Alchemical Items & Poisons

There are some alchemical items and poisons that have been removed or replaced with Pathfinder equivalents. See Removed Material for more details.

Alchemical Items

Acidic Fire:

Similar to alchemist's fire, except that the damage dealt to the primary target is 1d4 fire and 1d4 acid, while the splash damage is 1 point of fire and 1 point of acid damage. In all other ways, it acts as alchemist's fire.

Aelia's Tonic:

A murky liquid with a bitter taste. If consumed, the imbiber suffers a -2 penalty to saving throws against ingested poison or drugs for one hour.

Blackroot Oil:

This grey liquid is brewed from swamp roots and ferns. A single dose of this rubbed into the eyes of a creature that has light sensitivity or light blindness negates those penalties for 1 hour.

Bloodspike:

Bloodspikes resemble weighted poisoned darts, although most of their applications are actually beneficial. Typically, they are inserted into the vein of the user, taking a standard action that provokes. A bloodspike can be thrown like a dart, with a range increment of 5 feet. If the bloodspike successfully does damage, its contents are applied to the target. Creatures that immune to bleed damage are not affected to bloodspikes and the effects of individual bloodspikes do not stack. Bloodspikes cannot accidentally poison the wielder.

Defiling: Defiling bloodspikes are the only kind currently made that are intended to be used on the enemy. Those effected must make a Fortitude save, DC 12, or be nauseated for 1 round

Glowbug: The person injected with a glowbug bloodspike have their skin or hide begin to glow for 1 hour, providing normal light for 10 feet and dim light for another 10 feet. The person injected can end this effect prematurely as a swift action by stressing all his muscles at once. Doing so causes everyone, including the person injected, within 30 feet to make a Fortitude save, DC 12, or be dazzled for 1 minute.

Spatter: This bloodspike causes one's saliva to become acidic for 1 hour, causing any bite attack to deal an extra 1 point of acid damage for the duration. This effect can be ended prematurely as a standard action that does provoke, where the person inject coughs up the remaining acid and spits it, resolving as a ranged touch attack with a range increment of 5 feet, doing 1d6 points of acid damage on a successful hit.

Tempo: This bloodspike leaves a reservoir of charged liquid near the injection site. At any point in time during the following hour, the person injected can squeeze down on that reservoir (a free action that does not provoke) and gain a single move action. For each use of this bloodspike beyond the first during a 24 period, the user suffers a cumulative -2 penalty to Will saves, concentration checks and Perception checks as he finds it harder and harder to concentrate. This penalty is removed once the user has a full night's rest (which will be twice as long as he normally rests).

Thickener: This bloodspike causes the user's blood to naturally thicken and coagulate far faster. The benefit is that the user has damage reduction of 1 / bludgeoning and automatically prevents the first point of bleed damage (hit point or attribute) per round for the following hour. The negative aspect is that the user's movement rate is reduced by 10 feet as he is constantly sluggish.

Breath of the Devourer:

This crystalline salt packets are alchemically treated so that when placed into a gallon of fresh water, it turns into saltwater or, when placed into a gallon of saltwater, it turns into fresh water. While used by sailors an emergency water rations, it was originally used by cults of Devourer that have to drink saltwater as part of their rituals.

Darkeye:

A terribly bitter substances that requires the imbiber to make a Fortitude save, DC 12, or be paralyzed for minute. For the hour following, the imbiber receives a +1 circumstance bonus to his caster level for necromantic spells for 1 hour. If consumed with Aelia's Tonic, this bonus increases to +5, but only for the Speak with Dead spell. Spells that take longer to cast than the duration of the Darkeye allows do not get the benefit of the bonus to his caster level.

Euphoric Sacrament:

This sweet, golden liquid is created by followers of the Fury to place themselves in a frenzied state. Those that drink it gain a +2 morale bonus to melee attack and damage rolls, but a -2 penalty to AC for 2d4 rounds. They must also make a Fortitude save, DC 13, or be confused for the duration, although followers of Fury often voluntarily fail this saving throw.

Flayskin:

Made from alchemically treated skin of humanoids, flayskin is stored in water-tight containers and worn like a full body suit over the wearer. For the first 24 hours after removing it from the container, flayskin provides 2 points of damage reduction against non-lethal sources of physical damage only. After this point, the flayskin becomes brittle and worthless. The cost of flayskin is determined like armor, with 100 gp for a Medium sized creature. Followers of the Mockery often wear these suits to prologue their ritual flaying, but it has been known to provide an edge for those looking to get into bar room brawls where weapons aren't allowed.

Heartflow:

A clear, tasteless fluid, Heartflow is a power aphrodisiac. Those that ingest it must make a Fortitude save, DC 15, or suffer a -3 penalty for the following three hours to any saving throw or skill check that would benefit from a state of heightened arousal. This includes uses of Charm Person, Suggestion or other certain mind-affecting effects, as well as Sense Motive or Perception checks to resist being distracted or lied to by a pretty face.

