Alchemy Expanded

Alchemy Expanded

A variety of substances can be produced using the alchemy skill. I think that not many players choose this skill because only a few examples are given in the core rulebooks. I have pre-approved the following list for my game, and may add others as time goes on. The formulas for all of the standard alchemical substances in the Player's Handbook (Tindertwig, Sunrod, Smokestick, et al) are easily discovered and readily available to all alchemists. The formulas for the additional items I have detailed below are guild secrets passed down from master to student. I'll let a character with the alchemy skill select one for each rank he purchases if he keeps a personal codex (book) of such formulas. Others might be found as treasure, or can be researched by interested characters with a bit of work.


48 New Substances

  • Alchemist's Mercy; DC8 to create; Market Value 1GP. Introduced in Dragon Magazine #280. An evil-tasting powder added to water or fruit juice that completely eliminates a hangover.

  • Armorsoft; DC22 to create; Market Value 45GP. Introduced in Dragon Magazine #280. Greasy red substance rubbed into any metal armor to reduce its armor check penalty by 1 for an hour. Each use causes a cumulative 5% chance to corrode the armor into uselesness by the end of this time.

  • Balm of Gilead; DC11 to create; Market Value 40GP. My own addition. A bottle of this fits nicely into a healing kit, has ten uses, and grants an alchemical bonus of +2 to healing proficiency. Note: This stacks with the +2 circumstance bonus already conferred by the healing kit.

  • Bitcone; DC8 to create; Market Value 18GP. My own addition. A conical solid mixture of pleasant aromatics. They were placed on the heads of dancers and musicians, where they were allowed to gradually melt down over hair and body over the course of an evening. Adds +2 dramatic bonus to perform checks for performances lasting at least twenty minutes.

  • Burn Salve; DC11 to create; Market Value 17GP. Introduced in Dragon Magazine #301 (I modified). When applied within ten rounds of injury to a burn, heals 1d4 of burn damage.

  • Cedarwood Polish; DC13 to create; Market Value 30GP. My own addition. Wooden objects, paper, and leather treated with this substance repel water and have an appealing luster. Use caution as paper so treated also repels ink thereafter. A fresh application is needed every year or so for indoor furniture and the like; every month for something like a hitching post outdoors or the railing on a ship. One application covers something the size of a table, or a 100-page book.

  • Courier's Ink; DC22 to create; Market Value 20GP. Introduced in Dragon Magazine #280 (I slightly modified). A quantity of ink sufficient to write one page. The ink becomes invisible as it dries and reappears only when treated with revealing solution, one vial of which is included in the cost above.

  • Devil's Soap; DC19 to create; Market Value 23GP. Introduced in Dragon Magazine #301. A black paste brewed in the guts of a stygian pumpkin that confers fire resistance of 2 for one hour. It is favored by smiths. You can cover the entire body with one application, or do just the hands and forearms about five times.

  • Egyptian Facepaint; DC5 to create; Market Value 1GP. My own addition. A number of cosmetics were applied daily by regular users both male and female. The quantity created is sufficient for daily application by one individual for one week. The wearing of facepaint is somewhat expected of those in or seeking a high position. It grants a +1 cosmetic bonus to effective charisma of the wearer only for the purpose of calculating charisma-based skill bonuses.

    To use, a makeup kit is required (5 GP initially - though a disguise kit meets this requirement fully). The green eyepaint was usually malachite, a green ore of copper. Kohl was made of galena, a dark grey ore of lead. It was used to underline the eyes and darken the eyebrows. Eyepaint was kept in lumps in little bags of linen or leather and was ground on a palette to a fine powder. The powder was poured into vases or tube-shaped containers from which it was extracted and applied with a thin stick. Red lip gloss, possibly made of fat with red ochre, was applied with a brush or spatula. Rouge powder was used to give glow to the cheeks. The lid of the kit is typically a mirror.

  • Elf Hazel; DC9 to create; Market Value 5GP. Introduced in Dragon Magazine #301. A week of daily applications causes a scar to vanish.

  • Firestone; DC26 to create; Market Value 60GP. Introduced in Dragon Magazine #280. Upon being thrown against a hard surface, it bursts into a puff of flame doing 1d6 HP of fire damage and igniting combustable materials nearby.

