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Alchemical and Extraordinary Natural

Items
Alchemical Items
Prices for the items described here are shown on the Alchemical Items table. In all cases, a
successful Alchemy check against the DC given in an item's description allows the creation of
a single dose or application of the item.
Alchemist's Mineral Acid
Alchemist's mineral acid is a sticky, adhesive substance that dissolves rock and other
minerals. A flask of mineral acid can be thrown as a splash weapon. Treat such an attack as a
ranged touch attack with a range increment of 10 feet.
A direct hit against a creature with the earth subtype deals 1d6 points of damage. Every
creature with the earth subtype that is within 5 feet of the point where the flask hits also takes
1 point of damage from the splash. On the round following a direct hit, the target takes an
additional 1d6 points of damage.
If poured directly on inert rock or stone, mineral acid ignores hardness and deals 3d6 points of
damage (1d6 points per round for 3 rounds).
Alchemist's mineral acid can be created with a DC 22 Craft (alchemy) check.
Alchemical Silence
When applied to boots and armor, this noise-dampening oil provides a +2 alchemical bonus
on Move Silently checks. You can throw a flask of alchemical silence as a splash weapon (see
Throw Splash Weapon. Treat this attack as a ranged touch attack with a range increment of 10
feet.
A creature struck by a thrown flask of alchemical silence cannot speak louder than a whisper,
and indeed some of his words become completely muffled. If thrown on a spellcaster, the
target suffers a 20% chance of spell failure when casting any spell with a verbal component
for 2 rounds. The creature, however, does gain the benefits of the alchemical silence as
detailed above. (Dragon #347)
Alchemical Sleep Gas
This liquid evaporates quickly when exposed to air, creating a temporary, mildly toxic cloud
that puts living creatures to sleep. You can throw a flask of sleep gas as a grenade-like
weapon. It has a range increment of 10 feet.
On a direct hit (splashes have no effect because the gas dissipates instantly), a living target
must succeed on a Fortitude save (DC 15) or fall asleep for 1 round. After 1 round, the target
must make another Fortitude save (DC 15) or sleep 1d4 additional minutes. The sleep gas
affects creatures that are immune to magical sleep effects but not creatures that are immune to

poison. Spells and effects that cancel or counter poisons (such as neutralize poison) are
effective against the gas.
The gas affects only one creature of Small or larger size. The gas affects all creatures of Tiny
or smaller size in the 5-foot square where it strikes.
Note: A sleeping creature is helpless. Slapping or wounding awakens the creature, but normal
noise does not. Awakening the creature is a standard action.
The Alchemy DC to make alchemical sleep gas is 25.
Blackwater
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 Constitution check or begin to
drown. (See the Drowning rule in the Dungeon Master's Guide.) The DC for the check is 10
on the first round, but it increases by +1 each succeeding round. Air-breathing creatures are
unaffected by blackwater, unless they are breathing water via a spell or some other artifice.
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.
Blackwater can be created with a DC 25 Craft (alchemy) check.
Darkoil
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.
Darkoil can be created with a DC 20 Craft (alchemy) check.
Darkvision-Invisible Paint
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 or low-light 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.
Disappearing Ink
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. A Spot or Search check (DC 29) reveals traces of the
writing.
The Alchemy DC to make disappearing ink is 15.

Flashpellet
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 Reflex saves (DC 15) or be dazzled. A dazzled creature suffers a -1 penalty
on, attack rolls. The creature recovers in 1 minute. Sightless creatures are not affected by the
flash.
The Alchemy DC to make a single flashpellet is 25.
Glowpowder
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 don't provide illumination, but
they are noticeable. When sprinkled on an object or surface, the powder helps reveal edges
and details, granting a +2 circumstance bonus on Search checks made on the treated area. A
creature sprinkled with the powder is likewise easier to detect: Spot checks to see the creature
gain a +2 circumstance bonus. An invisible creature sprinkled with the dust has only one-half
concealment (20% miss chance instead of 50%). Once applied, the dust clings and glows for 1
minute. A creature sprinkled with the powder can wash it off by taking a full-round action.
The powder usually comes in a tube that allows the contents to be blown or shaken out.
Blowing out the powder is a standard action that draws an attack of opportunity and creates a
10-foot cone. If carefully sprinkled, the powder can cover 125 square feet (five 5-foot
squares). It takes a full-round action to shake out enough powder to cover a 5-foot square.
The Alchemy DC to make one tube of glowpowder is 20.
Healing Salve
Rubbing this stinky green paste into wounds promotes rapid healing. Applying the salve is a
full-round action. One dose cures 1d8 points of damage to a living creature. Only one dose
may be applied per round, and there is no limit on how many salves can be applied over time.
The Alchemy DC to make one application of healing salve is 25. If you have 5 or more ranks
in Profession (herbalist), you get a +2 synergy bonus on checks to craft it.
Herb, Cassil
Cassil is a small shrub similar to a mustard plant. Its seeds are ground into a fine, tasteless
powder that suppresses male fertility. Men who want to avoid fathering children use this herb.
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. Using either the Heal skill or Profession (herbalist), the effects can
be detected with a DC 15 check and countered with a DC 20 check.
Herb, Nararoot

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. Chewed raw, the root tastes
unpleasant, but the effects are more potent, lasting 2d4+4 days. Women who do not wish to
become pregnant use nararoot. Using either the Heal skill or Profession (herbalist), the effects
can be detected with a DC 15 check and countered with a DC 20 check.
Phantom Ink
This substance is similar to disappearing ink (described in the FRCS). Messages written with
this ink vanish from view at the end of an hour and thereafter can be read only under the right
kind of light. The usual types specify one of the following: firelight (which includes candles,
torches, and other flames), magical light (which includes the dancing lights, light, and
continual flame spells), moonlight, and starlight (this last usually isn't discernible unless the
reader has darkvision).
The Alchemy DC to make one vial of phantom ink is 20.
Powderhorn
This waterproof horn holds 2 pounds (32 ounces) of smoke powder.
Powderkeg
This is a normal wooden keg that holds 15 pounds (240 ounces) of smoke powder.
Scentbreaker
This small bag contains either a collection of aromatic herbs or a strongly scented alchemical
mixture. Either version can confound any creature's sense of smell. You can toss the bag as a
grenade-like weapon with a range increment of 10 feet, or you can scatter the contents
someplace where a creature tracking by scent will come across it. (It covers an area 5 feet
square.) Once scattered, the contents remain potent for 1 hour.
A creature can sniff the bag's contents from a direct hit, from a splash, or from sniffing the
area where the contents were scattered. If struck by a direct hit, the creature must succeed at a
Fortitude save (DC 18) or lose its scent ability for 1 minute. After the minute is up, the
creature must make a second Fortitude save (DC 18) or lose its scent ability for another hour.
Being splashed or sniffing the scattered contents has the same effect, but the save DC is 15. A
direct hit or splash affects only one creature of Small or larger size. The contents affect all
creatures of Tiny or smaller size in the 5-foot square where a bag of scentbreaker strikes.
Note: The Alchemy DC to make scentbreaker is 15. If you have 5 or more ranks in Profession
(herbalist), you get a +2 synergy bonus on checks to craft it.
Shriek Paste
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 (Listen DC -10, modified for distance, harriers, and

other relevant conditions), 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.
Shriek paste can be created with a DC 20 Craft (alchemy) check.
Smokepowder
This magic alchemical substance is similar to gunpowder. The substance burns rapidly, but is
not explosive (though it can be used to construct grenades and bombs). Burning smokepowder
illuminates a 30-foot radius. The fire lasts 1 round for every ounce of powder.
It takes an ounce of smoke powder to shoot a firearm once. If smoke powder gets wet, it never
again burns and cannot ever be used to fire a bullet.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, 9+ ranks of Alchemy.
Snakebite
Snakebite has the taste of bitter apples and an aroma of nutmeg and ginger. When consumed,
snakebite acts as a modified version of delay poison and has a duration of 1 hour. In addition,
any yuan-ti (or other snake or snake-like creature) who bites a person with active snakebite in
her veins is affected by a poison (Ingested; Fortitude DC 20; initial 1d6 Con, secondary 2d6
Con).
Dragon #355
Suregrip
This gluey substance improves your grip, granting a +2 circumstance bonus on any check that
deals with holding onto something, including Climb checks and grappling. When applied to a
rope, it confers a +2 circumstance bonus on Use Rope checks that involve tying knots or
binding creatures or objects. Applied to the soles of one's footwear or feet, it confers a +2
circumstance bonus on Balance checks made to avoid slipping. Once applied, suregrip lasts
10 minutes.
The Alchemy DC to make one application of suregrip is 20.
Witchweed Stick
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 as if casting
defensively (DC 15 + spell level). If the check fails, the spell is lost. The smoke loses its
alchemical abilities after 5 rounds, and dissipates normally.
The alchemy DC to make one stick of witchweed is 20.
Item
Alchemist's Mineral Acid
Alchemical Silence
Alchemical sleep gas
Blackwater

Cost
20 gp
350 gp
30 gp
100 gp

Weight
1 lb.
1/2 lb.
1 1/4 lb.
1 lb.

