Item | Price | Weight | Crafting | |
---|---|---|---|---|
Difficulty | DC | |||
Acid (1 flask) | 10 gp. | 1 lb. | Simple | 15 |
Air crystals | 225 gp. | -- | Very Difficult | 30 |
Ooze, grease | 25 gp. | 1 lb. | Average | 20 |
Alkali flask | 25 gp. | 1 lb. | Average | 20 |
Alkali salt | 100 gp. | -- | Difficult | 25 |
Allnight | 100 gp. | -- | Difficult | 20 |
Ambrosia | 100 gp. | 1 lb. | Difficult | 25 |
Bladeguard | 100 gp. | -- | Difficult | 25 |
Brewed reek | 100 gp. | 1 lb. | Difficult | 25 |
Buoyant balloon | 25 gp. | 1 lb. | Average | 20 |
Candlerod | 1 gp. | 1 lb. | Simple | 15 |
Clay, blackfire | 25 gp. | 10 lbs. | Average | 20 |
Clear Ear | 25 gp. | -- | Average | 20 |
Cream, chill | 25 gp. | 1 lb. | Average | 20 |
Defoliant | 25 gp. | -- | Average | 20 |
Deodorizing agent | 25 gp. | -- | Average | 20 |
Dimmer dust | 25 gp. | 1/2 lb. | Average | 20 |
Dye, hide | 20 gp. | 1 lb. | Simple | 15 |
Dye, marker | 15 gp. | 1 lb. | Simple | 15 |
Elemental breath | 100 gp. | 1/2 lb. | Difficult | 25 |
Embalming fluid | 10 gp. | 10 lbs. | Simple | 15 |
Foam, impact | 25 gp. | 1 lb. | Average | 20 |
Fungal stun vial | 225 gp. | 1/2 lb. | Very Difficult | 30 |
Fury drops | 225 gp. | -- | Very Difficult | 30 |
Gel, fire ward | 100 gp. | 1 lb. | Difficult | 25 |
Gel, frost ward | 100 gp. | 1 lb. | Difficult | 25 |
Gel, phosphorescent | 100 gp. | 1/2 lb. | Difficult | 25 |
Grease, alchemical | 5 gp. | 1 lb. | Simple | 15 |
Ifrit's blood | 10 gp. | 1 lb. | Simple | 15 |
Incendiary Catalyst | 25 gp. | 1 lb. | Average | 20 |
Incense (10 sticks) | 10 gp. | 1 lb. | Simple | 15 |
Incense, scentbane | 25 gp. | -- | Average | 20 |
Ink, glowing | 5 gp. | -- | Simple | 15 |
Ink, invisible (average) | 25 gp. | -- | Average | 20 |
Ink, invisible (simple) | 2 gp. | -- | Simple | 15 |
Ink, invisible (difficult) | 100 gp. | -- | Difficult | 25 |
Light detector | 1 gp. | -- | Simple | 15 |
Liquid ice | 25 gp. | 2 lbs. | Average | 20 |
Oil, alchemist's fire (1 flask) | 25 gp. | 1 lb. | Average | 20 |
Oil, anointing | 10 gp. | 1 lb. | Simple | 15 |
Oil, lamp | 1 sp. | 1 lb. | Simple | 15 |
Oil, quick freeze | 100 gp. | 1 lb. | Difficult | 25 |
Oil, stalkers | 25 gp. | -- | Average | 20 |
Oil, stink | 25 gp. | 1 lb. | Average | 20 |
Ooze, petrified | 25 gp. | 1/2 lb. | Average | 20 |
Paste, blackfingers (1 dose) | 25 gp. | -- | Average | 20 |
Paste, bone | 25 gp. | 1 lb. | Average | 20 |
Paste, mending | 25 gp. | 1/2 lb. | Average | 20 |
Paste, paper wall | 10 gp. | 2 lbs. | Simple | 15 |
Paste, shrieking | 25 gp. | 2 lbs. | Average | 20 |
Plague powder | 225 gp. | -- | Very Difficult | 30 |
Plaster, casting | 5 sp. | 5 lbs. | Simple | 15 |
Powder, flash | 25 gp. | -- | Average | 20 |
Powder, foaming | 10 gp. | 1 lb. | Simple | 15 |
Powder, insomnia | 25 gp. | 2 lbs. | Average | 20 |
Powder, itching | 25 gp. | 2 lbs. | Average | 20 |
Powder, normal | 1 cp. | 1/2 lb. | Simple | 15 |
Powder, rusting | 100 gp. | -- | Difficult | 25 |
Powder, sneezing | 25 gp. | 2 lbs. | Average | 20 |
Pox burster | 100 gp. | 1 lb. | Difficult | 25 |
Reanimating fluid | 25 gp. | -- | Average | 20 |
Repellent, vermin | 5 gp. | -- | Simple | 15 |
Salve, stonechipper | 25 gp. | 1 lb. | Average | 20 |
Scent cloak | 25 gp. | 2 lbs. | Average | 20 |
Shadowcloy (flask) | 25 gp. | 1 lb. | Average | 20 |
Silversheen | 400 gp. | -- | Masterwork | 35 |
Smoke pellet | 25 gp. | -- | Simple | 15 |
Smoke pellet, pepper | 25 gp. | -- | Average | 20 |
Smoke pellet, smog | 100 gp. | -- | Difficult | 25 |
Smokestick | 25 gp. | 1/2 lb. | Average | 20 |
Soul stimulant | 225 gp. | -- | Very Difficult | 30 |
