Drug addiction functions much like diseases. Upon initial exposure (anytime a character imbibes or applies a drug with an addiction rating), the character must succeed at a Fortitude save or become addicted, as shown below. While addicted, the character takes ability score damage each day unless he succeeds at a Fortitude save against the given DC.
A sorcerer who becomes addicted to a drug becomes obsessed (see Conan the Role Playing Game for the Rule of Obsession and its effect on sorcerers).
Addiction Rating: Drugs are rated according to their addictive potential. For example, many popular stimulant drinks have a negligible addiction rating, but have addictive qualities all the same. Sometimes, an individual's long-term addiction increases a drug's addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again does so at the addiction rating the drug had just prior to his recovery.
Satiation: Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the given period of time. After the satiation period wears off, the DC of the Fortitude save to resist the effects of addiction increases by +5. The dose in which a character becomes addicted counts for satiation. For example, a character unfortunate enough to become addicted to devilweed (low addiction) on his first use of the drug must succeed at a Fortitude save every day or take 1d2 points of Wisdom damage. As long as he continues to smoke devilweed every 10 days, his saving throw DC is only 6. If he stops smoking devilweed for more than 10 days, the DC of the addiction saving throw increases to 11. If he starts using it again, the DC drops back to 6.
Damage: Addiction deals the listed damage each day unless the character succeeds at a Fortitude saving throw or is satiated. Ability score damage is temporary.
Recovery: If a character makes two successful saving throws in a row, he has fought off his addiction and recovers, taking no more damage. Of course, he can always become addicted again later by taking another dose of the drug and failing his Fortitude save to resist addiction.
Some characteristics of drugs are summarized below.
Other characteristics are spelled out in a text entry for each drug. After a general description of the drug, the following characteristics are provided.
Effects: The effect of the drug if the saving throw is failed. If multiple effects are given, the result of one saving throw indicates whether all or none of these effects occur.
A creature that willingly takes a drug automatically fails his saving throws. DCs are provided for situations in which a character is drugged against his will.
Side Effects: Side effects, if any. These occur immediately upon taking the drug.
Overdose: What constitutes an overdose and the effects of the same. (Initial DC +2 per additional dose taken during the overdose period of time)
A thick, reddish liquid distilled by vile alchemists with entrails of outsiders.
This pasty substance is dried and kept as a powder or sometimes left as a paste. The ingredients are numerous and difficult to obtain.
Dawnleaf is a mixture of various dried plant matter, tinged with alchemical enhancers during the drying process. It is designed to be loaded into a pipe and smoked during diplomatic ceremonies and peace negotiations. Doing so produces mellow, soothing scents and actually reduces tension in those who smell it.
Leaves from plants that are dried and rolled into a tobaccolike substance and smoked.
Leaves from plants that are dried and rolled into a tobaccolike substance and smoked.
Haunspeir is sold as a tobaccolike paste, or sometimes dried and compacted into pill form. It is used by wizards and others who need to rapidly boost their Intelligence.
This dark reddish brew is made in Thesk from certain grapes, fruits, and herbs grown near the Pictish Wilderness.
Powdered stalks of plants that grow only in the darkest areas of the hyborian kingdoms, luhix is normally sprinkled onto a bleeding, self- inflicted wound. Then the wound is sealed either with tightly wound bandages.
Made of roughly ground leaves of a rare herb found in deep forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea.
Raw mordayn powder and mordayn-tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dreammist is renowned for the beautiful visions it induces and the deadly peril of its sinister embrace.
Taken from a rare blue mushroom, this powder must be inhaled. It is popular among arcane spellcasters.
These crushed leaves of a tiny red bog flower are known for their ability to improve hand-to-eye coordination.
A spicy red fluid with a bitter aftertaste, rhul causes increased physical prowess and aggression at the expense of caution and agility.
A bluish liquid distilled from wolves' milk and a powdered desert plant, this concoction is very popular. Addicts are easily found by the permanent blue stains on their lips.
An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute the taste. It is made from the crushed petals of a flower that grows only on the graves of those who dedicated their lives to the worship of Rallaster (a very minor vile god.).
Developed decades ago from the distillate of mushroom that grows in the Kush jungles (Mystara), elixir of fantasy is a powerful hallucinogen that makes the user believe he is something else.
Unlike the usual crafts, whose practitioners can often get by with portable toolkits, alchemy requires a great deal of equipment if one is to practice it at all, let alone successfully.
At a bare minimum, a room around 10 feet by 10 feet will need to be set up to serve as a laboratory. Alchemical work can only be done if the alchemist is undisturbed, so a stout lock, a certain amount of isolation and guards of some kind are all recommended for the laboratory.
