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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. reat such an attack as aranged touch attack with a range increment of !" feet.
A direct hit against a creature with the earth subtype deals !d# points of damage. $very
creature with the earth subtype that is within % feet of the point where the flask hits also takes
! point of damage from the splash. &n the round following a direct hit, the target takes an
additional !d# points of damage.
If poured directly on inert rock or stone, mineral acid ignores hardness and deals d# points of
damage (!d# points per round for rounds).
Alchemist's mineral acid can be created with a DC ** Craft (alchemy) check.
Alchemical Silence
+hen applied to boots and armor, this noisedampening oil provides a -* alchemical bonus
on ove /ilently checks. 0ou can throw a flask of alchemical silence as a splash weapon (see
hrow /plash +eapon. reat this attack as a ranged touch attack with a range increment of !"
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 *"1 chance of spell failure when casting any spell with a verbal component
for * rounds. he creature, however, does gain the benefits of the alchemical silence asdetailed above. (Dragon 234)
Alchemical Sleep Gas
his li5uid evaporates 5uickly when e6posed to air, creating a temporary, mildly to6ic cloud
that puts living creatures to sleep. 0ou can throw a flask of sleep gas as a grenadelike
weapon. It has a range increment of !" feet.
&n a direct hit (splashes have no effect because the gas dissipates instantly), a living target
must succeed on a 7ortitude save (DC !%) or fall asleep for ! round. After ! round, the targetmust make another 7ortitude save (DC !%) or sleep !d3 additional minutes. he sleep gas
affects creatures that are immune to magical sleep effects but not creatures that are immune to
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poison. /pells and effects that cancel or counter poisons (such as neutralize poison) are
effective against the gas.
he gas affects only one creature of /mall or larger si8e. he gas affects all creatures of iny
or smaller si8e in the %foot s5uare where it strikes.
Note9 A sleeping creature is helpless. /lapping or wounding awakens the creature, but normal
noise does not. Awakening the creature is a standard action.
he Alchemy DC to make alchemical sleep gas is *%.
Blackwater
A single flask of blackwater rapidly taints a !"footby!"foot cube of water. Any a5uatic
creature that breathes affected water must make a successful Constitution check or begin to
drown. (/ee the Drowning rule in the Dungeon aster's :uide.) he DC for the check is !"
on the first round, but it increases by -! each succeeding round. Airbreathing creatures areunaffected by blackwater, unless they are breathing water via a spell or some other artifice.
he taint of blackwater lasts for up to *3 hours in still water but is swept away in !d# rounds
in a moving stream or surging tide.
;lackwater can be created with a DC *% 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 days or a suit of armor for ! day. Applying darkoil to any item re5uires
! minute.
Darkoil can be created with a DC *" Craft (alchemy) check.
DarkvisionInvisi!le "aint
his special alchemical substance is designed to match the shading and color contrasts of the
surface to which it is applied. his property renders the paint invisible to creatures that
depend on darkvision, but it can easily be seen with normal or lowlight vision. eat (such as a candle flame) applied to the writing
surface makes the ink appear again. A /pot or /earch check (DC *?) reveals traces of the
writing.
he Alchemy DC to make disappearing ink is !%.
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$lashpellet
0ou can throw this small alchemical bead as a grenadelike weapon. +hen it strikes a hard
surface or is struck sharply, it ignites with a bright flash. Creatures within a !"foot radius
must succeed at
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Bararoot is a black, woody tuber with a licoricelike flavor. /havings steeped in hot water
make a strong tea that renders a woman infertile for !d3-* days. Chewed raw, the root tastes
unpleasant, but the effects are more potent, lasting *d3-3 days. +omen who do not wish to
become pregnant use nararoot. sing either the >eal skill or Profession (herbalist), the effects
can be detected with a DC !% check and countered with a DC *" check.
"hantom Ink
his substance is similar to disappearing ink (described in the 7
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other relevant conditions), so nderdark deni8ens often smear it on areas they wish to protect
from surface intruders who re5uire light to see. &nce it has shrieked, the paste becomes inert.
/hriek paste can be created with a DC *" Craft (alchemy) check.
Smokepowder
his magic alchemical substance is similar to gunpowder. he substance burns rapidly, but is
not e6plosive (though it can be used to construct grenades and bombs). ;urning smokepowder
illuminates a "foot radius. he fire lasts ! 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 9 ?th Prere5uisites9 Craft +ondrous Item, ?- ranks of Alchemy.
Snake!ite
/nakebite has the taste of bitter apples and an aroma of nutmeg and ginger. +hen consumed,snakebite acts as a modified version of delay poison and has a duration of ! hour. In addition,
any yuanti (or other snake or snakelike creature) who bites a person with active snakebite in
her veins is affected by a poison (Ingested 7ortitude DC *" initial !d# Con, secondary *d#
Con).
Dragon 2%%
Sure#rip
his gluey substance improves your grip, granting a -* circumstance bonus on any check that
deals with holding onto something, including Climb checks and grappling. +hen applied to a
rope, it confers a -* circumstance bonus on se
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Darkoil (vial) *% gp
Darkvisioninvisible paint (=ar) *" gp !E* lb.
Disappearing ink % gp
7lashpellet %" gp
:lowpowder 3" gp
>ealing salve %" gp
%er!s
Cassil (! dose) ! gp
Bararoot (! dose) * sp
"hantom ink
7irelight !" gp
agical light !" gp
oonlight !" gp
/tarlight !" gp
Powderhorn (full) %% gp lb.Powderkeg (full) 3"" gp *" lb.
/centbreaker % gp
/hriek paste (flask) %" gp ! lb.
/moke Powder *% gp ! lb.
/nakebite #"" gp ! vial.
/uregripF *" gp
+itchweed stick 3" gp
Extraordinary Natural items o) $aer*n
he magic of the +eave suffuses the natural world as well, creating ob=ects with
e6traordinary characteristics that border on the magical. /ages theori8e that these substances
act as collectors of the magical energies of the land, while others hold less fanciful opinions.
hese items occur naturally, without any alchemical or magical process needed to harness
their abilities. A Gnowledge (nature) check (DC *") can identify any of these items and its
effect. A +ilderness ore check (DC *", ", or higher) can allow a character to find such a
substance or item in the appropriate location, assuming the conditions are appropriate.
nless otherwise noted, the special abilities inherent in these substances and items are
e6traordinary abilities, and they remain in effect even in areas where magic does not function.
Item ost (ei#ht
Darkberry % gp
7airy dust (! ounce) !"" gp
7elsul flower oil (! ounce) !"" gp
7og rock % gp
ule pollen %" gp
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+eirwood %" gpElb. as item
Dark!erry
hese small, purple berries grow deep in hidden clumps in the many forests surrounding the
/ea of 7allen /tars. &nly 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.
+hen a ripe darkberry is broken or crushed, it creates a %footdiameter circle of blackness
for * rounds.
$airy Dust
7ey 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. 7airy 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 -! to the saving throw
DC.