Darkoil (vial)
Darkvision-invisible paint (jar)
Disappearing ink
Flashpellet
Glowpowder
Healing salve
Herbs
Cassil (1 dose)
Nararoot (1 dose)
Phantom ink
Firelight
Magical light
Moonlight
Starlight
Powderhorn (full)
Powderkeg (full)
Scentbreaker
Shriek paste (flask)
Smoke Powder
Snakebite
Suregrip*
Witchweed stick

25 gp
20 gp
5 gp
50 gp
40 gp
50 gp
1 gp
2 sp
10 gp
10 gp
10 gp
10 gp
55 gp
400 gp
5 gp
50 gp
25 gp
600 gp
20 gp
40 gp

1/2 lb.
3 lb.
20 lb.
1 lb.
1 lb.
1 vial.
-

Extraordinary Natural items of Faern


The magic of the Weave suffuses the natural world as well, creating objects with
extraordinary characteristics that border on the magical. Sages theorize that these substances
act as collectors of the magical energies of the land, while others hold less fanciful opinions.
These items occur naturally, without any alchemical or magical process needed to harness
their abilities. A Knowledge (nature) check (DC 20) can identify any of these items and its
effect. A Wilderness Lore check (DC 20, 30, or higher) can allow a character to find such a
substance or item in the appropriate location, assuming the conditions are appropriate.
Unless otherwise noted, the special abilities inherent in these substances and items are
extraordinary abilities, and they remain in effect even in areas where magic does not function.
Item
Darkberry
Fairy dust (1 ounce)
Felsul flower oil (1 ounce)
Fog rock
Mule pollen
Red helmthorn berry
Shadowtop torch
Silverbark sap (1 ounce)
Sleepweed pod

Cost
5 gp
100 gp
100 gp
5 gp
50 gp
1 sp
1 sp
20 gp
50 gp

Weight
1 lb.
-

Weirwood

50 gp/lb.

as item

Darkberry
These small, purple berries grow deep in hidden clumps in the many forests surrounding the
Sea of Fallen Stars. Only a few berries manage to ripen from a bush each fall, and they
become more rare every year. 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.
Fairy Dust
Fey creatures, such as sprites, make fairy dust from their own shed hair and skin and give it to
those who please them. It cannot be created by any known alchemical process. Fairy dust has
a soft, golden glow, visible only in darkness. It sparkles in normal light. If an ounce of fairy
dust is added to the material component for any illusion spell, if adds +1 to the saving throw
DC.
Felsul Flower Oil
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 (and not all
trees flower every year), the crushed petals can be made into a fragrant perfume that adds a +1
competence bonus on any Charisma-based checks made to persuade another (such as Bluff,
Diplomacy, or Intimidate) for 10 minutes. A single ounce of the oil provides 10 uses, and a
typical tree provides 1d4-1 (minimum 0) ounces of perfume per year.
Fog Rock
These rocks wash up periodically on the shores of the Nelanther Isles and westernmost shores
of the Moonshae Isles. When dropped into fresh water, they produce mist that fills a 10-foot
cube (providing one-half concealment to anyone within), which dissipates normally. Salt
water has no special effect on them, but they lose their ability if not kept damp with brine.
Mule Pollen
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 1d4x10 minutes.
Mule pollen is mildly addictive. Each time a character inhales mule pollen, he must make a
Fortitude save (DC 12). If he fails, he is effectively fatigued whenever he is not under the
influence of mule pollen. This addiction can be removed with neutralize poison.
Red Helmthorn Berry

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.
Shadowtop Torch
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.
Silverbark Sap
The sap of the silverbark tree is clear and slightly sticky. It acts as a (minor) natural antitoxin,
granting anyone who consumes at least one ounce a +2 alchemical bonus on Fortitude saving
throws against poison for 1 hour. A typical silverbark tree can be harvested of 2d4 ounces of
sap per year.
Sleepweed Pod
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. Striking a target with a thrown sleepweed pod requires a ranged touch
attack (range increment 5 feet). A target struck by a sleepweed pod must make a Will save
(DC 12) or fall into a slumber for 1 minute.
Weirwood
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 lutes,
harps, birdpipes, and longhorns because of the unmistakable warm, clear sound it gives to
such instruments (many masterwork instruments of these kinds are made from weirwood).
Any weirwood (or item created of weirwood) within an area illuminated by a magical light
source (such as dancing lights, light, or continual flame) emits a gentle magical glow
equivalent to a candle for 1d4+1 rounds after leaving the area of illumination.
Living weirwood has fire resistance 20, though no one has ever discovered a method of
preserving this quality after the wood is harvested.

Alchemical Items of the Dark Ones


Dark ones have a peerless understanding of the alchemical uses of fungi and vegetation native
to the Underdark. Using the hundreds of strange and deadly plants that surround them, dark
ones have created a wide variety of distinctive alchemical items. The majority of these items
are splash weapons.
Brown Mold Oil
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 or podskin of brown mold oil

has a range increment of 10 feet and is used as a thrown splash weapon. A direct hit deals 2d6
points of nonlethal cold damage, while all creatures within 5 feet take 1d6 points of nonlethal
cold damage from the splash. Brown mold oil may be created with a successful DC 25 Craft
(alchemy) check.
Cost: 75 gp; Weight: 1 lb.
Oil of Nausea
Odorous resins and shines are used to create oil of nausea. Flasks and podskins of the oil have
a range increment of 10 feet and are used as thrown splash weapon. Those directly struck by
oil of nausea must make a successful DC 15 Fortitude saving throw or be nauseated for 1d4
rounds, while those within the 5-foot-splash radius must make a DC in Fortitude save or be
nauseated for 1 round. Oil of nausea may be created with a successful DC 15 Craft (alchemy)
check.
Cost: 60 gp: Weight: t lb.
Poison-Friend Pod
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 with a
range increment of 10 feet. Upon striking a creature or square, these fungi erupt in a 10-foot
cloud of spores that disperses in 1 round. Anyone caught in the cloud must make a successful
DC 15 Fortitude save or take a -4 penalty on all saving throws against poison made in the next
10 minutes. Poison-friend pods may be created with a successful DC 25 Craft (alchemy)
check.
Cost: 50 gp; Weight: -.
Shadow Haze Dust
Shadow haze dust is a potent eye irritant that obscures its victims' vision with dark hazes. One
bag or podskin has a range increment of in feet and fills a 10-foot-radius cloud with the dust.
Those within the cloud must make a DC 15 Fortitude save or suffer a -6 penalty on all Spot
checks for 1 hour or until a gallon of water is used to flush the characters eyes. Shadow haze
dust may be created with a successful DC 20 Craft (alchemy) check.
Cost: 30 gp; Weight: 1 lb.
Shadow Veil
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 or podskins, this dust can be thrown as
a splash weapon with a range increment of 10 feet. Upon striking a creature or square, the
dust erupts in a to-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. Shadow veil may be created
with a successful DC 25 Craft (alchemy) check.
Cost: 40 gp: Weight: 1 lb.

Evil Alchemical & Quasi-Magical Items

Some items have the taint of evil magic about them, though they aren't magic items in the
strict sense of the word. And in sinister laboratories, evil necromancers work on other
surprises for those who would defend good and light.

Item
Feather powder
Festering bomb
Karras stone knife
Violated horn
Weeping stone

Alchemical And Quasi-magical Items


Price
Alchemy DC
70 gp
25
50 gp
22
250 gp
3,000 gp
100 gp
25

Feather Powder
Originally designed as a weapon against devas and lammasus, this dark red alchemical
powder comes in a small glass vial thrown as a grenadelike weapon. Anyone struck or
splashed by the powder must succeed at a Fortitude saving throw (DC 15) or take a -1
circumstance penalty on attack and damage rolls, saving throws, skill checks, and ability
checks for 1 minute due to irritation and itching. Creatures with feathers are particularly
susceptible, taking a -2 circumstance penalty on the Fortitude save against feather powder and
suffering double the effect (-2 penalty) if they fail the save.
Festering Bomb
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 filth fever (Fort DC 12; see Disease). Unlike normal exposure to filth fever, the
victim need not be injured.
Karras Stone Knife
A quasi-magical item, this simple knife must be carved from a very rare stone procured from
the gallbladder of an intelligent creature slain during a special harvesting ritual. Karras stone
is made only into knives because it has only one special use - otherwise, it is normal stone.
When a karras stone knife is used to sacrifice a living creature, the character using the knife
gains a +1 profane bonus on the Knowledge (religion) check for the sacrifice.
Violated Horn
Also a quasi-magical item, the violated horn is a unicorn's horn that has been removed from a
still-living unicorn, leaving the creature crippled and in constant, terrible pain. For a violated
horn to have special power, it must physically violate a victim during a perverse religious
ritual conducted atop an altar dedicated to an evil god. The character performing the ritual
must succeed at a Knowledge (arcana) check (DC 20) to perform the ritual properly, and no
second tries are possible with that particular horn if the first check fails. Once a violated horn
is powered, its possessor can break the horn at any time thereafter and be immediately
transported to the site of the ritual as if a word of recall spell had been cast.

Weeping Stone
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. Such a character is considered shaken for 1d6 rounds.

Alchemical Items of the Drow


The drow have created several innovative alchemical substances to help them negotiate the
tunnels and caverns of the Underdark. (From Drow of the Underdark
Drow Alchemical Items
Item
Cost
Bile droppings (flask)
50 gp
Darkvision powder (vial)
10 gp
Dwarfblind stone
50 gp
Shedden (jar)
75 gp
Spelunker's oil (flask)
15 gp
Stoneburn acid (flask)
10 gp
Vilegrip (vial)
50 gp
See item description for additional costs.

Weight
1 lb.
1 lb.
1/2 lb.
1 lb.
1 lb.
-

Bile Droppings
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 ranged touch attack with a
range increment of 10 feet. Upon hitting a target, this sticky fluid deals 1d6 points of acid
damage in the first round and 1d6 points of acid damage in the second round. If the target
takes a full-round action to scrape it off, he takes no damage in the second round.
In addition to causing acid damage, a flask of bile droppings releases a powerful stench when
broken open, forcing anyone within 5 feet to make a successful DC 13 Fortitude save or be
sickened for 1 round. Anyone actually struck by the vile stuff takes a -4 penalty on the save.
Bile droppings can be created with a DC 15 Craft (alchemy) check and the proper raw
materials (the spiders that create the droppings are bred by the dark elves, so these materials
are readily available in a typical drow city).
Darkvision Powder
This plain gray powder clings to surfaces and cannot be seen with normal vision from more
than 10 feet away. It glows brightly when viewed with darkvision, and thus is useful for
creatures that have darkvision and wish to write messages that other creatures cannot read.
Each vial contains enough powder for a message of up to 25 words. By adding a mixture of
spider silk oil, an ink can be created with the same properties as the powder.
Darkvision powder can be created with a DC 20 Craft (alchemy) check.