  • Flash Powder; DC21 to create; Market Value 20GP. Introduced in Dragon Magazine #280 (I slightly modified). Ignites when exposed to air. Usually contained in a small breakable bead. Causes a bright flash which distracts observers sufficiently to allow a rogue to make a hide attempt. When thrown directly into someone's face as a ranged touch attack, it duplicates the effects of a flare cantrip (DC10).

  • Frost Lotion; DC12 to create; Market Value 15GP. Introduced in Dragon Magazine #301 (I modified). When applied within ten rounds of injury to frost-damaged flesh, heals 1d4 of the cold damage.

  • Goblin Ink; DC13 to create; Market Value 20GP. Introduced in Dragon Magazine #301. This high quality navy blue ink is quick-drying and completely waterproof. One vial is sufficient to write 100 standard pages.

  • Good Incense; DC12 to create; Market Value 11GP. My own addition. Though believed to ward off evil spirits and influences, the pleasing fragrance of common incense doesn't really have great supernatural powers. What it actually does when burned in an enclosed space is to induce peace, relax the body, and sooth anxieties. This can create a favorable circumstance (+2 relaxation bonus) for diplomacy, gather information, and certain types of performances. It might actually create an unfavorable atmosphere (-2 relaxation penalty) for intimidation, innuendo, and other types of performance.

  • Henna; DC18 to create; Market Value 4GP. My own addition. Treatment of skin with special henna mixtures results in impermanent red tattoos. One application lasts for about one week before it must be refreshed. It grants a +1 cosmetic bonus to effective charisma of the wearer only for the purpose of calculating charisma-based skill bonuses. Constant upkeep of a henna pattern for more than one month becomes a signature feature associated with a character. This grants a +1 to the character's leadership score for as long as it is maintained. The pattern can be altered subtly over time while maintaining this benefit. Some practitioners of henna artistry know how to imbue the patterns with arcane powers through a special feat, so the sporting of regular henna art can cause people to view you with extra caution or respect.

  • Icewalker Oil; DC34 to create; Market Value 80GP. Introduced in Dragon Magazine #301. Rubbed on hands and feet, it allows one to spiderclimb on icy or snow-covered surfaces for ten minutes.

  • Insect Repellant; DC14 to create; Market Value 3GP. Introduced in Dragon Magazine #280. Rubbed on a creature or object, it keeps tiny vermin at bay for four hours. Larger or magically controlled vermin must succeed at a DC12 will save to approach.

  • Journeyman Serum; DC6 to create; Market Value 6GP. Introduced in Dragon Magazine #301. When drunk, adds +2 alchemical bonus to Constitution checks to avoid taking subdual damage from a forced march. Lasts 24 hours.

  • Kyphi Tsa; DC26 to create; Market Value 90GP. My own addition. Known as "Breath of the gods" the aroma of kyphi draws divine attention and so pleases the gods that a divine spellcaster under its auspices while preparing his daily spells is benefited. Though he does not gain any additional spells, he prepares all of his normal compliment of spells as though his caster level were one higher. Also, any metamagic feats he applies cost only one half (rounded up) of the additional levels they would otherwise require. For example, a third level priest might prepare an empowered Cure Light Wounds as a second level spell (rather than as a third level spell). This spell would heal 1.5x(1d8+4) points of damage. A single small block of kyphi burns for about one half hour, and all who inhale its powerful meditative aromas gain +1 alchemical bonus to concentration checks made for the following hour.

  • Lantern Star; DC10 to create; Market Value 7GP. Introduced in Dragon Magazine #301. A fist-sized glass globe that sheds an unwavering light equal to torchlight for about 4 hours after activation.

  • Liquid Metal; DC16 to create; Market Value 35GP. My own addition. A small batch of this can fill in the nicks, dents, and scratches on jewelry, weapons and armor, or any item made of metal. A single batch can be made to match the color of any one type of metal, and is sufficient to restore a whole brass bedframe or suit of armor to like-new condition. One could also do rude things to a lock or keyhole. Unfortunately, no means has been found to keep the liquid metal from hardening solid after 24 hours, so a batch must be made fresh and used immediately. Jewelers or pawn shop owners might mix up an batch to improve the value of a large lot of new acquisitions.