$elsul $lower +il
he felsul tree seems to favor cold and poor soil, and in many rocky places felsuls provide the
only tree cover to be seen. 7elsuls grow on crags, cliff edges, and clefts where few other trees
can find purchase. hey are gnarled, twisted trees whose wood crumbles to the touch and is of
a dusty cinnamon brown to deep brown hue. +hen 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 -!
competence bonus on any Charismabased checks made to persuade another (such as ;luff,
Diplomacy, or Intimidate) for !" minutes. A single ounce of the oil provides !" uses, and atypical tree provides !d3! (minimum ") ounces of perfume per year.
$o# ,ock
hese rocks wash up periodically on the shores of the Belanther Isles and westernmost shores
of the oonshae Isles. +hen dropped into fresh water, they produce mist that fills a !"foot
cube (providing onehalf concealment to anyone within), which dissipates normally. /alt
water has no special effect on them, but they lose their ability if not kept damp with brine.
Mule "ollen
A bright yellow flower, of the daisy variety, blooms in early spring upon the >igh oor and
in the grassy foothills of some mountain ranges. +hen inhaled, the pollen grants a -* bonus
to the character's /trength but inflicts a * penalty to his Intelligence and +isdom. he effects
last for !d36!" minutes.
ule pollen is mildly addictive. $ach time a character inhales mule pollen, he must make a
7ortitude save (DC !*). If he fails, he is effectively fatigued whenever he is not under the
influence of mule pollen. his addiction can be removed with neutralize poison.
,ed %elmthorn Berry
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ost berries of the helmthorn tree are tart in flavor and indigo in color.
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has a range increment of !" feet and is used as a thrown splash weapon. A direct hit deals *d#
points of nonlethal cold damage, while all creatures within % feet take !d# points of nonlethal
cold damage from the splash. ;rown mold oil may be created with a successful DC *% Craft
(alchemy) check.
Cost9 4% gp +eight9 ! lb.
+il o) Nausea
&dorous resins and shines are used to create oil of nausea. 7lasks and podskins of the oil have
a range increment of !" feet and are used as thrown splash weapon. hose directly struck by
oil of nausea must make a successful DC !% 7ortitude saving throw or be nauseated for !d3
rounds, while those within the %footsplash radius must make a DC in 7ortitude save or be
nauseated for ! round. &il of nausea may be created with a successful DC !% Craft (alchemy)
check.
Cost9 #" gp9 +eight9 t lb.
"oison$riend "od
hese fungal spore pods are chemically altered so that their otherwise harmless clouds cause
creatures to be more susceptible to poison. A poisonfriend pod is a thrown weapon with a
range increment of !" feet. pon striking a creature or s5uare, these fungi erupt in a !"foot
cloud of spores that disperses in ! round. Anyone caught in the cloud must make a successful
DC !% 7ortitude save or take a 3 penalty on all saving throws against poison made in the ne6t
!" minutes. Poisonfriend pods may be created with a successful DC *% Craft (alchemy)
check.
Cost9 %" gp +eight9 .
Shadow %a.e Dust
/hadow ha8e dust is a potent eye irritant that obscures its victims' vision with dark ha8es. &ne
bag or podskin has a range increment of in feet and fills a !"footradius cloud with the dust.
hose within the cloud must make a DC !% 7ortitude save or suffer a # penalty on all /pot
checks for ! hour or until a gallon of water is used to flush the characters eyes. /hadow ha8e
dust may be created with a successful DC *" Craft (alchemy) check.
Cost9 " gp +eight9 ! lb.
Shadow /eil
/hadow veil is a black dust created from finely powdered crystals that grow only in the
deepest reaches of the nderdark, +hen stored in bags or podskins, this dust can be thrown as
a splash weapon with a range increment of !" feet. pon striking a creature or s5uare, the
dust erupts in a tofootradius 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.
orches, 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 5uickly,
and e6tinguished fires can be relit on the round following its use. /hadow veil may be created
with a successful DC *% Craft (alchemy) check.
Cost9 3" gp9 +eight9 ! lb.
Evil Alchemical 0 1uasiMa#ical Items
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/ome 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.
Alchemical And 1uasima#ical Items
Item "rice Alchemy D7eather powder 4" gp *%
7estering bomb %" gp **
Garras stone knife *%" gp
Hiolated horn ,""" gp
+eeping stone !"" gp *%
$eather "owder
&riginally 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 orsplashed by the powder must succeed at a 7ortitude saving throw (DC !%) or take a !
circumstance penalty on attack and damage rolls, saving throws, skill checks, and ability
checks for ! minute due to irritation and itching. Creatures with feathers are particularly
susceptible, taking a * circumstance penalty on the 7ortitude save against feather powder and
suffering double the effect (* penalty) if they fail the save.
$esterin# Bom!
his small ceramic sphere is packed with alchemical e6plosives, rotting meat, and offal
infected with filth fever. +hen thrown as a grenadelike weapon, it spreads disease in its wake.
he e6plosion on impact is not enough to cause physical harm, but it does spray the rottencontents and infection in a *"foot burst. All within the burst must make saving throws as if
e6posed to filth fever (7ort DC !* see Disease). nlike normal e6posure to filth fever, the
victim need not be in=ured.
2arras Stone 2ni)e
A 5uasimagical 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. Garras stone
is made only into knives because it has only one special use otherwise, it is normal stone.
+hen a karras stone knife is used to sacrifice a living creature, the character using the knife
gains a -! profane bonus on the Gnowledge (religion) check for the sacrifice.
/iolated %orn
Also a 5uasimagical item, the violated horn is a unicorn's horn that has been removed from a
stillliving unicorn, leaving the creature crippled and in constant, terrible pain. 7or 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. he character performing the ritual
must succeed at a Gnowledge (arcana) check (DC *") to perform the ritual properly, and no
second tries are possible with that particular horn if the first check fails. &nce a violated horn
is powered, its possessor can break the horn at any time thereafter and be immediatelytransported to the site of the ritual as if a word of recall spell had been cast.
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(eepin# 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. /uch a character is considered shaken for !d# rounds.
Alchemical Items o) the Drow
he drow have created several innovative alchemical substances to help them negotiate the
tunnels and caverns of the nderdark. (7rom Drow of the Underdark
Drow Alchemical Items
Item ost (ei#ht
;ile droppings (flask) %" gp ! lb.
Darkvision powder (vial) !" gp
Dwarfblind stone %" gp ! lb./hedden (=ar) 4% gp !E* lb.
/pelunker's oil (flask) !% gp ! lb.
/toneburn acid (flask) !" gp ! lb.
Hilegrip (vial) %" gp
/ee item description for additional costs.
Bile Droppin#s
Distilled from the venomous e6creta of certain breeds of monstrous spiders, this substance is a
thick, viscous fluid. 0ou can throw a flask of bile droppings as a ranged touch attack with arange increment of !" feet. pon hitting a target, this sticky fluid deals !d# points of acid
damage in the first round and !d# points of acid damage in the second round. If the target
takes a fullround 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 % feet to make a successful DC ! 7ortitude save or be
sickened for ! round. Anyone actually struck by the vile stuff takes a 3 penalty on the save.
