====== Alchemy ====== The Alchemy skill can be used (with successful check) to identify potions, poisons and alchemical products discovered in the world. If one has an alchemy kit (10gp 1 load, 2 SUP) the check is made at advantage. If one has an Alchemy Workshop (500gp, in a fixed location), one can also make any of the alchemical products listed below. To make a product it takes 1d4 days plus 1 day per 50gp (or fraction thereof) of list price, 0.4 times the list price in components, and a successful alchemy check. If you have an Alchemical Laboratory and a trained assistant, the check is made with advantage. The alchemical laboratory can also be used to create new alchemical products,the details of which must be worked out with the Campaign Judges. Unlike most other skills, one must have proficiency in the Alchemy Skill in order to attempt to make Alchemical products. ===== Alchemical Products ===== Here are a list of common useful devices and substances produced by alchemists. They are largely single-use devices, and at best (like third eye stone and Ether Lens) of limited reuse capacity. ^Type^ Price^[[Supply]]^[[Load]]^Notes^ |Greek Fire| 100gp| 7| 1|Kept in a clay vessel, thrown against target, the vessel breaks and a sticky substance ignites, clinging to target. It does 1d6 damage each round until totally smothered by cloth or liquid. If the attack roll is a 1, an ally or the thrower is hit.| |Grounding Girdle|75gp| 1| 0.2|Wearing this copper-lined belt that includes a series of dangling beaded tassels gives the wearer resistance to lightning damage but imposes disadvantage on any Athletics or Stealth checks.| |Stogies of Stench Warding|1gp| 1| 0.2|Secret cigar recipe of Turkish alchemists, gives a +2 save vs. offensive odor attacks (skunks etc), but double chance of wandering monster with sense of smell. Each stogy lasts 6 turns.| |Shimmering Sand| 25gp| 2| 0.2|Increases the number of targets of a sleep spell by 25%.| |Black Sand| 100gp| 7 |0.2|Allows a sleep spell to affect the undead.| |Pipeweed of Judicious Contemplation| 50gp| 5| 0.2|A mage who smokes the weed for 10 minutes before casting a spell gains +3 on casting check. If it is smoked more than once a day, smoker is feebleminded for 1d6 hours.| |Third Eye Stone| 75gp| 6 |0.2|Allows viewer to make a Perception check to see any disembodied spirits within 60'. 1 in 6 chance per use that the stone will burn out.| |Flash Powder Pellet|50gp| 5| 0.2|If thrown against a hard surface, make a flash-bang and smoke. Causes adjacent targets who fail a CON check lose a turn| |Assassin’s Smoke| 50gp |5| 0.2|Thrown to ground, instantly produces a 5x5 cloud of smoke, sufficient to allow thrower to attempt to sneak away/hide| |Fine Glitter| 30gp| 3 |0.1|Thrown in the air, reduces saving throws vs. Charm, Hold and Confusion spells by -2. Does not work in darkness or strong wind.| |Alchemical Grenade|100gp| 7| 1|Throw up to 50' explodes in a 15'x15' area, all inside make a CON check or take 1d8 thunder damage and be knocked prone| |Essence of Krangor| 150gp| 9| 0.2|If breathed in, 75% chance that it will instantly impart 6 temporary hit points (first to be lost), but 25% it will do 1d3 damage instead.| |Devil Grease| 40gp| 4| 1|Poured onto a 5'x5' hard floor, next person who steps onto it must save vs. Dex or fall down and flounder for 1-3 rounds| |Bottled Phantasm| 60gp |6| 1|When bottle is opened after an illusion type spell is cast, the spell will last an extra 1d6+1 rounds without concentration by caster.| |Dragon Breath Bomb|150gp |9| 1|Light it and make a thrown weapon attack to move it up to 50', or light it and run away. There is a 5 in 6 chances that it explodes and all in a 15'x15' area around it take 3d6 fire damage, or half as much on a successful DEX check. If it doesn't explode for the next 1D6 rounds there is a 1 in 6 chance it explodes late. Every time someone carrying a bomb takes fire damage, there is a 1 in 6 chance one of the bombs they carry explodes.| |Ether Lens|150gp|9|0.2|mounted on a hooded lantern (not included), projects a beam 40' long, 10' wide that reveals any disembodied spirit with its illumination. 1 in 6 chance of burn out each use| |Tanglefoot Bag| 25gp| 2| 1|A wax-lined bag filled with chemicals, if thrown (to hit needed) at a target, save vs. paralysis or be unable to move for 1d6 rounds (may still attack and cast spells).| ===== Acids ===== Alchemists can distill acids that are made to burn through organic, metalic, or mineral materials. These substances each have specific uses whether it is to help clear Atlantean locks and traps or to burn wounds to slow an opponent down like a venom. All acids can be used to make an acid bomb. The acid must be kept in a pottery flask (if the person who carries it falls down, roll DEX check or it will break on him and do damage) and can be thrown up to 50' as a thrown weapon. If it hits a target, it inflicts 2d4 points of acid damage, and 1d4 acid damage to anyone standing within 5' of the main target. Additionally, each acid type has a potential damaging effect to target's gear. ^Type^ Price^ [[Load]]^[[Supply]]^Prime Ingredient^Effects^ |Oil of Vitriol (sulfuric acid)|25gp| 0.2| 5|Brimstone|A powerful agent to burn away organic material, used to treat a chest or wooden door, give advantage to breaking attempts. If used in an acid bomb, 1 in 6 chance of wrecking a shield carried by target| |Spirits of Salt (hydrochloric acid)|35gp|0.2|5|Green Vitriol|Used to clean and prepare precious metals and gemstones, a dose of this acid can grant a reroll to Appraisal checks on items that could benefit from such a treatment. If used in an acid bomb, 1 in 6 chance of doing 1 point of [[Durability]] damage to weapon wielded by the target| |Spirits of Niter (nitric acid)|35gp|0.2|5|Niter|Good from dissolving base metal, using a dose of this can grant a lockpicker a second attempt to pick a rusty lock or to disarm an ancient trap. If used in an acid bomb, 1 in 6 chance of doing 1 point of [[Durability]] damage to target's armor| |Aqua Regius (mixture)|50gp|0.2|6|Niter and Green Vitriol|Strong metal dissolver, also gold, silver, useful in destroying precious items, and can automatically open metallic seals on doors or boxes. If used in an acid bomb, has a 1 in 6 chance each of doing [[Durability]] damage to both weapon and armor of target|