fire as a power component to increase the cold resistance to 24. At caster level 11th, you may use three flasks as a power component to increase the cold resistance to 36.
- Scorching Ray (F): Add a +1 circumstance bonus on your attack roll with all rays from the spell.
- Scorching Ray (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist's fire.
- Smokestick
This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute. Smokesticks work best with spells that create clouds or smoke.
- Fog Cloud (M): Increase the radius of the cloud by 5 feet.
- Obscuring Mist (M): The spell creates a smoky haze instead of mist. This haze cannot be dispersed by fire spells and dissipates naturally after 1 minute.
- Pyrotechnics (M): Increase the radius of the cloud by 5 feet and the duration by 2 rounds.
- Tanglefoot Bag
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. These sticky pouches can make a troublesome spell even worse.
- Black Tentacles (M): For each tanglefoot bag used as a power component, you may reroll the tentacles’ grapple check against one creature of your choice.
- Slow (M): For each tangelefoot bag used as a power component, you may designate one slowed creature as being affected by a tanglefoot bag.
- Web (M): Increase the DC of breaking free by making a combat maneuver or Escape Artist check by 1.
- Thunderstone
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. Alchemical Power Components While they are effective enough on their own, thunderstones have useful interactions with some spells.
- Alarm (M): If cast as a mental alarm, you may have the spell activate a mental and audible alarm. If cast as an audible alarm, the alarm is as loud as a thunderstone and affects creatures in a 10-foot-radius spread as if a thunderstone had detonated there.
- Glyph of Warding (M): Creatures that fail their saves against a blast glyph are also deafened as if by a thunderstone.
Grenades[edit]
Blast Grenades
Type Cost Dmg Crit Weight Type Ref DC Free Market Notes Concussion 50 gp * - 1 lb. - 18 N On failed Ref save prone Explosive 50 gp 2d10 - 2 lb. P 16 Y - Incendiary 30 gp 1d10 - 2 lb. Fire 16 Y - Flash 25 gp * - 2 lb. - 16 Y On failed Ref save blinds Smoke 25 gp * - 2 lb. - - Y Stink 80 gp * - 2 lb. - - Y On f. For sav DC17 nausea.
Splash Grenades
Type Cost Dmg Crit Weight Type Constr. DC Free Market Notes Acid Blinding Oil Burning Slime Tar
Herbs and Plants[edit]
Item Cost Weight Special Allnight 75 gp Bachelor Snuff 1 gp Belladonna 2 gp Boom Shroom 20 gp Clear Ear 15 gp Flayleaf 20 gp Garlic 1 sp Healy Myrrh 50 gp Holly -* *Circle Oroboros only Mazaak Fruit 5 sp Mistletoe -* *Circle Oroboros only Night Tea 1 sp Pesh 20 gp* *Skorne only Khossite Chew/Rageberry 1 gp Witches Weed 20 gp Wolfsbane 5 sp Woundweal 100 gp
- Allnight
This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug’s effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a –2 penalty on all skill checks until its effects wear off.
- Bachelor Snuff
If inhaled through the nose, this sootysmelling golden powder renders humanoid males temporarily sterile without otherwise affecting their performance. A dose typically lasts 1–3 days. Long-term users of bachelor snuff tend to develop a slight, but still noticeable, gilded tinge to their teeth and nails.
- Belladonna
Also known as deadly nightshade, this plant, with its distinctive greenish-purple leaves and dull black berries, has served as a cosmetic and medicine for longer than memory despite its toxicity. It can also induce vivid but usually unpleasant hallucinations, particularly ones dealing with flight. Herbalists and others trained to use it safely believe it has numerous applications, including pain relief.
- Boom Shroom
- Clear Ear
This green gel is poured into the user’s ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a –2 penalty on all Charisma-based checks.
- Flayleaf
These narrow, rust-colored leaves produce a mildly hallucinogenic smoke that also serves as powerful sedative. Users are immune to pain for 4 hours after smoking flayleaf, but during this time they take a –5 penalty on saves against mind-altering effects.
