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Alchemical Items[/glow]
The Alchemy skill allows characters to make many
marvelous substances. The items below expand the
list of alchemical items available.
Bladefire: Similar to alchemist’s fire but less
volatile, this thick, adhesive liquid ignites when
exposed to air. 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 1 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 1 point of fire damage to the
weapon that it coats, but most weapons have sufficient
hardness to ignore this damage. Wooden
weapons coated with bladefire ignite, however,
taking 1d6 points of fire damage each round until
extinguished. 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.
Bullet, Acid: 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.
Bullet, Flame: 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.
See Catching on Fire in Chapter 3 of the DUNGEON
MASTER’S Guide for information on targets wearing or
carrying flammable material catching fire.
Bullet, Priest’s: These hollow glass bullets are
filled with holy water. When they strike a target, they
immediately shatter, dousing the target with holy
water. Undead and evil outsiders take 1d4 points of
damage from the holy water in addition to the
normal damage from the sling bullet. To hold sufficient
holy water, these bullets must be larger than
normal, imposing a –2 penalty on the attack roll.
Candle, Focusing: 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 +1 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.
Candle, Restful: 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 someone
providing long-term care with the Heal skill.
Clearbreath: This vial of gray smoke temporarily
dulls the sense of smell when someone inhales the
contents through the nose. Clearbreath provides a +4
alchemical bonus on Fortitude saves made to resist
unpleasant odors (such as a troglodyte’s stench). The
effects of clearbreath last for 1 hour.
Darkvision Powder: 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.
Defoliator: 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.
Dehydrated Food: Explorers and adventurers of
all sorts benefit from alchemically dried food.
Although expensive, dehydrated food weighs only
half as much as an equivalent supply of trail rations,
making it ideal for long journeys where water is plentiful
and food is scarce. Characters eating dehydrated
food must consume twice as much water per day as
they normally require or suffer the effects of going
without water (see Starvation and Thirst Dangers in
Chapter 3 of the DUNGEON MASTER’S Guide).
Dwarfblind: Dwarfblind stones are small stones
treated with alchemical substances, giving them a faint
purple sheen. You can throw a dwarfblind stone as a
grenadelike weapon. When it strikes a hard surface, it
releases a burst of violet light. The light illuminates a
20-foot-wide area for an instant and temporarily interferes
with the darkvision of those caught in its effects.
Creatures within a 10-foot radius of the stone’s impact
point must succeed on a Reflex save (DC 15) or lose
their darkvision ability for 10 minutes. Dwarfblind has
no effect on normal and low-light vision.
Farflame Oil: 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 1d4 points of
damage to each creature in the area.
Fleetfoot: 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. 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 jump half again
as far as normal with a running jump. Fleetfoot does
not grant a character the ability to exceed her maximum
jump distance.
Ghostoil: This clear oil has a slight tint of gray, and
strange, wispy forms seem to swirl through it. When
applied to a weapon, ghostoil allows it to affect incorporeal
creatures normally for the next 2 rounds. 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.
Gravebane: 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 gravebane
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.
Hawk’s Ointment: This thick, acidic gel temporarily
sharpens the user’s vision. Once its beneficial
effects wear off, however, the gel burns and stings
the eyes for a few minutes. After spreading the gel
over her eyes, a character gains a +1 bonus on
Search and Spot checks for 2 minutes. After the
duration expires, she takes a –2 penalty on Search
and Spot checks for 10 minutes. Characters who
spend a round washing out their eyes with clean
water halve the duration of the penalty. Applying
hawk’s ointment is a full-round action that provokes
an attack of opportunity.
Instant Rope: 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.
Longbreath: 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.
Motelight: This flask contains a clear liquid filled
with faintly glowing sparks of light. You can throw a
flask of motelight as a grenadelike weapon. When it
strikes a hard surface, a flask of motelight creates a
small area filled with rapidly moving sparks. The
sparks are distracting, but they cause no damage.
Creatures within a 5-foot radius attempting to cast a
spell must succeed on a Concentration check (DC 5 +
spell level) or lose the spell. If the caster must make a
Concentration check for another reason, the motelight
applies no additional penalty.
Nature’s Draught: This tiny vial contains a
murky, pungent liquid. When consumed, nature’s
draught cause 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 +1 circumstance bonus on
Handle Animal and Animal Empathy checks made
during the next day.
Polar Skin: This dull white cream provides limited
protection against cold-based damage. Polar skin
becomes ineffective once it has absorbed 5 points of
cold damage. Regardless of whether it absorbs any
damage, polar skin loses its effectiveness 1 hour after
application. Polar skin does not stack with magical
protection from cold. Magical effects such as the resist
elements spell supersede the protection provided by
polar skin. Applying polar skin takes 1 minute.
Signal Torch: 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.
Sparkstone: 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 creature
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.
Stonebreaker Acid: This special form of acid
affects only stone. You can throw stonebreaker acid as
a grenadelike weapon. Acid ordinarily deals half
damage to objects (see Attack an Object in Chapter 8
of the Player’s Handbook). 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.
Verminbane: 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.
Vicious Bleeder: This thick blue gel is a powerful
anticoagulant. A wound caused by a weapon coated
with vicious bleeder continues to bleed for 2 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.
From
Arms and Equipment Guide