Alchemical Substances (5A)
Heroic Action Role-Play |
Alchemical substances come in small flasks of glass or ceramics. Each concoction has its own characteristic container shape to make grasping the right one easier in the heat of the action. These flasks are usually worn in a bag, belt, or bandolier.
"You" in the description of an alchemic item is always the user, and any game value refereed to is generally the user's. "He" in a description reefers to the target. Unless specifically noted, effects last for one scene.
Fulminants
Fulminants are alchemical weapons that generally only affect a single target. As an action, you can splash the contents of a fulminant onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object. On a missed throw the fulminant lands on the ground or wall 1d6 times 5 ft. beyond the target, usually with little effect. Sometimes a fulminant is thrown at a spot on the ground, wall, door or similar large stationary object, which is automatically hit. If you are proficient with alchemist's supplies you are also proficient at using fulminants as weapons and add your proficiency bonus to any saving throw DC a fulminant requires.
Acid Fulminant
On a hit, the target takes 2d6 acid damage.
Alkaloid Fulminant
On a hit, the target takes 1d6 acid damage. A living creature hit by an alkaloid becomes slippery for one minute and tends to fumble. If the target makes an attack roll of 1, he drops a held item. If the target takes a critical hit, he falls prone.
Boom Fulminant
On a hit, this creates a bang and shock-wave. The target takes 1d6 thunder damage and cannot take a reaction until the start of his next turn.
Boulder Fulminant
On impact, this fulminant expands into a boulder of soft stone, filling the 5 ft. space where it lands. Landing it in an occupied space is harder, requiring a successful attack roll. A creature hit by the fulminant is pushed into an adjacent space of their choice. If no empty space is available, they are pushed into another creature's space, who is then pushed in the same way until the last pushed creature ends up in a legal empty space. The boulder looks solid but only has a 20 hit points and AC 5, which is weak for a stone boulder. If applied carefully as an action, this can create a wall or other simple stone construction in a single adjacent square. Such construction can be seen to be artificial with an Investigation check (DC 10). The boulder dissolves into dust after one minute.
Cutting Salt Fulminant
Basic Action, Fusion
You throw or spill this on the ground, were it instantly crystallizes into spiky salt crystals that function as Caltrops, covering an area 15 ft. square. The Caltrops dissolve into dust after one minute.
Lighteater Fulminant
A Lighteater Fulminant creates an area of low-light. An area in darkness is not affected, and any creature that can see normally in dim light ignores the effects. If it hits a creature, the low-light effect fills that creature's space and follows that creature as it moves. If it hits the ground, it fills a 15 ft. cube centered on where it lands. Anyone looking into, through, or out of this area of low-light has disadvantage on Wisdom (Perception) checks and ranged attacks. The low-light dissipates in 1 minute.
Defoliant Fulminant
An orange dust that disperses into a cloud when the bottle is broken, filling a 15 ft. cube. This has no effects on most creatures. It does 2d6 acid damage to plant creatures and objects made of wood. Plants (but not plant creatures) lose their leaves and no longer offer concealment.
Dye Fulminant
On a hit, the target is colored in a bright color decided when the dye is made. The victim will stand out in a crowd and suffers disadvantage on Dexterity (Stealth) checks. The dye can be removed as an action by the target or an adjacent creatures, requiring a Wisdom save SC 8. It otherwise lasts until the target takes a long rest. The dye can also be used with more care and attention to mark items and places or to create graffiti on a 15 ft. square area. Smalls scribbles or tags do not consume the fulminant, but covering any area does.
Fire Fulminant
This is not the same as alchemist's fire. A fire fulminant combust quickly in a brightly glowing burst. The target takes 2d6 fire damage.
Flash Fulminant
When the container breaks, the coarse powder inside immediately explodes with a bright flash of light. A creature within 10 ft. of the burst must make a Dexterity save (SC 8) or be blinded for 1 round.
Foam Fulminant
Basic Action, Electronic, Mundane
This fulminant fills a 15 ft. cube with a thick foam for the rest of the scene. This foam is not solid, but blocks vision and hinders movement, each ft. of movement in the foam costs 3 ft.. It will smother mundane fire. The foam cushions falls and collisions, all in the foam have resistance against such damage. A creature can spend an action to clear an adjacent 5 ft. space from foam with a SC 8 Strength saving throw.
Ghastly Fulminant
Refined from the remains of ghasts or something equally foul-smelling, this fulminant exposes the target to gasping pain. This fulminant fills a 15 ft. cube with an awful stench and then dissipates. A living, breathing target entirely in the cloud must make a SC 8 Constitution save or be poisoned for 1 minute. A poisoned target can make a new saving throw at the end of each of its turns to end the poisoned condition.
