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Alchemy Listing
Updated 1/29/2001
Source and author unknown Wiki formatting by genshou
Ranks 1 - 2 = Character may choose to create any Level 1 alchemical mixture. Ranks 3 4 = Character may choose to create any Level 2 alchemical mixture. Ranks 5 6 = Character may choose to create any Level 3 alchemical mixture. Ranks 7 - 8 = Character may choose to create any Level 4 alchemical mixture. Ranks 9+ = Character may choose to create any Level 5 alchemical mixture.
Alchemy as a skill in the world of Prandria:
The alchemy skill is a highly valuable skill and has many uses. It allows the identification and creation of many mixtures, salves, ointments and chemicals. Alchemy in Prandria is the heart of the Sesheyan race. They embrace alchemy and are introduced to it within weeks of birth. In the world of Prandria the alchemy skill works a bit differently then the standard PHB way. For example, the more ranks you spend in alchemy the access to higher mixtures becomes available. An extensive list of alchemical mixtures is listed on the following pages, but these are by no means all of the creations possible. Work with your DM if you wish to create new possibilities.
Creating new alchemical formulae:
When creating a new mixture, first the player would present the idea to the DM, together they would decide on what would be an appropriate alchemy level. The character needs to have access to an alchemical lab to create the mixture, if the character does not own his own lab, add an additional 50gp per week of rental for one of the labs in the city. The town must have a magic or tech level of 3, or special circumstances must exist for a lab to be available.
Once the lab has been worked out, the player uses the following formula to determine success.
Base Chance of Success + 1% per rank in alchemy = % chance to successfully create new mixture.
Eg. A level 4 alchemy
10% base chance of success + player has 10 ranks in alchemy, = success chance is 20%
- For every extra week with an additional cost of 100gp per week spend on the creation, add an additional 5% to the base chance
Eg. If a level 3 mixture was trying to be created with three additional weeks of research added (costing 300 extra gp), and the character had a rank of 7 in alchemy, the chance for success would be 37% and the total amount of time it would take would be 6 weeks.
Base (15%) + 3 weeks extra research time (15%) + 7 ranks (7%) = 37%
Once the character has succeeded in creating the mixture, he or she can always duplicate the mixture as per normal for the alchemical level. To teach others how to make the mixture, he would add a 50% bonus to their success chances in duplicating the formula. If the character wishes to sell his mixture on the market, the DM would determine a reasonable cost between the amounts on the base retail amount.
| Level of Alchemy | Base Chance of Success | Base Time in Weeks | Base Cost in GP | Base Retail Amount |
| I | 25% | 1 week | 100 | 5 - 50gp |
| II | 20% | 2 weeks | 250 | 50 - 100 gp |
| III | 15% | 3 weeks | 500 | 100 - 400 gp |
| IV | 10% | 4 weeks | 750 | 400 - 800 gp |
| V | 5% | 5 weeks | 1000 | 800 + gp |
*All alchemical ingredients can be found in the wild, however, plant or living ingredients cannot be found in Winter.
Level 1 - Basic Alchemy
- Creation in lab - level 1 mixtures take 1d4+2 hours and 1d3x10 gp per dose to create.
- if the reagents are found in the wild (alchemy check vs. DC 12) then there is no cost (unless you have to rent the lab)
- Field Creation - level 1 mixtures take 1d4+1 days to find and create in the field, but there is no cost involved.