  • Memorybind; DC29 to create; Market Value 280GP. Introduced in Dragon Magazine #301. When drunk prior to spell preparation, it allows the spellcaster to prepare one additional first level spell. Memorybind disrupts the natural flow of magic, however, reducing the DC of all spells the imbiber casts throughout the day by 2.

  • Metalic Alloy; DC20 to create any quantity; Market Value varies. My own addition. The alchemist knows the proper ratios and methods of casting several pure metals into a particular alloy such as bronze or brass. The holy grail of this genre (or philosopher's stone, as it were) is the making of byzantium at a low cost. This is a most jealously guarded secret of the Omolaran pharaohs. Use of this knowledge requires setting up a foundry.

  • Metalic Ore Smelting; DC15 to create any quantity; Market Value varies. My own addition. The alchemist knows the basic formulas for smelting one type of ore into a quantity of a particular metal (copper, iron, tin, lead, etc...). Use of this knowledge requires setting up a smelter.

  • Mindfire; DC30 to create; Market Value 200GP. Introduced in Dragon Magazine #301. When added to an ingested poison, if the victim fails the initial save, mindfire leaves the imbiber confused and disoriented (-2 will saves, spellcasters must make a concentration check of DC15 + spell level to cast spells). The effect lasts for one hour.

  • Night Venom; DC36 to create; Market Value 400GP. Introduced in Dragon Magazine #301. When added to any poison, if the victim fails the initial save, he must make an additional save or fall into a fitful slumber until the secondary effects set in. He can be awakened normally.

  • Oakdeath; DC25 to create; Market Value 100GP. Introduced in Dragon Magazine #301. When added to any poison less than one hour prior to its application, oakdeath increases the poison's DC by 2.

  • Papermaking; DC12 to create; Market Value 64GP. My own addition. The alchemist knows the basic formulas for making and bleaching fine paper from scraps of cloth and other pulp. Use of this knowledge requires setting up a papermill.

  • Perfume; DC14 to create; Market Value 5GP. My own addition. It grants a +1 aromatic bonus to effective charisma of the wearer only for the purpose of calculating charisma-based skill bonuses. Applied several times each day, the small vial produced will last for about one month. Omolaran perfumes are reknowned for their subtlety and their shelf-life.

  • Powdered Water; DC31 to create; Market Value 75GP. Introduced in Dragon Magazine #280 (I have modified). When mixed with a single drop of water, one ounce of this substance becomes a gallon of pure water.

  • Purebalm; DC35 to create; Market Value 70GP. Introduced in Dragon Magazine #301. When applied to a poisoned wound, grants a +8 alchemical bonus to the fortitude save to avoid secondary effects of poison.

  • Red Rager; DC25 to create; Market Value 50GP. Introduced in Dragon Magazine #280 (I have modified). When spread over the entire body, red rager grants +2 alchemical bous to strength and minus two dexterity penalty for one hour. If used more than once in a week's time the recipient must make a fortitude check DC15 or suffer a point of permanent charisma loss. Each failed save means than the rager's mind has been affected, making him shorter of temper. It also shades the skin slightly more red after each failed save.

  • Senses; DC27 to create; Market Value 55GP. Introduced in Dragon Magazine #301. When quaffed, heightens the senses, granting a +1 alchemical bonus to spot and listen rolls for one hour.

  • Shinewater; DC7 to create; Market Value 10GP. Introduced in Dragon Magazine #301. Metal objects placed in a bath of this substance overnight become completely untarnished and gleam wholesomely. One application (about two gallons) will treat an item similar in size to one medium-sized weapon.

  • Slippery Oil; DC23 to create; Market Value 50GP. Introduced in Dragon Magazine #280. (I modified to incorporate several similar effects) When spread over the entire body, grants a +5 alchemical bonus to all escape artist checks for one hour. One vial contains a quantity of oil sufficient for one such application. A smaller amount applied to just the wrists, for example, could be used to help someone (+5 bonus) slip out of manacles. There are about 5 small doses in one application. The full application could instead cover a 5x5 square of (not dirt) flooring, requiring a DC15 balance check to avoid falling. One of the smaller doses could be applied to the bottom of you sleeping friend's boots as a prank. I'm sure you can think of other uses as well.