Grounding Fulminant
This alchemically enhanced dirt is a concentration of the mundane, used against creatures not connected to the material world, causing them to melt. This causes no direct harm to most creatures, but does 2d6 radiant damage to aberations, celestials and fiends. Any target of any type hit by a Grounding Fulminant can't teleport or be teleported for the next minute.
Holy Water
Not strictly an alchemical fulminant in the normal sense and is not made using alchemy. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. It can be used as a fulminant, if the target is a fiend or undead, it takes 2d6 radiant damage.
Itching Fulminant
Refined from irritant plants or things like skunk musk, this causes itching and irritation. The creature hit is stunned. A creature immune to poison cannot be stunned. At the end of each of its turn, the stunned creature can attempt a Constitution save, SC 8, to end the effect.
Laughing Fulminant
This fulminant makes the target drowsy and giggle or laugh uncontrollably. The target is incapacitated and charmed by all other creatures. At the end of each of its, the creature can attempt a Constitution save, DC 10, to end the effect. This will not end the effect of social interactions performed while under the effect. The target does not realize he was affected by this fulminant unless his actions while under the effect are very different from how he'd normally react.
Lightning Fulminant
Electricity crackles along a metal filament inside this small glass bottle. Does 2d6 electricity damage on a hit.
Natural Law Fulminant
This bottle contains alchemical materials that reinforces natural law. This does no direct harm to most creatures, but affects does 2d6 necrotic damage to aberrations and fey. This acts to dispel all spells on the target hit as Dispel Magic but with no spell level. For each spell of any level on the target, make a check using your proficiency bonus with Alchemist's Supplies. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Ooze Fulminant
On impact, an ooze fulminant releases an imprisoned variant Gray Ooze that will immediately and mindlessly move up to and attack nearby creatures. If the ooze perceives several creatures that are equally close, the ooze moves up to and attacks one of these creatures at random. It acts immediately and then on each turn right after you. It has the characteristics of an ordinary Grey Ooze except that it is Tiny, lacks the Corrode metal ability, and its Pseudopod attack does not corrode metal. You add your proficiency bonus in Alchemist's Supplies to the ooze's attack rolls and damage rolls and five times your proficiency bonus in Alchemist's Supplies to its hit points. The Grey ooze collapses into a puddle of alchemical waste after one minute.
Pox Fulminant
Does 2d6 necrotic damage to a target hit.
Quenching Fulminant
A light yellow powder that reacts to quench fire and acid. It fills a 15 ft. square and will douse any mundane fire and neutralize any mundane acid in the area. A Quenching Fulminant attempts to dispel magical fire or acid. For each spell that deals acid or fire damage of any level in the area, make a check using your proficiency bonus with Alchemist's Supplies. The DC equals 10 + the spell's level. On a successful check, the spell ends. Creatures in the area are covered by the powder and gain resistance to fire and acid for 1 minute.
Rust Fulminant
The red powder in this fulminant is alchemicly agitated rust. This has no effects on most creatures, but does damage to fey and constructs made of metal, inflicting 2d6 acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Scream Fulminant
Does 2d6 thunder damage to the target. A scream fulminant is automatically heard by anyone within 100 ft.
Shrieking Fulminant
Shrieking Fulminant is rarely used as a weapon, instead it is used as an alarm. On impact, this creates an eyeball-sized blob of seemingly unremarkable dirt. If it hits a creature or surface, it sticks (it can be detached as an action) and it never reacts to the movements of a creature it adheres to. The blob has a passive Wisdom (Perception) bonus equal to your proficiency bonus with alchemist's supplies, and this is also the Intelligence (Investigation) DC to notice the goo. The goo remains passive until the target remains still for 1 minute or more. Once it goes active, the Shrieking Fulminant reacts to any creature of Small size or larger moving within 30 ft, except it never reacts to a creature it is attached to . If it notices movement, it screams loud enough to instantly waken a creature it is attached and is automatically heard out to a distance of 100 ft. The Shrieking Fulminant goes inert after 10 hours.
Slippery Gel Fulminant
This is a grease used to reduce friction. A bottle can be thrown as a fulminant, coating either one creature or a 5 ft. square area. Ground covered in Slippery Gel Fulminant is difficult terrain. When the gel appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The save DC is 8. Slippery Gel Fulminant can be applied to a creature that is restrained or grappled, ending those conditions. No attack roll is needed to hit a grappled or restrained target.
Smoke Fulminant
A Smoke Fulminant fills a 15 ft. cube with opaque but harmless smoke. This area is heavily obscured. It lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The smoke is normally white but can be any color specified when it is made.
Sneeze Fulminant
This fulminant fills a 15 ft. cube. Target in the area must make a Constitution save (SC 8) at the start of their turn or sneeze uncontrollably. A creature resistant to poison damage has advantage on the saving throw. A creature immune to the poisoned condition is immune. On a success, the effect ends. On a failure, they can either take an action and not move, move normally, or take a bonus action on their turn. They cannot take reactions.