Dwarfblind Stone
These small stones are treated with a substance that gives them a faint purple sheen. When
you throw a dwarfblind stone as a ranged touch attack with a range increment of 20 feet, it
releases a burst of violet light upon striking a hard surface. This burst illuminates a 10-foot
radius for an instant and interferes with darkvision. Creatures within the area of the burst must
make a DC 15 Reflex save or lose their darkvision ability for 10 minutes. A dwarfblind stone
has no effect on normal or low-light vision.
Since it doesn't need to hit a specific target to be effective, you can simply aim a dwarfblind
stone at a particular 5-foot square. Treat the target as AC 5; if you miss, see Throw Splash
Weapon, PH 158, to determine where the stone lands.
A dwarfblind stone can be created with a DC 25 Craft (alchemy) check.
Shedden
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 bonus to natural armor for 2 minutes. This bonus
stacks with any other natural armor you already have. It takes 1 minute to apply shedden to
your entire body and obtain its benefits.
Shedden can be created with a DC 20 Craft (alchemy) check. Certain master alchemists can
create shedden that provides natural armor bonuses of +2 to +5, but doing so raises the Craft
DC by 4 for each additional point of natural armor and increases the price as follows: 200 gp
for +2, 500 gp for +3, 1,000 gp for +4, and 2,000 gp for +5.
Spelunker's Oil
This clear, slick substance is derived from several types of shines and certain mineral oils. As
a full-round action, you can apply a flask of it to your body and gain a +2 alchemical bonus
on Escape Artist checks. This oil is especially useful to cave explorers who have to squeeze
through tight quarters. However, when the oil is effective it bestows a -5 penalty on Climb
checks.
Spelunker's oil can be created with a DC 20 Craft (alchemy) check.
Stoneburn Acid
This substance is a weaker form of alchemist's mineral acid. It harms only stone and other
minerals. It is not effective as a splash weapon, because it requires both contact and pressure
to fully dissolve the exposed material. Otherwise, it just makes small pocks in a surface.
When you apply it with pressure against rock or other minerals, it ignores hardness and deals
2d6 points of damage. This dissolution happens almost instantly, after which the acid becomes
inert. Therefore, it is only useful for digging small divots into a stone surface or small
openings in very thin walls. It works best when used with stoneburners.
Stoneburn acid can be created with a DC 22 Craft (alchemy) check.

Vilegrip
This misty substance enhances the adhesive qualities of a web. A single vial contains enough
mist to fill a 10-foot cube in a single round. All webs in this area become stickier and stronger,
increasing the DC to avoid or break free by 2 for 1 hour. Vilegrip can also be used on the
webs created by a web spell.
Vilegrip can be created with a DC 25 Craft (alchemy) check.

Alchemical Items from the Frostfell


Alchemical Items
Armor insulation (flask)
Freeze powder (vial)
Frostbite salve (jar)
Icechalk
Melt powder (vial)
Polar skin (flask)
Razor ice powder (vial)
Whale grease (flask)

Frostfell Alchemical Items


Craft DC
25
25
20
15
20
25
25
25

Cost
50 gp
100 gp
50 gp
20 gp
25 gp
25 gp
50 gp
75 gp

Weight
2 lb.
1 lb.
1 lb.
1 lb.
1 lb.
1 lb.
2 lb.

Armor Insulation
This thick red syrupy mixture is applied with a brush to the inner surface of a suit of armor.
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 a +5 circumstance bonus on Fortitude saving
throws against exposure to cold weather.
Freeze Powder
Freeze powder looks like salt but is much finer to touch. One vial of freeze powder sprinkled
into any liquid is enough to instantly freeze solid 1 cubic foot of liquid. If introduced into a
larger body of water or liquid, the powder freezes into a 1-foot diameter ball of ice. Sprinkled
on a wet floor, a vial of freeze powder can coat a 10-foot-square area with ice. Freeze powder
is dangerous to eat; anyone foolish enough to swallow a vial of freeze powder takes 2d6
points of cold damage as the powder freeze-burns his mouth and throat. A successful DC 15
Fortitude saving throw halves the damage.
Frostbite Salve
This pale yellow cream provides instant relief from frostbite damage. It does not cure
frostburn damage, but temporarily suppresses up to 2 points of ability score damage caused by
frostbite. The salve's effectiveness lasts for just one hour, after which point the ability score
damage suppressed by the salve returns.
Ice Chalk

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.
Melt Powder
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 1 cubic foot of ice.
Sprinkled on an icy surface of up to 10 square feet, a vial of melt powder makes a 1-inch-deep
pool of water that quickly refreezes. Melt powder is bitter tasting, but only harmful to
creatures with the cold subtype if it is eaten. Such creatures take 2d6 points of acid damage as
the powder desiccates and dissolves their tissues; a successful DC 15 Fortitude save halves
the damage.
Polar Skin
This dull white cream provides limited protection against cold-based damage. Polar skin
becomes ineffective once it has absorbed 5 points of cold damage. Regardless of whether it
absorbs any damage, polar skin loses its effectiveness 1 hour after application. Polar skin does
not stack with magical protection from cold. Magical effects such as resist energy supersede
the protection provided by polar skin. Applying polar skin takes 1 minute.
Razor Ice Powder
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 grows hundreds of tiny razor-sharp crystals of
ice; these crystals function as if the area had been covered with razor ice (see page 16). Razor
ice is difficult to see; a successful DC 20 Survival check reveals the danger, otherwise, a
victim won't realize the true nature of the painful ice until she treads upon it. A creature with
the cold subtype can use a standard action to sprinkle a vial of razor ice powder on any single
natural weapon it possesses; it grants a +1 enhancement bonus on slashing damage for that
natural attack for one hour.
Whale Grease
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
insulates the user from hypothermia, providing complete protection from hypothermia effects
for as long as it lasts. Whale grease loses its effectiveness 1 hour after application. It is not
water soluble, but can be quickly removed with alcohol. While worn, the pungent odor the
grease gives off allows creatures with the scent ability to detect you at double normal range.

Alchemical Items for/against the Undead


Brittlebone
This unguent must be spread over a set of bones before animation as skeleton. The ointment
reduces the skeleton's natural armor by 2 points (to a minimum of 0), but when the skeleton is
destroyed, its bones splinter and fly apart, sending shard in all directions. Any creature within

the skeleton's reach takes 1 point of piercing damage per HD of the skeleton (Reflex DC 15
half , minimum 1 point).
Spreading brittebone over a creature's bones requires a full-round action. A single flask of the
substance is sufficient for a single creature of Medium size or smaller. A Large creature
requires two flasks, a Huge creature four flasks, a Gargantuan creature eight flasks and a
Colossal creature sixteen flasks.
Bullet, Priest's
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 1d4 points of
damage from the holy water in addition to the normal damage from the sling bullet. To hold
sufficient holy water, these bullets must be larger than normal, imposing a -2 penalty on the
attack roll.
These bullets are useless against incorporeal creatures (since they won't shatter on impact)
unless they also have the ghost touch special property or some other ability to affect
incorporeal creatures.
Unholy versions of these bullets are also available.
Embalming Fire
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 its that time deals an additional 1d6 points of fire damage.
Spreading embalming fire over a creature's body requires a full-round action. A single flask of
the substance is sufficient for a single creature of Medium size or smaller. A Large creature
requires two flasks, a Huge creature four flasks, a Gargantuan creature eight flasks, and a
Colossal creature sixteen flasks.
Ghostoil
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 2 rounds.
Applying ghostoil to a weapon of any size is a full-round action that provokes attacks of
opportunity. One flask of ghostoil contains enough liquid to coat one weapon of Medium size
or smaller. A Large weapon requires two flasks, a Huge creature four flasks, a Gargantuan
weapon eight flasks, and a Colossal weapon sixteen flasks.
Holy Water Sprinkler
The oversized, hollow head of this heavy mace is actually a reservoir that holds one pint of
liquid (typically holy or unholy water). Any hit by the holy water sprinkler also affects the
target as if it had been within the splash radius of a thrown flask of holy water (1 point of

damage to undead creatures and evil outsiders for holy water, or to good outsiders for unholy
water). A full reservoir has eight uses.
Alternatively, the wielder can choose to release the entire reservoir with a successful hit. Treat
this as if the target had been hit directly by a flask of holy (or unholy) water, but subtract 1
point of damage for each use already dispensed from the reservoir (for instance, a reservoir
only 5/8 full would deal 2d4-3 points of damage). There is no splash effect from such a hit.
Filling the reservoir is a standard action that provokes attacks of opportunity.
Liquid Night
This dark, sticky fluid provides a daylight-sensitive undead 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 an undead creature that is vulnerable to sunlight, the creature is treated as not having that
vulnerability (however, this also burns away the liquid night, ending the protection against
either mundane or magical sunlight). Liquid night has a distinct musky odor of moonflower
(one of its ingredients).
Spreading liquid night over a creature's body requires a full-round action. A single flask of the
substance is sufficient for a single creature of Medium size or smaller. A Large creature
requires two flasks, a Huge creature four flasks, a Gargantuan creature eight flasks, and a
Colossal creature sixteen flasks.

Alchemical Items
Brittlebone
Bullet, priest's (glassblowing)
Embalming fire
Ghostoil
Holy water sprinkler
Liquid night

Alchemical Items
Cost
Weight Craft DC
30 gp 8 oz.
DC 20 (alchemy)
20 gp 10 oz.
DC 15
20 gp 8 oz.
DC 20 (alchemy)
50 gp 1 lb.
DC 25 (alchemy)
62 gp 8 lb.
as weapon +5 (weaponsmithing)
150 gp 8 oz.
DC 25 (alchemy)

Positoxins
Positoxins are special alchemical substances distilled from holy water and laced with positive
energy. To a corporeal undead creature, a positoxin functions much like a poison, usually
dealing initial and secondary ability damage or drain when the target fails a Fortitude save.
The ability damage or drain dealt by most positoxins can't reduce an undead creature's ability
score below 1
Despite their normal immunity to damage or drain to physical ability scores (Str and Dex),
undead are vulnerable to the ability damage or drain caused by positoxins. These substances
actually break down the physical form of the undead, while simultaneously interfering with
the unholy energies that keep the undead creature animated. In fact, any damage dealt to an
undead creature's Str or Dex by a positoxin is actually permanent ability drain, making such
substances feared indeed by such creatures.