A basic laboratory can be set up for some 500 sp, so long as the above requirements are also met. This has only the bare minimum of equipment, such that in effect the alchemist is working with improvised tools (-2 to all Craft – alchemy checks), though without even this minimal lab no work at all can be done.
For a more advanced laboratory, a 20-foot by 20-foot room will be required, along with 1,500 sp in equipment. This gives neither bonuses nor penalties to alchemy.
A masterwork laboratory requires a 30-foot by 30-foot room and equipment costing 5,000 sp. This grants a +2 bonus to all Craft (alchemy) checks.
These chemicals are used primarily as explosive weapons, dealing fire damage to those nearby. If poorly handled (a failed Craft check), they explode next to the crafter, usually destroying equipment. Some only detonate on a worse failure.
The damage of a failed Craft check can be halved by using extra care and thus spending twice the time to make the explosives, and also reduces the amount of equipment destroyed.
The realization of each alchemical item requires to respect a very precise procedure very often lying on paper in the form of recipe.
The preparation of an alchemical item without ever having knowledge of its exact manufacture goes through a rather long research phase counting in months (1 month X 5 DC).
Possessing one or more copies of the item gives the possibility to deduce most of the recipe and thus reduce the time required for the preparation of 2 weeks per copy owned (impossible to reduce this time to less than 1 month)
When you have already made one of the preparations or you have had enough time to study a recipe in detail, you have the opportunity to make this object without the recipe in front of you. This has the effect of increasing the difficulty threshold of the preparation by 5.
* Chemical Explosives
You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Acid inflicts damage each round until it is wiped or washed away, or counter-acted with another chemical.
This powerful demon-fire recipe, older and subtler than Kothic Demon-Fire, is loaded into a glass orb which can be flung at an opponent. It can either be hurled directly at a character, or on to the ground. In either case it has a range increment of 10 feet.
If thrown at a character, a ranged touch attack roll is made against his Dodge Defence. Against a character, it inflicts 1d6 fire damage and incapacitates him for 1d6 hours. He may make a Fortitude saving throw (DC 25) to avoid the incapacitation effect, but not the damage.
If thrown at the ground, the Acheronian demon-fire affects a 10-foot by 10-foot area. Any character within the area affected must make a Reflex saving throw (DC 20) or sustain 1 point of fire damage and be stunned for 1d4 rounds.
A stunned character can take no actions, can neither dodge nor parry and opponents receive a +2 bonus to their attack rolls to hit him.
An alchemical goad is a thin liquid catalyst that can be mixed with or injected into any other alchemical material that normally creates an effect that forces its target to make a saving throw. The result of this combination is an increase to the saving throw’s DC.
The increase is in the form of a +2 alchemical bonus for a standard alchemical goad, a +4 alchemical bonus for a greater alchemical goad, and a +6 alchemical bonus for a sovereign alchemical goad.
Alchemist’s fire is sticky, adhesive substance that ignites when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Ammonium Nitrate is made simply by mixing ammonia and nitric acid, though it is difficult to ensure it is created without an explosion. Once made, it is difficult to detonate, requiring at least 10 fire damage to trigger. However, it deals an impressive 10d6 damage to all within 40 feet upon explosion, and knocks those within the blast back 5 feet.
Ammonium Triiodide is made simply by mixing ammonia and iodide crystals and filtering it.
It forms a somewhat volatile, purple crystal that explodes into a cloud of foul smelling, staining gas with a loud bang when thrown. This cloud, ten feet in diameter, blocks sight and is poisonous when inhaled (Fort DC 13 Con 1d4/Con 1d4).
If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Blacklight oil is pressed from the fat of creatures with natural abilities to hide in shadow, including those with natural abilities of displacement.
The light produced by a lantern burning blacklight oil only provides dim illumination, but it goes out to three times the lantern’s normal range. This allows creatures with low-light vision to see normally, and the dim light is less obvious from far away than normal lantern light would be.
Similar to alchemist’s fire but less volatile, this thick, adhesive liquid ignites when exposed to air for more than 1 round. Bladefire is typically poured along the length of a bladed weapon, causing the weapon to burn for a short period of time.
A weapon treated with bladefire burns for 1d6 rounds. While burning, the weapon sheds light as a torch. A weapon treated with bladefire deals 1D6 additional point of fire damage with each successful hit.
Applying bladefire to a weapon is a full-round action that provokes an attack of opportunity. Bladefire is thick enough that once applied, it does not flow down the weapon, preventing it from harming the user.
Each round that bladefire burns, it also deals 1D6 points of fire damage to the weapon that it coats, but most weapons have sufficient hardness to ignore this damage.
Setting flammable items alight requires more contact than just an attack. To light a flammable item requires a full round action if the item is unattended or a successful grapple check against the opponent wearing or using the item. If your opponent breaks the grapple before your next action, no items catch fire. If you don’t release the grapple on your next action, any flammable item you wear or carry also catches fire.