Tar Fulminant
Releasing a viscous alchemical tar that becomes tough on exposure to air, a tar fulminant gives the target the restrained condition. To break out, the restrained target or an adjacent creature can use its action to make a Strength check against a DC of 8 + your proficiency bonus with Alchemist's Supplies to end the effect.
Tar Burn Fulminant
This is a Tangle Fulminant that burns in contact with air. At the end of the target's turn a restrained target takes 2d6 fire damage as the bonds burn away, ending the effect.
Tomb Fulminant
This flask of volatile chemicals contains blood and graveyard dirt. This has no effects on most creatures, but does 3d6 acid damage to undead.
Meta-alchemy
Alchemical devices used with other alchemical products, most commonly fulminants, to enhance their effect. Strictly speaking many of these are not alchemic items at all, just regular objects that enhance the effect of alchemic items. When a fulminant that affects an area is used with a meta-alchemy item that grants a fulminant an area, the normal area effect of the fulminant applies throughout the larger area provided by meta-alchemy, but the effect is not otherwise altered and not double-stacked or considered to overlap. Meta-alchemic items cannot modify each other unless specifically stated.
Alchemic Tattoo
A tattoo that can hold one alchemic item. The substance is available for instant use by tracing the tattoo. If the stored substance is a fulminant, it appears in your hand as a ball of goo and must be thrown immediately or it triggers. Only the wearer can use an Alchemic Tattoo, another creature can cut the tattoo to negate the function until the cut heals but not otherwise interact with it. Only a close inspection can spot something unusual about an Alchemic Tattoo, and even then it requires a Wisdom (Medicine) check DC 10 to realize what it is.
Alchemic Knuckles
Brass Knuckles or Cestus can be fitted with with an alchemical compartment that can hold one alchemic fulminant—which must be provided separately. When you score a hit, the fulminant is released centered on the target. Its is an action to load the knuckles with a fulminant.
Alchemist's Ammunition
Inherent, Combustion
This is an alchemical fulminant (which must be provided separately) built into a piece of ammunition. The missile has half its normal range. This replaces the effect of the weapon with that of the alchemic fulminant.
Boom Jar
This combines one alchemical fulminant (which must be provided separately) and an accelerant that amplifies the effect and disperses it in a ball-shaped burst. The diameter in meters is your Body centered on the target. Make a separate attack roll against each target in the area, including friends and bystanders.
Bomb Trigger
This combines one alchemical fulminant (which must be provided separately), an accelerant that amplifies the effect, and a trigger for the whole. The result is a bomb. It cannot be thrown and is instead planted. It can be set as a timer that explodes at the end of a certain number of rounds, or made into a trap with a spot and disable DC of 8 + your proficiency bonus with Alchemical Supplies. When triggered, it is an area effect that effects a 15 ft. cube. Targets must make a Dexterity saving throw to avoid the effect, DC of 8 + your proficiency bonus with Alchemical Supplies.
Demolition Trigger
This is the same as a Blast Trigger except that it is a concentrated burst designed to destroy a specific object or construction it placed against. It does double damage to a single object it is placed against.
Burst Jar
This combines one alchemical fulminant (which must be provided separately) and an accelerant that amplifies the effect and disperses it in a 15 ft cone. Make a separate attack roll against each target in the area, including friends and bystanders.
Delivery Weapon
A Scorpion or Thrower can be used to deliver fulminants at longer range.
Sniff Box
A small box that fits inside a closed fist. It is used to subtly deliver an alchemical fulminant (which must be provided) on an adjacent creature. The sniff box negates any telltale signs of the alchemical fulminant itself, but cannot hide the effect; it is best used with the more subtle fulminants. The deice can't be used in combat. Against an unsuspecting target you can make a Deception check against the target's passive Insight to deliver an alchemical fulminant using a sniff box. Its is an action to either load the sniff box with a fulminant or use it to attack.
Spray Tube
This combines one alchemical fulminant (which must be provided separately) and an accelerant that amplifies the effect and disperses it in a 30 ft. line. Make a separate attack roll against each target in the area, including friends and bystanders.
Alchemic Oils
Used to coat objects, mainly weapons, alchemical oils have a mineral taste and smell.
Armoring Oil
Protects a metal object from acid, corrosion, and similar hazards until the end of the scene. If applied in the round after the corrosion was incurred, it will restore the object to prime condition.
Bane Oil
This oil is made to be lethal to one specific creature. It takes a drop of the creature's blood to attune the oil to the creature, this is an action and must be made before the oil is applied to a weapon. A weapon with Bane Oil ignores any powers the target may have that reduces damage, and powers cannot heal damage inflicted by this weapon for one minute.
