The following items may be found in most towns with an alchemist's shop.
Type Range Damage AP RoF Blast Weight Cost Crafting Modifier Notes
Acid flask 3/6/12 2d4 — 1 SBT 1 lb. 10 gp — Notes: Thrown like a grenade. Those within the template take 2d4 damage when hit and 2d4-2 damage at the start of their next turn unless the acid is washed off somehow.
Adhesive strip — — — — — 1/2 lb. 5 gp — Notes: This three-foot-long strip of extremely thin hide can be cut into different lengths. When moistened and applied across surfaces or between objects, it creates a bond requiring a Strength check to pull apart. Once applied, an adhesive strip takes one minute to set.
Alchemist’s fire 3/6/12 2d4 — 1 SBT 1 lb. 20 gp — Notes: A sticky, flammable liquid that ignites on impact. Heavy Weapon. Those within the template take 2d4 damage when hit and 2d4–2 damage at the start of their next turn unless dowsed with water. Target might catch Fire.
Alchemist's kindness — — — — — — 10 gp — Notes: Favored by young rakes and others of means, this is a crystalline powder resembling salt. It makes a fizzing cocktail when mixed with water that eliminates the effects of a hangover within 10 minutes of consumption.
Alkali flask 3/6/12 2d4 — 1 SBT 1 lb. 15 gp — Notes: This flask of caustic liquid acts like acid against oozes and other acid-based creatures, but has no harmful effects on others.
Anitplague — — — — — — 50 gp -4 Notes: Grants a +2 bonus to resist diseases for one hour.
Antitoxin, vial — — — — — 1/2 lb. 50 gp — Notes: Grants a +4 bonus to resist poison for one hour.
Black powder — — — — — — 10 gp -2 Notes: This is the key explosive component within a firearm, but in larger amounts this material can be quite destructive on its own. A single dose is enough to power a shot from most firearms, while 10 doses are required to fire a cannon. Black powder is often stored and transported in kegs (which hold 100 doses). Exposure to fire, electricity, or a misfire explosion causes black powder to explode—a single keg that explodes in this manner deals 4d6 fire damage to anyone within a Medium Blast Template (Evasion negates). Storing in a powder horn protects the powder from explosion.
Bloodblock — — — — — — 25 gp -2 Notes: This gooey, pinkish substance helps treat wounds. Using a dose ends the effects of a Rending Attack and Bleeding Out.
Elemental breath — — — — — 1/2 lb. 80 gp — Notes: When opened, a rush of wind issues forth from within. When inhaled (as drinking a potion) by an air-breathing creature, that creature does not need to breath air for 10 rounds.
Everburning torch — — — — — 1 lb. 110 gp — Notes: A “torch” permanently enchanted with light. It does not burn and emits no heat.
Fire ink — — — — — — 1 gp — Notes: This rich yellow ink reacts with a creature’s body heat to create a flickering, flamelike glow. It takes 10 minutes to apply fire ink (one dose covers a hand-sized area). The ink glows as a candle (or torch with four doses) for 24 hours. A concentrated version of the ink costs 10 times as much and can be used to make permanently glowing tattoos.
Flash powder 3/6/12 — — 1 SBT — 50 gp — Notes: This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor. Creatures within a Small Blast Template are blinded (per the blind spell) until the end of their next turn.
Fleshgem (decorative) — — — — — — 1 gp — Notes: These crystals, dubbed fleshgems, seem to feed on the elemental energy that permeates an oread’s flesh, growing from tiny chips of stone into large, elaborate gemstones. Implanting fleshgems has become a unique method of body alteration among oreads, equivalent to tattoos and piercings.
Fleshgem (spikes) — 2d4 — — — 5 lbs. 50 gp — Notes: Fleshgem spikes grow into elaborate crystalline shards, preventing the oread from wearing armor, and even clothing requires special holes. Implanting takes 10 minutes, and the shard takes about a week to grow. Removing them takes one minute and a Healing check. The fleshgem spikes deal 2d4 damage to anyone attacking the oread with a natural weapon (they have Hardness 4).
Fortifying fertilizer — — — — — 1 lb. 120 gp -2 Notes: This alchemical fertilizer boosts the growth of plants. Once per day as a limited action, a Plant creature can absorb the fertilizer by rubbing it on its body in order to make a natural healing roll.
Holy water 3/6/12 2d4 — 1 SBT — 25 gp — Notes: Holy water can be thrown in a flask or splashed on an adjacent creature. Undead and certain Evil creatures (GM's call) within the template take 2d4 damage when hit and 2d4–2 damage at the start of their next turn.
