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Alchemical Items

0 Tindertwig, Sunrod, Luminous Water, Ice Chalk, Chalk


1 Base Acid, Insect Repellent, Smelling Salts
2 Antitoxin, Gravedust, Thunderstone, Melt Powder
Brittlebone, Greater Acid (See Below), Hydrogen Peroxide 3% Solution, Portable Pyre,
3
Smokestick
4 Ironbane Acid, Liquid Smoke, Mist Pellet, Stonebreaker Acid, Woodripper Acid
5 Alchemist's Fire, Blood Thickener, Embalming Fire, Frostshard
Bloodwine, Fulminating Silver, Sleeping Fire, Soulrender Acid, Tanglefoot Bag, Synthetic
6
Boomer Bile
7 Adrenaline, Dry Oil, Everburning Torch, Hydrogen Peroxide Undiluted
8 Fulminating Gold, Ghost Oil, Liquid Night, Razor Ice Powder
9 Gunpowder, Liquid Mortality
Luminous Water[edit]
This alchemical substance is created by repeated distillation of bioluminescents such as glow-worm or mushrooms.
This alchemical substance is very simple to make, even for amateur alchemists.
This substance will glow in natural darkness, illuminating the immediate area as a light spell for an entire evening
(12 hours if kept in a glass flask or other transparent container [see below]). Luminous Water can also be thrown as a
splash weapon. Treat this as a ranged touch attack with an increment of 10 feet. A direct hit illuminates the target,
giving a +1 to attack rolls to hit the target for 10 minutes. This substance will not shed light in magical darkness,
such as the darkness spell.
Luminous Water that is contained within a transparent flask or vial (so as to act like a torch) will need to be exposed
to sunlight for 1 hour per day. If it is not exposed to sunlight each day, then it will no longer shed light until it is
exposed to sunlight again. Instead of exposing to sunlight, it can also be heated at a low temperture for five minutes
to recharge. Luminous Water that is diluted, spilled, or otherwise removed from a sealed container ceases to shed
light after 10 minutes.
Prerequisites: Brew Potion or Craft (alchemy) 1 rank ; Market Price: 15gp ; To Create: 3gp and 1 XP ;
Base Acid
Corrosive acids deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into
a vat of acid), which deals 10d6 points of damage per round. An attack with acid, such as from a hurled vial or a
monster's spittle, counts as a round of exposure. The fumes from most acids are inhaled poisons. Those who come
close enough to a large body of acid to dunk a creature in it must make a DC 13 Fortitude save or take 1 point of
Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of
Constitution damage.
Creatures immune to acid's caustic properties might still drown in it if they are totally immersed (see Drowning).
Flask of Acid You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a
range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point
where the acid hits takes 1 point of acid damage from the splash.

Insect Repellent (3.5e Equipment)


Description: An odd smelling liquid that can be used to disguise one's scent and discourages
insects or arthropods from biting the wearer. Commonly used in areas with high insect
population. The liquid is trancelucent and appears as water. The Liquid can be diluted in water to
lessen the scent that is emited. Commonly mixed with flower petals and oils to lessen the atrocity
of the smell.
Use:A vial of Inscet Repellent can be applied to all exposed skin as a full action. An undiluted
repellent lasts for 3 hours. A half-water solution will last 1 hour. The undiluted repellent is
flammable and can be ignited by any direct exposure to fire. The scent gives the user -5 on all
tracking checks against them for the purpose of determining the location of the smell. The scent
also grants the user +5 on all checks attempting to determine the smell.
Cost: 20g per vial

Smelling Salts[edit]
Smelling salts are chemical compounds used to arouse an unconscious person. Common
alchemical items used as smelling salts included Sal Volatile (ammonium carbonate), Caustic
Volatile Alkali (ammonium hydroxide), or a Spirit of Hartshorn (ammonia) dissolved in an
alcohol solution. They are generally cheap and simple to produce for even amateur alchemists.
Smelling salts give a +1 alchemical bonus to Heal checks performed on headaches, or on
attempts to revive or wake an unconscious person.
One vial costs 10 gp and weighs 1 lb.
Wikipedia: Smelling Salt
Antitoxin
If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison
for 1 hour.
Brittlebone- This unguent must be spread over a set of bones before animation as a skeleton.
The ointment reduces the skeleton's natural armor by 2pts,but when the skeleton is destroyed, it
splinters apart and sends shards in all directions.Any creature within the skeletons reach takes
1pt of piercing damage per skeleton HD (Ref 15 halves). It is a full round action to apply this. A
single flask covers 1 Medium creature or smaller. Large requires 2, Huge requires 4, a
Gargantuan creautre 8, and a Colossal 16 flasks.
Embalming Fire- This bitter-smelling liquid must be poured over a corpse and allowed to soak
in for 1 minute before the corpse is animated as a zombie. Once animated, if the corpse takes any
fire damage, it bursts into flame for 1 full minute. This fire doesnt damage the zombie but allows
the zombie's attacks to inflict 1d6 extra fire damage. A single flask covers 1 Medium creature or
smaller. Large requires 2, Huge requires 4, a Gargantuan creautre 8, and a Colossal 16 flasks.
Ghost Oil- This clear oil has a slight tint of grey with strange wispy forms swirling through it.
When applied, it grants the ghost touch capability for the next two rounds. A single flask covers
1 Medium creature or smaller. Large requires 2, Huge requires 4, a Gargantuan creautre 8, and a
Colossal 16 flasks.
Liquid Night- This protects a daylight-sensitive undead for an hour. If subjected to a magical
effect or spell that causes extra damage to sunlight-vulnerable undead, it is treated as if it doesnt
have this (this also burns away this protection immediately) This smells distinctly of
moonflowers. A single flask covers 1 Medium creature or smaller. Large requires 2, Huge
requires 4, a Gargantuan creautre 8, and a Colossal 16 flasks

Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359),
Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)),
Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder)
Oriental Adventures (Liquid Smoke, Sleeping Fire).

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