Blackburn Oil
A weapon covered with Blackburn Oil does an additional 1d6 necrotic damage on a hit for the next minute.
Blade Bile Oil
A weapon covered with Blade Bile Oil does an additional 1d6 acid damage on a hit for the next minute.
Blade Shock Oil
A weapon covered with Blade Shock Oil does an additional 1d6 electricity damage on a hit for the next minute.
Fire Blade Oil
A weapon covered with Fire Blade Oil does an additional 1d6 fire damage on a hit for the next minute.
Frost Burn Oil
A weapon covered with Frost Burn Oil does an additional 1d6 cold damage on a hit for the next minute.
Poison Tongue Oil
A weapon covered with Poison Tongue Oil does an additional 1d6 poison damage on a hit for the next minute.
Power Seal Ointment
A seal with an alchemical process involving holy and unholy symbols, silver, lead, cold iron and alchemical components that interfere with spellcasting. A target anointed with Power Seal Ointment cannot cast spells. An application lasts for a week. Bathing for 10 minutes removes the effect.
Sun Blade Oil
A weapon covered with Sun Blade Oil does an additional 1d6 radiant damage on a hit for the next minute.
Terne-ointment
A grayish, mildly toxic oil that protects a creature or object from detection powers for 1 hour. The target can’t be targeted by any divination magic. Every 10 minutes, the target must make a Constitution save (DC 5) or gain the poisoned condition for the remaining duration.
Torpid Talc
A fine white powder that inhibits detection powers when sprinkled on a creature or object. The target can’t be targeted by any divination magic. In normal use, it wears off in one minute. If an object is stored with Torpid Talc on it the application lasts until the object is disturbed.
Explosives
Mine
Weight | Damage | |
5 lb. | 4d6 | Cottage, carriage |
20 lb. | 8d6 | Stone house, small ship |
100 lb. | 12d6 | Fortified house, large ship |
400 lb. | 16d6 | City wall |
1 ton | 20d6 | Fortification |
A mine is a big alchemical weapon that can cause widespread destruction and collapse buildings. It consists of black powder packed into a container of wood or similar organic material. A fuse is attached, and then the fuse reaches the black powder it explodes with a loud bang and a cloud of white smoke. A mine is ignited by electricity, fire, or radiant damage of 10 points or more. Placing the mine properly takes a minute and must be in contact with the building or its foundations. A mine that is not placed properly will still explode and cause damage, but will not have much effect on construction. Mines come with a Simple Fuse, other fuses must be purchased separately.
A mine does smashing damage. The damage value of a mine depends on the amount of black powder in it, see the Mine Damage Table. Reduce the damage by one for every meter away a target is. A Dexterity save (DC 10) halves the damage, and full cover negates the damage. If a sufficiently large mine is properly placed, make an Intelligence (Investigation) check to see if it collapses a building. The DC depends on the skill of the builder and is usually in the 15-25 range. A collapsed building does not provide cover against the explosion.
Bomb
A bomb is similar to a Mine, but held in a cast-iron container that doubles the weight of an equivalent mine. This turns into lethal fragments in the explosion. It is possible to turn a Mine into a Bomb by packing in in hard but fragile materials, such as bedrock or cast iron. The explosion from a bomb does piercing damage. Damage is reduced by one for every two meters from the explosion. Bombs don't damage construction like mines do.
Fuses
Fuses light explosives and start fires. Applying a fuse to a combustible is an action; lighting a fuse is an action as long as you have ready access to fire.
Fast Fuse A cord infused with chemicals to make it burn very hot and fast. Fast fuse is normally sold in rolls of 30 ft. A fast fuse burns at the rate of 100 ft. per round and doesn’t need air to burn. The best way to extinguish it is to cut off the burning part and let that burn out.
Improvised Fuse A rag or some dry plant matter wound around a combustible. Creating an improvised fuse from appropriate materials takes a minute. It requires a Survival check (DC 8) by the user to actually ignite a combustible.
Simple Fuse A simple fuse is a Fast Fuse that is short enough to burn out at the end of your turn.
Slow Fuse A rope infused with chemicals to make it smolder slowly and steadily. Slow fuse is normally sold in 10 meter rolls and cut down desired length. It burns at the rate of 1 foot of a meter per hour. It doesn’t need air to burn and can burn underwater. A burning slow fuse can be worn to provide access to fire, which can light other fuses and will light a torch or similar as an action.
The slow fuse can be cut to act as a timer. The GM makes an Intelligence (Alchemist's Supplies) check for you with a DC equal to the number of hours you wish the timer to burn (minimum DC 5). For each point you fail this check, the timer burns 1d6 additional minutes. A check result of less than half the difficulty means the timer fails to activate.
