Alchemy

Alchemy is a trade skill that allows you to create consumable items out of alchemical components.

Alchemical items are nonmagical, and do not require spellcasting ability to create. All you need to create alchemical items is the Alchemy feat.

Consumables

Potions

Potions are small quantities of liquid, usually contained within a small vial or flask, which can be quickly ingested to provide various benefits.

It is a free action to drink any potion you possess. Once used, the potion is gone; potions have only one use.

Toxicity
  • Any time you drink a potion, you gain a debuff (which cannot be cleansed except through death and resurrection) preventing you from benefiting from the same potion for 1 hour or for 3 times the potion's duration, whichever is longer.

Healing Potion

This reddish potion tastes salty and savory, and is vaguely effervescent.

  • Effect: You are healed for 300 / 1,000 / 4,000 / 16,000 / 64,000 hp / 240,000 / 1,000,000 hp
  • Level: 1 / 5 / 10 / 15 / 20 / 25 / 30
  • Market Value: 2 sp / 5 sp / 2 gp / 5 gp / 20 gp / 50 gp / 200 gp

Potion of Tall Bounds

This thick, purple potion tastes of several oddly clashing flavors.

  • Effect: You may leap up to 10 squares (horizontal or vertical) as a move action for 1 minute.
  • Level: 1
  • Market Value: 5 sp

Love Potion

This red potion tastes of tart berries and is exceedingly sweet.

  • Effect: You fall madly in love with the first creature you see of the same type (i.e. humanoid) until the next sunrise.
  • Level: 1
  • Market Value: 1 gp

Potion of Light

This golden potion tastes of lemon and sunshine.

  • Effect: Your body sheds bright light in a 60 foot radius for 8 hours.
  • Level: 1
  • Market Value: 5 sp

Dreamless Sleep Potion

This potion tastes of alcohol and...other...yawn...

  • Effect: You fall into a deep, dreamless sleep for 8 hours, during which you heal naturally as if you had gained 3 days of solid bed rest. You cannot be roused during the duration unless you are cleansed of the potion's "poison" effect, denying you its benefit.
  • Level: 2
  • Market Value: 3 sp

Potion of Coolness

This blue potion is chilled and tastes minty and effervescent.

  • Effect: You gain resist 10% (fire) and immunity to the effects of naturally hot environments for 24 hours.
  • Level: 2
  • Market Value: 1 sp

Potion of Warmth

This brown potion is hot and tastes of tea leaves.

  • Effect: You gain resist 10% (frost) and immunity to the effects of naturally cold environments for 24 hours.
  • Level: 2
  • Market Value: 1 sp

Elixir of Vision

This potion tastes of earth and ground glass.

  • Effect: Your visual acuity magnifies; you gain a +10 competence bonus to Search checks for 1 hour.
  • Level: 2
  • Market Value: 3 sp

Levitation Serum

This white potion tastes chalky and yet oddly spicy.

  • Effect: You gain the ability to levitate, rising up or down up to 4 squares per round. If you lose contact with the ground, you cannot move horizontally unless acted on by an outside force. Lasts 5 minutes.
  • Level: 3
  • Market Value: 5 sp

Ever-smoking Bottle

This small metal urn is useful for obscuration.

  • Effect: When the stopper is removed, black smoke pours forth, covering a 10-square radius by the end of the first round. The smoke provides 100% concealment and interferes with breathing. If left unstoppered, it continues belching smoke, adding 2 squares of radius per round, to a maximum radius of 20 squares. It continually refreshes the smoke if left unstoppered. It can be stoppered by a command word or by simply replacing the stopper, after which the smoke clears at a natural rate.
  • Level: 3
  • Market Value: 2 gp

Potion of Purification

This thick pink potion tastes of bismuth and chalk.

  • Effect: Removes one ongoing disease or poison effect.
  • Level: 3
  • Market Value: 5 sp

Dust of Tracelessness

This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.

A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.

  • Level: 3
  • Market Value: 4 sp

Elixir of Truth

This thick brew tastes like justice.

  • Effect: You may speak only the truth. Attempts to lie come out as gurgling croaks.
  • Level: 4
  • Market Value: 5 sp

Lesser Invisibility Potion

This glowing, green potion taste vaguely of mint and is gelatinous in texture.

  • Effect: You become invisible for up to 5 minutes, or until you attack.
  • Level: 4
  • Market Value: 8 sp

Liquid Sleep

This potion tastes of strong coffee and taurine.

  • Effect: Makes you feel as if you rested for 8 hours. Lasts 24 hours. When it ends, you feel as you would except, given how long you've gone without sleep. Further applications have 50% of the previous application's duration until you actually rest for a night.
  • Level: 5
  • Market Value: 2 sp

Unguent of Timelessness

When applied to any matter that was once alive this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as two Large objects.

  • Level: 5
  • Market Value: 2 sp

Dust of Dryness

This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed to nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled down, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.

If the dust is employed against an elemental with the water subtype, the creature suffers 50% of its maximum HP in damage.

  • Level: 6
  • Market Value: 1 gp

Salve of Slipperiness

This substance may be smeared on an object or creature. Only a small touch is required; the substance magically spreads across the target's entire surface area. Only one smear per unit of salve created.

On a creature, this substance provides a +20 competence bonus on all Escape Artist checks, meaning that it is almost impossible to grapple such a character or to tie or chain him up. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. It does not affect the bottom of the subject's feet, the better to avoid making it impossible to walk or run.