- a single alchemy check vs. DC 12 is required to succeed (This check is made on the last day if check fails a new check is made every day thereafter)
| Mixture Name | Price / dose | Description |
| Alchemists Mercy | 1gp | Powder when mixed with water and ingested removes the effects of a hangover in 1d6 rounds. (For more info see Dragon Magazine #280 page 51) |
| Couriers Ink | 20gp | Makes an ink that writes invisibly unless submerged in the special liquid that is also created. Perfect for secret messages. Cannot be used for spells or scrolls. (For more info see Dragon Magazine #280 page 51) |
| Drawing Coal | 5gp | Can make near permanent markings on any non metal surface. (Lasts 1d4+1 months, submersion in soapy water removes in 1d6 days) |
| Drowsy Brew | 15gp | Causes a fort save vs. DC 12 or victim gets drowsy and goes to sleep in 1d4 turns. The victim is in a deep slumber that requires 1d4 rounds to fully waken. |
| Inebriator Brew | 20gp | If fort save vs DC 12 fails, victim is intoxicated and suffers a 2 penalty to all checks. |
| Flash powder | 20gp | This powder is a mild explosive but burns too quickly to start any fires. When struck with a spark the powder violently flares affecting a single target within 10 causing a 5 penalty to all spot checks for 5 rounds. (For more info see Dragon Magazine #280 page 51) |
| Heat rub | 10gp | Can be applied to body parts to reduce or protect against frostbite. +1 to cold checks. |
| Ice Crystal | 5gp | Creates a rock that when submerged in liquid, turns freezing cold and cools the liquid to a temperature around 45 degrees. Makes an effective ice cube or used in experiments involving cold liquids. (For more info see Dragon Magazine #280 page 51) |
| Minor Acid | 10gp | Slowly dissolves organic material, 1 dose will cause 1 damage per turn for 1d4 turns of constant exposure. (Wine or vinegar dilutes the acid immediately) |
| Skin Pigment | 40gp | This mixture can be applied to the skin, which will take 1 turn to fully cover all skin. After another full turn of letting the mixture set in, the skin can be altered to any color, this alteration will last 1d6 + 6 hours. |
| Spark Powder | 5gp | this powder can be made to coat arrow heads, sling stones
etc. When struck against a stone or steel surface, a spark can ensue. (Possibly igniting some flammables) |
| Stoning Herb | 35gp | If smoked in a pipe, victim makes a fort save vs DC 12 fails, victim is put in a sedated state where to perform any action he must make a willpower save vs. DC 12. (Many people become addicted to this mixture, there is a 5% chance (non cumulative) that someone will get addicted and require a dose every 5 days) |
| Taste Enhancer | 35 gp | This alchemical mixture can be applied to the tongue, for 1d4+6 rounds after the mixture has been applied, whenever the character tastes or eats anything, he gets a +1 circumstance bonus against poisons and can identify the type of substance with a +2 bonus to his/her checks. |
| Vomiting Brew | 10gp | Causes a fort save vs. DC 12 or victim vomits. If given after victim ingests a poison, gives a +5 circumstance bonus to the save vs. poison. |
Level 2 - Novice alchemy
- Creation in lab - level 2 mixtures take 1d4+2 hours and 1d6x10 gp per dose to create.
- if the reagents are found in the wild (alchemy check vs. DC 15) then there is no cost (unless you have to rent the lab)
- Field Creation - level 2 mixtures take 1d6+2 days to find and create in the field, but there is no cost involved.
- a single alchemy check vs. DC 15 is required to succeed (This check is made on the last day, if check fails a new check is made every day thereafter)
| Mixture Name | Price / dose | Description |
| Acrid Acid | 60gp | This acid causes 1d2 dmge per round to organic material, it can eat through any organic material (Leather, cloth, etc) But has causes no harm against stone or metal. |
| Cloth Fire Protectant | 50gp | Clothing soaked in this liquid gains a fire resistance of 5 for 1d4 hours. This liquid is irritating to living skin and causes hives and rashes, but it can be used for skin if emergency situations arose. |
| Cold Rub | 30gp | Helps heal burns cures 1d4 points of burn damage if applied within 1 hour of burn |
| Colored Fire | 15gp | A single dose of these chemicals can be applied to any fire up to 10 in diameter and causes the entire flame to change color. (the color must be purchased in the individual dose, some examples or blue, white, green, purple, etc.) |
| Firestone | 75gp | A small orange stone that puffs into flame causing 1d6 dmge when thrown and striking something. It ignites any flammable material on the target. (For more info see Dragon Magazine #280 page 51) |
| Free Foot | 50gp | Liquid spread to make a 5x5 area super slippery, all creatures completely in the area of effect make a reflex save Vs. DC 15 or fall, another save is made to regain footing if fallen, and another is made to leave area safely. (For more info see Dragon Magazine #280 page 51) |
| Hold Fast | 50gp | Comes as an adhesive in a jar, when fastened to the end of a rope, and the rope is thrown. It will adhere to the target area for 1d4+3 rounds. And can support up to 200 lbs of weight. (For more info see Dragon Magazine #280 page 51) |
| Incendiary Burst | 30gp | A ray of chemicals dispersed into the air, ignites and causes small fires or 1d3 hp of burn damage to a single target within 3 |
| Insect Repellant | 50gp | This liquid is rubbed over the skin and creates a sort of anti insect barrier that extends out to 20, all normal insects will not come within 5 of the character. Giant versions make a Will Save vs DC 15 to avoid the effect. |
| Liquid Ice | 50gp | Extremly cold liquid freezes and solidifies when in contact with air, can create ice slicks 5x5 per vial, or thrown like an ice grenade causing 1d6 damage to a struck target. Reflex save vs. DC 15 to suffer ½ damage. (For more info see Dragon Magazine #280 page 51) |