Vulcan Match Fuse A #Vulcan Match fitted as a fuse. It will immediately ignite a torch, combustible, or another fuse. It is possible to use a cord to light a Vulcan Match fuse from a distance using a pull cord.
Wheel-lock Fuse A spring mechanism rotates a metal cylinder against flint to generate sparks. Once winded, it can be triggered as a reaction, and will immediately ignite a fuse, torch, or combustible. Similar to a Vulcan Match Fuse in operation, but much more expensive and reliable. It is possible to use a ripcord to light a wheel-lock fuse from a distance. Wheel-lock fuses can be re-used if they survive the explosion.
Alchemic Inks
Inks are mostly used in downtime, where time is not critical. In order to be used, an ink needs a pen or brush and an ink-pot. Making these ready for use is an action. Using an ink to write a short sentence is also an action. Ink can write on paper, vellum, parchment, papyrus and similar absorbent substances. It cannot write on common materials like metal, stone, or wood unless noted.
Glowworm Ink
An ink that glows in the dark. In well-lit conditions this ink is invisible, but in darkness it glows, making it as readable as ordinary script. A page can even hold two sets of text, one readable in light, another using glowworm ink readable in the dark. Can also be used to create glowing tattoos.
Invisible Ink
Various kinds of invisible ink are available. The most common is citrus juice; this ink appears when the page is held to a flame. Citrus juice is commonly available and not considered an alchemical item. A proper alchemical Invisible Ink has two components; one is the ink used to write the message. The other is a catalyst sprayed on the page to make the message visible. Alternatively, the catalyst can be some other fluid you have a sample of when making the ink, including such things as a specific creature's blood or urine. Trying to find the right substance to make an unknown Invisible Ink appear takes an hour of work and an Intelligence (Alchemist's Supplies) check against the passive Intelligence (Alchemist's Supplies) of the creature that made the ink. If you fail by 5 or more, the document is destroyed.
Universal Ink
This is an ink that will create lasting text on any material. The text will rub off with frequent use, but even then it lasts up to a year.
Incense
Basic Action
Incense are made from woods and herbs processed into sticks or cones and burnt to create fragrant smoke. This smoke has a distinct smell (an acquired taste) but does not obscure vision. The smoke scatters quickly outdoors and is only effective within 1 meter of the burning incense. Indoors, a single burner can fill a 30 ft. cube. The smoke has effect at the beginning of your turn in the round after it is lit. A stick of incense will burn an hour hour. Having incense smoke of several different types in the same area is ineffective, none of the different types will work. Incense can be negated either by putting out a burning stick or lighting another type of incense, either will take effect at the beginning of your next turn. Incense can be burnt in special burners called censers. These protect the incense and double the burn time, but are not strictly needed. A censer can be worn as an accessory, placed as a decoration, or most commonly hung suspended. Lighting a stick of incense is an action if you have access to fire.
Frankincense
This incense smells particularly pleasing and nullifies other odors. It gives advantage on saves against attacks and interactions based on odors.
Ghost Fragrance
Made from alchemicly processed dead trees, Ghost Fragrance protects undead in the smoke. Effects that normally have special effects against undead don't have those effects in the smoke, affecting undead as if they were the creature type they were when alive.
Myrrh
Creatures in this smoke have advantage on saving throws against infection from disease. Once a creature has contacted a disease, Myrrh Incense provides no benefit, but can help others to avoid contagion.
Repellent Incense
Incense is available that will repel specific groups of creatures decided when the item is created: incense that repels bats, birds, cats, giant insects, oozes, reptilians, and rodents are common. In cooperation with a cleric you can add celestials, fiends, and undead to the list of creatures you can make repellent against. You can also make repellent against aberrations, one specific incense for each type of aberration. A repelled creature must make a Constitution save (DC 8 + your proficiency bonus with Alchemist's Supplies) or become incapacitated. The creature can still move but cannot take an action or reaction until the beginning of his next turn. Repelled creatures will usually try to move out of the area as soon as they can. Repellent Incense is especially effective against Swarms of creatures of the indicated type; they suffer disadvantage on their saving throw against the effect.
Tonics
All of the items in this section are meant to be ingested or applied to the body.
Air Salt
Basic Action, Coal
This finely powdered salt must be inhaled with a sharp breath. Once used, the salt creates breathable air inside the target's lungs, enabling him to survive in airless environments and toxic atmosphere for the rest of the scene. For the duration, the target will constantly be breathing out, never breathing in. This is an unnerving experience. The target must use the lower of his Mind and Reflexes for Initiative for the duration. A user with the Alchemist or Swimmer schtick or similar ability does not suffer this side effect.
Alchemical Anti-balm
Basic Action, Mirabilia
This is poured over the target and will negate any alchemical substance applied externally or with a free-standing effect as long as the effect was used this session. This includes the effects of alchemical fulminants with a lasting result, except that an Anti-Balm will not cure damage.