A fragile, chalk-like, blood-red stone pressed from ground rocks, ash, and glass. A slashing or piercing weapon sharpened for one hour on a bladesharp has its threat range increased by +1 for one combat (the bonus is added after all other increases, including those gained from being keen or the wielder having the Improved Critical feat).
A bladesharp can be used five times before it crumbles into useless dust.
Bloodbind is a cloth bandage that has been soaked in healing herbs and alchemical materials. A target given a fresh bloodbind on an injury gains a +1 alchemical bonus to his effective level when determining the number of hit points recovered that day from natural healing or any heal check. A single bloodbind grants its bonus only for one day.
A collection of herbs and roots that is pressed into a small block for transportation. It must be mixed with boiling water to make an infusion before being ingested.
If taken while hot, boilwort gives any creature that is already suffering from a disease a +5 alchemical bonus to a Fortitude save (or to the Heal check of an attending caregiver) made to resist taking damage from the disease. A single dose of boilwort each day maintains this bonus.
If ingested when cold (including just eating a block as a standard action), the bonus it grants is only +2.
Turning a block of boilwort into a drinkable hot infusion normally takes five minutes over an appropriate source of heat.
A boompot is a variant on alchemist’s fire that creates a bright, sudden flash of light and fire plus a loud explosion. Any target within 30 feet that can see the explosion is dazzled and must make a DC 13 Fortitude save or be dazed for 1 round. If thrown, a boompot has a range increment of 10 feet.
A brazier mug includes a trailing cord connected to alchemical compounds sandwiched between two earthenware layers of a hefty mug. When the cord is pulled the alchemical compounds mix and heat, bringing the inner layer of the earthenware to a temperature just short of boiling.
This is often used to provide a simple hot meal or tea while adventuring in places where a fire is unadvisable (or impossible). Each brazier mug works only once, staying warm for 1–4 hours. It is possible to built brazier mugs as canteens, and transport a liquid within them.
These hollow glass sling bullets are filled with acid. When they strike a target, they immediately shatter, dealing 1d4 points of acid damage in addition to the normal damage from the sling bullet.
To hold sufficient acid, these bullets must be larger than normal. The increased size makes the bullets awkward and unwieldy to launch, imposing a –2 penalty on the attack roll.
Acid inflicts damage each round until it is wiped or washed away, or counter-acted with another chemical.
These hollow glass sling bullets are filled with alchemist’s fire. When they strike a target, they immediately shatter and the alchemist’s fire ignites, dealing 1d4 points of fire damage in addition to the normal damage from the sling bullet.
To hold sufficient alchemist’s fire, these bullets must be larger than normal, imposing a –2 penalty on the attack roll.
This large, green taper candle burns quickly, lasting only an hour despite its size. While burning, the focusing candle fills the air with a fresh, crisp odor. The candle is a great boon to those engaged in strenuous mental activity, sharpening most cognitive processes.
Characters within 20 feet of a burning candle of focus gain a +5 circumstance bonus on the following skill checks: Alchemy, Appraise, Decipher Script, Forgery, Scry, and Search.
When making a skill check that takes more than one action to complete (such as attempting to identify a potion with Alchemy or using the Scry skill with the scrying spell), characters only gain the bonus from a focusing candle if they spend the entire duration of the skill check within range of the burning candle.
A nightglow candle is made from the fat of creatures with natural abilities to create darkness (such as the darkmantle). It creates a strange, bluish black glow in a sixty-foot radius.
This has no effect on normal or low-light vision, but creatures with darkvision can see clearly anything in this radius they have line of sight to, even if it is beyond their normal darkvision range. (Thus a person looking at a nightglow candle from 100 feet away can see things in its radius, even though his own darkvision goes only 60 feet.)
A nightglow candle burns for only 10 minutes.
This thick blue candle burns slowly, filling the air with a sweet, relaxing scent for 8 hours. These candles, although slow to function, have tremendous restorative abilities.
Characters that spend a night of rest sleeping within 20 feet of a lit candle heal at twice the rate they normally would.
After a day of light activity, characters who rest under the influence of the candle heal double their level in hit points and 2 points of ability damage. After a day of complete rest, characters who sleep under the influence of the candle heal three times their level in hit points and 2 points of ability damage.
The benefits of a restful candle stack with those provided by some- one providing long-term care with the Heal skill.
A dose of this alchemical compound sprinkled on your trail temporarily confuses the scent ability of any creature. Any creature using scent to track you must succeed on a DC 15 Survival check or lose your trail.
If the trail is lost, the creature can attempt to relocate it using the normal rules for the Track feat, but the check DC increases by 2. The odor of catstink remains in effect for 10 minutes after the substance is used.
Sprinkling catstink on one’s trail is a standard action that provokes attacks of opportunity.