- Garlic
These pungent white cloves serve as food and medicine and play a role in many traditional cleansing rituals. It is well established that vampires cannot abide the presence of garlic (vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it.)
- Healy Myrrh
When you burn this powerful resin, it fills 8,000 cubic feet with faint smoke that persists for 8 full hours. Any creatures resting or receiving long-term care in the area while the healy myrrh is active regain 1 additional hit point per level. Multiple uses of healy myrrh in a 24-hour period do not stack. Construction Requirements Craft (alchemy) 5 ranks, Heal 5 ranks; Cost 25 gp
- Holly
The bright red berries of the holly tree have many uses as decorations and ritual objects. Druids harvest holly berries with specially prepared tools and during sacred times of the year. Druids commonly use these plants as divine focuses when casting spells.
- Mazaak Fruit
- Mistletoe
This golden-colored parasitic plant grows on many different sorts of trees. Druids harvest mistletoe with specially prepared tools and during sacred times of the year. Druids commonly use these plants as divine focuses when casting spells.
- Night Tea
This frothy tea made from the bone-white, triangular leaves of the night tea plant renders a humanoid female sterile if drunk every day. In high doses, it may be able to end a pregnancy.
- Pesh
The milk of this vibrantly green cactus, when mixed with resins and other ingredients, congeals into sticky, black chunks with an exceedingly sour taste. Though pesh comes in several different varieties, refined pesh is both the most potent and expensive type. Taking refined pesh gives a person 15 temporary hit points for 1 hour, a +2 morale bonus on saves versus fear effects for 1 day, and a –4 penalty to Dexterity and Wisdom for 1 day. Pesh is addictive (Fortitude DC 10 to resist), and long-term users suffer Dexterity and Wisdom damage.
- Khossite Chew or Rageberry
This bitter red chew comes from the dried leaves of galtroot, a stunted bush found in northern Khador. It stains the teeth dark crimson but also increases the duration of barbarian rage entered into during the next hour by 1 round.
- Witches Weed
- Wolfsbane
The root of this tall plant with blue flowers is toxic, but herbalists use it in low doses to reduce pain and regulate the heart. Folklore says it can help a victim of lycanthropy throw off the curse.
- Woundweal
This gritty black paste is a poison that interferes with an afflicted creature’s ability to recover from injuries. All Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed. Type poison, injury; Save Fortitude DC 18 Onset 1 round; Frequency 1/day Effect impaired healing (see above); Cure 2 consecutive saves
Creating Potions[edit]
The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion—25 gp x the level of the spell x the level of the caster. All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.
The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.
If casting the spell would reduce the caster’s XP total, he pays the XP cost upon beginning the brew in addition to the XP cost for making the potion itself. Material components are consumed when he begins working, but a focus is not. (A focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from his currently prepared spells, just as if it had been cast.)
Brewing a potion requires one day.
- Item Creation Feat Required: Brew Potion.
Potion Base Prices (by brewer's class)[edit]
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr* 0 25 gp 25 gp 25 gp — 1st 50 gp 50 gp 100 gp 100 gp 2nd 300 gp 400 gp 400 gp 400 gp 3rd 750 gp 900 gp 1,050 gp 750 gp
- Caster level is half class level.
Prices assume that the potion was made at the minimum caster level.
Base Cost to brew a Potion (by brewer's class)[edit]
Spell Level Clr, Drd, Wiz Sor Brd Pal, Rgr* 0 12 gp 5 sp, +1 XP 12 gp 5 sp, +1 XP 12 gp 5 sp, +1 XP — 1st 25 gp, + 2 XP 25 gp, + 2 XP 50 gp, +4 XP 50 gp, +4 XP 2nd 150 gp, +12 XP 200 gp, +16 XP 200 gp, +16 XP 200 gp, +16 XP 3rd 375 gp, +30 XP 450 gp, +36 XP 525 gp, +42 XP 375 gp, +30 XP
- Caster level is half class level.
Costs assume that the creator makes the potion at the minimum caster level.