Spider sac | 25 gp. | 1 lb. | Average | 20 |
Sunderblock | 25 gp. | 2 lbs. | Average | 20 |
Sunrod | 2 gp. | 1 lb. | Average | 20 |
Tanglefoot bag | 25 gp. | 4 lbs. | Average | 20 |
Tar bomb | 25 gp. | 2 lbs. | Average | 20 |
Terrap sap (distilled) | 25 gp. | 1/2 lb. | Average | 20 |
Thunderstone | 100 gp. | 1 lb. | Difficult | 25 |
Tindertwig | 1 gp. | -- | Simple | 15 |
Tonic, blight | 100 gp. | 1 lb. | Difficult | 25 |
Tonic, twitch | 25 gp. | -- | Average | 20 |
Torch, everburning | 100 gp. | 1 lb. | Difficult | 25 |
Unstable Accelerant | 100 gp. | 1/2 lb. | Difficult | 25 |
Vitus (flask) | 100 gp. | -- | Difficult | 25 |
Water purification sponge | 25 gp. | 1 lb. | Simple | 15 |
Weapon blanch, adamantine | 400 gp. | 1 lb. | Masterwork | 35 |
Weapon blanch, cold iron | 225 gp. | 1 lb. | Very Difficult | 30 |
Weapon blanch, ghost salt | 225 gp. | 1/2 lb. | Very Difficult | 30 |
Weapon blanch, silver | 225 gp. | 1 lb. | Very Difficult | 30 |
You can throw a flask of acid as a splash weapon (range 20/40/60). A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
These unpleasant-tasting, alchemically grown crystals release breathable air when chewed. A pouch of air crystals provides 1 minute of breathable air. Placing air crystals in your mouth takes a standard action; chewing them each round is a free action. Any attempt to speak while chewing air crystals negates any remaining duration.
This alchemical concoction can be spread over a Medium or Small creature's body as a full-round action. It provides advantage on any check you make to avoid being grappled, dominated, restrained engulfed, or grabbed. You suffer disadvantage on checks you make to initiate any of these actions, though. When spread on the ground, these grease covers a five-foot area and functions similarly to the grease spell. One application lasts for up to 1 hour and can be removed with soap and water.
This flask of caustic liquid reacts with an ooze's natural acids. You can throw an alkali flask as a splash weapon (range 20/40/60). Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.
These tiny granules can be dissolved in water, creating a slimy material used to coat metallic items such as weapons or armor. Such a coating neutralizes the metal-eating acid of black puddings and gray oozes, protecting the item from 1d3 contacts with an ooze's acidic touch.
This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug's effect ends, the user instantly acquires level 3 fatigue. Allnight makes its users jittery and unable to focus; they suffer a -2 penalty on all skill checks until its effects wear off.
This heavenly elixir, brewed from holy water and blessed herbs, grants advantage on saving throws against necrotic damage, life drain, and death effects for 1 hour. Ambrosia affects undead and evil outsiders as holy water.
This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round. Immersing the weapon in water or similar liquid washes it off.
Animal musk, spoiled meat, pungent plants, and any other foul-smelling substances on hand go into a batch of brewed reek. When boiled, this mixture becomes a thick alchemical slime that adheres to anything it touches. You can hurl brewed reek as a splash weapon (range 20/40/60). A creature struck with a direct hit must succeed at a DC 15 Con save or take a -2 penalty on all rolls 2d6 rounds. If the target fails its save, it must make a second Con save or lose its next standard action. Creatures in the splash area must make a Con save or take a -2 penalty for 1 round. A creature that drinks brewed reek does not get a saving throw but suffers the effects.
