Alchemy involves the creation of various reagents and objects through the combination of the current sciences as well as mixing magic, herbalism, and chemistry all in one.
Certain items such as Potions and Poisons aren't exclusively Alchemical in nature, but are similar and apply benefits from alchemy-related effects, usually listed as part of alchemical items.
As a complex crafting process, alchemy requires some form of lab to help perform these complex tasks. Labs include reagents, powders, and fluids which are valuable to alchemical crafting but otherwise have limited to no use on its own, or is in such small quantities as to only be useful in the crafting process. A lab is required for all alchemical items listed on this page unless otherwise specified.
Various kinds of labs exist, some "portable" variants cost 1 Gold and weigh 40 lbs., meanwhile more complete and stationary labs cost at minimum 10 Gold and are usually bought and installed into a house or store.
A number of skills are involved in the alchemical crafting process, however there are a number of key skills which most if not all alchemists possess. Chemistry, Toxicology, Herbalism, and Brewing are among the most useful alchemical skills to learn.
Some items may have skills separated with a comma. These items require both skill DCs to be beaten to make the item.
Crafting alchemical items requires reagents, substances, and powders, most of which are found within an alchemy lab already. However some reagents must still be sought out or purchased, as a lab usually only covers the essentials. When crafting an alchemical item you pay half the cost of the item, representing the purchasing of the additional ingredients needed to create the item.
Alchemical items have recipes with instructions on their creation. A tome including these instructions are included as part of alchemy labs, however if one were to find themselves without their tome or can't afford their own lab it is possible to find individual recipes or to attempt creation from memory if you simply lack the recipe but not the tools.
Finding individual recipes is a Research skill check against 10 + the crafting DC of the item. If multiple crafting DCs exist, use the highest.
Crafting from memory can be done but doing so imposes a +10 to the DC any and all crafting checks required by the item.
Price: 10 Silver | Weight: 1 lbs. | Chemistry DC: 20
Description: This can be thrown 4 squares and deals 2d8 acid damage with a burst of 1 square (the burst deals 1d6 damage instead).
Price: 5 Gold | Weight: — | Chemistry DC: 40
Description: This golden cocaine has strange alchemical properties brewed into it to give it an extra ‘kick’, though with the effects being stronger - so are the drawbacks.
Characters using this substance gain a +4 sq. bonus to land speed, recovers 4 Resolve (this can go over their maximum), and a +5 to Physical Defense. However, they also lose 1d4-1 point of Sanity per round. These effects lasts for 1 hour.
Price: 20 Silver | Weight: 1 lbs. | Chemistry DC: 20
Description: This can be thrown 4 squares and deals 2d8 fire damage with a burst of 1 square (the burst deals 1d6 damage instead). Upon being hit, the target is set on fire.
Price: 50 Silver | Weight: — | Chemistry DC: 16
Description: This vial filled with a thick green liquid can be used to fight against poisons. When drinking the antitoxin you receive a +4 bonus to Bodily Defense against poisons for 1 minute, and if you’re already affected by a poison while drinking it the poison must make another attack (at its original bonus) against your new Bodily Defense.
Price: 25 Silver | Weight: 1 lbs. | Chemistry DC: 25
Description: Fashioned like a small cudgel and filled with volatile substances wrapped in a brittle casing so it can break on impact, characters can use Blind Sticks as melee weapons or thrown ranged weapons (range of 4 sq.) which deal 1d8 bludgeoning damage on a successful hit and everyone in the burst radius of 2 squares has an attack made against their Bodily Defense (using the same bonus as the melee/ranged attack). Those hit suffer from Blindness at Low Intensity for 1d8+2 rounds.
Price: 50 Silver | Weight: — | Chemistry DC: 45
Description: Blackout smokesticks are the opposite of a torch, creating a billowing area of darkness around it that can’t be dissipated like regular smoke, and can only be countered by light sources. This is a 6 square radius of darkness, and if the area is already dark and this is used, the radius created cannot be seen through at all without a light source.