| Moth Balls | 30gp | These chemical balls can be stored in a backpack, closet, room or chest to prevent the decay of any clothlike material from moths or other insects. These balls last 3 months. |
| Numb Powder | 100gp | Inhaled suddenly this powder will cause the subjects body to become numb immediately. The subject feels only a fraction of the pain he suffers, this allows a character to stay conscious until he reaches 10 hp, however if he reaches 10 hp the character dies immediately |
| Paper Water Protectant | 40gp | This thin clear sappy liquid can coat a single parchment or paper, and when it dries makes the paper immune to minor water drops, if submersed in water the paper gains a +5 bonus to its save against damage or wear. |
| Perfume | 50gp | Increase desire of opposite sex, a temporary enhancement bonus of 1 in charisma for 1d6 hours when dealing with opposite sex member of same or similar species. |
| Powdered Water | 50gp | This fine white powder is kept in an airtight container, until ready to be used. This is sold in 5 oz doses. A single oz when put into a watertight container and 1 drop of water applied will form into 1 gallon of fresh drinking water. This is an exceptional way to carry weeks and months of water at a time without worrying about weight of transport. (For more info see Dragon Magazine #280 page 51) |
| Preservation Herbs | 45gp | These chemicals can be applied to any rations or meats, making them resist decay or rot for 1 week per dose. (No more than 4 doses can be used on a single source else the food source become to contaminated to be consumable) |
| Sleeping Brew | 50gp | Imbibers make a fort save vs DC 15 or fall asleep within 1d4 minutes, lasting 1d4+4 hours. The victim can be woken through slapping, water splashing etc. |
| Wake Up Ether | 50gp | This liquid gives of a powerful aroma, when inhaled it will wake a sleeping person instantly. Does not affect comatose victims or victims unconscious due to sub zero Hit Points. But will affect sleep spell or all sleep brew victims. |
Level 3 Intermediate Alchemy
- Creation in lab - level 3 mixtures take 1d4 days and 5d6x10 gp per dose to create.
- if the reagents are found in the wild (1d4 days search and then an alchemy check vs. DC 20) then the cost is reduced to 1d6x10gp
- Field Creation - level 3 mixtures take 1d4 weeks to find and create in the field, but there is no cost involved.
- a single alchemy check vs. DC 20 is required to succeed (This check is made on the last day, if the check fails, the entire effort is wasted and must be restarted from scratch)
| Mixture Name | Price / dose | Description |
| Acid Retardant | 100gp | This mixture when rubbed into clothing or applied to the skin will absorb 5 points of acid damage before the covered item or person suffers any damage. |
| Animal Repellant | 100gp | This liquid is applied to clothing or skin, no normal animals will stand to be near the affected object or person, only if defending their young will they attack. Beasts or Monstrous animals are not affected. |
| Anti-Coma Potion | 150gp | This mixture will reverse the effects of a coma potion, and can recover a victims unconsciousness from minor comas. This potion can reinvigorate a 1 to 9 hp character, so that they will become conscious and function until they reach 10 hp. |
| Cold Retardant | 100gp | This mixture when rubbed into clothing or applied to the skin will absorb 5 points of cold damage before requiring the covered item or person suffers any damage. |
| Coma Potion | 200gp | This mixture will cause a death like state in its victim for 1d4 days, if the victim ingests the potion and fails a fort save vs. DC 20. Sometimes victims are buried only to revive and suffocate when they gain consciousness. |
| Electricity Retardant | 100gp | This mixture when rubbed into clothing or applied to the skin will absorb 5 points of electrical damage before the covered item or person suffers any damage. |
| Fire Beetle Paste | 150gp | This mixture when spread against a surface and then ignited creates and extremely hot flame, causing 3d6 dmge for 1d4 rounds. It is not explosive, and therefore cannot coat arrows to any effect. This flame can burn through wood, stone, and even metal if used enough. (For more info see Dragon Magazine #280 page 51) |
| Fire Retardant | 100gp | This mixture when rubbed into clothing or applied to the skin will absorb 5 points of fire damage before the covered item or person suffers any damage. |
| Love Philter | 200gp | This philter will induce sexual desire in the person who imbibes it the person will act very favorable to anyone who is of opposite sex and similar race for 2d6 hours. |
| Minor explosives | 100gp | This powder can be wrapped in cloth and tied to arrows, or can be used to make crude flaming cocktails. This explosive powder if used on an arrowhead, causes an additional 1d8 dmge if a direct hit, & 1d4 damage to any within 3 |
| Potent Acid | 150gp | This powerful acid can eat through metal, it causes 1d4hp damage to skin per round, and eats through metal. scalemail in 10 rounds, chain in 15, splint or banded in 20, plate in 25, field plate 30. cannot damage magical weapons or armors. |
| Soupstone | 300gp | This stone when dropped in a gallon of water, transforms the water into a fully nourishing broth. The stone can then be scooped out and reused for up to 10 gallons before it becomes inert and useless (roughly 5 days rations). This plus the powdered water can create months of nourishing food and water that weighs less than 10 pounds. (For more info see Dragon Magazine #280 page 51) |
| Stone Cloth | 100gp per foot | This skill also requires the craft (weaving) skill at at least 5 ranks. This allows the creation of garments that are flame retardant. They can be burned and melted, but will never catch on fire from normal fires. (For more info see Dragon Magazine #280 page 51) |
Level 4 Advanced Alchemy
- Creation in lab - level 4 mixtures take 1d4 weeks and 1d8x100 gp per dose to create and requires a Alchemy check against DC 25 on the last day. If the check fails, then the entire process needs to be restarted.