Alchemical Antidote
Basic Action, Mirabilia
This tonic negates the effect of any alchemical substance drunk by the user earlier in this session, except that an Alchemical Antidote will not cure damage.
Alchemical Cosmetics
Limit Break, Ancient, Medium, Mirabilia
Various dyes and ointments used to enhance appearance, Alchemical Cosmetics is a set of combs, brushes, and alchemical salves rather than a single tonic. The set includes dyes. It also includes pastes that can build and change the appearance of skin, altering facial features and adding things like warts, blemishes, or wounds. This allows a single use of the Stylist schtick. If you know the schtick, Alchemical Cosmetics makes the Stylist check Routine.
Alchemical Glove Gel
Basic Action, Fusion, Mirabilia
This purple gel adheres to skin and provides protection against substances dangerous to touch for the rest of the scene. The gel has 3 Hits and takes hits that the wearer would normally take until it is depleted. Applying Alchemical Glove Gel additional times in the same scene causes an overdoes reaction that inflicts a Hits for each additional use.
Alchemical Lure
Basic Action, Ancient, Mirabilia, Mundane
A scent attractive to animals (and other creatures of similar intellect) of a type chosen when the lure is made; predators, herbivores, or scavengers. Make a Create or Ride check when using the lure and multiply the check result by 100 meters to find the range at which animals can be attracted. The check must also exceed the animal's Mind for the Lure to work. Once the lure has attracted an animal or pack of animals, other animals will avoid the site as already claimed.
Alchemical Upper
Basic Action Ancient, Mirabilia
Restores one Hit to a creature as long as that creature has not suffered a Damage Setback. The recipient must rest and looses all shots; failing to spend all shots negates the effect.
Alchemist's Love
Basic Action, Blacksmith, Mirabilia, Mundane
This love poultice must be administered in drink or with a Sniff Box. The target's judgement is clouded. For the rest of the scene, any successful Charm stunt or schtick (not power) used against the target causes a Setback. After the end of the scene, the target will feel nauseous and take one Hit of damage, which may raise suspicions. Taking advantage Alchemist's Love is considered fraud or rape in many jurisdictions.
Alchemist's Purgatory
Basic Action, Clockwork
This toxic tincture burns the user's body, but focuses the mind. It has a burning taste that cannot be disguised, so it is not effective as a poison. The drinker takes 3 Hits, but gains one Fortune point that must be spent before the scene ends, or it is lost. You can only ever gain one Fortune point per scene this way.
Antitoxin
Basic Action Combustion, Mirabilia, Mundane
This bitter tonic makes the drinker resist any Neurotoxin damage, substituting their Body with your Create for the rest of the session.
Aural Death
Basic Action
This alchemical oil neutralizes a living creature's aura and projects an aura similar to that of Undead until the end of the scene. Unintelligent undead will see you as one of their own and usually won't attack. Intelligent undead won't be attracted to you, but if they see you they are likely to become agitated unless you successfully disguise yourself as an Undead.
Buoyant Balloon
Basic Action, Clockwork, Mirabilia
This fist-sized alchemically treated animal bladder is tightly sealed around a small wooden grip. By giving the handle a sharp twist you break a tiny glass ampoule just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 3-foot-diameter sphere. Inflating the balloon is an action. Once filled, the balloon floats upward at a speed of 1 meter per shot The balloon can lift up to 10 kilos of weight as it rises, though carrying more than 5 kilos reduces its speed to 1 meter every 3 shots. Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 100 meters, or until the end of the scene, after which it pops and is destroyed.
Burn Balm
Limit Break, Electronic, Mirabilia, Mundane
A runny white balm that makes the wearer immune to blood loss and protects the skin from burns. Makes you immune to burn and bleed side effects for the rest of the session. Applying the balm requires close attention if it is to give any advantage and is thus a Limit Break.
Cold Eye
Basic Action, Combustion, Mirabilia, Mundane
This tonic makes the drinker slightly paranoid. He can use your Create instead of his Recon to set the difficulty of Sneak checks and for Alertness and Scan stunts. As a side effect, the drinker's Charm checks are Stymied for the same period.
Death-sleep Drug
Basic Action, Fusion, Mirabilia, Mundane
When fed to creature that as suffered a Damage Setback the target falls into a deep sleep where his metabolism slows. In this state, the drinker will not die for a number of hours equal to a Body roll, giving many more chances to attempt First Aid. This does not help against any disability or handicap caused by the Damage Setback. Drunk by a healthy creature, the poultice works as an ingested poison using your Create that does Stun damage.
Embalming Ointment
Limit Break, Ancient, Mirabilia
This milky white fluid is applied both externally and internally to a dead body to keep it from deteriorating. One application is needed per week. Meat can be preserved this way, but tastes bitter.