;ile droppings can be created with a DC !% 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 "owder
his plain gray powder clings to surfaces and cannot be seen with normal vision from more
than !" 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.
$ach vial contains enough powder for a message of up to *% words. ;y adding a mi6ture of
spider silk oil, an ink can be created with the same properties as the powder.
Darkvision powder can be created with a DC *" Craft (alchemy) check.
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Dwar)!lind Stone
hese small stones are treated with a substance that gives them a faint purple sheen. +hen
you throw a dwarfblind stone as a ranged touch attack with a range increment of *" feet, it
releases a burst of violet light upon striking a hard surface. his burst illuminates a !"foot
radius for an instant and interferes with darkvision. Creatures within the area of the burst mustmake a DC !%
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/ile#rip
his misty substance enhances the adhesive 5ualities of a web. A single vial contains enough
mist to fill a !"foot cube in a single round. All webs in this area become stickier and stronger,
increasing the DC to avoid or break free by * for ! hour. Hilegrip can also be used on the
webs created by a web spell.
Hilegrip can be created with a DC *% Craft (alchemy) check.
Alchemical Items )rom the $rost)ell
$rost)ell Alchemical Items
Alchemical Items ra)t D ost (ei#ht
Armor insulation (flask) *% %" gp * lb.
7ree8e powder (vial) *% !"" gp ! lb.
7rostbite salve (=ar) *" %" gp ! lb.Icechalk !% *" gp
elt powder (vial) *" *% gp ! lb.
Polar skin (flask) *% *% gp ! lb.
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Ice chalk comes in a variety of colors. hese wa6y 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 "owder
tili8ing some of the same principles as free8e powder, melt powder causes ice it is sprinkledupon to instantly melt. &ne vial of melt powder is enough to melt ! cubic foot of ice.
/prinkled on an icy surface of up to !" s5uare feet, a vial of melt powder makes a !inchdeep
pool of water that 5uickly refree8es. elt powder is bitter tasting, but only harmful to
creatures with the cold subtype if it is eaten. /uch creatures take *d# points of acid damage as
the powder desiccates and dissolves their tissues a successful DC !% 7ortitude save halves
the damage.
"olar Skin
his dull white cream provides limited protection against coldbased damage. Polar skin
becomes ineffective once it has absorbed % points of cold damage.
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the skeleton's reach takes ! point of piercing damage per >D of the skeleton (uge creature four flasks, a :argantuan creature eight flasks, and a
Colossal creature si6teen flasks.
Ghostoil
his clear oil has a slight tint of gray, and strange, wispy forms seem to swirl through it.
+hen applied to a weapon, ghostoil allows it to affect incorporeal creatures normally for thene6t * rounds.
Applying ghostoil to a weapon of any si8e is a fullround action that provokes attacks of
opportunity. &ne flask of ghostoil contains enough li5uid to coat one weapon of edium si8e
or smaller. A arge weapon re5uires two flasks, a >uge creature four flasks, a :argantuan
weapon eight flasks, and a Colossal weapon si6teen flasks.
%oly (ater Sprinkler
he oversi8ed, hollow head of this heavy mace is actually a reservoir that holds one pint of
li5uid (typically holy or unholy water). Any hit by the holy water sprinkler also affects thetarget as if it had been within the splash radius of a thrown flask of holy water (! point of
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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. reat
this as if the target had been hit directly by a flask of holy (or unholy) water, but subtract !
point of damage for each use already dispensed from the reservoir (for instance, a reservoironly %E@ full would deal *d3 points of damage). here is no splash effect from such a hit.
7illing the reservoir is a standard action that provokes attacks of opportunity.
5i6uid Ni#ht
his dark, sticky fluid provides a daylightsensitive 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 sub=ected to a spell or magical effect that would cause e6tra 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 li5uid night, ending the protection againsteither mundane or magical sunlight). i5uid night has a distinct musky odor of moonflower
(one of its ingredients).
/preading li5uid night over a creature's body re5uires a fullround action. A single flask of the
substance is sufficient for a single creature of edium si8e or smaller. A arge creature
re5uires two flasks, a >uge creature four flasks, a :argantuan creature eight flasks, and a
Colossal creature si6teen flasks.
Alchemical Items
Alchemical Items ost (ei#ht ra)t D;rittlebone " gp @ o8. DC *" (alchemy)
;ullet, priest's (glassblowing) *" gp !" o8. DC !%
$mbalming fire *" gp @ o8. DC *" (alchemy)
:hostoil %" gp ! lb. DC *% (alchemy)
>oly water sprinkler #* gp @ lb. as weapon -% (weaponsmithing)
i5uid night !%" gp @ o8. DC *% (alchemy)
"ositoxins
Posito6ins are special alchemical substances distilled from holy water and laced with positiveenergy. o a corporeal undead creature, a posito6in functions much like a poison, usually
dealing initial and secondary ability damage or drain when the target fails a 7ortitude save.
he ability damage or drain dealt by most posito6ins can't reduce an undead creature's ability
score below !
Despite their normal immunity to damage or drain to physical ability scores (/tr and De6),
undead are vulnerable to the ability damage or drain caused by posito6ins. hese 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 /tr or De6 by a posito6in is actually permanent ability drain, making such
substances feared indeed by such creatures.
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A corporeal undead character has a %1 chance of e6posing itself to a posito6in whenever it
applies the posito6in to a weapon or otherwise readies it for use. Additionally, a corporeal
undead character who rolls a natural ! on an attack roll with a posito6ined weapon must make
a DC !%
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ChaF !d3 Cha
i5uid
mortalityIn=ury DC *" !d3 /trF *d3 /trF
!,*%"
gpDC 3"
FAbility drain, not ability damage.
FF&r ingestion DC ? see te6t.
Bloodwine
his thick, crimson posito6in includes garlic in its creation, making it particularly harmful to
vampires and other undead with a vulnerability to garlic. /uch creatures take a * penalty on
their 7ortitude saves to resist damage. hough normally delivered by in=ury, it can also be
consumed by a living creature to deliver it to a vampire or similar blooddraining creature via
ingestion. A single dose, if consumed by a living creature, remains in the bloodstream for !*
hours. Any undead creature draining blood from a creature that has ingested bloodwine must
make a 7ortitude save as if it had been in=ured by a weapon bearing the posito6in, though the
save DC drops to ?.
Boneshard "aste
his posito6in includes bone fragments in its recipe, giving it a pale color.
elestial Essence
his viscous golden substance seems almost to shine with an inner radiance.
Gravedust
his graybrown powder derives its name from its resemblance to the grime common to
tombs and other longenclosed areas.
5ich!ane
his bonewhite unguent is e5ually dangerous to all spellcasting undead, as well as to those
that depend on mental ability scores for their special attacks. he initial damage is permanent
drain.