- if the reagents are found in the wild (1 week search and then an alchemy check vs. DC 25) then the cost is reduced to 1d4x100gp
- Field Creation - level 4 mixtures are too complex to create in the wild, they involve chemicals and reagents that can only be blended in a lab.
| Mixture Name | Price / dose | Description |
| Black Powder | 500gp | This stuff is dangerous, if hit with a spark, openly this stuff causes an explosion based on the dosage used. Each dose does causes damage. It is possible to have a full barrel filled and then exploded which would cause tremendous 10d10 damage to all within 10, (reflex save vs. DC 20 for no damage.) Black powder can be used in arrows specifically made with flint heads to ignite upon impact, which would cause no piercing damage, just explode for 2d10 damage, (reflex save vs. DC 20 for ½ damage.) and damaging or destroying equipment and weapons. Beware, accidental problems can occur, this stuff does not carry well and many a stupid hero has blown himself to pieces while being struck by an opponents weapon in the wrong place. |
| Flare | 300gp | These chemical torches create 120 of light and inflict 1d10 dmge if someone is struck. They last 3 hours each. |
| Heat or Cold Resistant Elixir | 500gp | These philters when rubbed on the skin protect from extreme hot or cold, they allow for a ½ or Ό saving throw, and characters suffer no damage from normal temperatures or normal fires. |
| Lode Stones | 250gp | This is not a mixture but the process to create lode stones. Which are used for a variety of purposes. |
| Mad Rush | 1000gp | This pure white powder if inhaled will cause a brief and dangerous bezerk rage in its subject. The subject gets a +3 bonus to Str, Dex and Con. This effect lasts 2d6 rounds, however when the effect wears off, the subjects Str, Dex and Con, drop 3 points below normal, and recover at a rate of 1 point per day of rest. There is also a 20% chance of addiction per use. This is a dangerous substance and is taken voluntarily only in dire circumstances. |
| Mind Enhancer | 1000gp | This drug when injected causes the intelligence of its user to gain 2 points for 1d20 hours. While under these effects all spells and abilities are gained as if the character actually had 2 points higher. When the effect wears off the victim loses 5 points of intelligence and these must be recuperated at a rate of 1 per complete bed rest day. There is a 5% chance of addiction per use. |
| Minor Steroid | | This drug temporarily increases muscle mass with a few minor side effects, a single dose of this drug must be taken once per week for effects to remain consistent. One month of use and the user gains 1 point of strength as long has he maintains one dose per month. If he continues one dose per week, he increases another 1 point every month for 3 months. After three months of constant once per week use, the user has become tolerant to the steroid, and can gain no further increases. Side effects, every time the drug is used, there is a cumulative 5% chance that the user becomes addicted and must take a dose every week. If the user fails 3 addiction checks, then he needs to take it every day or suffer 5 to primary abilites for 2 weeks while he goes cold turkey. If the user ever takes the drug again, there is a 30% chance of addiction with a cumulative +5% after that. If more than 1 does is taken in a week, then this drug seriously starts to tear away constitution, at a rate of 1 point per week. After 5 points are lost, 1 of the 5 points is a permanent loss. The others can be recovered with 1 week of bed rest per point. |
| Vile Acid | 800gp | This acid eats away through skin at a rate of 1d6 dmge per round. It can eat through all clothing in 1 round and through metal in 1 round per AC benefit of the metal. It can eat through +2 or less items, the enchantment adding an extra round of time before eaten through. If the acid is removed after only partial submersion or melting, then the item loses one plus per round of acid damage. This acid will last for 1d8 rounds before thinning out. 32 oz of vinegar or wine will neutralize the acid. |
Level 5 Master Alchemy
- Creation in lab - level 5 mixtures take 2d4 weeks and 2d6x100 gp per dose to create. In the last week of creation an alchemy check against DC 30 is required to complete the mixture, if the check fails it another check can be made each additional week, but the cost is an additional 100gp per week. If the reagents are searched for in the field, which takes 1 week and a check at DC 30, then the cost drops down to 1d8x100gp. If in trying to create the mixure, the check is failed by more than 5 points, the mixture appears to be a success, but instead is a toxic poison that drains 1 random attribute point permanently.