Icewild Litchen Paste:

Made from a combination of rare herbs only native to northern Reidra, this paste is a thick chewy gum. When chewed (which lasts for 2d4 hours), it provides immunity to any effects of fatigue or exhaustion from running, forced march, altitude adjustment or temperature change. It also reduces exhaustion from other sources to just fatigue. However, when the gum is no longer has any potency left (or is not chewed), it leaves the user immediately hungry (treat as fatigued until the user eats the equivalent of a large meal). Taking more than one dose of this in a 24 hour period 1d4 points of Constitution damage from sudden and extreme malnutrition.

Morderi'in:

Morderi'in are dried leaves from the Morderi'i plant. Those that consume the leaves are placed into a drug induced state that provides a +2 alchemical bonus to Perception checks and concentration checks for 10 minutes. However, Morderi'in is toxic and those that consume it must make a Fortitude save, DC 10, or suffer 1 point of Constitution damage.

Noxious Smokestick:

Similar to a normal smokestick, except the smoke is slightly toxic, causing anyone in the smoke to make a Fortitude DC 15 saving throw or be nauseated for 1 round. In all other ways, it acts as a smokestick.

Panther Tears:

Made from the rare nectar of tropical plants, this clear, blue-ish liquid is rubbed into the eyes of someone that does not have low-light vision already. That person gains low-light vision for the following hour, but also has light sensitivity for the same period of time. Those that already have low-light vision gain no effect, but suffer the light sensitivity for 1 hour.

Silverburn:

Silverburn is powderized alchemical silver, treated so that it burns when exposed to flame. While the fire does produce a silver glow, common in rituals of the Silver Flame, its original purpose was to be placed on torches of those hunting lycanthropes. When placed in open flame, the light causes any creature of the shapeshifter subtype that has damage reduction overcome by silver to be dazzled, so long as as they are within the area that is considered normal light created by the fire. A single ounce lasts for 30 minutes when placed on a candle, 10 minutes on a torch or lantern or 1 minute if placed on any larger sized fire.

Drugs

Absentia:

A rare drug, distilled from flowering plants from Reidra into a small drought that is consumed.

Type: Drug (ingested); Addiction: Minor, Fortitude DC 16

Effects: The user falls into a coma for one hour, during which his mind connects to that of another, randomly selected person within one mile. For the duration of the coma, the user senses everything that person does. People that are protecting from mind reading cannot be selected as the random individual.

While in the coma, outsiders that are capable of possession can possess the target, regardless of willingness, necessary attributes or Will save. This aspect of the drug is a closely guarded secret of the Inspired.

Damage: None

Dragon's Blood:

Not really created from the blood of dragons, this drug comes in three varieties, based on the color of the sweet liquid that is consumed. While the negative aspects of Dragon's Blood can affect anyone, the benefits only affect those that have dragonmark spell-like abilities.

Being addicted to any form of Dragon's Blood is the same thing as being addicted to all of them. However, each dose taken within a 24 hour period raise the associated saving throw DCs by +2.

Black Dragon's Blood

Type: Drug (ingested); Addiction: Minor, Fortitude DC 15

Effects: At the onset of the drug, the user must make a Will save, DC 18, or take 2d6 points of untyped damage. Least dragonmark spell-like abilities activated by the user have either the Enlarge Spell or Extend Spell metamagic feat applied, as desired per activation, for the following ten minutes.

Damage: 1d4 points of Charisma damage

Blue Dragon's Blood

Type: Drug (ingested); Addiction: Moderate, Fortitude DC 18

Effects: At the onset of the drug, the user must make a Will save, DC 20, or take 4d6 points of untyped damage. The user can activate one Least or Lesser dragonmark spell-like ability an additional time within the next ten minutes without expending one of its uses.

Damage: 1d4+1 points of Charisma damage

Red Dragon's Blood

Type: Drug (ingested); Addiction: Severe, Fortitude DC 20

Effects: At the onset of the drug, the user must make a Will save, DC 22, or take 8d6 points of untyped damage. Least and Lesser dragonmark spell-like abilities activated by the user have either the Maximize Spell metamagic feat applied or a flat +3 to his caster level for the dragonmark spell-like ability, as desired per activation, for the following ten minutes.

Damage: 1d6+1 points of Charisma damage

Dreamlily:

A powerful opiate from Sarlona, healers during the Last War used it to treat soldiers that were demanded to return to front line. Psionically reactive, the drug tastes like the user's favorite drink.

Type: Drug (ingested); Addiction: Severe, Fortitude DC 12

Effects: At the onset of the drug, the user feels invincible and can continue acting until he is at negative hit points equal to one half of his Constitution score. He is also immune to fear effects. However, he can only take either a move action or a standard action each round. These effects last for 8 hours.

Damage: 1d4 Wisdom damage

Poisons

Morderi'i Sap (Poison):

Ingestion, Fortitude DC 14, 1d6 Con damage, 1 save

Spotted Toadstool Venom (Poison):

Injury, Fortitude DC 16, 1d6 Str damage, 1 save