Epimethius Elixir
Limit break, Electronic, Mirabilia, Mundane
This cures hangover. It will also abort a very recent pregnancy. The Limit Break actually happens after consuming the tonic but before the effect hits.
Fire Juice
Basic Action, Blacksmith, Mirabilia, Mundane
This oil but burns quickly at a low temperature, making it ideal for exotic performers such as fire-spinners and flame-spitters. You may spit a mouthful of Fire Juice oil past an open flame (such as a candle, slow fuse, or torch) to ignite it, creating a brief burst of fire. This is not hot enough to do damage, but can serve as a universal language with the Impress skill, allowing use of the skill even when there is no common language.
Glowcane
Basic Action, Combustion, Mirabilia, Mundane
Two sticks that when fitted together and shaken to mix the alchemical substances inside form a short staff that glows like a torch without flame or heat for the rest of the day. This allows rudimentary vision up to your Reflexes meters away. Work light, for activities like reading or crafting, is only within one meter.
Light Recoder
Basic Action, Clockwork, Mundane
This thumb-sized metal plate is covered with a thin layer of light-sensitive paste. If exposed to light, the paste darkens, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, and dim light in 10 rounds. It is mainly used by creatures with darkvision to determine whether creatures carrying light have recently passed through an area. The plate is wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate. Deploying or reading the Light Detector is an action. Once radiation and light is understood, specialized light detectors are possible that only detect certain colors or wavelengths outside the visible spectrum
Mouse's Medicine
Basic Action, Coal, Mirabilia, Mundane
This tonic must be administered in drink or with a Sniff Box. The target loses confidence. For the rest of the scene, any successful Impress stunt or schtick (not power) used against the target causes a Setback.
Night Zap
Basic Action, Combustion, Mirabilia, Mundane
The drinker need not and cannot sleep for the rest of the session or game day (whichever is shorter). Recovery is normal during this time, but if used twice in a row, the drinker loses one Hit and one Fortune.
Nightlight Balm
Basic Action, Combustion, Mirabilia, Mundane Applying this balm to eyes and if needed skin suppresses the effects of Day Blind and similar issues for the rest of the scene.
Nightsteel Oil
A lubricant applied to armor to negate the Noisy limitation of one set of armor for the rest of the scene.
Panacea
Basic Action, Electronic, Mirabilia, Mundane
This oily tonic makes the drinker resist any Infection damage, substituting their Body with your Create for the rest of the session.
Prometheus Poultice
Basic Action, Combustion, Mirabilia, Mundane
Renders the drinker sterile for the next week. Does not affect an ongoing pregnancy.
Rage Mead
Basic Action, Mirabilia, Ancient
Brewed with amanita mushrooms, this drink causes the drinker to gain the ability to Rage until the end of the scene. When the scene ends, the drinker takes a Hit.
Rogue's Eye
Basic Action, Electronic, Mirabilia, Mundane
This tonic improves night vision until the end of the scene. As long as there is any light present, such as outdoors at night, and you can see your Reflexes meters reasonably well.
Scent Amplifier
Basic Action, Clockwork, Mirabilia
This alchemical perfume neutralizes your own odor and can amplify the odor of a different creature. By taking spoor from a creature and mixing it with the Amplifier as an action, you give the amplifier the animal's scent. Then, when you apply it, another Basic Action, it deadens your own odor and replaces it with that of the creature. If used without a scent to amplify, it simply deadens odors. Mammals and other animals relying on scent misidentify you and tend to treat you as a member of the species who's scent you have assumed, which allows you to use Good Impression on them as if you shared a language.
Second Life Elixir
Limit Break, Fusion
This bubbly, sickly greenish liquid has to be injected into a corpse or cadaver using syringes. The body must be preserved or no more than a week old. At the end of the round it is used, the dead body animates for one round, collapsing at the end of the next round. The animated body has the abilities it had in life except that it has a Mind of 1. It is in shock and immediately attacks any nearby creature, or objects if no creatures are available. Normal practice is to restrain the body before using the elixir. The reanimated corpse can be conversed with normally during this time, and can answer questions about things it knew in life, including how it died. You can pose a number of questions equal to your Mind Each requires a successful Charm or Impress check. Answers are terse, five words maximum.
Skin Mold
Limit break, Fusion
This is used to color and mold skin, hair, and other organic materials. This can add or remove wrinkles, mold details like nose and ears, change skin and hair color, create decorative patterns, and otherwise enhance or change appearance. This can be used with Acting & Disguise to create greater than normal changes and help disguising yourself as another gender or species. The disguise also becomes more durable and can survive undressing and even bathing.