- Field Creation - level 5 alchemy cannot be created in the field.
| Mixture Name | Price / dose | Description |
| Flaming Powder | 1000gp | This powder is highly volatile, and is stored in an air tight container. When scattered through air, it creates a 10 arc of white hot flame that inflicts 3d6 damage save vs DC 20 for ½ damage. If a vial of the substance is thrown or struck, the powder explodes for 6d6 damage to all within 15 Reflex save vs. DC 20 for no damage. |
| Unstable Acid | 2000gp | This acid is the most potent variety known to alchemists. A single splash of this stuff can dissolve holes through any material in 1 round, if the item is magical it takes an additional 1 round per plus of the item. If the acid is splashed against skin, it does 2d6 damage per round allowing a Dex save vs. DC 15 to avoid the splash, but once the acid is on the victim there is no saving throw. After 3 rounds, the affected limb has been eaten through to the muscle tissue and is no longer usable without a regenerate spell. If the chest is hit, then 1 constitution point is permanently drained every round affected. If the face is hit, 1 charisma is drained every round. These attribute losses are permanent. 1 gallon of vinegar or wine, will reduce the acid so that it no longer causes injury. Only a glass container can hold it, and then it can only be stored for 2d6 hours before needing to be poured into another container. This acid has a 5gp per day cost, just to maintain the containers. |
| Mutant Alteration | 5000gp | This dangerous alchemical mixture can be used to genetically alter an individual. It involves part chemistry and part molecular biology. When the serum is created, which involves 1 pint of blood from the subject. The following mutations can be attempted. But there is a price that comes with such a benefit, and the effects are risky. Any mixture takes one month for full effects to set in, also there is a risk of side effects. If any of the latter mutations are gained, there is a risk of side effects listed at the bottom. *Increase an attribute: A total of 3 attribute points can be increased by this serum, before the subject develops antibodies that make him immune to the benefits. **Str Blood must be infused with blood of a Fire Giant **Dex Blood must be infused with essence of a greater air elemental **Con Blood must be infused with blood of a rare Giant Two Headed Troll **Int Blood must be infused with Adult Dragons blood **Wis Blood must be infused with a priests blood of no less than 13th level **Cha Blood must be infused with a succubis blood. *Gain dark vision: A special serum is created from the blood of a dark vision creature, then the serum is used as eye drops for 1 month. If the mixture is successful the character gains permanent dark vision after the month of the serum. This requires 6 doses of the serum to last the month. *Make skin rough and sturdier: When hardening skin, the levels have to be gained in increments, you cannot jump from none to level 3. These effects are permanent. **Level 1: Requires gorgon or behir scales and blood, the subject over the course of 1 month and 10 doses gains a +1 to AC **Level 2: Requires a dragons scales and blood, the subject over the course of 1 month and 10 doses gains another +1 to AC and suffers 1 point of damage per hit permanently **Level 3: Requires a demon or 18HD outsiders blood and skin. The subject over the course of 1 month and 10 doses gains another +1 to AC gains a 5/+1 damage resistance. If the alchemical mixture succeeds, roll % to determine if there is a side effect. *Side Effect Chance: **1-65% Random Side Effect roll 1d20 **66-00% No Side Effects *Side Effects: **1 2 Lose 1d4 points from another ability **3 5 Race alters to a half breed of the blood used (Modify character accordingly) **6 9 Skin color changes **10 12 Genetic Weakness ( -3 constitution) **10 14 Normal Side effect ( Sickness, 1 month bed rest) **15 17 Genetic Sickness ( Become bedridden for 1 year, but no other side effects) **18 19 Genetic Decay (Lose 1 hp per day, until an antidote can be created or subject dies) **20 - Loss of Life (nothing but a true resurrection or wish can restore) |
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