5i6uid Mortality
his potent oil is thought by most undead creatures to be mere myth. nlike other posito6ins,
it can reduce the target's ability score to ". Any undead creature whose /trength is reduced to
" by this posito6in is utterly destroyed.
Sunli#ht +il
A thin, slippery li5uid, sunlight oil lasts only *3 hours in conditions other than bright light.
Alchemical Items )rom the (astes
(asteland Alchemical Items
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Alchemical Items ra)t D ost (ei#ht
Armorbright (flask) %" gp *% ! lb.
Asherati sand sculpture varies varies
;lackeye (vial) ! gp !% !E* lb.
Deep draught !" gp !% !E* lb.
Ironthorn e6tract (flask) *% gp *" ! lb.
Geepcool salve (pot) %" gp *" !E* lb.
i5uid salt (flask) *"" gp ! lb.
&leum (flask) " gp ! lb.
/hapesand (=ug) !"" gp *% !* lb.
/lumber sand (flask) %" gp !* ! lb.
/unshade lotion (flask) *" gp *" ! lb.
he waste holds as many unusual materials as it does reasons to innovate. any of the
substances here can be made by a spellcaster with the Craft (alchemy) skill, as indicated
above.
Armor!ri#ht
his metallic paint is applied with a brush to the outside of a suit of armor (re5uiring ! minute
to apply), producing a shiny surface that reflects the light of the sun to reduce the effects of
hot weather on the wearer. 7or *3 hours after applying armorbright to a suit of armor, you
gain a -* bonus on 7ortitude 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 $lemental Plane of 7ire.
Asherati Sand Sculpture
Asheratis know the special sands, adherents, and natural dyes that are re5uired to create
stunning works of sculpture. he typical asherati sculpture is * to feet high and weighs !" to
*" pounds. ike any piece of art, value is in the eye of the beholder however, anyone with the
Appraise skill can determine the appro6imate price a particular sculpture would fetch in wider
markets. se able 49 Art &b=ects, page %% of the Dungeon aster's :uide, to determine the
price of an asherati sand sculpture found in a treasure hoard or in the marketplace.
Blackeye
his oily paint is smeared around your eyes and on your cheeks to reduce the effects of bright
sun, protecting you from sun glare for 3 hours.
Deep Drau#ht
his powder is a mi6ture of salt, dried herbs, and e6tracts of desert plants. Adding it to water
increases your body's retention of fluid and helps counteract the effects of dehydration. &ne
packet of deep draught is enough for ! gallon of solution, which grants a -% bonus on the
>eal check to treat dehydration.
Ironthorn Extract
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he ironthorn plant has e6tremely tough tissues to prevent water loss. his e6tract of the plant
is used to harden delicate items, make containers waterproof, and stiffen clothing to provide
some protection. &ne flask of ironthorn e6tract is enough to treat a typical outfit, increasing
the clothing's armor bonus to 3. Ironthorn e6tract does not improve materials that already
provide an armor bonus. +hen applied to cloth, leather, or similar material, ironthorn e6tract
improves its hardness by !, to a ma6imum of %. ;oth benefits last for one week or until theitem is thoroughly washed.
2eepcool Salve
his small clay pot contains several ounces of a pearly ointment, enough to cover one
edium creature. Applying the ointment to your skin increases your level of protection
against heat by one step (see page !3). he salve also grants a -! circumstance bonus on
7ortitude saves to resist damage from hot environments.
5i6uid Salt
his deadly supernatural substance an be used as a splash weapon. A direct hit deals *d#
points of dessication damage (*d@ points to plants or elementals with the water subtype).
$very creature within % feet of the point where the flask hits takes !d3 points of dessication
damage from the splash (!d# points to plants or elementals with the water subtype). li5uid salt
is always carried in a glass container.
+leum
A black li5uid, oleum has a foul, bitter odor. It occurs naturally around the world, but is
particularly common in the waste. hough it forms underground, oleum is generally found in
surface pools in areas of barren waste terrain.
0ou can use a flask of oleum as a splash weapon. se the rules for alchemist's fire, e6cept that
it takes a fullround action to prepare a flask with a fuse. &nce it is thrown, there is a %"1
chance of the flask igniting successfully. ;urning oleum is hard to put out, granting a 3
penalty on the
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means the oleumcoated creature drops the slippery weapon.
+hen worn, oleum is uncomfortable and unpleasant. 0ou take a * penalty on 7ortitude saves
against natural heat effects. 7urther, oleum makes you 5uite flammable granting a 3 penalty
on saves against supernaturally hot effects and any attack involving fire, including
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with % or more >it Dice have immunity to the effect. /lumber sand is more effective when a
flask of it is used as an optional material component for sleep, deep slumber , or symbol of
sleep. +hen so used, the total >it Dice of creatures affected increases by * (the symbol of
sleep affects creatures of up to !* >D), and the DC for the +ill saving throw increases by -!.
Sunshade 5otion
his translucent green lotion contains e6tracts of succulent plants, mi6ed with oils from the
skin of chameleons. It darkens slightly on e6posure to sunlight. &ne flask is sufficient to
protect a edium creature from nonlethal damage due to sunburn for 3 hours.
Alchemical Items o) the "lanes
he special substances described here are pri8ed by adventurers both planar and mundane.
ost of them can be made with the Craft (alchemy) skill, but re5uire ingredients not available
on the aterial Plane. &thers can't be made at all, but must be recovered from their nativeenvironment or purchased.
Anarchic (ater
Anarchic water damages lawful outsiders almost as if it were acid. A flask of anarchic water
can be thrown as a splash weapon. reat this attack as a ranged touch attack with a range
increment of !" 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. hus, a character can douse an incorporeal creature with anarchic
water only if he is ad=acent 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 *d3 points of damage to a lawful outsider. $ach
such creature within % feet of the point where the flask hits takes ! 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 JoppositeJ side of the :reat +heel to help moderate the effects
of the opposing alignment. +hen 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. &ne vial of grease protects a visitor for ! hour. he +isdom andIntelligence check penalties associated with strongly aligned planes are not affected.
Atramen +il
his substance is cold pressed from arramen fruit that grows on shoals of $lemental $arth that
have drifted too close to the Begative $nergy Plane. A flask of atramen oil can be thrown as a
splash weapon. reat this attack as a ranged touch attack with a range increment of !" feet. A
direct hit causes the target to take a 3 penalty on 7ortitude saves for ! minute. $very creature
within % feet of the point where the flask hits takes a ! penalty on 7ortitude saves for !
minute.
Axiomatic (ater
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A6iomatic water damages chaotic outsiders almost as if it were acid. A flask of a6iomatic
water can be thrown as a splash weapon. reat this attack as a ranged touch attack with a
range increment of !" 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
a6iomatic water out onto the target. hus, a character can douse an incorporeal creature with
a6iomatic water only if he is ad=acent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of a6iomatic water deals *d3 points of damage to a chaotic outsider.
$ach such creature within % feet of the point where the flask hits takes i point of damage from
the splash.