Price: 2 Gold | Weight: 1 lbs. | Chemistry DC: 32
Description: This handheld tool sends out an electric shock upon being pressed against something and the button being pressed. This must be used against a prone, grappled, or otherwise impaired target who cannot easily move away.
Using the Electric Scepter deals no damage but instead inflicts Paralysis at Severe Intensity to the target on a successful melee attack against their Bodily Defense. Resistance, immunity, and absorption to Electricity nullifies this effect.
Price: 1 Silver | Weight: N/A | Chemistry DC: 10
Description: A small handheld light source that doesn’t run out of fuel, gas, or whatever else there is that powers it. A glow stick functions as a candle and only wears out after 1d4+1 days.
Price: 5 Gold | Weight: 4 lbs. | Blacksmithing DC: 34, Armorsmithing DC: 30
Description: This portable grappling hook has been fused into a gauntlet for ease of use, especially in combat. This functions as a normal gauntlet, and can be activated by spending 5 Stamina to hit a surface within 8 squares. Upon doing so, the user is dragged towards this surface (using your land speed to see how far you're dragged). This can be directly up and let the user hang off buildings, or be used to help them safely land on the ground.
Price: 20 Silver | Weight: 1 lbs. | Chemistry DC: 28
Description: This oil can be thrown to a range of 6 squares, and the target hit by the oil is coated in this sticky and viscous substance. Those coated in Latching Oil become incredibly susceptible to flames, and fire attacks receive a +5 to-hit against their target. In order to remove the substance one must spend at least 10 Stamina on their turn to wipe themselves off well enough to become clean.
Price: 75 Silver | Weight: N/A | Chemistry DC: 48
Description: Sheens are liquid metals which become hard upon oxidization with the air and remain hard for a time before crumbling into useless scraps. Applying a sheen to a weapon is 2 Stamina or can be done as part of the action for drawing a weapon from its sheath. Sheens last 1d6 + 1 + (your Precision upon applying the sheen) rounds.
When a sheen is applied, the weapon deals the additional damage against its listed creature type as if it were made of the sheen, however it gains no other benefits from them otherwise. The following sheens exist; Cold Iron, Silver, Primal Steel, Orichalcum, Mithral, Platinum, and Adamantine. Only one sheen applies to a weapon at one time.
Price: 45 Silver | Weight: — | Chemistry DC: 45
Description: A small and round pellet filled with substances which make it burst upon impacting solid surfaces. This pellet can be thrown up to 8 squares out, and has a 3 square burst. Everyone within the burst who is on the ground or above the ground has a ranged attack roll made against their Physical Defense(s). On a successful hit, they are unable to move due to the various crystal shards which have exploded forth as the water within immediately freezes after it oxidizes with the air. In addition the area of the 3 square burst has become difficult terrain as well. Breaking free from the ice requires either spending 12 Stamina, or spending 4 Stamina and succeeding at a DC 34 Contortion check.
Price: 30 Silver | Weight: — | Chemistry DC: 26
Description: This pellet is small and capable of bursting on impact with a solid surface, and can be thrown up to 8 squares out with a 2 square burst. Everyone within the burst has an attack made against Physical Defense, and on a successful hit they take 4d6 points of slashing damage, and on a miss they instead take half. If this damage is being applied to Defense Points, halve it again (thus on a miss and applying to armor, the damage is only a quarter of the damage normally taken).
Price: 25 Silver | Weight: — | Chemistry DC: 24
Description: This pellet is small and capable of bursting on impact with a solid surface, and can be thrown up to 8 squares out with a 4 square burst. It doesn't require an attack roll unless you wish to have it impact against someone (although the results would be the same) as a thick smoke begins filling the air (as per the Smoke Hazard) and filling the 4 square burst with a cloud of smoke which lasts for 2d4+1 rounds.
Price: 1 Gold | Weight: — | Chemistry DC: 38
Description: This pellet is small and capable of bursting on impact with a solid surface, and can be thrown up to 8 squares out with a 6 square burst. Upon impact a loud bang emits which causes ringing in the ears, an attack roll (using your thrown attack) versus Bodily Defense is made and those hit are inflicted with Deafness at Severe Intensity for 1d6+1 rounds.