These amazing torches are made of the purest wood that is in turn treated with special alchemical mixtures. When the torches burn, they don't smell of smoke and when they're extinguished, there's no residual scent. Other than that, they are considered normal torches.
These small black pellets smell strongly of tar. Dropping a clearwater tablet into a gallon of water cleans the water of disease, poison, and other befouling toxins. Water so treated has a vaguely tarry smell and leaves a slimy black deposit on a surface it touches but is safe to drink.
Alchemical liquids (such as potions, oils, and poisons) are immune to the effect of clearwater tablets. Liquids based on oil or alcohol are also not affected.
This plain gray powder is unassuming; it can’t be seen with normal vision from more than 10 feet away. When viewed with darkvision, however, it glows brightly.
Creatures that have darkvision commonly use this powder to write messages that other creatures cannot read. Each vial contains enough powder for a reasonably lengthy sentence.
This bright blue gelatinous ovoid, when swallowed, allows a humanoid creature to walk for 10 hours in a day (instead of the normal 8 hours) before making a Constitution check to resist damage and fatigue.
Walking longer than that entails making a forced march as normal. Consuming a second daystrider capsule before 24 hours have passed has no further effect.
This vile liquid has a muddy brown hue and smells of rotten plant life. You can throw a flask of defoliator as a grenadelike weapon.
On a direct hit, it deals 2d4 points of damage to plant creatures and kills normal plants of Medium-size or smaller. The splash damage from defoliator deals 1 point of damage to plant creatures and kills normal plants that are smaller than Medium-size.
The damage is not limited to living plants: wooden objects such as doors and wooden weapons also take damage from defoliator, though their hardness applies.
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 30) reveals traces of the writing.
This powder is thrown or blown into an enemy’s face. The range of the powder is only 5 feet. Launching it into the target’s face is a standard action on the part of the thrower; the target cannot avoid it unless he has stated that he is holding his breath.
He must make a Will saving throw (DC 20) or forget all that has occurred within the last 1d4+1 hours. This knowledge will gradually begin to return to him over the course of several weeks, so that by the end of a month he will recall everything he had forgotten once more.
Imbibing this chalky-tasting green liquid instantly acclimates a creature to its surroundings.
For the next 12 hours, the drinker gains a +4 alchemical bonus on all ability checks, skill checks, and saving throws made to resist natural environmental extremes, such as hot or cold weather
When applied to the eyes, this clear oil sharpens the user’s vision for a short time, providing a +2 alchemical bonus on Perception (Vision) checks for 1 minute.
One dose of fareye oil is enough to affect the eyes of a creature of any size, but the creature must have eyes to gain any benefit from the oil. Applying fareye oil is a standard action that provokes attacks of opportunity
This thin, light blue oil burns with a blue flame and illuminates a wide area.
When used in a lantern, farflame oil sheds light in a 40-foot radius. In a bullseye lantern, it illuminates a cone 80 feet long and 25 feet wide.
A pint of farflame oil fuels a lantern for 3 hours. A pint of farflame oil covers a 5 foot square area if poured on the ground. If lit, farflame oil burns for 1 round and deals 1d6 points of damage to each creature in the area.
Firegut ale is a fortified ale, created from ale aged in a cask with hot peppers for more than a year, and also including some of the same ingredients as alchemist’s fire.
A pint of firegut ale can be used for all the same purposed as oil. It can also be drunk, which gives the imbiber a +4 alchemical bonus to all Fortitude saves made to resist damage from a cold environment for 6 hours.
However, imbibing a pint of the ale also requires a DC 11 Fortidute save, with failure dealing 1d2 Dexterity damage and 1d2 Wisdom damage.
Flame-powder is something of a poor-man’s demon fire. It is alchemically treated sulphur, which will burst into flame as soon as it is struck hard or crushed. It can be hurled to the ground with some force but only immediately adjacent to the sorcerer throwing it.
In this case it affects a 5-foot by 5-foot area within 5 feet of the sorcerer, bursting into small flames that last for one round and deal 1d4 fire damage to any creature within its square, as well as potentially starting fires.
Alternatively, it can be simply poured out over a surface, so that the next creature weighing at least 200 pounds who steps on it while running (or who weighs 400 pounds or more but steps on it while walking) immediately triggers the effect. Used in this latter way, the flame-powder will lose its potency after one hour if no one steps on it.
This thin blue liquid temporarily loosens the imbiber’s muscles and joints, allowing her to run faster and jump farther.
When running, a character under the effect of fleetfoot moves at five times her speed and get a +4 bonus on Jump checks for any jumps made after a running start. The effect lasts for 10 rounds + 1 round per point of Constitution modifier.
The effects of fleetfoot stack with the Run feat, allowing a character to run at six times her speed and get a +8 bonus on Jump checks for any jumps made while running.