This fist-sized alchemically treated animal bladder is tightly sealed around a small wooden grip. By giving the handle a sharp twist you break a tiny glass ampoule just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 3-foot-diameter sphere. Inflating the balloon is a move action. Once filled, the balloon floats upward at a speed of 60 feet per round. The balloon can lift up to 20 pounds of weight as it rises, though carrying more than 10 pounds reduces its speed to 30 feet per round. Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 600 feet, or until 10 minutes have passed, after which it pops or deflates and is destroyed.
Similar to but weaker than a sunrod, this stick glows like a candle when struck and lasts for 12 hours.
This pliant black clay is always pleasantly warm to the touch. Working blackfire clay in your hands for a full round causes the clay to grow much warmer, granting you advantage on saving throws made to resist cold weather. You can combine five blocks of clay over the course of a minute to produce a source of warmth equivalent to a small campfire, allowing you to heat a campsite and cook food.
Blackfire clay only produces heat, never light, smoke, or odor. The clay emits warmth for 1 hour before hardening into an unusable lump. A newly created brick of blackfire clay is composed of 10 blocks.
This green gel is poured into the user's ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 competence bonus on Perception and Knowledge checks and a -2 penalty on all Charisma-based checks.
This sticky light blue paste grows pleasantly cool to the touch whenever it is exposed to light. Spreading a dose on your face and hands takes a full-round action and grants you advantage on saves to resist hot weather. A dose of chill cream lasts for 1 hour after being applied. A newly crafted bottle of chill cream holds 5 doses.
This milky fluid can be mixed with water to quickly kill light and medium vegetation. One flask of defoliant kills light brush and small trees in 50 five-foot squares. Light vegetation (anything but trees) dies within 1 hour and can be cleared at a rate of 10 minutes per 5-foot square (representing uprooting dead plants and breaking stumps into gravel-sized pieces), leaving barren ground. Medium vegetation (anything but massive trees) dies in 2 hours and can be cleared at a rate of 1 hour per 5-foot square. Massive trees can usually survive a single dose of defoliant, and using defoliant doesn't make clearing them any easier. Defoliant can be used as a splash weapon against plant creatures. A direct hit with the undiluted fluid deals 1d6 hit points of damage, 1 point of Strength damage, and 1 point of Constitution damage (Con Save DC 20 negates the Strength and Constitution damage); plant creatures within 5 feet of the target take 1 hit point of damage.
Coating a creature in a vial of this milky, odorless substance takes 1 minute and renders it scentless for 1d3 hours. Creatures that rely on scent for locating creatures do not gain the benefit of this ability against a creature affected by a dose of deodorizing agent.
This small leather pouch is filled with a faintly radioactive ore, with a small percentage of reactants that activate the dust. When used, dimmer dust must be sprinkled in a 5-foot square, which then becomes the center of the dust's effect. All bright or normal light within 30 feet of the activated dust is reduced to dim light, and any creature attempting to cast a spell with the light descriptor in this area must succeed at a DC 15 spell attack or have spell's effect be negated. If dimmer dust is exposed to sunlight, it immediately becomes permanently inert. Each pouch contains enough dust for two applications.
This thick, murky liquid comes in a large earthenware jug, and can be purchased in a variety of colors. Hide dye can be applied to the feathers, fur, scales, or skin of most types of animals and magical beasts, allowing creatures a measure of camouflage. Hide dye comes in a variety of colors and shades matching the following different kinds of terrain: cold (including ice, glaciers, snow, and tundra), desert, forest, jungle, mountain (including hills), plains, swamp, underground, urban, and water.
One jar of hide dye can be applied to a Small or smaller animal or magical beast in 1 hour. Thereafter, the dyed creature gains advantage on Stealth checks in the associated terrain. Hide dye doesn't adhere to clothing or humanoid flesh, and grants no benefit to creatures other than animals or magical beasts. Once applied, hide dye is waterproof and can't be rubbed or burned away. It fades after 1d4+1 days unless it's removed earlier by magical means.
This dye (available in several colors) creates an obvious stain wherever splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.
This vial at first seems to be empty, but when it's opened, a rush of wind issues forth from within. When elemental breath is inhaled (as drinking a potion) by an air-breathing creature, that creature does not need to breath air for 10 rounds. A vial of elemental breath must be inhaled on the round it was opened to gain this effect. If it is not, the item is wasted.