On an object, it makes it physically impossible to maintain a grip on the object.

On a creature or object, the salve lasts for 5 minutes.

If it is smeared on a floor or on steps, the area should be treated as a long-lasting Grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).

Salve of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue (see below).

  • Level: 6
  • Market Value: 1 gp

Dust of Appearance

This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. (In this, it works just like the faerie fire spell).

The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a -30 penalty on its Stealth checks. The dust’s effect lasts for 5 minutes.

Dust of appearance is typically stored in small silk packets or hollow bone tubes.

  • Level: 6
  • Market Value: 1 gp

True Love Potion

This red potion tastes of strawberries and is pleasantly sweet.

  • Effect: You fall madly in love with the first creature you see of the same type (i.e. humanoid). Lasts until dispelled, or until subject betrays your love. Cumulative 1% chance per day to become permanent (unable to dispel).
  • Level: 7
  • Market Value: 10 gp

Potion of Escape

This potion is wispy and insubstantial.

  • Effect: You gain the ability to teleport to a location within 1 mile.
  • Level: 7
  • Market Value: 1 gp

Greater Invisibility Potion

This glowing, green potion taste strongly of mint and is gelatinous in texture.

  • Effect: You become invisible for up to 4 hours, or until you attack.
  • Level: 8
  • Market Value: 2 gp

Potion of Immolation

This clear potion tastes strongly of alcohol.

  • Effect: When drunk, it causes your body to burst into flames; the flames do not harm you or your equipment. However, any creature who attacks you in melee suffers light fire damage (choose AP/SP), and your own melee attacks inflict the same damage. Lasts 5 rounds.
  • Level: 8
  • Market Value: 1 gp

Sovereign Glue

This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of salve of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the salve of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container.

A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8-1, minimum 1), with the other ounce of the flask’s capacity taken up by the salve of slipperiness. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union.

The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. (Sovereign glue is dissolved by universal solvent.)

  • Level: 8
  • Market Value: 2 gp per ounce

Universal Solvent

This clear, thin liquid can dissolve any pigment, stain, cement, or adhesive known to man. Period.

1 ounce of this stuff can even dissolve 1 ounce of applied Sovereign Glue.

  • Level: 8
  • Market Value: 1 gp per ounce

Stone Salve

This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it provides resist 50% (physical) for the duration of 1 hour or until 20 attacks have been resisted.

  • Level: 10
  • Market Value: 4 gp per ounce

Potion of Etherealness

This potion must be kept in a special vial, enchanted to contain an incorporeal liquid. The vial itself costs 500 gp, and is added to the price of a newly-purchased potion. The vial may be reused to hold another potion at normal cost.

  • Effect: When drunk, this potion renders you and all of your equipment ethereal for 5 minutes.
  • Level: 15
  • Market Value: 10 gp

Elixirs

  • They last all day.
  • Only one elixir at a time plz.

Elixir of Fortification

  • Effect: +10/20/30/40/50 to Hit Points and Fortitude
  • Market Value: 2 sp / 5 sp / 1.5 gp / 5 gp / 15 gp

Elixir of Willpower

  • Effect: +10/20/30/40/50 to Hit Points and Willpower
  • Market Value: 2 sp / 5 sp / 1.5 gp / 5 gp / 15 gp

Elixir of Ferocity

  • Effect: +10/15/20/25/30 to Hit Power
  • Market Value: 2 sp / 5 sp / 1.5 gp / 5 gp / 15 gp

Elixir of Alacrity

  • Effect: +10/15/20/25/30 to Haste and +50% movement
  • Market Value: 2 sp / 5 sp / 1.5 gp / 5 gp / 15 gp

Crafted Items

Miscellaneous

Everfull Spice Jar

This relatively mundane item is highly prized among travelers. It can produce any spice, even rare ones, as long as that spice is used immediately (within 1 round) to prepare food or drink. Any spice thus created disappears if it is not used in that time. The spice jar replenishes itself continually, so its wielder need not fear ever running out of spices.

The spices produced purify any food or drink exactly as if affected by a Purify Food or Drink spell. In addition, any food or drink prepared with the spices produced by the spice jar bestows some minor healing and disease prevention upon up to twelve people who eat the food or drink thus prepared. Eating or drinking meals prepared with these spices grants +100% natural healing and a 25% bonus to saves against disease or poison for the next 8 hours.

The spice jar may produce sufficient spices to make up to three meals or drinks per day that bestow these curative and resistance properties. The spices can affect any one person once per day.

  • Level: 5
  • Market Value: 5 gp

Feats

  • Bulk Rate: If you craft more than one potion simultaneously, you gain a 10% discount to material cost per total potion, max 50%.
  • Cast Iron Stomach: You may ignore the potion cooldown on each potion once per encounter.
  • Forager: You may spend 2 hours foraging in a natural environment to locate alchemical resources. Roll an Alchemy check, and multiply the result as follows to determine how many CP worth of components that you find.
    • Rank 1: Result x 1
    • Rank 2: Result x 5
    • Rank 3: Result x 25
    • Rank 4: Result x 1 (in SP)
    • Rank 5: Result x 5 (in SP)
  • Inurement: Gain 50% poison resistance.
  • Mixology: Gain +100% effectiveness when drinking a potion you brewed.
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