Bahamut's Breath
;ahamut'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. &ne ingredient for this
alchemical substance is a breath of air gathered from any of the four lowest levels of Celestia.
A flask of ;ahamut's breath can be thrown as a splash weapon. reat this attack as a rangedtouch attack with a range increment of !" feet. A direct hit by a flask deals *d3 points of
damage to an evil outsider. $ach such creature within % feet of the point where the flask hits
takes ! point of damage from the splash. A direct hit by the flask heals *d3 points of damage
to a good outsider. $ach such creature within % feet of the point where the flask hits is cured
of ! point of damage from the splash.
elestial loak
Planar hunters fre5uently visit the +ilderness of the ;eastlands 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.
+hen worn, a celestial cloak confers upon its wearer resistance to acid !, cold !, and
electricity !. his resistance does not stack with similar benefits gained from other sources.
haos $lask
A chaos flask contains a small amount of the raw stuff of the plane of limbo. his material can
be shaped by someone with a strong enough will (DC ! +isdom check) into nearly any
single nonmagical ob=ect, provided the total volume is no greater than that of the flask'scontents with denser ob=ects re5uiring more of the material. A flask contains enough raw
chaos to create a Diminutive metal or stone ob=ect, a iny wooden ob=ects, or a /mall cloth or
leather ob=ect. he user can even shape the matter into a living creature of Diminutive si8e or
smaller, but doing this raises the +isdom check DC to !@.
/haping the limbo matter is a free action, and the user can attempt the +isdom check once per
round. he item so shaped persists for a number of rounds e5ual to the user's +isdom score,
and then dissipates into nothingness. he user can cause the ob=ect to dissipate sooner with
another +isdom check (same DC).
Elemental loadstone
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Although it appears to be an ordinary stone about the si8e of a sling stone, an elemental
loadstone is, in fact, e6tremely dense, weighing around %! pounds. A loadstone can be thrown
(with a range increment of % feet) or fired from a sling (with a range increment of !" feet) and
deals *d# points of bludgeoning damage on a successful hit. In addition, some particularly
muscular rogues have developed an interesting tactic9 slipping elemental loadstones into the
pockets of physically weaker opponents by means of /leight of >and checks. +ith enough ofthese on his person, the average wi8ard or sorcerer can 5uickly be rendered immobile.
5i6uid Em!ers
i5uid embers is a sticky adhesive goo not unlike alchemist's fire, e6cept that li5uid embers
contains ash or soot of an ob=ect burned with fire from the $lemental Plane of 7ire. A flask of
li5uid embers can be thrown as a splash weapon. reat this attack as a ranged touch attack
with a range increment of !" feet. A direct hit deals d# points of fire damage. $very creature
within % feet of the point where the flask hits takes !d# points of fire damage from the splash.
&n the round following a direct hit, the target takes an additional d# points of damage. If
desired, the target can use a fullround action to attempt to e6tinguish the flames before takingthis additional damage. $6tinguishing the flames re5uires a DC !4
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$lementals with the air subtype that are e6posed to this pure element gain a -* enhancement
bonus to Constitution. $lementals with the earth subtype, as well as ob=ects made of earth or
stone, take *d# points of damage (this effect overcomes the damage reduction or hardness of
such creatures or ob=ects).
Earth9 his grayishbrown oo8e looks like ordinary mud. &b=ects or creatures e6posed to pureelemental earth weigh twice their normal weight creatures so affected sake a * penalty on
;alance, Climb, Kump,
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Anarchic water %" gp nEa ! lb.
Antitrait grease (vial) %" gp *" (alchemy)
Atramen oil (flask) %" gp *" (alchemy) ! lb.
A6iomatic water %" gp nEa ! lb.
;ahamut's breath (flask) !*" gp *% (alchemy) ! lb.
Celestial cloak !,""" gp *% (leatherworking) ! lb.
Chaos flask !"" gp nEa !E* lb.
$lemental loadstone *"" gp nEa %" lb.
i5uid embers (flask) #"" gp *% (alchemy) ! lb.
echanuseye !"" gp nEa
&canthus knife 3%" gp *% (alchemy) ! lb.
Pure element !,""" gp *% (alchemy) ! lb.
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distill the full potency of this little plant. &nce it has been dried, treated, and powdered, the
alchemist dissolves the wittlewort in hot water to complete the alchemical process.
(ittlewort Brew
+ittlewort brew immediately grants creatures under the effects of $nchantment spells oreffects another saving throw to resist those effects. If the $nchantment effect did not allow an
initial saving throw, wittlewort brew has no effect.
ots!alm
his fleshyleafed plant, characteri8ed by clusters of small yellow flowers, grows to a height
of ! foot. A hardy plant, it can be found throughout temperate and subtropical forests. any
hedge wi8ards 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.
"ure!alm9 Cotsbalm sap is e6tracted and used as a base for a clear, syrupy substance called
purebalm. +hen applied to the skin of someone who has been poisoned by an in=ury 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
in=ury or contact poison. If applied before the secondary onset of an appropriate poison,
purebalm provides a -@ alchemical bonus to the 7ortitude saving throw to resist the poison's
secondary effects.
Musk Muddle
A brown, deadlooking plant with wide leaves and an unpleasant aroma, musk muddle can be
found in nearly any swamp or marsh. usk muddle resembles the dock plant, a foulsmelling
weed. nlike many of the plants described here, musk muddle has no common use, making it
shunned or e6terminated by those familiar only with folk remedies.
Burn Salve9 he boiled leaves from this plant form an integral part of burn salve, an e6cellentremedy 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 * rounds of the in=ury. If applied in time, the
smooth white salve heals !d# points of damage, but it cannot heal damage that was not
inflicted by fire.
-yrant's Sword
A coarse, broadleafed grass with sharp edges, tyrant's sword grows to a height of about *
feet, distinguished only by the silvery edges of its leaves. Although difficult to find, it grows
sporadically in both temperate plains and tundra regions. yrant's sword (named for its
appearance) grows slowly and has a difficult time competing with other plants for survival.
;ecause of this, it is usually found away from other plants.
$rost 5otion9 he silvery edges of tyrant's sword can be boiled and used to make a warm,
porridgelike substance called frost lotion. he pleasantsmelling topical heals in=uries caused by e6treme cold. 7rost lotion can mitigate some of the effects of cold damage, but only if it is
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applied within * rounds of the in=ury. If applied in time, the thick lotion heals !d# points of
damage, but it cannot heal damage that was not inflicted by cold.
"rickly -ea
A small thorn bush with graygreen leaves, prickly tea rarely grows over 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. $arly risers, as well as highpriced sentries, often
drink the tea to stay alert.
Senses9 An alchemist who knows the proper distillation techni5ues can create a powerful
effect by refining normal prickly tea into a stronger, foulertasting substance known as senses.
/enses sharpens the imbiber's eyes and ears, providing a -! alchemical bonus to /pot and
isten checks for ! hour.