This fluid is used to preserve corpses, whether for later dissection, taxidermy, necromancy, or magic such as raise dead. Embalming fluid is technically a poison, and using it makes a corpse unpalatable to most animals and vermin, though corpse-eating undead don't mind the taste. Treating a corpse with embalming fluid takes 1 hour and a successful DC 25 Medicine check. The embalmed corpse decays at half the normal rate (each day dead counts as half a day for the purpose of raise dead).
This milky white liquid bubbles into a 1-foot-thick semisolid sheet of foam when splashed across the ground. You can spend a minute to apply a flask of impact foam to a 10-foot-radius area, or you can throw the flask as a splash weapon. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 5 points of falling damage. You may still negate another 5 points with a successful Acrobatics check. A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.
Harvested from a rare fungus, these small vials emit a bright blue glow, and are commonly used in intertribal kobold disputes. When broken, a fungal stun vial releases a flash of bright blue light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the flash area must make a wisdom save (DC 20). Creatures that fail are stunned (level 3) for 1d2 rounds if they're in the area of bright light, or are confused for 1 round if in the area of dim light.
Anointing a creature's eyes with a dose of fury drops causes it to immediately fly into a rage for 1d6 rounds. While raging, the target cannot concentrate or cast spells. They get a +2 bonus to attack and damage from melee or thrown weapons. In addition, you gain advantage on saves against fear. Only creatures with an Intelligence score of 1 or 2 can be affected by fury drops.
When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from fire or heat damage. You gain fire resistance 5. The gel burns away as it absorbs fire damage; when it absorbs a total of 20 points of fire damage, it is discharged. Fire ward gel counts as protection from energy for the purpose of stacking multiple fire protection effects. Applying fire ward gel takes 1 minute, and it lasts for 1 hour before losing its potency. Multiple applications of fire ward gel do not stack; applying more while a dose is active merely resets the potential amount of fire damage absorbed to 20 points.
When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from cold damage. You gain cold resistance 5. The gel flakes away as it absorbs cold damage; when it absorbs a total of 20 points of cold damage, it is discharged. Frost ward gel counts as protection from energy for the purpose of stacking multiple cold protection effects. Applying frost ward gel takes 1 minute, and it lasts for 1 hour before losing its potency. Multiple applications of frost ward gel do not stack; applying more while a dose is active merely resets the potential amount of cold damage absorbed to 20 points.
This sealed vial contains 1 ounce of milky white gel. Once the vial's seal is broken, the liquid reacts with the surrounding air and begins to rapidly heat up, glowing like a candle for 1 hour. After that hour, the oxidization of the chemical agent is complete, and the gel dissolves in a white-hot flash, dealing 3d6 points of fire damage to anything directly in contact with it. A single dose of phosphorescent gel can coat 6 square inches of a surface. Multiple doses of phosphorescent gel can be used to coat larger surfaces, but the amount of damage dealt does not stack. The conflagration occurs in an instant, and the fire generated doesn't spread, though it can be used to ignite a larger explosive such as a fuse grenade or pot of oil.
Ifrit alchemists claim to make this thick red oil from their own blood--hence the morbid name--but this claim is almost certainly false. Ifrit's blood ignites upon contact with air, but burns slowly and is unsuitable for use as a splash weapon. A creature can apply a flask of ifrit's blood to a weapon as a standard action, wreathing the weapon in vibrant red flames for 1 minute. The oil deals 1 point of fire damage on each successful attack with the weapon. If the oil is applied to a creature's natural weapons or unarmed strikes, the creature takes 1 point of fire damage each round (though its fire immunity or resistance still applies).
Incendiary catalyst can be thrown at a creature (range 20/40/60). On a hit, the target is doused with accelerants that give the target vulnerability to fire for 1 round (+50% damage). Incendiary catalyst does not affect creatures that are already vulnerable to fire, and the target's fire immunity and resistances apply as normal.
This aromatic resin, imbued with fragrant oils, is often formed into sticks, cones, or balls and burned in ceremonies or during meditation. A piece of incense burns for 1 hour.
Scentbane incense is a form of smokestick that also blocks most scents. As long as the smoke lasts, creatures with the scent special ability must make Perception checks, opposed by the Stealth checks of any creatures within the smoke, to use scent to locate creatures within the smoke. If a creature remains in scentbane incense for 5 rounds or more, the smoke clings to it for 1 round after it leaves, making it similarly difficult to find by scent during that time.