A fog bomb includes a bit of alchemist’s fire, the materials from a smokestick, and moist, oiled, powdered tinder that has been treated to burn quickly and produce a great deal of smoke.
When broken open, the fog bomb immediately fills the twenty-foot radius area surrounding it with thick, black vapor through which no vision is possible.
Visibility through the vapor increases by five feet per round (0 feet of visibility the first round, five feet of visibility the second round, and so on), until a creature can see through the whole area without obstruction eight rounds later, at which point the fog has completely dissipated.
If thrown, a fog bomb has a range increment of 10 feet.
This normal-looking sheet of paper is infused with an alchemical substance that makes the sheet nearly transparent for 1 hour when exposed to heat.
The now-clear sheet can be overlaid on a document to be copied, granting a +4 alchemical bonus on Forgery checks made while using it.
Once the alchemical substance within it loses potency, the page becomes indistinguishable from a normal piece of paper (and can’t be activated again by any means).
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.
One flask of ghostoil contains enough liquid to coat one weapon of Large size or smaller. Applying ghostoil to a weapon of any size is a full-round action.
This thick white liquid evaporates almost instantly upon contact with air, creating a thin, nearly invisible smoke. The smoke is nearly odorless, and is has no effect on most creatures. Undead, however, are repulsed by the smoke and can only pass through it with an effort of will.
When opened (usually by throwing it on the ground), a flask of graveane fills a 5 foot square area with smoke. Undead cannot enter an area filled with gravebane smoke unless they succeed on a Will save (DC 10).
Undead can attack into a gravebane-filled area normally as long as they don’t enter the area to do so. Gravebane ordinarily lasts for 1 minute, although strong winds may decrease this duration.
This nectar-like liquid heals wounds almost instantaneously, and if drunk regularly prolongs life too. It is found only in the lost city of Xuthal, deep in the Southern Desert. It is possible that the golden wine is derived from the golden lotus, but this is no more than speculation – the secret of its manufacture is known only to the half-dreaming citizens of Xuthal.
A single dose of this wine is sufficient to instantly heal 2d8 + (2 x character level) hit points on any wounded character. It also instantly restores up to (1d6 + character level) ability score loss in each damaged ability, if any.
A small jar containing 8 doses of a thick white paste that dries 6 seconds after it is exposed to air. Each dose can cover one square foot and requires a DC 15 strength check to separate bonded items. If the jar is ever left open longer than what is needed to apply, it 1d6 doses will harden and become useless.
When poured from a flask, this viscous gray liquid forms into a long cord usable as a temporary rope. Upon being exposed to air, the liquid rapidly increases in both volume and viscosity, swelling to the diameter of a typical hemp rope, then quickly drying.
A flask of instant rope forms a 30-foot long cord; it takes 2 rounds for it to solidify and dry enough to be used. The instant rope can be moved during this period without damaging it, but it cannot support more than 10 pounds of weight without breaking.
Once completely dry, instant rope can support as much weight as normal hemp rope. After an hour, instant rope becomes too brittle to support any weight and quickly crumbles into dust.
An alchemical version of a homemade dwarven remedy, this soup is actually able to protect from disease. Anyone eating it gains a +4 alchemical bonus to saving throws to avoid becoming diseased.
It does not aid in saving throws against the ongoing effects of a disease once it is contracted. This effect lasts for 24 hours.
Eating the soup takes 1 minute if it’s hot, and 1 minute plus a successful DC 10 Fortitude save (to choke down the congealed blobs of spiced grease) if it’s cold. Iron soup is often stored in a brazier mug (presented elsewhere in this product).
Itching dust it a concoction of mildly poisonous herbs, dried and ground into powder then mixed with a few minerals and a bit of tar. This alchemical combination is normally stored in bags of waxed paper that burst apart when thrown (with a range increment of 10 feet). This creates a 5-foot diameter cloud of itching powder.
Any creature with working, animal based biology (excluding constructs, elementals, plants, oozes, and undead) that enters the cloud must make a DC 15 Fortitude save. On a failed save, the target suffers terribly itching for 1d6 minutes.
During this time the target takes a –2 penalty to all attack, damage, skill and ability checks, and –4 to all concentration checks. The cloud lasts for 1d4 +1 rounds.
This dry white powder sharpens a creature’s hearing when applied to the ear. The powder is effective for only a short time, so it is more often used by those trying to avoid guards or sentries than by those tasked with guarding an area for a longer time.
Keenear powder provides a +2 alchemical bonus on Perception (Listen) checks for 1 minute. One dose of keenear powder is enough to affect the hearing of a creature of any size, but the creature must have ears to gain any benefit from the powder. Applying keenear powder is a standard action that provokes attacks of opportunity.