Sand /ine
A ropelike seaweed found in temperate or warmer coastal areas, sand vine resembles a long,
inchthick rope. he vine grows both above and below water level, and it commonly grows
with its roots wrapped around a small rock. /and vine is relatively rare and is found only in
areas where the tides and waves are mild. /ince sand vine retains its strength after being
harvested and dried, small coastal communities often cultivate it and braid it into long, sturdy
rope.
/ine +il9 iving sand vine can be cut and its =uices s5uee8ed out. +hen combined with more
common ingredients, this =uice forms a weak local anesthetic called vine oil. +hen spread on
bare skin, vine oil numbs the area, allowing the user to withstand great amounts of pain.
+hile the effects of vine oil last, the user can function normally until reduced below % hit
points, but when reduced below " hit points, he still loses ! hit point per round. If reduced
below % hit points, the user falls unconscious. +hen the user's hit point total falls below !",
the user dies. Creatures who have used vine oil within the last *3 hours cannot stabili8e on
their own, and many warriors have died while using this oil, succumbing to their in=uries
before an ally could reach them to staunch their wounds. he effects of vine oil last for hour.
Hine oil smells faintly of fish, and those who use it regularly can often be identified by its
smell.
+ld Man's $riend
&ld man's friend is a stickyleafed herb that rarely grows above * inches in height. he herb
can be found in huge beds (often !" feet or more on a side) in temperate areas that get a lot of
sunlight. &ld man's friend is a strange herb that has an effect not unlike catnip e6cept that it
affects canines. Dog lovers have been known to cultivate small beds of this herb to keep their
animals happy.
Gash Glue9 &ld man's friend can be crushed and mi6ed with a number of other substances to
produce a thick, gray glue called gash glue. /oldiers often carry gash glue to seal a fallen
companion's wounds 5uickly. &ne application of gash glue stabili8es a dying creature.
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Elven (illow
he elven willow is a small tree (ma6imum height % feet) that grows by the banks of rivers in
temperate forests. he willow has a golden sheen to its bark and produces golden colored
buds in the spring. here is much superstition concerning the elven willow. It is said that each
elven willow bears the spirit of a loveloin elf who drowned in a river near the tree.
El) %a.el9 he sap of the elven willow is the main component in a fluid called elf ha8el. If elf ha8el fluid is applied to any scar (from a nowhealed wound) the scar slowly vanishes. It takes
a week of daily applications for the scar to vanish completely.
%ealth and %ealin# Su!stances
Item ost ra)t D
+ittlewort ;rew " gp !% (alchemy)
Purebalm 4% gp % (alchemy)
;urn /alve !% gp !" (alchemy)7rost otion !% gp !" (alchemy)
/enses %" gp *% (alchemy)
Hine &il %" gp !% (alchemy)
:ash :lue 3" gp *" (alchemy)
$lf >a8el % gp !" (alchemy)
"oisons And Male)ics
he following substances, while not dangerous on their own, mi6 well with poisons, making
the poisons harder to resist or adding dangerous side effects. +hen adding one of thesesubstances to a poison, a character without the poison use ability has a %1 chance of e6posing
himself to the poison, much like the e6posure chance one risks when applying the poison to a
weapon. +hen applying an enhanced poison to a weapon or otherwise readying it for use, the
character risks e6posure normally. If either e6posure chance is failed, the poison is treated as
if enhanced by the alchemical substance when it affects the user. &nly one alchemical
substance may be added to a dose of poison. he prices listed reflect the cost of enhancing
one dose of poison.
Dwarven +ak
Dwarven oak is a stunted, gnarled affair with thick, ironhard roots and heavily wrinkled barkthat grows on the lower slopes of temperate mountains. 7rom a distance, the tree looks
somewhat like a sitting dwarf, and goblin arrows occasionally =ut from lone trees. Aside from
providing goblins with target practice, the tree has no common use.
+akdeath9 he bark of the dwarven oak can be used to create a viscous brown li5uid that can
be added to any poison to increase its to6icity. 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 ! hour before the poison's application, oakdeath increases the poison's DC by *.
+rticusp
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he orticusp root bears a striking resemblance to a clenched fist. he root is pale white and is
e6tremely difficult to find as the portion of it that is above ground only lives for about a week
in the summer. $6tremely rare, orticusp is found only in ancient temperate forests with trees
more than !%" years old. he orticusp root gives off a pleasant, earthy aroma that only fey can
smell. 7ey within *" yards of an orticusp root can seek it out easily. egends say that before
the dark elves left the surface realms, orticusp was a beautiful, nightblooming flower, beloved of that race. /upposedly, the flower took on its current form only after the sundering
of the elven race.
Ni#ht /enom9 he root of the orticusp is pulped and mi6ed with a poison to make a potentadditional effect. If the victim of a nightvenomenhanced poison fails the initial 7ortitude
save to resist the poison, she must immediately make an additional 7ortitude 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 nightvenom
enhanced poison can be awakened by normal means.
(ild $ireclover
+ild fireclover is a summer plant with a brilliant red and orange flower that blooms in
temperate plains and farmland. he unmistakable red blooms of fireclover are usually found
in small clusters of three to ten. he 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.
Mind)ire9 +hat is not commonly known is that the stem of the wild fireclover is capable of
producing a powerful mindclouding addition to a normal poison. +hen combined with an
ingested poison, mindfire leaves the imbiber confused and disoriented. Imbibers who fail
either save re5uired by a mindfireenhanced poison suffer a * alchemical penalty to +ill
saves. In addition, spellcasters affected by a mindfireenhanced poison must make a
Concentration check (DC !% - spell level) to cast spells. he effects of mindfire last for one
hour. indfire can only be combined with ingested poisons.
Meadow Giant
eadow giant is a massive, greenstemmed weed. he 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. eadow giant can easily
threaten cultivated crops, so it is usually cut down in farming areas.
(hite San#uine9 Powdered meadow giant stem is the principle ingredient in white sanguine,a milky, viscous substance smeared on assassin's blades to prevent blood clotting. +ounds
inflicted by a weapon covered in whitesanguineenhanced poison often fail to clot. If the
victim fails the initial 7ortitude save to resist the enhanced poison's effects, the wound
continues to bleed for one minute, inflicting ! point of damage per round in blood loss. he
bleeding can be stopped with a DC !% >eal check or the application of any cure wounds spell.
+hite sanguine can only be combined with in=ury poisons.
"oisons And Male)ics
Item ost ra)t D&akdeath !"" gp *% (alchemy)
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Bight Henom %"" gp " (alchemy)
indfire *"" gp " (alchemy)
+hite /anguine !"" gp *" (alchemy)
Mundane Alchemyhese 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. any alchemists keep minor items such as these in stock,
making more powerful or e6pensive items only on order.
(ol)weed
+olfweed looks much like wolfsbane and is found in the same temperate regions. ore
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 ofwolfsbane.
7ourneyman Serum9 +olfweed has one function that is not commonly known. +ith careful
preparation, it forms an integral part of an alchemical substance called =ourneyman serum.
Kourneyman serum provides a -* alchemical bonus to Constitution checks made to resist
taking subdual damage from making a forced march.