Often extracted from phosphorescent insects, tiny marine plants, or subterranean fungi, glowing ink emits a faint but steady light (typically red or green) that allows you to read it in normal darkness. If there is glowing ink on an object, you have advantage on Perception checks to locate it. Mixing glowing ink with marker dye makes the dye glow in the dark until it fades.
Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC = the Craft DC +5).
This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, and dim light in 10 rounds. It is mainly used by creatures with darkvision to determine whether creatures carrying light have recently passed through an area. The plate is sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.
Also known as "alchemist's ice," this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.
You can throw a flask of alchemist's fire as a splash weapon. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Dex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
This sacred oil, infused with aromatic spices and distilled holy water, may be applied to a creature while casting a harmless divine spell with a range of touch, increasing the casting time to a full-round action but also increasing the caster's effective caster level by +1 for that spell.
A pint of lamp oil burns for 6 hours in a common lantern or lamp. You can also use a flask of lamp oil as a splash weapon. Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
This bottle of viscous blue oil sublimates slightly when exposed to air. When poured over water, the oil pools on the surface and takes 1 round to spread out from the point of origin in a 20-foot radius. At the end of this round, the oil flash-freezes the surface of the water, creating an ice sheet over the affected area. Any 5-foot square of this ice can support up to 200 pounds of weight. Weight in excess of this amount causes the entire sheet to crack and quickly break up. This ice sheet becomes unstable and breaks up on its own after 1 hour, or 20 minutes in a hot climate. Any creature whose bare skin comes in contact with this oil takes 1d6 points of nonlethal damage each round because of the chemical's volatile nature, but the oil is ineffective as a splash weapon.
This is a clear, viscous liquid that is typically kept in a frosted glass vial with an unassuming label and cork. The oil is used to reduce the sound armor and weapons make while moving. Applying this oil to a single piece of equipment takes 1 minute and grants the wearer a +2 circumstance bonus on Stealth checks for 30 minutes. A vial of this oil is enough to coat one Medium piece of equipment, while a Large piece of equipment requires 4 vials. Two pieces of Small equipment can be covered with a single vial of oil. Exposure to or submersion in large amounts of water, such as swimming, immediately ends the effect of the oil.
This glass container of foul-smelling oil shatters easily upon impact. You can throw a vial of stink oil as a splash weapon with a range increment of 10 feet. If a creature with the scent ability is standing in the square of impact, it must succeed at a DC 14 Con save or lose its standard action for the next 1d4+1 rounds. Any creature with scent in an adjacent square must succeed at a DC 12 Con save or take a -2 penalty for 1 round. Creatures without the scent ability are not affected by stink oil.
This tiny blob of ooze looks like a small disc of green stone when inactive, and is stored in a circular dish with an airtight cover. When the cover is removed and the ooze is exposed to air, the user has 1 minute to handle the rapidly softening ooze before it regains its former viscosity (as well as toxicity) and springs back to life. Although much smaller than an actual ooze creature, this coin-sized blob still deals 1d6 points of acid damage to anything it comes in contact with. Due to its unpredictable nature, petrified ooze is typically only good for breaking or melting whatever object or device on which the user originally sets the ooze, after which the blob quickly scurries into the nearest corner or crevice so it can feed on particles of dust and diminutive prey. Once restored to its viscous form, a petrified ooze moves at a rate of 60 feet per round, and any creature that comes in contact with the ooze must succeed at a DC 12 Dex save to avoid taking acid damage from it.
This inky paste aids unskilled poison-users. When smeared on the fingers, a dose of blackfingers paste prevents accidental poisoning while applying poison to a weapon, as if the user possessed the poison use ability. A single dose of blackfingers paste lasts for 1d6 hours, but the black stains the stuff creates on the user's fingers lasts for days.
Typically stored in an airtight leather wineskin cured with rare preservative unguents, bone paste is a powerful alchemical sealant with special deteriorative properties. When squeezed out of its container and exposed to air, bone paste quickly hardens, so in order to apply it to a surface or object one must typically squeeze the paste directly onto the material to be affected. Once applied, bone paste cements itself to the object in just seconds, and hardens into a flaky cast. If applied to any unattended organic material or surface (such as wood, paper, hide, or rope), after 1 hour, bone paste undergoes another alchemical reaction and begins to eat away at the material, dealing 1d4 points of damage each round for 1d6+1 rounds, eating away first at the part of the object to which it was applied and spreading briefly to other parts of the object before dissipating and leaving a small amount of residual dust. Bone paste ignores an organic object's hardness, and does not deal damage to inorganic objects or surfaces (such as metal, stone, or ceramic). One pouch of bone paste is enough to cover 1 square foot of surface, or (because of waste and spills) up to 20 smaller applications of approximately 2 square inches each.