A corporeal undead character has a 5% chance of exposing itself to a positoxin whenever it


applies the positoxin to a weapon or otherwise readies it for use. Additionally, a corporeal
undead character who rolls a natural 1 on an attack roll with a positoxined weapon must make
a DC 15 Reflex save or accidentally poison itself with the substance. A character who can
handle poisons safely, such as an assassin, can ignore these risks.
Positoxins are harmless to all other creatures, including incorporeal undead. As supernatural
substances, positoxins don't function in antimagic fields or similar areas. Treat positoxins as
poisons for the purpose of spells and effects such as detect poison, delay poison, and
neutralize poison.
The characteristics of positoxins are summarized below.
Type: The positoxin's method of delivery, and the Fortitude save DC to avoid the positoxin's
damage. Most positoxins are delivered by contact or injury, since undead typically don't ingest
or inhale substances.
Initial Damage: The damage the undead creature takes immediately upon failing its saving
throw against the positoxin. Ability score reductions are temporary (ability damage) unless an
entry is marked with an asterisk (*), in which case the loss is permanent (ability drain).
Secondary Damage: The amount of damage the undead creature takes 1 minute after
exposure to the positoxin, if it fails a second saving throw. Ability score reductions are
temporary (ability damage) unless an entry is marked with an asterisk (*), in which case the
loss is permanent (ability drain).
Price: The cost of one dose (one vial) of the positoxin. It is not possible to use or apply
positoxin in any quantity smaller than one dose. Unlike poisons, positoxins are not illegal,
though their cost and the difficulty in creating such substances can limit their availability. (In
societies controlled by undead, positoxins are as illegal as poisons are in a typical society.)
Craft: The Craft (alchemy) DC required to create the positoxin. Positoxins are very difficult
to distill; in addition to the high Craft DC required, the crafting character must be able to
channel positive energy to turn undead (or be assisted by a character who has that ability).
Positoxins
Positoxin
Gravedust
Boneshard
paste
Sunlight oil
Bloodwine
Celestial
essence
Lichbane

Type

Craft
DC

Initial Damage

Secondary Damage

Price

1 Dex*

1d4 Dex*

100 gp DC 20

1 Str*

1d4 Str*

750 gp DC 26

1d3 Str*

1d3 Dex* + 1d3 Str*

1,300
gp

1d4 Cha

2d4 Cha

250 gp DC 22

Injury DC 14 1d6 Wis

2d6 Wis

400 gp DC 28

Contact DC
10
Contact DC
13
Contact DC
16
Injury DC
11**

Injury DC 17 1 Int* + 1 Wis* + 1 1d4 Int + 1d4 Wis +

DC 32

650 gp DC 34

Cha*
Liquid
Injury DC 20 1d4 Str*
mortality
*Ability drain, not ability damage.
**Or ingestion DC 9; see text.

1d4 Cha
2d4 Str*

1,250
gp

DC 40

Bloodwine
This thick, crimson positoxin includes garlic in its creation, making it particularly harmful to
vampires and other undead with a vulnerability to garlic. Such creatures take a -2 penalty on
their Fortitude saves to resist damage. Though normally delivered by injury, it can also be
consumed by a living creature to deliver it to a vampire or similar blood-draining creature via
ingestion. A single dose, if consumed by a living creature, remains in the bloodstream for 12
hours. Any undead creature draining blood from a creature that has ingested bloodwine must
make a Fortitude save as if it had been injured by a weapon bearing the positoxin, though the
save DC drops to 9.
Boneshard Paste
This positoxin includes bone fragments in its recipe, giving it a pale color.
Celestial Essence
This viscous golden substance seems almost to shine with an inner radiance.
Gravedust
This gray-brown powder derives its name from its resemblance to the grime common to
tombs and other long-enclosed areas.
Lichbane
This bone-white unguent is equally dangerous to all spellcasting undead, as well as to those
that depend on mental ability scores for their special attacks. The initial damage is permanent
drain.
Liquid Mortality
This potent oil is thought by most undead creatures to be mere myth. Unlike other positoxins,
it can reduce the target's ability score to 0. Any undead creature whose Strength is reduced to
0 by this positoxin is utterly destroyed.
Sunlight Oil
A thin, slippery liquid, sunlight oil lasts only 24 hours in conditions other than bright light.

Alchemical Items from the Wastes


Wasteland Alchemical Items

Alchemical Items
Armorbright (flask)
Asherati sand sculpture
Blackeye (vial)
Deep draught
Ironthorn extract (flask)
Keepcool salve (pot)
Liquid salt (flask)
Oleum (flask)
Shapesand (jug)
Slumber sand (flask)
Sunshade lotion (flask)

Craft DC
50 gp
varies
1 gp
10 gp
25 gp
50 gp
200 gp
30 gp
100 gp
50 gp
20 gp

Cost
25
15
15
20
20
25
12
20

Weight
1 lb.
varies
1/2 lb.
1/2 lb.
1 lb.
1/2 lb.
1 lb.
1 lb.
12 lb.
1 lb.
1 lb.

The waste holds as many unusual materials as it does reasons to innovate. Many of the
substances here can be made by a spellcaster with the Craft (alchemy) skill, as indicated
above.
Armorbright
This metallic paint is applied with a brush to the outside of a suit of armor (requiring 1 minute
to apply), producing a shiny surface that reflects the light of the sun to reduce the effects of
hot weather on the wearer. For 24 hours after applying armorbright to a suit of armor, you
gain a +2 bonus on Fortitude saving throws to avoid heat dangers. Armorbright also raises
your level of protection against heat by one step. Armorbright is not effective in hot
environments with no sun, such as the Elemental Plane of Fire.
Asherati Sand Sculpture
Asheratis know the special sands, adherents, and natural dyes that are required to create
stunning works of sculpture. The typical asherati sculpture is 2 to 3 feet high and weighs 10 to
20 pounds. Like any piece of art, value is in the eye of the beholder; however, anyone with the
Appraise skill can determine the approximate price a particular sculpture would fetch in wider
markets. Use Table 3-7: Art Objects, page 55 of the Dungeon Master's Guide, to determine the
price of an asherati sand sculpture found in a treasure hoard or in the marketplace.
Blackeye
This oily paint is smeared around your eyes and on your cheeks to reduce the effects of bright
sun, protecting you from sun glare for 4 hours.
Deep Draught
This powder is a mixture of salt, dried herbs, and extracts of desert plants. Adding it to water
increases your body's retention of fluid and helps counteract the effects of dehydration. One
packet of deep draught is enough for 1 gallon of solution, which grants a +5 bonus on the
Heal check to treat dehydration.
Ironthorn Extract

The ironthorn plant has extremely tough tissues to prevent water loss. This extract of the plant
is used to harden delicate items, make containers waterproof, and stiffen clothing to provide
some protection. One flask of ironthorn extract is enough to treat a typical outfit, increasing
the clothing's armor bonus to -4. Ironthorn extract does not improve materials that already
provide an armor bonus. When applied to cloth, leather, or similar material, ironthorn extract
improves its hardness by 1, to a maximum of 5. Both benefits last for one week or until the
item is thoroughly washed.
Keepcool Salve
This small clay pot contains several ounces of a pearly ointment, enough to cover one
Medium creature. Applying the ointment to your skin increases your level of protection
against heat by one step (see page 14). The salve also grants a +1 circumstance bonus on
Fortitude saves to resist damage from hot environments.
Liquid Salt
This deadly supernatural substance an be used as a splash weapon. A direct hit deals 2d6
points of dessication damage (2d8 points to plants or elementals with the water subtype).
Every creature within 5 feet of the point where the flask hits takes 1d4 points of dessication
damage from the splash (1d6 points to plants or elementals with the water subtype). liquid salt
is always carried in a glass container.
Oleum
A black liquid, oleum has a foul, bitter odor. It occurs naturally around the world, but is
particularly common in the waste. Though it forms underground, oleum is generally found in
surface pools in areas of barren waste terrain.
You can use a flask of oleum as a splash weapon. Use the rules for alchemist's fire, except that
it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50%
chance of the flask igniting successfully. Burning oleum is hard to put out, granting a -4
penalty on the Reflex save to extinguish the fire. The oleum burns away within 4 rounds
(eliminating the penalty on putting out the fire).
Raw oleum burns readily, but it is smoky when it does so. The smoke created by burning
oleum is heavy smoke, so a wide area of open air is required for the substance to burn safely.
Every round when raw oleum burns, it produces enough smoke to fill a 5-foot cube. For this
reason, oleum is typically used only in lamps made to burn outdoors. The smoke drives away
flying insects.
Oleum is also used to lubricate moving parts; a flask of it can cover a 5-foot square, provided
that the surface is smooth. A creature can walk within or through an area of oleum at half
normal speed by making a DC 10 Balance check. Failure means it can't move that round,
while failure by 5 or more means it falls prone (see the Balance skill description, for details).
If an area of oleum is ignited, it burns for 4 rounds and deals 1d3 points of fire damage to
each creature an the area.
A quart of oleum (two flasks) can coat a Medium creature, providing a +4 circumstance bonus
on Escape Artist checks and opposed grapple checks made to resist being grappled or to
escape a pin. Oleum applied in this manner also acts as insect repellent, protecting you from
normal vermin (such as those summoned by insect plague) and granting a +4 bonus to Armor
Class against vermin. A creature with oleum on its hands takes a -4 penalty on grapple checks
or any task requiring a solid grip, including attack rolls with weapons. A roll of 1 on the attack

means the oleum-coated creature drops the slippery weapon.