This small glass orb is filled with a deadly combination of substances that ignite into heat and flame on contact with air. It can either be hurled directly at a character, or on to the ground. In either case it has a range increment of 10 feet.
If thrown at a character, a ranged touch attack roll is made against his Dodge Defence. Against a character, it inflicts 5d6 fire damage and stuns him for one round. A stunned character can take no actions, can neither dodge nor parry and opponents receive a +2 bonus to their attack rolls to hit him. He may make a Fortitude saving throw (DC 20) to avoid the stun effect, but not the damage.
If thrown at the ground, the Kothic demon-fire affects a 10- foot by 10-foot area. Any character within the area affected must make a Reflex saving throw (DC 20) or be dealt 2d8 fire damage.
Shining with the light of a torch, a pellet of liquid sunlight is a half inch diameter sphere of glass that contains a gold colored liquid. The pellet can be thrown as a ranged attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling bullet.
When it strikes a firm surface, it bursts and sprays out the liquid within. The liquid continues to glow with the light of a torch for 1 round after exposure to the air.
Each creature with light sensitivity in a 5-foot feet area of the liquid must succeed a Fortitude Saving Throw (DC 15) or be blinded for 1D3 rounds and dazzled for 1 round after that. The pellet deals 1d6 points of damage to a vampire, vampire spawn, or any other creature similarly harmed by daylight.
This thick, brown-tinted smoke is a great boon to anyone who needs to go without air for more than a few rounds. After inhaling longbreath, a character can hold his breath for 3 rounds per point of Constitution, rather than 2 rounds per point.
Longbreath can be used after the character begins holding his breath, but it provides less of a benefit. If a character inhales longbreath after beginning to hold his breath, simply multiply the number of rounds that the character could continue holding his breath by 1.5.
Once a character begins making Constitution checks to continue holding his breath, longbreath provides no benefit.
Lotus smoke is a magical preparation derived from any lotus blossom: green, grey or black. (A sorcerer must cast the spell Entrance during the process)
When cast on the ground (treat as a thrown weapon with a range increment of 5 feet) it sheds light in a 15 feet radius. One round later, it turns into a glowing ball that affects all who look on it (treat as an Evil Eye range spell) as though targeted by an entrance spell cast by the sorcerer who created the lotus smoke.
The ball moves 10 feet in the same direction as it was initially thrown. One round later still, it turns into a cloud of smoke 15 feet by 15 feet by 15 feet in size, which moves in the same direction again, this time at 20 feet per round for 2d6 rounds.
In smoke form, it has exactly the same effect as the lotus blossom it was originally derived from.
Mercury Fulminate is made by mixing and heating mercury, nitric acid and ethyl alcohol. It forms crystals sensitive to heat, shock and impact that detonate with an impressive explosion.
If the crystals are thrown, an arrow tipped with it shot, or a creature holding it shocked or burned, they explode, dealing 2d6 damage fire to all within 5 feet. It is also one of the most useful initiating compounds, used to trigger larger explosions.
Mummy leaches are actually dead (though, despite the name, not undead), but have been alchemically preserved in such good condition they can still be used.
When applied to a wound as a standard action, a mummy leach has enough alchemical strength within it to suck any impurities out of the injury. This grants a +4 bonus to any Fortitude save required as the result of the wound (such as saves against disease and poison).
After working once, the leach bloats and becomes inert.
This substance is a murky, pungent liquid. When consumed, nature’s draught causes subtle changes in the user’s scent. Animals respond well to a character who has consumed nature’s draught, finding her less threatening and easier to trust.
Drinking a vial of nature’s draught provides a +4 alchemical bonus on Handle Animal and Wild Empathy checks made during the next 12 hours.
Nitroglycerin is made through a complicated, risky process involving mixing, chilling, measuring and storing two types of acid, salt, sodium bicarbonate, and glycerin. It forms a highly volatile liquid, exploding with little or no provocation and making a substantial explosion.
It can be put in an arrow and shot, in a grenade and thrown, or used as an initiating compound. Regardless, it deals 4d6 fire damage to all within 10 feet when detonated.
This magical potion puts the drinker to sleep, a total, deathlike sleep in which he does not age and needs a sorcerer to cast the spell Eternal Youth during the process.
With this potion, the drinker may sleep for up to 1,000 years, plus 1,000 years per point of Wisdom bonus (if any). However, he will find himself physically drained by this process, so that he is dealt 1 hit point damage for each 100 years of sleep. This can, if he sleeps for long enough, kill him.
As he drifts off to sleep, the drinker makes a Will saving throw (DC 20). If successful, he may mentally set himself a condition which will cause him to awaken. This may either be a specific span of years (though this method is somewhat inaccurate, and will only work to within +/- 10% accuracy) or a different condition such as ‘when anyone enters the chamber wherein I sleep’ or ‘when my sleeping body is touched.’ He will awaken when the conditions are fulfilled.