Alchemy D to reate9 %.
Darkroot
Darkroot is a large, black, twisted root found near waterfalls and in other damp environments
such as bogs. he root grows to over !" feet in length and can be up to * feet thick. >erbalists
and village wise women advocate chewing darkroot as a way of purging the stomach after
drinking or eating poisons. he root tastes vile and causes vomiting immediately upon
swallowing.
-itan Gum9 Darkroot is used in great 5uantities by alchemists in the production of titan gum,a particularly strong and fastsetting form of glue. itan gum bonds completely in one round.
/ubstances bonded by titan gum re5uire a DC *" /trength check to separate. itan gum can
support %"" lbs. of weight before breaking.
Alchemy D to reate9 !%.
Go!lin ,ou#e
:oblin rouge is a moderately si8ed bush that produces hundreds of large yellow and orange
berries every autumn. It can be found in nearly any temperate region. :oblin rouge bears its
name because children fre5uently smear their faces with the yelloworange =uice of the berries
to pretend they are goblins.
Go!lin Ink 9 he =uice of the goblin rouge berry can be used in the creation of a high5ualitywaterproof ink, sometimes called goblin ink after its origin. he waterproof goblin ink cannot
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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 e6posed to the elements.
Alchemy D to reate9 !".
%al)lin# -histle
>alfling thistle is aptly named. his little plant is a breed of miniature thistle with a violet
flower. he thistle grows to a height of only inches. >alfling thistle grows in all temperate
environments, especially highland areas. ;unches of dried halfling thistle make a popular
decoration in halfling homes, and many halflings are 5uite proud of this hardy plant.
Shinewater9 he heads of halfling thistles are used to create shinewater, a rust remover and polisher. etal ob=ects 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. &ne dose of
shinewater is sufficient to derust one ediumsi8e metal weapon or a similarly si8ed ob=ect,
and each bath is good for only one use.
Alchemy D to reate9 %.
ave Star
Cave /tar is a luminous yellow lichen that can be found in caves of all si8es and depths. he
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 si8e 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.
5antern Stars9 Cave star does not shed sufficient light for good vision on its own. >owever,when placed in fistsi8ed glass globes and soaked with other reagents, the lichen sheds light
e5ual to a torch for a time, after which it burns out. hese lanterns, called lantern stars, last for
3 hours before burning out. hey do not give off heat or smoke, and the light is constant and
unwavering. he lanterns are often used in areas where the fire from torches might light
pockets of gas or where flickering light is insufficient.
Alchemy D to reate9 !".
%er!s +) (ar
&ften used by adventurers, these herbs produce substances that have uses as weapons or
provide some protection against specific dangers. +ealthy adventuring groups usually keep
some of these substances around to help deal with unusual situations.
Ice 5otus
he ice lotus is an unusual breed of flower that blooms only in the e6treme climates found at
the top of arctic mountains. he flower is a translucent bluewhite in color, and it is never
found in the company of others of its kind.
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the blood of a white dragon has fallen. he adventurer &solor of >elderfeld claimed to have
seen an ice lotus blossom from the blood of the slain white dragon Dreadfrost. he veracity of
this rumor is uncertain, as &solor was a notorious con artist and cheat.
Icewalker +il9 he 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 blueli5uid that grants uncanny ability to walk and climb on ice. he effects of icewalker oil are
identical to the spider climb spell, but the substance functions only on icy or snowcovered
surfaces. he effects of icewalker last for !" minutes.
Alchemy D to reate9 %.
"ixie -a!le
Pi6ie table is a rare mushroom with a distinctive appearance. his giant mushroom is over a
foot tall and fans out to a flat top about a foot wide. he mushroom's cap is a dark shade of
lavender. Although it can potentially grow in nearly any woodland, pi6ie table is found mostoften in temperate forests inhabited by fey. Pi6ie table mushroom caps can be boiled with
cloth to dye it lavender. ndamaged pi6ie tables can sometimes be found for sale in rural
markets as ingredients for the high5uality dye.
Memory!ind9 Pi6ie table is a crucial ingredient in a red li5uid called memorybind. he thinli5uid is famous among wi8ards, clerics, and other spellcasters who must prepare their spells.
emorybind increases a spellcaster's mental prowess, allowing him to prepare an additional
!stlevel spell on the morning he drinks the li5uid. emorybind disrupts the natural flow of
magic, however, reducing the DC of all spells the user casts during that day by *.
Alchemy D to reate9 ".
Spotty Dra#on)ire
/potty dragonfire is a vivid flower with bright yellow, red, and orange petals. he plant stands
about a foot high, and the flower stretches to about # inches in diameter. he wildflower
rarely attracts much attention, however, because it only blooms at night. It can be found in
any tropical, subtropical, or temperate region. /potty dragonfire is a solitary plant with one
e6ception it seems to thrive in large numbers around the lairs of red dragons. any an
alchemist has met his death collecting the plants that the red dragons regard as good fortune.
he retrieval of a number of these flowers is often a final test for dwarven apprenticealchemists.
Dra#on Brew9 /potty dragonfire is used in the making of dragon brew, a thick li5uid that
increases stamina and numbs pain. A dose of dragon brew grants the imbiber a -! alchemical
bonus to all 7ortitude saves for hour.
Alchemy D to reate9 *%.
Sty#ian "umpkin
he stygian pumpkin is a foullooking black and gray s5uash. he plant most closelyresembles the remains of a dead and decayed pumpkin. he stygian pumpkin emits a strong
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smell of sulfur, and its distinctive smell is enough to keep it well away from cultivated lands.
he stinky plant is very difficult to find, although it can potentially grow in any temperate
region. /tygian pumpkins are foul plants cultivated by goblins and their ilk as a source of
food. he plants grow rapidly and take over large areas of ground, rendering the soil
poisonous to other plants.
Devil's Soap9 he insides of a stygian pumpkin are used to make a foulsmelling, black pastecalled devil's soap. Devil's soap is a favorite of blacksmiths and those who work with fire.
&ne application of devil's soap provides fire resistance *. he effects of devil's soap last for !
hour.
Alchemy D to reate9 *".
Mundane Alchemical Items
Alchemy Item In#redient D ost E))ect
;urn salve uck muddle !" !% gp !d# fire damage becomes subdual
Devil's soap /tygian pumpkin *" *% gp Provides fire resistance *
Dragon brew/potty
dragonfire*% !% gp -! to 7ortitude saves
$lf ha8el $lven willow !" % gp alfling thistle % !" gp Polishes metal easily
itan gum Darkroot !% *% gp Powerful glue
Hine oil /and vine !% %" gp 7unction below o hp+hite sanguine eadow giant *" !"" gp +ounds continue to bleed
+ittlewort brew +ittlewort !% " gp Chance to break $nchantment effect
Animal Alchemy 8Dra#on 9:;
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/mall, fragile orbs, these containers are crafted to be carried and dropped by flying birds. wo
types of bird bombs are most commonly found9
Dust9 $6tracted 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. sed as a
grenadelike weapon by a bird flying overhead, when dropped the bomb shatters in a %footradius cloud of dust. Any creature in this area must make a DC !% ound snuff re5uires a DC !% Craft (alchemy) check to create.