When worn, oleum is uncomfortable and unpleasant. You take a -2 penalty on Fortitude saves
against natural heat effects. Further, oleum makes you quite flammable granting a -4 penalty
on saves against supernaturally hot effects and any attack involving fire, including Reflex
saves to put yourself out after catching fire. When subjected to a fire-based attack that does
not normally cause subjects to catch on fire, you must make a DC 14 Reflex save or catch on
fire. As indicated above, oleum burns away after 4 rounds.
An ounce of oleum can substitute for the material component usually used for a grease spell.
Shapesand
Shapesand is a special kind of wasteland soil that is psychoreactive; it can be sculpted into
any form according to your will. The new object is made of sand, but serves as a normal item
of the same sort. A shapesand hammer functions just like an ordinary hammer, and a
shapesand waterskin is just as watertight as an ordinary skin.
Controlling shapesand is an exercise in willpower. A DC 16 Wisdom check establishes control
of a volume of sand based on the shaper's Wisdom score:
Wisdom Score
1-3
4-7
8-11
12-15
16-19
20-23
24+

Controllable Volume
None
1-ft. cube
2-1/2-ft. cube
5-ft. cube
7-1/2-ft. cube
10-ft. cube
+2-1/2 ft per 4 points of Wisdom

If your Wisdom check succeeds, you can reshape the volume of sand as you desire. Once
control is established, the shape lasts as long as you remain within 100 feet of it. Thus, those
with sufficient patience and strong enough will can construct small fortresses out of
shapesand, even if they must do so a few cubic feet at a time.
Another character can wrest control of a shapesand item away from you by succeeding on an
opposed Wisdom check, though the winner's Wisdom score must be high enough to shape an
item the size of the one contested. For example, if two characters are attempting to control a
5-foot cube of shapesand, the challenger must not only beat his opponent's roll, but must also
have a Wisdom score of at least 12.
If you are a sand shaper or a cleric with the Sand domain using shapesand in conjunction with
your sand shaping abilities, you do not count shapesand items against the total number of
items you can maintain at one time. In addition, if you are a sand shaper, you can give control
of shapesand objects to other individuals, and those items persist even if the new owner takes
them outside the normal 100-foot control area. The new owner need not make a Wisdom
check to establish control of the item, so long as his Wisdom score meets the minimum
requirement for the object's volume.
Slumber Sand
Slumber sand is a supernatural hazard, but alchemists make a substance that mimics the
hazard's effects. A target struck by a flask of slumber sand must make a DC 15 Fortitude save
or fall asleep for 1 minute. Slumber sand affects only a creature struck by it, and creatures

with 5 or more Hit Dice have immunity to the effect. Slumber sand is more effective when a
flask of it is used as an optional material component for sleep, deep slumber, or symbol of
sleep. When so used, the total Hit Dice of creatures affected increases by 2 (the symbol of
sleep affects creatures of up to 12 HD), and the DC for the Will saving throw increases by +1.
Sunshade Lotion
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 nonlethal damage due to sunburn for 4 hours.

Alchemical Items of the Planes


The special substances described here are prized by adventurers both planar and mundane.
Most of them can be made with the Craft (alchemy) skill, but require ingredients not available
on the Material Plane. Others can't be made at all, but must be recovered from their native
environment or purchased.
Anarchic Water
Anarchic water damages lawful outsiders almost as if it were acid. A flask of anarchic water
can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range
increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to
use it against an incorporeal creature, the bearer must open the flask and pour the anarchic
water out onto the target. Thus, a character can douse an incorporeal creature with anarchic
water only if he is adjacent to it. Doing so is a ranged touch attack that does not provoke
attacks of opportunity.
A direct hit by a flask of anarchic water deals 2d4 points of damage to a lawful outsider. Each
such creature within 5 feet of the point where the flask hits takes 1 point of damage from the
splash.
Antitrait Grease
Antitrait grease is made in four varieties - evil, law, chaos, and good - using essences
collected from planes on the "opposite" side of the Great Wheel to help moderate the effects
of the opposing alignment. When visiting a plane that is aligned, those who smear on antitrait
grease ignore penalties on their Charisma checks that mildly aligned planes impose on visitors
of opposed alignments. One vial of grease protects a visitor for 1 hour. The Wisdom and
Intelligence check penalties associated with strongly aligned planes are not affected.
Atramen Oil
This substance is cold pressed from arramen fruit that grows on shoals of Elemental Earth that
have drifted too close to the Negative Energy Plane. A flask of atramen oil can be thrown as a
splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A
direct hit causes the target to take a -4 penalty on Fortitude saves for 1 minute. Every creature
within 5 feet of the point where the flask hits takes a -1 penalty on Fortitude saves for 1
minute.
Axiomatic Water

Axiomatic water damages chaotic outsiders almost as if it were acid. A flask of axiomatic
water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a
range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature,
but to use it against an incorporeal creature, the bearer must open the flask and pour the
axiomatic water out onto the target. Thus, a character can douse an incorporeal creature with
axiomatic water only if he is adjacent to it. Doing so is a ranged touch attack that does not
provoke attacks of opportunity.
A direct hit by a flask of axiomatic water deals 2d4 points of damage to a chaotic outsider.
Each such creature within 5 feet of the point where the flask hits takes i point of damage from
the splash.
Bahamut's Breath
Bahamut's breath damages evil outsiders almost as if it were acid, while at the same time, it
heals good outsiders as if it were a potion of cure light wounds. One ingredient for this
alchemical substance is a breath of air gathered from any of the four lowest levels of Celestia.
A flask of Bahamut's breath can be thrown as a splash weapon. Treat this attack as a ranged
touch attack with a range increment of 10 feet. A direct hit by a flask deals 2d4 points of
damage to an evil outsider. Each such creature within 5 feet of the point where the flask hits
takes 1 point of damage from the splash. A direct hit by the flask heals 2d4 points of damage
to a good outsider. Each such creature within 5 feet of the point where the flask hits is cured
of 1 point of damage from the splash.
Celestial Cloak
Planar hunters frequently visit the Wilderness of the Beastlands to slay and skin celestial
animals, for, when the beasts are slain on their home plane and their hides properly treated,
some of their properties reside in their pelts. A celestial cloak looks much like an ordinary
cloak made of fur from the appropriate animal, but it has a golden sheen that is especially
evident when viewed under the noonday sun or in the light of the full moon.
When worn, a celestial cloak confers upon its wearer resistance to acid 1, cold 1, and
electricity 1. This resistance does not stack with similar benefits gained from other sources.
Chaos Flask
A chaos flask contains a small amount of the raw stuff of the plane of limbo. This material can
be shaped by someone with a strong enough will (DC 13 Wisdom check) into nearly any
single nonmagical object, provided the total volume is no greater than that of the flask's
contents - with denser objects requiring more of the material. A flask contains enough raw
chaos to create a Diminutive metal or stone object, a Tiny wooden objects, or a Small cloth or
leather object. The user can even shape the matter into a living creature of Diminutive size or
smaller, but doing this raises the Wisdom check DC to 18.
Shaping the limbo matter is a free action, and the user can attempt the Wisdom check once per
round. The item so 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).
Elemental loadstone

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 51 pounds. A loadstone can be thrown
(with a range increment of 5 feet) or fired from a sling (with a range increment of 10 feet) and
deals 2d6 points of bludgeoning damage on a successful hit. In addition, some particularly
muscular rogues have developed an interesting tactic: slipping elemental loadstones into the
pockets of physically weaker opponents by means of Sleight of Hand checks. With enough of
these on his person, the average wizard or sorcerer can quickly be rendered immobile.
Liquid Embers
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. Treat this attack as a ranged touch attack
with a range increment of 10 feet. 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.
On the round following a direct hit, the target takes an additional 3d6 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 17 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.
Mechanus Eye
This 2-inch-diameter metallic orb resembles an eye, though streamlined and idealized. These
eyes are purportedly salvaged from secret graveyard cogs on Mechanus, where a demolished
race who once claimed the plane now lies forgotten. Anyone looking through a Mechanus eye
gains a +1 competence bonus on Search checks.
Ocanthus Knife
Ocanchus knives are actually alchemically stabilized shards of magically charged black ice
gathered from the fourth layer of Acheron. An ocanthus knife has all the melee weapon
characteristics of a dagger, except for the following: On a successful strike, a Medium
ocanthus knife deals 2d6 points of damage (a Small knife deals 1d8, and a large knife deals
3d6). After striking a foe, the knife loses its stability and immediately shatters and melts, gone
but for telltale oily residue.
Pure Element
Each flask of pure element contains a small amount of the essence of an Elemental Plane: air,
earth, fire, or water, painstakingly recreated from ancient alchemical formulas. The bearer can
pour this substance upon other beings or objects by making a melee touch attack (which
provokes attacks of opportunity), or hurl it as a thrown weapon that targets a creature. The
pure element air, earth, fire, or water contained within then bonds with whatever it touches,
temporarily altering the target in a fashion dependent on the element's nature. The effects of
the pure element last for 10 minutes, unless otherwise noted.
Air: This clear liquid does not seem to flow from the flask as much drift from it. Objects or
creatures exposed to pure element air weigh only one-half their normal weight; creatures so
affected gain a +2 bonus on Climb and Jump checks but sake a -2 penalty on damage rolls.