If he fails his Will saving throw, he will remain asleep indefinitely. There may be ways of wakening him, usually by magic, but these should be decided on a case-by-case basis by the Games Master.
This fine silvery dust sparkles when held in the light and is contained in a half-inch-diameter glass sphere.
A powdered silver pellet can be thrown as a ranged touch attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, the pellet bursts and sprays out the powder within.
Any creature with damage reduction that is overcome by silvered weapons takes 1d6 points of damage and is sickened for 1 round if hit by a powdered silver pellet (a DC 12 Fortitude save negates the sickened condition, but not the damage). Other creatures take no damage from a powdered silver pellet .
A disguise is a wonderful thing unless you have to remove it quickly. Quick clean is an alchemical mixture that removes hair dye and makeup if the wearer takes a full round action to clean off.
The mixture resembles water, colorless and odorless. It comes in an innocuous small jar. The disguise wearer puts some on a face cloth or handkerchief and rubs his face and hair vigorously. This allows the infiltrator to make a quick change.
Radium gems are a refined form of green fire-stones. A single radium gem provides illumination within a 10-foot radius, weighs a negligible amount, and can be switched on or off up to once per round as a free action. However, it still has a tendency to corrupt the carrier, exactly like green fire-stones do
Anyone who does not have Corruption 1+ will feel distinctly unnerved when in an area lit by one or more radium gems. If he lives in such an area for a week or more, he must make a Corruption save (DC 15) or gain 1 point of Corruption.
Characters who already have at least 1 point of Corruption are unaffected, and may even rather enjoy the glow.
Made of rusty iron, rust cubes are sometimes disguised as dice. A rust cube can be thrown as a ranged attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling stone. When it strikes a hard surface, the cube shatters into a fine powder of rusted iron.
An object or creature made of metal that is hit by the rust cube immediately takes 1d6 points of damage (ignoring hardness), plus an additional 1d6 points of damage each round for the next 2 rounds. A creature can wipe the dust off with a move action.
Salves are herbs and other natural i n g r e d i e n t s with healing properties that have been brought to peak potency within alchemical infusions, forming a topically applied paste. All salves have a shelf life of three months after that they lose efficacy. In additional to all normal methods for identifying alchemical items, salves can be identified with a DC 10 Heal check.
Shadow paste is a dark, smoky material that can be applied to the skin, clothes, or armor of a subject (a process which takes one minute).
For one hour, the shadow paste grants a +4 alchemical bonus to Stealth checks for 1 hour and allows the wearer to make Stealth checks even in normal or bright light (though not when he is already observed).
These simple items are normal torches treated with a variety of alchemical substances to color the flames. Signal torches each burn with a differently colored flame. They are available in a variety of colors, the most common being green, blue, and yellow.
Slickback is a slippy grease designed to be spread over the skin of a wrestler. The grease lasts for 2d4 hours during which time, if the wrestler is wearing sparse clothing (no armor and nothing more covering than a loincloth and boots), he gains a +6 alchemical bonus to all Escape Artist and Grapple checks.
When a packet of smoke powder is thrown into a burning brazier or candle, it creates a billowing cloud of thick smoke. The smoke emanates out from the brazier with a range of 30 feet, filling the area with thick, black, greasy vapours.
A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for two consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.
This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube and obscures all sight, including darkvision, beyond 5 feet.
A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target), A moderate or stronger wind dissipates the smoke in 1 round).
The stick is consumed after 1D3 rounds, and the smoke dissipates naturally.
Softfoot is a fine gray powder that muffles sound when applied to the bottom of a foot or boot. It provides a +2 alchemical bonus on Stealth checks for 1 hour.
One dose of softfoot is enough to affect one Medium creature that has one pair of feet; each additional pair of feet (or similar appendages) requires another dose. Applying softfoot is a standard action that provokes attacks of opportunity.
If softfoot is applied over a boot or other foot covering, its benefit is lost if the foot covering is removed. Likewise, if it is applied to a creature’s skin or hide, its benefit is lost if the creature later dons footwear.
These alchemical devices actually resemble fist-sized lumps of hard, gray clay. You can throw a sparkstone as a grenadelike weapon. When a sparkstone hits a target, it releases a short, violent arc of electricity. A direct hit by a sparkstone deals 1d6 points of electricity damage. If there is another crea- ture within 5 feet of the target, the electricity arcs to that creature, dealing half of the initial damage. The sparkstone only creates one secondary arc, so if more than one creature is within 5 feet of the target, roll randomly to see which creature is affected. If no creatures are within 5 feet of the target, the sparkstone causes no secondary effect.
A spiderbane pot contains a candle made from tallow and infused with plant extracts that produce scents vermin find distasteful. It takes a standard action to light a spiderbane pot, which then affects a surrounding area twenty feet in radius.