Ifrit's blood — — — — — 1 lb. 25 gp -2 Notes: Applying a flask of ifrit’s blood to a weapon (an action) wreaths it in red flames for one minute. The weapon deals +1 (fire) damage. A Critical Failure on the attack deals 2d6 damage to the weapon.
Liquid ice 3/6/12 2d4 — 1 SBT 2 lbs. 40 gp — Notes: Also known as “alchemist’s ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, an adventure can use it to freeze a liquid or coat an object in a thin layer of ice. It can also be thrown as a weapon.
Nushadir — — — — — 1 lb. 10 gp — Notes: Stored in the form of small, salty pellets in a dry container, this reagent can be mixed with a flask of water and stored safely. Nushadir neutralizes acid; a vial of pellets or a flask of nushadir-water is enough to render a cubic foot of acid safe to touch in one minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster’s gullet.
Potion sponge — — — — — — 2 gp -2 Notes: This egg-sized sponge is covered in a layer of waterproof edible wax, designed to absorb one dose of a potion. A creature can chew the sponge to consume the liquid. A potion sponge can be used underwater. A potion can be poured from a vial into a sponge potion (or squeezed from a sponge into a vial) as an action.
Red-flame torch — — — — — 1 lb. 20 gp -2 Notes: This otherwise normal-looking torch sheds dim light in a Large Blast Template, and the light it casts is undetectable outside this radius by normal vision, Darkvision, or Low-Light Vision. This torch burns for one hour.
Smelling salts — — — — — 1 lb. 25 gp -2 Notes: These sharply scented gray crystals cause people to regain consciousness when inhaled. Smelling salts grant a sleeping person a Spirit roll to wake up from both magical and mundane sleep. A container has 12 uses if stoppered after each use, but depletes in a matter of hours if left open.
Smoke bomb 3/6/9 — — 1 SBT 1 lb. 100 gp -2 Notes: A polished ceramic sphere, when thrown fills a Small Blast Template with thick foul-smelling gray smoke. A creature struck by or passing through the cloud must make a Vigor check or be Distracted. This is a poison effect. The smoke dissipates after oen round.
Smoke pellet 3/6/9 — — 1 SBT — 25 gp — Notes: This small clay sphere contains two alchemical substances separated by a thin barrier. When the sphere is broken, the substances mingle and fill a Small Blast Template with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for one round before dispersing.
Smokestick 3/6/12 — — 1 MBT 1/10 lb. 20 gp — Notes: An alchemically treated stick that creates thick smoke (Dark Illumination) in a Medium Blast Template for one minute. Dissipates in strong wind in one round.
Stonechipper salve — — — — — 1 lb. 140 gp -4 Notes: This gritty, gray ointment weakens rocky materials. When applied to an object made of stone, it reduces the object’s Hardness by 2 for 10 minutes. As an action, a creature can apply the paste to affect one five-foot-square or a Size 0 or smaller creature. The paste only affects Hardness.
Sunrod — 1d6 — — — 1 lb. 2 gp — Notes: A gold-tipped iron rod that provides normal light in a 30-foot radius for six hours. It increases Illumination one level for another 30' beyond that. It emits no heat, and counts as sunlight.
Tanglefoot bag 1/2/4 — — 1 — 4 lbs. 50 gp — Notes: A Size 3 or smaller victim hit by this small sack of sticky materials is Distracted for five rounds and must make an Athletics roll or be stuck to the ground (Entangled) as well.
Thunderstone 3/6/12 — — 1 MBT 1 lb. 30 gp — Notes: An enchanted rock that explodes with a deafening boom when struck against a hard surface. Anyone in the template must make a Vigor roll or be Shaken as well as deafened for one hour.
Tindertwig — — — — — 1/10 lb. 1 gp — Notes: A thin stick that alights with flame when struck against a hard surface. It allows torches and other flammable substances to be lit in a single action.
Weapon blanch, adamantine — — — — — 1/2 lb. 100 gp -2 Notes: When this powder is poured on a weapon and placed over a hot flame it melts and forms a temporary coating. On the next successful hit with the blanched weapon, it triggers Environmental Weaknesses (adamantine). Each dose coats one weapon or up to 10 pieces of ammunition. Only one type of weapon blanch can be on a weapon at one time.
Weapon blanch, cold iron — — — — — 1/2 lb. 20 gp -2 Notes: As weapon blanch (adamantine), above.
Weapon blanch, silver — — — — — 1/2 lb. 5 gp -2 Notes: As weapon blanch (adamantine), above.