Mad $oam
If chewed and swallowed by a canine, these specially treated biscuits interfere with its
salivary glands, causing it to produce great 5uantities of white foam for the ne6t *d# minutes.
his seeming ferocity grants the canine and any obvious master a -* bonus on Intimidate
checks for the duration of the biscuit's effects. ad foam re5uires a DC !% Craft (alchemy)
check to create.
Nose Num!
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his cloying yellow paste, if daubed directly on the nose of a creature with scent removes its
ability to smell for !d3 hours (DC !% 7ortitude save negates). +hile 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 scentbased 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. Bose numb re5uires a DC !% Craft (alchemy) check to create.
Silent Bells
;athed in e6otic solutions, these tiny round bells chime on a fre5uency 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 !*" feet when
someone trips them without alerting the trespasser. /ilent bells re5uire a DC *% Craft
(alchemy) check to create.
Item ost (ei#ht
;ird bomb (dust) *% gp !E* lb.
;ird bomb (reek) 3" gp !E* lb.
Dog smoke 4% gp * lb.
>ound snuff (!" pinches) ?" gp ! lb.
ad foam *% gp !E3 lb.
/ilent bells (set of si6) %" gp ! lb.
"sionic Alchemy 8Dra#on 9:;>=
Psionics are rare on 7aerNn and largely unknown e6cept in areas where psionic monsters live.
/uch areas include the /outh, where the yuanti have influence (particularly the city of
>londeth on the Hilhon
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Psychoportation ;lack
elepathy +hite
ere!ral Serum
7ew concoctions boast as vile and acrid a taste as cerebral serum. he serum, black as tar andlumpy as oatmeal, helps inoculate the imbiber against psionic mental attacks and effects. If
you drink the serum, you gain a -* alchemical bonus on +ill saves against mindaffecting
psionic powers and psilike abilities for ! hour.
Ectoplasmic Skin
A sealed flask of ectoplasmic skin contains a syrupy, silvery li5uid. &nce you remove the seal,
the li5uid begins to crystalli8e and evaporates within ! minute. At any time before then, you
may apply the li5uid to your skin as a fullround action. he ectoplasm forms a translucent
second skin over your body, providing you with damage reduction *Emagic for up to ! minute.
0ou cannot wear a psychic skin in con=unction with ectoplasmic skin.
Intuition /apor
+hen 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 !foot s5uares. &nly creatures
with psionic powers or psilike powers occupying the affected s5uares gain the vapor's
benefits. $ach affected creature receives a -3 alchemical bonus on Concentration, isten, and
/earch checks for the ne6t !" minutes. As a side effect, the vapor slows the reactions of
affected creatures for its duration. During that time, each affected creature takes a * penalty
on /pot and initiative checks. A psionic creature may make a DC !* 7ortitude save to resistthe effects (both positive and negative) of the vapors.
5i6uid Stone
A flask of this substance holds a thick gray li5uid with the consistency of watery mud. $ven
when e6posed to air, li5uid stone retains its wet consistency for up to @ hours before turning to
powder. +hen you e6pend your psionic focus while holding a flask of li5uid stone, it slowly
hardens into stone over ! minute, during which time you may sculpt the mud however you
choose. &nce it dries, li5uid stone retains the same properties as normal rock with a hardness
of @ and !% hit points. It (or anything sealed by it) has a burst DC of ". A flask of li5uid stone
covers an area !foots5uare with ! inch of stone.
Mimic lay
his substance possesses a dull gray color and the consistency of natural clay. o activate
mimic clay, you must touch it and e6pend your psionic focus. he clay takes on a translucent
color and its consistency softens. +hen you visuali8e a handsi8ed tool or ob=ect, the clay
changes shape, te6ture, and color to duplicate the visuali8ed item within ! round. he clay
retains the same mass and weight regardless of its transformation, so you must use an amount
of clay e5ual to the weight of the ob=ect you wish to duplicate. he clay has the potential to
mimic any mundane ob=ect of iny or smaller si8e, although it cannot duplicate items with
multiple parts or comple6, moving pieces. If you wish to duplicate a precise item such as akey, you must make a DC !% Craft check of the appropriate type (such as locksmithing). A
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successful DC *" Appraise check reveals an item created using mimic clay as a facsimile. he
clay crumbles to dust ! hour after activation.
"si Block
A small clay pot holds one application of psi block. he substance resembles a glossy, thin paste sticky to the touch. o use psi block, you must apply a thin, even coat of the paste over
an ob=ect or creature. &ne pot contains enough psi block to coat a edium creature or ob=ect.
Psi block acts like a thin sheet of lead. It prevents psionic powers and psilike abilities such as
detect hostile intent or detect psionics from noticing the creature or ob=ect. Psi block only
blocks psionic detection powers and psilike abilities. he paste hardens and flakes off the
sub=ect ! hour after application. ;efore that time you may remove the paste with alcohol or a
similar solvent. his re5uires ! minute.
"sionic Ichor
In its natural state, psionic ichor resembles green slime. In the presence of a psionic aura, theslime boils and bubbles, although it remains at room temperature. 0ou can throw a flask of
psionic ichor as a grenadelike weapon, although it only affects creatures with a direct hit.
reat this as a ranged touch attack with a range increment of !" feet. A direct hit with the
ichor only affects creatures with psionic powers. A psionic creature doused by the substance
must e6pend ! additional power point for each psionic power he manifests. he effect of
psionic ichor lasts for ! hour. A target may use a fullround action to wipe the ichor from his
body. ultiple applications on the same target have no additional effect.
,e?uvenation Essence
+hen consumed, this fine, bluishwhite powder grants you e6ceptional rest. 0ou re=uvenate
power points after as little as 3 hours of rest instead of the usual @ hours. In addition, you may
ignore a single interruption during your rest cycle, thus avoiding adding another hour to your
total sleep re5uirement.
@eph's Blood
his bloodcolored li5uid contains the essence of a 6eph's speed burst. +hen you drink 6eph's
blood while holding psychic focus, you gain a momentary burst of speed. he mi6ture grants
you an alchemical bonus of !" feet to your base speed. he effect lasts for rounds. If you
consume more than one dose of 6eph's blood per day, you become fatigued with the seconddose. If you consume a third dose in a day, you immediately become e6hausted and gain no
benefits from the 6eph's blood.
"sionic Alchemical Su!stances
Goods ost (ei#ht ra)t D
Aura gel (flask) *% gp *"
Cerebral serum (vial) !%" gp "
$ctoplasmic skin (flask) 4% gp ! lb. *%
Intuition vapor (vial) 4% gp "
i5uid stone (flask) *% gp ! lb. !%imic clay " gp ! lb. *%
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Psi block *% gp ! lb. *"
Psionic ichor (flask) #" gp ! lb. "