You can use this smelly, silvery paste to temporarily repair metal objects. It is sold in a sealed flask and reacts with air, turning solid in 1d6+4 minutes. You must make an appropriate DC 20 Craft check to repair a metal item with the broken condition; success means the object loses the broken condition but gains the fragile condition. Increase the DC by +5 if the broken object is a magic item or by +5 if it is a firearm (add both modifiers if the item is a magical firearm). If the check fails, the mending paste is consumed but you may try again with another flask or conventional repair methods.
This jar of thick, gritty paste is made from coarsely ground plant matter, weak epoxy, and bat guano. When exposed to air, the moldable substance quickly creates a thin, paper-like surface, which is ideal for creating false earthen walls. Creating a 5-foot-by-5-foot section of paper wall requires a full-round action. Though this false wall is easy to punch through, it requires a successful DC 13 Perception check to identify the wall as a fake. If the creator of the paper wall spends an additional full-round action disguising the wall with dirt and pebbles, the DC increases by 2.
Created by suspending the spores of a shrieker mushroom in a thick mixture of wheat paste and vermiculite, this thick sludge comes in a soundproof, stone container. Shrieking paste creates an obnoxious piercing noise when exposed to even minute amounts of movement or light. This makes applying the paste a very noisy endeavor at best. However, once the paste is applied and left alone for several rounds, it once again becomes silent. Thereafter, any light source or movement within 10 feet of the paste causes it to shriek for 1d3 rounds. A single container contains enough shrieking paste to coat 1 square foot of a surface. If left undisturbed for several weeks in a dank, lightless setting, shrieking paste might eventually grow into a colony of shrieker mushrooms.
This ash-gray powder is refined from the crushed bones of creatures that died of virulent diseases, illegally produced by nefarious alchemists, and sold on the black market to those seeking to spread illness and death. The application of the powder depends on the disease from which it is refined. Someone using powder made from diseases contracted by ingestion must apply it to food (a full-round action) for the victim to consume. Those using powder made from diseases contracted by injury must apply the powder to weapons (a standard action, as per the poison application rules) and deal damage to victims to subject them to the contagion. Diseases contracted by inhalation require the user to disperse the powder by throwing it into the air. Throwing a handful of plague powder is a splash attack with a range increment of 5 feet. Anyone standing in the square of impact must succeed at a save with a DC equal to that of the disease from which the powder is made to avoid contracting the illness, while those in adjacent squares must attempt the same save with a +4 circumstance bonus. Diseases spread through contact can use any of the three manners of application.
The most common disease refined for these powders is filth fever, but refined plague powders of other diseases are available. Making a plague powder always requires access to a sample of the disease and exposes the creator to the disease in question each day of crafting.
This white, dry powder mixes with water to form a paste, which hardens over the course of an hour to create a solid material. It can be used to make casts of footprints or carvings, fill in gaps or cracks in walls, or (if applied over a cloth wrapping) create a cast for a broken bone. Hardened plaster has hardness 1. A 5-pound clay pot of plaster can cover about 5 square feet of flat space to a depth of 1 inch, five Medium forearm or lower-leg casts, two Medium full-arm or full-leg casts, or twice as many casts for a Small creature.
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 (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Con DC 13 negates). Useful as a distraction, flash powder makes light-burst spells more dangerous.
When you add this 1-pound bag of green powder to a gallon of water, the two combine to form 50 cubic feet of thick green foam. Unless contained, in 1 round the foam fills a 5-foot-square to a depth of 2 feet. When multiple pounds of powder are used, the foam expands at a rate of one 5-foot square per round. Ground covered with the foam is treated as difficult terrain, but is otherwise harmless. After 1 hour, the foam hardens to form a buoyant material roughly the density of honeycomb. The cured foam is easy to cut. The cured foam breaks down over a few days, and even faster if exposed to water. Casting transmute mud to rock on uncured foam converts it into a soft, pumice-like stone (hardness 2, 5 hit points per inch of thickness).