Price: 60 Silver | Weight: — | Chemistry DC: 34, Toxicology DC: 25
Description: This pellet is small and capable of bursting on impact with a solid surface, and can be thrown up to 8 squares out with a 2 square burst. Upon impact a noxious yet sparse green fume begins billowing from where it struck, an attack roll (using your thrown attack) versus Bodily Defense is made and those hit are inflicted with Illness at Moderate Intensity for 1d6+1 rounds.
Price: 2 Gold | Weight: — | Chemistry DC: 40, Brewing DC: 32
Description: These reagents are dangerous and unstable substances which grant the drinker the properties of creatures they want to emulate, reshaping their body in a sickening and painful (yet mercifully quick) transformation process. These reagents all cost 1 Stamina to drink (3 if you need to pull it out of a bag first) and upon drinking it the benefits last with you for an entire day.
Only one reagent can affect you at one time, and taking multiple reagents results in you suffering 1d4 damage directly to your Hit Points as your body rejects the mutations. In order to be affected by these, you must be able to benefit from drinking liquids (such as potions).
Bestial Strength
Unleashing the ferocity of an animal; you can acquire a single natural attack which deals 2d8 points of slashing, bludgeoning, or piercing damage or you can acquire two natural attacks which deal 1d8 points of slashing, piercing, or bludgeoning damage each. In addition to this change you increase your Physical Defense by +2, however take a -2 penalty to Mental Defense and a -10 to all checks which rely on Intellect sub-ability scores. While in this state you are unable to communicate properly in your native tongue requiring DC 20 Language (your language) checks in order to even speak (and be understood).
That Which Cannot Be Seen
Drinking this foul brew initiates a non-stop process of mutation between millions of shapes and forms all throughout the duration of its effects, constantly changing your very form in new and intricately spine-chilling displays of how a body shouldn't look. You acquire the Frightening Universal Ability, however its effects cannot be mitigated unlike normal. You and your allies aren't immune to these effects, however the Resolve and Sanity damage is halved (minimum of 0).
Dragon's Heart
Made with blood extracted from a dying dragon's heart, this strangely sweet yet still noxious reagent goes down hard as the thick fluid struggles to climb down ones throat. Once ingested however you manifest patches of scales and a pair of wings, granting you a 6 square fly speed and natural Defense Points equal to 25 plus your Health multiplied by your Stamina. These natural Defense Points stack with armor, but not with other sources of natural DP.
Leyline's Essence
Made by bottling and condensing a substance (usually water or alcohol) which has come into contact with a leyline and unknowingly has absorbed some of its magic. Upon ingesting this substance you begin to radiate a brilliant glow, the energy unleashing from you as a soft yet powerful light source, and turning you into a living leyline for the duration of its effects. You cannot benefit from yourself as a leyline, only others can, however they can interact with you as if you were a leyline (and activating leyline-only abilities on you). For the purpose of this ability it is assumed you become an Earthen Leyline, however other leylines can be bottled and made to drink but are incredibly rare and cost 12 Gold instead (if you can find a vendor able to sell you some at all).
Heavenly Ascension
Made through the process of grinding up and condensing the properties of a single angel feather, this drink causes your eyes to glow a golden hue and your features become beautiful yet set of uncanny valley effects in others. Your glow counts as a light source with a radius of 4 squares. All allies (including yourself) within those 4 squares receive Regeneration 5, and all enemies within the radius instead suffer a -4 to all Defenses. Any undead within the radius (allies and yourself included) take 4d6 damage per round directly to Hit Points.
Demonic Pact
Created with the horns of a demonic beast, this drink goes down smooth and quickly - deceptively masquerading as a more pleasant experience than the transformation would let on. After drinking the brew you painfully sprout a pair of leathery wings, horns, and a tail as well as a brand belonging to Satan being burned into your skin temporarily. You receive a 6 square fly speed, a gore natural attack (3d6 piercing damage) with Pummeling and Penetration 1d4, and lastly your tail can hold items for you as if it were a hand (but cannot attack). Lastly you also receive immunity to fire damage and the Pain status effect for the duration.