Elementals with the air subtype that are exposed to this pure element gain a +2 enhancement
bonus to Constitution. Elementals with the earth subtype, as well as objects made of earth or
stone, take 2d6 points of damage (this effect overcomes the damage reduction or hardness of
such creatures or objects).
Earth: This grayish-brown ooze looks like ordinary mud. Objects or creatures exposed to pure
elemental earth weigh twice their normal weight; creatures so affected sake a -2 penalty on
Balance, Climb, Jump, Ride, Swim, and Tumble checks. The creature also gains damage
reduction 1/adamantine.
Elementals with the earth subtype that are exposed to this pure element gain a +2
enhancement bonus to Constitution. Elementals with the air subtype take 2d6 points of
damage (this effect overcomes the damage reduction of such creatures).
Fire: This bright orange-yellow liquid bursts from the flask like an explosion. A creature or
object exposed to pure elemental fire takes 1d6 points of damage and catches fire unless it
succeeds on a DC 15 Reflex save. A creature or object that catches fire takes 1d6 points of fire
damage per round for 5 rounds. The flames may be extinguished only by exposure to pure
elemental water.
Elementals with the fire subtype that are exposed to this pure element gain a +2 enhancement
bonus to Constitution. Elementals with the water subtype take double the initial fire damage
dealt by this substance, but do not catch on fire unless they are wearing flammable items.
Water: This liquid appears to be a deep blue, almost indigo water. living creatures exposed to
pure elemental water must make a DC 10 Constitution check or begin drowning. Each round
thereafter until 1 minute has elapsed, the DC increases by 1.
Elementals with the water subtype that are exposed to this pure element gain a +2
enhancement bonus to Constitution. Elementals with the fire subtype take 2d6 points of
damage.
Red Tidewater
Harvested from areas of red tide on the Elemental Plane of Water, this water is full of an algae
that can cause temporary blindness if it gets into a living creature's eyes. A flask of red
tidewater can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a
range increment of 10 feet.
A direct hit forces the target to make a DC 15 Reflex save or be blinded for 2d4 rounds. All
those within 5 feet of the point of impact must make a DC 10 Reflex save or be blinded for 1
round. Anyone who fails the save has been exposed to blinding sickness (see Disease).
Touchstone Blade
A touchstone blade is a nonmagical masterwork sword or other weapon forged from metal
found at the site of a planar touchstone - thus qualifying it as the portable object required by
the Planar Touchstone feat. The cost of a touchstone blade is equal to the cost of the weapon
plus 500 gp (300 gp for the masterwork weapon, plus another 200 gp for the connection to the
planar touchstone). Such items are understandably rare and sold even more rarely, given the
magical benefit they can provide.

Item

Special Substances And Items


Cost
Craft DC

Weight

Anarchic water
50 gp
n/a
Antitrait grease (vial)
50 gp
20 (alchemy)
Atramen oil (flask)
50 gp
20 (alchemy)
Axiomatic water
50 gp
n/a
Bahamut's breath (flask)
120 gp
25 (alchemy)
Celestial cloak
1,000 gp
25 (leatherworking)
Chaos flask
100 gp
n/a
Elemental loadstone
200 gp
n/a
Liquid embers (flask)
600 gp
25 (alchemy)
Mechanuseye
100 gp
n/a
Ocanthus knife
450 gp
25 (alchemy)
Pure element
1,000 gp
25 (alchemy)
Red tidewater
25 gp
n/a
Touchstone blade
+500 gp
n/a
You must be a spellcaster to craft any of these items.

1 lb.
1 lb.
1 lb.
1 lb.
1 lb.
1/2 lb.
50 lb.
1 lb.
1 lb.
1 lb.
1/2 lb.
-

Alchemy Begins in the Forest


by Kieran Turley with Jess Decker, Dragon #301
Alchemists practice the arcane art of combining seemingly innocuous ingredients to produce
substances with incredible properties. But where do these ingredients come from? A
significant portion of what goes into an alchemist's labors can be found in the wilderness.
Some of what is considered alchemy is sophisticated herb lore with an unusual twist. What
the herbalist overlooks however, the alchemist treasures; for sometimes, when coupled with
other reagents, even the most innocent weed can reveal astounding properties.
This article adds a new level of detail to the Alchemy skill and increases the variety of
substances that alchemists can create. What follows are a list of herbs, fungi, roots, and plants
that alchemists can use to produce new elixirs, powders, and poultices. The hunt for these
wonders of nature can be a springboard to new adventures as characters travel to danger-filled
lands searching for much-needed reagents.

Health And Healing


Midwives, wise men, and rural herbalists know many treatments for common ailments. Most
of these treatments simply ease the symptoms of minor illnesses, allowing the body to rest
and recover on its own, but a few show true efficacy in treating disease, injury, or even
enchantment. These valuable remedies have been perfected and refined, and many have
become alchemical reagents of note.
Wittlewort
A very fine herb with gossamer-like green fronds, wittlewort has a rapid growth cycle. Partly
because of this rapid growth, it can be found only during spring months in temperate,
subtropical, and tropical areas. Careful groundskeepers use it liberally in castle gardens,
where it is grown to keep away slugs and other pests. However, only alchemical treatment can

distill the full potency of this little plant. Once it has been dried, treated, and powdered, the
alchemist dissolves the wittlewort in hot water to complete the alchemical process.
Wittlewort Brew
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.
Cotsbalm
This fleshy-leafed plant, characterized by clusters of small yellow flowers, grows to a height
of 1 foot. A hardy plant, it can be found throughout temperate and subtropical forests. Many
hedge wizards and midwives use cotsbalm as a folk remedy when treating sick children. After
crushing the flowers until they emit a sweet smell, the herbalist sprinkles them around the
child's bed to draw out the illness. Priests and other skilled healers claim that this has no
effect, but the practice persists in many communities.
Purebalm: 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 between the initial and secondary onset of an
injury or contact poison. If applied before the secondary onset of an appropriate poison,
purebalm provides a +8 alchemical bonus to the Fortitude saving throw to resist the poison's
secondary effects.
Musk Muddle
A brown, dead-looking plant with wide leaves and an unpleasant aroma, musk muddle can be
found in nearly any swamp or marsh. Musk muddle resembles the dock plant, a foul-smelling
weed. Unlike many of the plants described here, musk muddle has no common use, making it
shunned or exterminated by those familiar only with folk remedies.
Burn Salve: The boiled leaves from this plant 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 2 rounds 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.
Tyrant's Sword
A coarse, broad-leafed grass with sharp edges, tyrant's sword grows to a height of about 2
feet, distinguished only by the silvery edges of its leaves. Although difficult to find, it grows
sporadically in both temperate plains and tundra regions. Tyrant's sword (named for its
appearance) grows slowly and has a difficult time competing with other plants for survival.
Because of this, it is usually found away from other plants.
Frost Lotion: 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 2 rounds 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.
Prickly Tea
A small thorn bush with gray-green leaves, prickly tea rarely grows over 3 feet in height.
Although it is almost never found in large groups, the thorny bush can be found throughout
temperate and subtropical plains and forests. Prickly tea is a staple in church and abbey
gardens because its leaves can be gathered, dried, and boiled to make a bitter tea that helps
awaken the drinker and sharpen her senses. Early risers, as well as high-priced sentries, often
drink the tea to stay alert.
Senses: 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 +1 alchemical bonus to Spot and
Listen checks for 1 hour.
Sand Vine
A rope-like seaweed found in temperate or warmer coastal areas, sand vine resembles a long,
inch-thick rope. The vine grows both above and below water level, and it commonly grows
with its roots wrapped around a small rock. Sand vine is relatively rare and is found only in
areas where the tides and waves are mild. Since sand vine retains its strength after being
harvested and dried, small coastal communities often cultivate it and braid it into long, sturdy
rope.
Vine Oil: 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, the user can function normally until reduced below -5 hit
points, but when reduced below 0 hit points, he still loses 1 hit point per round. If reduced
below -5 hit points, the user falls unconscious. When the user's hit point total falls below -10,
the user dies. Creatures who have used vine oil within the last 24 hours cannot stabilize on
their own, and many warriors have died while using this oil, succumbing to their injuries
before an ally could reach them to staunch their wounds. The effects of vine oil last for hour.
Vine oil smells faintly of fish, and those who use it regularly can often be identified by its
smell.
Old Man's Friend
Old man's friend is a sticky-leafed herb that rarely grows above 2 inches in height. The herb
can be found in huge beds (often 10 feet or more on a side) in temperate areas that get a lot of
sunlight. Old man's friend is a strange herb that has an effect not unlike catnip except that it
affects canines. Dog lovers have been known to cultivate small beds of this herb to keep their
animals happy.
Gash Glue: 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.

Elven Willow
The elven willow is a small tree (maximum height 5 feet) that grows by the banks of rivers in
temperate forests. The willow has a golden sheen to its bark and produces golden colored
buds in the spring. There is much superstition concerning the elven willow. It is said that each
elven willow bears the spirit of a love-loin elf who drowned in a river near the tree.
Elf Hazel: 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.

Item
Wittlewort Brew
Purebalm
Burn Salve
Frost Lotion
Senses
Vine Oil
Gash Glue
Elf Hazel

Health and Healing Substances


Cost
Craft DC
30 gp
15 (alchemy)
75 gp
35 (alchemy)
15 gp
10 (alchemy)
15 gp
10 (alchemy)
50 gp
25 (alchemy)
50 gp
15 (alchemy)
40 gp
20 (alchemy)
5 gp
10 (alchemy)

Poisons And Malefics


The following substances, while not dangerous on their own, mix well with poisons, making
the poisons harder to resist or adding dangerous side effects. When adding one of these
substances to a poison, a character without the poison use ability has a 5% chance of exposing
himself to the poison, much like the exposure chance one risks when applying the poison to a
weapon. When applying an enhanced poison to a weapon or otherwise readying it for use, the
character risks exposure normally. If either exposure chance is failed, the poison is treated as
if enhanced by the alchemical substance when it affects the user. Only one alchemical
substance may be added to a dose of poison. The prices listed reflect the cost of enhancing
one dose of poison.
Dwarven Oak
Dwarven oak is a stunted, gnarled affair with thick, iron-hard roots and heavily wrinkled bark
that grows on the lower slopes of temperate mountains. From a distance, the tree looks
somewhat like a sitting dwarf, and goblin arrows occasionally jut from lone trees. Aside from
providing goblins with target practice, the tree has no common use.
Oakdeath: The bark of the dwarven oak can be used to create a viscous brown liquid that can
be added to any poison to increase its toxicity. Dealing in oakdeath is illegal in most places
and often carries the same penalty as actually poisoning someone. If added to a poison less
than 1 hour before the poison's application, oakdeath increases the poison's DC by 2.
Orticusp