This fine white powder is a powerful stimulant that affects the nervous systems of any creatures that inhale or ingest it, preventing them from sleeping for 24 hours. A packet of insomnia powder can be thrown as a splash weapon (range 20/40/60). A creature struck by a direct hit must succeed at a DC 12 Constitution save to avoid the effect, while those in the splash radius must succeed at DC 8 Constitution saves. This is a poison effect.
Although it causes no severe damage, insomnia can cause a creature to be more prone to fatigue. Though it prevents sleep (and thus prevents wizards and some other spellcasters from regaining their spells), insomnia powder does not prevent a creature from meditating or praying. The effects of insomnia powder can be countered by sleep, neutralize poison, or similar effects.
This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed on a DC 12 Constitution save to resist the powder, while those in adjacent squares must make a DC 8 Constitution save. Creatures that fail the save take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.
This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the Disable Device skill, you gain a +5 circumstance bonus to open the lock or disable the trap, but there is a 75% chance that the mechanism is destroyed and cannot be used afterward. If the check fails, the mechanism is destroyed. A destroyed lock cannot be unlocked (but still counts as locked for the purpose opening the locked object). A destroyed trap mechanism immediately triggers the trap. If you fail the DC by 5 or more, the powder also lands on an object in your square (including possibly your armor or weapon), dealing 5 hit points of damage to the object.
Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Constitution save to resist the powder, while those in adjacent squares must make DC 8 Constitution saves. Creatures affected by sneezing powder must make a DC 10 Constitution save every round for the duration or be staggered until their next turn.
A pox burster is an alchemically preserved animal bladder or gourd that has been filled with toxic, rotting materials. You can throw a pox burster as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit forces a target to immediately make a DC 13 Constitution save or contract filth fever. Every space adjacent to the target square of the pox burster is covered in disease-causing filth. For the next minute, any creature that is injured while in one of these spaces must also make a DC 9 Constitution save or contract filth fever.
This viscous, translucent green fluid is typically stored in a large syringe. When injected into a mostly intact corpse of a Medium or smaller creature that has been dead for no more than 1 day (time spent under effects like gentle repose don't count against this time), the fluid gives the corpse a rudimentary semblance of life, reactivating its nerves and muscle tissue. This causes the corpse to reanimate and shamble around erratically for 1 minute.
The result is not an undead creature, nor is it a construct. The reanimated corpse remains utterly lifeless and is driven only by muscular spasms that cause it shuffle 20 feet in a random direction each round, gasping and blinking eerily as it goes. When the corpse hits a solid barrier or is attacked, it stops moving. On its next turn, roll 1d8 to determine where it goes next. On a 1, it continues forward in the same direction it had been previously moving (or runs up against the same barrier).
On a 2, it turns 45 degrees clockwise and heads in that direction; on a 3, it turns 90 degrees clockwise and heads in that direction; and so on. The corpse can't attack, doesn't defend itself, and--as an object--has AC 10 and 12 hit points. Crafting a syringe of reanimating fluid requires a successful DC 25 Craft (alchemy) check.
This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Constitution saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.
This gritty, gray ointment weakens rocky materials. When applied to an object made of stone, it reduces the object's hardness by 4 for 10 minutes. As a standard action, a creature can apply the paste to affect one 5-foot-square or a Medium or smaller creature. The paste only affects hardness, not damage reduction or similar defenses.
This collection of coarsely ground spices, seeds, and alchemical reagents overrides your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint if you are cloaked; they just can't identify your smell as something unique. Washing for 1 full round removes the scent cloak.
This thin black liquid is stored in airtight flasks because it evaporates quickly when exposed to air. Its cloying vapors cling to a target, obscuring vision for a short period of time. You can throw a shadowcloy flask as a splash weapon with a range increment of 10 feet. A direct hit means the target treats the ambient light as one category darker than normal, with a creature already in natural darkness treating it as supernatural darkness. This effect lasts for 1 round. A thrown shadowcloy flask has no effect on adjacent creatures or if it misses.
Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on. They are always masterwork weapons--most often scimitars or longswords; the listed price includes the cost of the masterwork bonus.
This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.
The smoke from a pepper pellet is an ocular and respiratory irritant, and creatures that are hit by a pepper pellet or pass through the smoke must succeed at a DC 12 Constitution save or take a -2 penalty on all rolls for 1 round.
The smoke from a smog pellet is oily, and creatures that are hit by a smog pellet or pass through the smoke are covered in thick residue. This residue makes invisible creatures visible for 1d4 rounds.