Vermin of 2 HD or less do not enter this area unless physically forced to, and are shaken while inside the radius if forced in. Vermin with more than 2 HD must make a DC 15 Fort save to enter the area, though they suffer no ill affects once they do so.
A typical spiderbane pot burns for 6 hours.
This special form of acid affects only stone. You can throw stonebreaker acid as a grenadelike weapon. Acid ordinarily deals half damage to objects. A direct hit on a stone surface ignores hardness and deals 3d10 points of damage.
On the round after a direct hit, stonebreaker acid deals a further 2d10 points of damage.
This dust causes temporary blindness when flung into the eyes. The target gets a Reflex saving throw (DC set by your magic attack roll) to avoid it completely. If he fails, he is blinded for 2d6 rounds.
A blinded character cannot see; neither dodging nor parrying are allowed; he moves at half speed; he suffers a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks; all checks and activities that rely on vision (such as reading and Spot checks) automatically fail; all opponents are considered to have total concealment (50% miss chance) to him.
In addition to using various devastating necromantic spells, the Stygians also unleash a number of particularly vicious alchemical preparations on their enemies. Wind venom is one such preparation.
In its unused form it looks like a fine, yellow powder. It weighs next to nothing. However, when exposed to flame it causes the flames to turn sooty and sickly green. The flames give off an incredible amount of smoke, so much so that everyone within a 20-foot radius of the fire is blinded for 1d4 rounds.
This blindness is entirely incidental to the wind venom’s true purpose. Everyone within 100 feet of the fire must make a Fortitude save (DC 15). If they fail they suffer a –2 penalty to any saving throw required to resist a Hypnotism or Necromancy spell cast on them in the next 24 hours. Furthermore, they suffer a –1 penalty to any saving throws required to resist Terror or Corruption.
Targets suffering the effects of wind venom can hear quiet voices muttering just on the edge of their hearing. These delusions last until the venom finally flushes from the victims’ systems.
This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
This thick white paste, when applied to hands and feet, strengthens and steadies the user’s grip, making it easier for the character to climb.
Suregrip provides a +2 alchemical bonus on Climb checks for 1 minute. One dose of suregrip is enough to cover the hands and feet of one Medium creature.
Applying suregrip is a standard action that provokes attacks of opportunity
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
The current peak of achievement comes in the form of the toxic tooth. Made to look identical to its wearer’s actual teeth (including the addition of plaque, random filth, and gaping cavities if necessary), a toxic tooth can hold a single dose of a contact or inhaled poison.
To activate a toxic tooth, the wearer must bite down hard enough to crack it, then spit or exhale the poison at an adjacent creature. Doing so requires a standard action to make a ranged touch attack, but does not provoke attacks of opportunity. If the attack hits, the target is exposed to the poison and must save normally.
Activating a toxic tooth also exposes its wearer to the poison .
This tough, 4-inch-long bar of vegetable matter provides the equivalent of one day’s worth of food. A creature that has consumed a bar (which takes about 10 minutes) receives all the nutritional and stomach-filling value of a full day’s food—if none of the flavor.
However, consuming a second trail bar before 24 hours have passed sickens the creature for 1 hour. Rangers and bounty hunters carry trail bars only if going into the wilds for long periods of time, and even then only reluctantly.
When applied to a cloth and held over the nose and mouth (or other breathing orifices), this liquid forces the target to make a fortitude save (DC13 + 2/Rnd) or sleep for 1D4 hours. The attacker must successfully grapple the target in order to use the vapors on her.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
A vial of the liquid can also be used as a grenadelike weapon which affect every creature within 10 feet. It does not cause the victims to fall asleep, but they must make a fortitude saving throw (DC13) or suffer a -2 penalty on all actions due to drowsiness and disorientation for 1D4 rounds.
This tightly sealed flask contains a pale green smoke. When released into the air, the smoke fills a 5-foot-square area. Most creatures are unaffected by the smoke, although humanoids generally find the smell unpleasant. Vermin, however, find the smoke almost intolerable.
To pass through an area filled with verminbane, vermin must succeed on a Fortitude save (DC 15). Verminbane lasts for 1 minute, although strong winds may decrease this duration.
This thick blue gel is a powerful anticoagulant. A wound caused by a weapon coated with vicious bleeder continues to bleed for 2D6 rounds, dealing 1 additional point of damage on each of those rounds. Applying vicious bleeder to a weapon (of any size) is a full-round action that provokes an attack of opportunity.
Once applied to a weapon, vicious bleeder lasts for 1 minute before it evaporates. One flask of vicious bleeder contains enough to coat one weapon of size Large or smaller. Vicious bleeder does not affect constructs, elementals, oozes, outsiders, or undead.