The orticusp root bears a striking resemblance to a clenched fist. The root is pale white and is
extremely difficult to find as the portion of it that is above ground only lives for about a week
in the summer. Extremely rare, orticusp is found only in ancient temperate forests with trees
more than 150 years old. The orticusp root gives off a pleasant, earthy aroma that only fey can
smell. Fey within 20 yards of an orticusp root can seek it out easily. Legends say that before
the dark elves left the surface realms, orticusp was a beautiful, night-blooming flower,
beloved of that race. Supposedly, the flower took on its current form only after the sundering
of the elven race.
Night Venom: The root of the orticusp is pulped and mixed with a poison to make a potent
additional effect. If the victim of a night-venom-enhanced poison fails the initial Fortitude
save to resist the poison, she must immediately make an additional Fortitude save against the
poison's normal DC. If the victim fails this save, she falls into a fitful slumber until the
poison's secondary effect sets in. Creatures sleeping due to the effects of a night-venomenhanced poison can be awakened by normal means.
Wild Fireclover
Wild fireclover is a summer plant with a brilliant red and orange flower that blooms in
temperate plains and farmland. The unmistakable red blooms of fireclover are usually found
in small clusters of three to ten. The petals of wild fireclover are often crushed and used by
peasants to provide pleasant scents. Crushed petals provide a beautiful aroma for up to a
week.
Mindfire: What is not commonly known is that the stem of the wild fireclover is capable of
producing a powerful mind-clouding addition to a normal poison. When combined with an
ingested poison, mindfire leaves the imbiber confused and disoriented. Imbibers who fail
either save required by a mindfire-enhanced poison suffer a -2 alchemical penalty to Will
saves. In addition, spellcasters affected by a mindfire-enhanced poison must make a
Concentration check (DC 15 + spell level) to cast spells. The effects of mindfire last for one
hour. Mindfire can only be combined with ingested poisons.
Meadow Giant
Meadow giant is a massive, green-stemmed weed. The plant is found in grassy meadows
where solitary plants seem to spring up overnight. A versatile and tenacious plant, meadow
giant can be found in temperate grassland, farmland, and plains. Meadow giant can easily
threaten cultivated crops, so it is usually cut down in farming areas.
White Sanguine: Powdered meadow giant stem is the principle ingredient in white sanguine,
a milky, viscous substance smeared on assassin's blades to prevent blood clotting. Wounds
inflicted by a weapon covered in white-sanguine-enhanced poison often fail to clot. If the
victim fails the initial Fortitude save to resist the enhanced poison's effects, the wound
continues to bleed for one minute, inflicting 1 point of damage per round in blood loss. The
bleeding can be stopped with a DC 15 Heal check or the application of any cure wounds spell.
White sanguine can only be combined with injury poisons.

Item
Oakdeath

Poisons And Malefics


Cost
Craft DC
100 gp
25 (alchemy)

Night Venom
Mindfire
White Sanguine

500 gp
200 gp
100 gp

30 (alchemy)
30 (alchemy)
20 (alchemy)

Mundane Alchemy
These items, while less potent and flashy than other alchemical substances, comprise a good
portion of an alchemist's trade. In most cases, these items provide relatively minor effects or
speed mundane tasks for little cost. Many alchemists keep minor items such as these in stock,
making more powerful or expensive items only on order.
Wolfweed
Wolfweed looks much like wolfsbane and is found in the same temperate regions. More
prolific than wolfsbane, wolfweed shares none of its properties. Although it has no use as an
herb on its own, unscrupulous merchants occasionally sell it to naive adventurers in need of
wolfsbane.
Journeyman Serum: 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 +2 alchemical bonus to Constitution checks made to resist
taking subdual damage from making a forced march.
Alchemy DC to Create: 5.
Darkroot
Darkroot is a large, black, twisted root found near waterfalls and in other damp environments
such as bogs. The root grows to over 10 feet in length and can be up to 2 feet thick. Herbalists
and village wise women advocate chewing darkroot as a way of purging the stomach after
drinking or eating poisons. The root tastes vile and causes vomiting immediately upon
swallowing.
Titan Gum: 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 20 Strength check to separate. Titan gum can
support 500 lbs. of weight before breaking.
Alchemy DC to Create: 15.
Goblin Rouge
Goblin rouge is a moderately sized bush that produces hundreds of large yellow and orange
berries every autumn. It can be found in nearly any temperate region. Goblin rouge bears its
name because children frequently smear their faces with the yellow-orange juice of the berries
to pretend they are goblins.
Goblin Ink: 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.
Alchemy DC to Create: 10.
Halfling Thistle
Halfling thistle is aptly named. This little plant is a breed of miniature thistle with a violet
flower. The thistle grows to a height of only 3 inches. Halfling thistle grows in all temperate
environments, especially highland areas. Bunches of dried halfling thistle make a popular
decoration in halfling homes, and many halflings are quite proud of this hardy plant.
Shinewater: 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.
Alchemy DC to Create: 5.
Cave Star
Cave Star is a luminous yellow lichen that can be found in caves of all sizes and depths. The
lichen glows with a warm yellow light and can be found clustered together on the roofs of
caves. In its normal environment, a patch the size of a door sheds less light than a candle.
Cave star can be found in any chill underground environment, as it cannot bear normal
temperature ranges. Cave star is a welcome sight to travelers in the underground realms but is
also a danger because many predators are attracted to the lichen's light and cluster around the
plant.
Lantern Stars: 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 before burning out. They do not give off 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.
Alchemy DC to Create: 10.

Herbs Of War
Often used by adventurers, these herbs produce substances that have uses as weapons or
provide some protection against specific dangers. Wealthy adventuring groups usually keep
some of these substances around to help deal with unusual situations.
Ice Lotus
The ice lotus is an unusual breed of flower that blooms only in the extreme climates found at
the top of arctic mountains. The flower is a translucent blue-white in color, and it is never
found in the company of others of its kind. Rumors persist that the ice lotus grows only where

the blood of a white dragon has fallen. The adventurer Osolor of Helderfeld claimed to have
seen an ice lotus blossom from the blood of the slain white dragon Dreadfrost. The veracity of
this rumor is uncertain, as Osolor was a notorious con artist and cheat.
Icewalker Oil: 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. The effects of icewalker last for 10 minutes.
Alchemy DC to Create: 35.
Pixie Table
Pixie table is a rare mushroom with a distinctive appearance. This giant mushroom is over a
foot tall and fans out to a flat top about a foot wide. The mushroom's cap is a dark shade of
lavender. Although it can potentially grow in nearly any woodland, pixie table is found most
often in temperate forests inhabited by fey. Pixie table mushroom caps can be boiled with
cloth to dye it lavender. Undamaged pixie tables can sometimes be found for sale in rural
markets as ingredients for the high-quality dye.
Memorybind: 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.
Alchemy DC to Create: 30.
Spotty Dragonfire
Spotty dragonfire is a vivid flower with bright yellow, red, and orange petals. The plant stands
about a foot high, and the flower stretches to about 6 inches in diameter. The wildflower
rarely attracts much attention, however, because it only blooms at night. It can be found in
any tropical, subtropical, or temperate region. Spotty dragonfire is a solitary plant with one
exception; it seems to thrive in large numbers around the lairs of red dragons. Many an
alchemist has met his death collecting the plants that the red dragons regard as good fortune.
The retrieval of a number of these flowers is often a final test for dwarven apprentice
alchemists.
Dragon Brew: 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 alchemical
bonus to all Fortitude saves for hour.
Alchemy DC to Create: 25.
Stygian Pumpkin
The stygian pumpkin is a foul-looking black and gray squash. The plant most closely
resembles the remains of a dead and decayed pumpkin. The stygian pumpkin emits a strong

smell of sulfur, and its distinctive smell is enough to keep it well away from cultivated lands.
The stinky plant is very difficult to find, although it can potentially grow in any temperate
region. Stygian pumpkins are foul plants cultivated by goblins and their ilk as a source of
food. The plants grow rapidly and take over large areas of ground, rendering the soil
poisonous to other plants.
Devil's Soap: 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 2. The effects of devil's soap last for 1
hour.
Alchemy DC to Create: 20.

Alchemy Item
Burn salve
Devil's soap
Dragon brew
Elf hazel
Frost lotion
Gash glue
Goblin ink
Icewalker oil
Journeyman's
Friend
Lantern stars
Memorybind
Mindfire
Night venom
Oakdeath
Purebalm
Senses
Shinewater
Titan gum
Vine oil
White sanguine
Wittlewort brew

Mundane Alchemical Items


Ingredient
DC Cost Effect
Muck muddle
10 15 gp 1d6 fire damage becomes subdual
Stygian pumpkin 20 25 gp Provides fire resistance 2
Spotty
25 15 gp +1 to Fortitude saves
dragonfire
Elven willow
10 5 gp Removes scars
Tyrant's sword 10 15 gp 1d6 cold damage becomes subdual
Old man's friend 15 40 gp Stabilizes dying creature
Goblin rogue
10 20 gp Waterproof ink
Ice lotus
35 75 gp Spider climb on ice only
+2 on Constitution checks from forced
Wolfweed
5 5 gp
march
Cave star
10 10 gp Steady, heatless light
Pixie table
30 300 gp Bonus 1st-level spell, -2 to spell DCs
Wild fireclover 30 200 gp -2 Will save, Concentration to cast
Orticusp
35 500 gp Add sleep effect to poison
Dwarven oak
25 100 gp Poison DC increases by 2
Cotsbalm
25 175 gp +8 vs. secondary poison
Prickly tea
25 50 gp +1 to Spot and Listen checks
Halfling thistle 5 10 gp Polishes metal easily
Darkroot
15 25 gp Powerful glue
Sand vine
15 50 gp Function below o hp
Meadow giant 20 100 gp Wounds continue to bleed
Wittlewort
15 30 gp Chance to break Enchantment effect

Animal Alchemy (Dragon #357)


Many huntsmen and falconers have discovered the value of combining alchemy with their
traditional practices. The alchemical items here expand the options available to such trainers,
but many also require that animals learn a particular trick in order to use such items properly.
Bird Bomb