This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a cloud spell (level 2), except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
This soothing elixir was created to counter the life-draining effects of vampires, wights, and similar horrible creatures. If you have life drain, you can drink a dose of soul stimulant, negating the effect for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the life drain effects.
Despite their name, spider sacs have nothing to do with spiders but rather are alchemical devices with a unique delivery system. Used for climbing as well as combat, these grayish, gourd-like pouches are made of a specially grown fungus with a tough but rubbery exterior. The fungoid is carefully harvested, pierced at one end, hollowed out, and then injected with a strong alchemical adhesive that hardens to a fibrous material almost instantly when exposed to air. When squeezed, a spider sac's adhesive shoots out to a maximum range of 10 feet and sticks to whatever it strikes, whereupon the strand dries instantly into a durable fibrous rope. For the purposes of climbing, treat a spider sac as a grappling hook except that all surfaces are AC 5. A spider sac can also be used as a lasso except with AC 10, 4 hit points, and a DC 24 Strength check to burst. A spider sac is a single-use item.
This lumpy, lard-like, alchemical substance is designed to protect armor and weapons from dents and cracks that commonly develop in close-combat equipment. When liberally applied to armor or weapons, the material provides a greasy surface that blunts impacts, causes blades to slide aside, and strengthens the gear it is applied to. A single container holds enough sunderblock to coat a single weapon or suit of armor as a full-round action. The effects aren't pronounced enough to increase the Armor Class bonus of a suit of armor, but the hardness of armors and weapons coated with sunderblock increases by 7. This bonus lasts for 12 hours, at which point the greasy substance dries and flakes away.
This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.
When you throw a tanglefoot bag at a creature (as a ranged touch), the bag comes apart and the goo bursts out, entangling the target and giving them the grappled (level 1) condition. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Dex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Con check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
A tar bomb is an easy weapon to make, and devastating in use. A head-sized lump of tar is wrapped around a rope and set on fire. You use the rope to lob the burning tar onto an enemy's deck, where it sticks and sets the ship alight. In many ways, a tar bomb functions as a less potent version of alchemist's fire, as it deals less damage and lacks the splash damage of the more expensive substance. Lighting a tar bomb is a move action.
A hit with a tar bomb deals 1d4 points of fire damage and has the potential to set the struck object or creature on fire, causing an additional 1d6 points of fire damage each round unless the target or an adjacent creature makes a DC 15 Dex save to extinguish the flames as a full-round action. Knocking the tar bomb or the burning creature or object into a body of water or magically extinguishing the flames automatically smothers the fire.
When first opened, this sealed jar releases such an overwhelmingly antiseptic odor that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 circumstance bonus on all saves against scent-based attacks while the sap's odor remains, but they automatically fail any scent-based Perception checks during that time.
You can throw this stone as a ranged attack. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Con save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes disadvantage on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Blight tonic increases the potency of a creature's disease attack transmitted by physical contact, such as a dire rat's filth fever. The next time a creature must save against the drinker's disease save DC, the DC for the initial infection increases by +2. The tonic lasts for 10 minutes or until the next time a creature must save against the drinker's disease DC, whichever comes first.
This thick syrup is extracted from bitter herbs and enhanced by alchemy to ward against sleep, stunning, and the staggered condition. If you drink twitch tonic, you gain advantage on saving throws made against these effects for the next hour. If you drink twitch tonic while suffering from any of these effects, you may immediately roll another saving throw against the effect (with advantage still); you may gain this particular benefit only once per day. You can administer twitch tonic to an unconscious or stunned creature as a full-round action, similar to administering a potion.
This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.
A volatile mix of incendiary reagents, unstable accelerant can be thrown just like alchemist's fire. In the hands of an alchemist, a flask of unstable accelerant can be used as part of creating a bomb, increasing its fire damage by +1d6 points. It has no effect on bombs that do not deal fire damage. If the bomb lasts for more than an instant, the extra damage only applies to the first round's damage.
Drinking this crystal-clear liquid accelerates the natural process of healing Constitution damage. Resting for 1 hour after drinking a vial heals the drinker of 1 point of Constitution damage as if the drinker had benefited from a full night's rest. Taking multiple doses in an hour does not increase the rate of healing; as each dose must be taken individually, followed by an hour of rest, for it to have any effect. Using more than 4 doses in 1 day has no effect.
This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.
These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to inflict extra damage to those creatures vulnerable to it. Ghost salts allow your weapon to function as an incorporeal weapon, doing extra damage to incorporeal creatures. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.