  • Sneezing Powder; DC23 to create; Market Value 60GP. Introduced in Dragon Magazine #280. When thrown directly into someone's face as a ranged touch attack, it confers a -2 circumstance penalty to most rolls due to watery eyes, sneezing, and choking.

  • Softshoe Powder; DC24 to create; Market Value 25GP. Introduced in Dragon Magazine #280. Treating a person's feet with this substance confers a +2 circumstance bonus to move silently attempts for ten minutes.

  • Soupstone; DC17 to create; Market Value 95GP. Introduced in Dragon Magazine #280 (I modified). When dropped into boiling water, this small smooth stone transforms it into flavorful, nourishing soup (of course you might want to add a few things foraged through the day). It can transform up to ten gallons before becoming inert. A gallon would make a nice meal for a small adventuring group.

  • Stonecloth; DC24 to create (+ Weaving DC20); Market Value 120GP. Introduced in Dragon Magazine #280 (I modified). This heavy, gray cloth woven from mineral fibers will not burn. The quantity above is sufficient to make one robe or cloak.

  • Titan Gum; DC16 to create; Market Value 25GP. Introduced in Dragon Magazine #301. Substances bonded with this quick-setting adhesive require a DC20 strength check to separate. Titan gum can support 500 pounds before breaking. Titan gum usually comes sealed in a ceramic tube that must be broken off at the top and is either poured directly where desired or applied with a cheap throw-away reed brush.

  • Traveler's Solace; DC24 to create; Market Value 45GP. Introduced in Dragon Magazine #280 (I modified). When drunk, this fiery liquid postpones exhaustion or fatigue for 1d4 hours (a second use cannot further postpone the inevitable). While the draught is effective, the imbiber can run or charge normally and suffers no other consequence such as strength or dexterity reduction. When he finally crashes, an exhausted character needs a full 8 hours rest to become merely fatigued. A fatigued character needs at least 8 hour bed rest before becoming fully rested.

  • Truth Wine; DC33 to create; Market Value 85GP. Introduced in Dragon Magazine #280 (I modified). The cost given is for one bottle. When one 8-ounce glass of it is drunk, this fine elven vintage loosen's tongues. The effect is brief, lasting only ten minutes minus the imbiber's constitution bonus. When the drinker tries to make a false statement, he must succeed at a Will save (DC 15), or else blurt out the truth of the matter, his true feelings, etc... Elves are immune to this effect.

  • Unguent; DC9 to create; Market Value 8GP. My own addition. Spread around the body, but particularly on exposed flesh such as the head and the hands, this soothing oil prevents the skin from drying out in the heat of the desert sun. One full application lasts for about one day with enough left over for occasional touch-ups. Unguent grants a +5 bonus on the fortitude save to avoid subdual damage on the high desert (see DMG pg 86). Unguent is also very pleasingly scented and thus grants a +1 aromatic bonus to effective charisma of the wearer (but only for the purpose of calculating charisma-based skill bonuses).

  • Vapors of Sleep; DC28 to create; Market Value 55GP. Introduced in Dragon Magazine #280 (I modified). When applied to a cloth and held over the nose and mouth, forces the target to make a fortitude save DC13 or else sleep as though affected by a sleep spell for 1d4 hours. The attacker must successfully grapple the target. A vial of this substance could instead be thrown as a grenadelike weapon (ranged touch). In this application, the target must make a fortitude saving throw (DC 13) or suffer a -2 circumstance penalty on all actions due to drowsiness for 1d4 rounds.

  • Vine Oil; DC15 to create; Market Value 45GP. Introduced in Dragon Magazine #301. When rubbed over the entire body, anesthetizes flesh so that wounds can go unheeded. Lasts for 24 hours after application, allowing the recipient to continue to function normally down to -5 HP. You still start bleeding at -1 and cannot stabilize on your own.

  • White Sanguine; DC20 to create; Market Value 140GP. Introduced in Dragon Magazine #301. When added to any insinuative poison, wounds inflicted continue to bleed, causing 1 HP per round unless attended with a DC 15 heal check or magical healing.

  • Wittlewort Brew; DC17 to create; Market Value 30GP. Introduced in Dragon Magazine #301. Drinking a cup of this immediately grants a subject of enchantment a new saving throw. Getting them to drink it, however, might prove difficult.