Small, fragile orbs, these containers are crafted to be carried and dropped by flying birds. Two
types of bird bombs are most commonly found:
Dust: Extracted from the pollen of certain flowers, this luminous maroon powder scatters
easily and covers everything it contacts in a thin layer of cloying, glowing dust. Used as a
grenadelike weapon by a bird flying overhead, when dropped the bomb shatters in a 5-footradius cloud of dust. Any creature in this area must make a DC 15 Reflex save or faintly glow
for 1d4 minutes, during which time the creature does not benefit from the concealment
normally provided by darkness, blur, displacement, or similar effects. A dust bird bomb
requires a DC 20 Craft (alchemy) check to create.
Reek: A potent distillation of troglodyte musk and skunk oil, this viscous, amber liquid emits
a nearly unbearable smell once exposed to the air, making it very useful for driving enemies
away from cover. This glass container can be used as a grenadelike weapon by a bird flying
overhead. When dropped, any creature vulnerable to nausea effects within a 10-foot radius of
the point of impact must make a DC 15 Fortitude save or become nauseated for as long as it
remains within this area, although it suffers no ill effects once it leaves. The smell persists for
1 minute, but is diffused if the area is exposed to strong winds. A reek bird bomb requires a
DC 25 Craft (alchemy) check to create.
Dog Smoke
When its tab is pulled, a canister of dog smoke releases a sulfurous cloud of choking smoke.
You can throw the canister as a grenadelike weapon (with a range increment of 20 feet).
Rather than dealing damage to what it hits, the container releases a 10-foot-radius cloud of
choking yellow gas, which lasts for 1 minute. Any creature vulnerable to nausea effects
(except dogs, wolves, or other canines) must make a DC 15 Fortitude save every round it
remains in the cloud or become nauseated. The nausea lasts for as long as the creature remains
within the cloud plus 1d4 rounds thereafter. A moderate wind (11+ mph), such as a gust of
wind spell, disperses the smoke in 4 rounds. A strong wind (21+ mph) disperses the smoke in
1 round. Dog smoke requires a DC 25 Craft (alchemy) check to create.
Hound Snuff
A single pinch of this fine gray powder, if inhaled by a canine, causes it to sneeze
uncontrollably for 1 round during which it is helpless unless it makes a DC s~ Fortitude save.
Once the canine finishes sneezing, however, its sense of smell grows more acute for 1 hour,
granting it a +4 bonus on any checks involving the use of its scent ability during this time.
Hound snuff requires a DC 15 Craft (alchemy) check to create.
Mad Foam
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 2d6 minutes.
This seeming ferocity grants the canine and any obvious master a +2 bonus on Intimidate
checks for the duration of the biscuit's effects. Mad foam requires a DC 15 Craft (alchemy)
check to create.
Nose Numb

This cloying yellow paste, if daubed directly on the nose of a creature with scent removes its
ability to smell for 1d4 hours (DC 15 Fortitude save negates). While this makes it unable to
employ its scent ability - or any abilities or bonuses that stem from it, such as tracking - it also
renders the creature immune to all scent-based attacks, like a troglodyte's stench. A creature
must be willing to have nose numb applied to it, otherwise, a user can attempt to smear it on
an unwilling creature by making a melee touch attack that provokes attacks of opportunity.
Nose numb requires a DC 15 Craft (alchemy) check to create.
Silent Bells
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. Silent bells require a DC 25 Craft
(alchemy) check to create.
Item
Bird bomb (dust)
Bird bomb (reek)
Dog smoke
Hound snuff (10 pinches)
Mad foam
Silent bells (set of six)

Cost
25 gp
40 gp
75 gp
90 gp
25 gp
50 gp

Weight
1/2 lb.
1/2 lb.
2 lb.
1 lb.
1/4 lb.
1 lb.

Psionic Alchemy (Dragon #358)


Psionics are rare on Faern and largely unknown except in areas where psionic monsters live.
Such areas include the South, where the yuan-ti have influence (particularly the city of
Hlondeth on the Vilhon Reach) and the Underdark (thanks to the influence of the mind
flayers). Waterdeep undoubtedly holds a few characters with psionic abilities, as do large
urban areas such as Amn and Calimshan. These alchemical items will most likely be found in
those areas.
Aura Gel
To activate this clear, viscous gel, you must first tear away the vial's thin lead covering and
expose it to a psionic aura. When within 60 feet of active psionic powers or psi-like abilities,
the gel emits a colorful glow, with the color based on the strongest aura within range (lesser
auras are ignored). The glow increases or fades as it moves closer to nor farther from a
psionic aura, regardless of the strength of the strongest aura. After 1 minute of exposure to
psionic energy, the gel turns to dust. Aura gel reacts only to psionic energy; it does not react in
the presence of magic.
Discipline
Clairsentience
Metacreativity
Psychokinesis
Psychometabolism

Color
Yellow
Gray
Red
Blue

Psychoportation
Telepathy

Black
White

Cerebral Serum
Few concoctions boast as vile and acrid a taste as cerebral serum. 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 a +2 alchemical bonus on Will saves against mind-affecting
psionic powers and psi-like abilities for 1 hour.
Ectoplasmic Skin
A sealed flask of ectoplasmic skin contains a syrupy, silvery liquid. Once you remove the seal,
the liquid begins to crystallize and evaporates within 1 minute. At any time before then, you
may apply the liquid to your skin as a full-round action. The ectoplasm forms a translucent
second skin over your body, providing you with damage reduction 2/magic for up to 1 minute.
You cannot wear a psychic skin in conjunction with ectoplasmic skin.
Intuition Vapor
When you uncork this vial, a cloud of pale yellow vapors billows forth and fills the air with
the scent of cinnamon. It contains enough vapors to fill four 1-foot squares. Only creatures
with psionic powers or psi-like powers occupying the affected squares gain the vapor's
benefits. Each affected creature receives a +4 alchemical bonus on Concentration, Listen, and
Search checks for the next 10 minutes. As a side effect, the vapor slows the reactions of
affected creatures for its duration. During that time, each affected creature takes a -2 penalty
on Spot and initiative checks. A psionic creature may make a DC 12 Fortitude save to resist
the effects (both positive and negative) of the vapors.
Liquid Stone
A flask of this substance holds a thick gray liquid with the consistency of watery mud. Even
when exposed to air, liquid stone retains its wet consistency for up to 8 hours before turning to
powder. When you expend your psionic focus while holding a flask of liquid stone, it slowly
hardens into stone over 1 minute, during which time you may sculpt the mud however you
choose. Once it dries, liquid stone retains the same properties as normal rock with a hardness
of 8 and 15 hit points. It (or anything sealed by it) has a burst DC of 30. A flask of liquid stone
covers an area 1-foot-square with 1 inch of stone.
Mimic Clay
This substance possesses a dull gray color and the consistency of natural clay. To activate
mimic clay, you must touch it and expend your psionic focus. The clay takes on a translucent
color and its consistency softens. When you visualize a hand-sized tool or object, the clay
changes shape, texture, and color to duplicate the visualized item within 1 round. The clay
retains the same mass and weight regardless of its transformation, so you must use an amount
of clay equal to the weight of the object you wish to duplicate. The clay has the potential to
mimic any mundane object of Tiny or smaller size, although it cannot duplicate items with
multiple parts or complex, moving pieces. If you wish to duplicate a precise item such as a
key, you must make a DC 15 Craft check of the appropriate type (such as locksmithing). A

successful DC 20 Appraise check reveals an item created using mimic clay as a facsimile. The
clay crumbles to dust 1 hour after activation.
Psi Block
A small clay pot holds one application of psi block. The substance resembles a glossy, thin
paste sticky to the touch. To use psi block, you must apply a thin, even coat of the paste over
an object or creature. One pot contains enough psi block to coat a Medium creature or object.
Psi block acts like a thin sheet of lead. It prevents psionic powers and psi-like abilities such as
detect hostile intent or detect psionics from noticing the creature or object. Psi block only
blocks psionic detection powers and psi-like abilities. The paste hardens and flakes off the
subject 1 hour after application. Before that time you may remove the paste with alcohol or a
similar solvent. This requires 1 minute.
Psionic Ichor
In its natural state, psionic ichor resembles green slime. In the presence of a psionic aura, the
slime boils and bubbles, although it remains at room temperature. You can throw a flask of
psionic ichor as a grenade-like weapon, although it only affects creatures with a direct hit.
Treat this as a ranged touch attack with a range increment of 10 feet. A direct hit with the
ichor only affects creatures with psionic powers. A psionic creature doused by the substance
must expend 1 additional power point for each psionic power he manifests. The effect of
psionic ichor lasts for 1 hour. A target may use a full-round action to wipe the ichor from his
body. Multiple applications on the same target have no additional effect.
Rejuvenation Essence
When consumed, this fine, bluish-white powder grants you exceptional rest. You rejuvenate
power points after as little as 4 hours of rest instead of the usual 8 hours. In addition, you may
ignore a single interruption during your rest cycle, thus avoiding adding another hour to your
total sleep requirement.
Xeph's Blood
This blood-colored liquid contains the essence of a xeph's speed burst. When you drink xeph's
blood while holding psychic focus, you gain a momentary burst of speed. The mixture grants
you an alchemical bonus of 10 feet to your base speed. The effect lasts for 3 rounds. If you
consume more than one dose of xeph's blood per day, you become fatigued with the second
dose. If you consume a third dose in a day, you immediately become exhausted and gain no
benefits from the xeph's blood.

Goods
Aura gel (flask)
Cerebral serum (vial)
Ectoplasmic skin (flask)
Intuition vapor (vial)
Liquid stone (flask)
Mimic clay

Psionic Alchemical Substances


Cost
Weight
25 gp
150 gp
75 gp
1 lb.
75 gp
25 gp
1 lb.
30 gp
1 lb.

Craft DC
20
30
25
30
15
25

Psi block
Psionic ichor (flask)
Rejuvenation essence (vial)
Xeph's blood (vial)

25 gp
60 gp
30 gp
40 gp

1 lb.
1 lb.
-

20
30
20
30