Smelling Salts
Basic Action, Clockwork, Mirabilia, Mundane
Used to awaken an unconscious creature. A creature with zero Hits remaining or otherwise unconscious or asleep is made to smell the salts and then awakens with one Hit. This cannot break a Curse.
Stomach Lining
Basic Action, Ancient
This oily tincture lines the stomach and delays the onset of any ingested poison or drug until the end of the scene. If the drinker spews up the oil, it will take anything consumed since it was drunk with it, including any ingested poison. It has no effect on potions that use or confer powers.
Stoneskin Lotion
This lotion is smeared over the skin, causing hardening and swelling. This gives the drinker a Toughness of Body +2 for the rest of the scene. For the rest of the session, the users skin will look irritated and swollen. Using additional doses in the same session causes a Hit at the end of each scene it is used.
Summer Balm
Basic Action, Mirabilia, Ancient
This balm is applied to your skin and improves resistance to hot weather. Until the end of the scene, you can endure hot weather as if you were wearing desert clothing. You will be uncomfortably cold in chilly environments.
Winter's Warmth
Basic Action, Ancient, Mirabilia
This rose-red tincture improves resistance to cold weather. Until the end of the scene, you can endure cold weather as if you were wearing winter clothing. You will be uncomfortably hit in warm environments.
Other
Miscellaneous items.
Cryslight
Basic Action, Combustion, Mirabilia
A rock crystal alchemicly imbued to shed light. A tiny crystal will only glow weakly, a large crystal brightly illuminates radius in meters equal to its weight in kilos and rudimentary vision out to five times as far. It is an action to control the light of a crystal, from its maximum to dim or no light on touch. Certain Cryslights have passwords or specific objects needed to control them, this increases the range of control to a number of meters equal to your Create. Certain Cryslights are colored, flicker, shift colors, cast suggestive shapes of light and darkness, or have other decorative special effects.
Fireworks
Basic Action, Clockwork, Mirabilia, Mundane
Fireworks are activated by lighting the fuse, which requires a ready source of fire. It is a separate Basic Action to place a firework on the ground. Different fireworks have different effects when triggered, as decided when they are made. In general, a firework has an effective Charm equal to your Create and can do Distraction against onlookers. Any Advantage thus gained is mainly useful for stealth and subterfuge stunts. Against creatures unused to fireworks and fire powers, the effect can be much more pronounced, at the GMs option.
Ice Craft Elixir
Basic Action, Electronic, Mirabilia
When opened, this bottle emits a stream of cold that freezes the air into hardened dry ice. This can be used with a Create check to make almost any kind of object, with the limitation that it is very cold, cannot have moving parts, and only lasts for a scene. Objects larger or more complex than a cup requires multiple actions. An Ice Craft Elixir can be used a dozen times, but once the seal is broken the elixir evaporates after one minute.
Liquid Blade
Stance, Fusion
Opening this bottle (initiating the stance) causes a stream of liquid that immediately freezes into a sword-like blade. This functions as a Short Sword. You can attempt a Create check to shape it into another type of weapon, DC 8 for swords and daggers of Blacksmith sophistication, +2 for non-blades and +2 for each higher level of sophistication. You can use one other alchemical item in your possession that affects a weapon as a part of the action to activate a Liquid Blade.
Stickum
Limit Break, Combustion, Mundane
Spread this elixir over several objects and set them together, the elixir will bond them together to form a single whole. Used to repair or for quick and dirty crafting, the Create check DC is the Body of the object for rough objects and double that for finely crafted objects. Used on a living creature, it works like a Tar fulminant except that it cannot be cut and is not sensitive to cold. At the end of a session a living creature's skin will shed the stickum.
Vulcan Club
This common Cudgel is covered with a thick coating of the substance used to make Vulcan Matches. When struck against a solid surface (part of using the weapon), the head of the club ignites and burns brightly. The lit club sheds light as a torch, the damage increases by +2, and the Vulcan Club deals Fire damage in addition to the weapon's normal damage; use the lower of the two soak values. After one minute, the flames die out and the club is destroyed. Putting out a Vulcan Club is an action that destroys the club. It is possible to add this effect to other weapons, but it damages the weapon, giving it the Unreliable limitation.
Rocket Boots
Combustion, Mundane A pair of sturdy boots or leggings with rockets fastened to them. Igniting rocket boots is a move action, and requires a Create check (SC 8) or the boots misfire. Success allows flight until the end of the round. For every point by which the alchemist beast the DC, the boots allow an additional round of flight. Misfiring boots hurls the wearer to the ground prone and then moves 1d6 meters in a random direction, inflicting 12 Concussion damage soaked by Reflexes. The flight allows movement through the air at normal Move. The minimum Fly DC of this contraption is 10, and a roll is required each round of flight, with failure causing a crash as above.
Sand Craft Elixir
Limit Break
Mix this elixir with sand, and it forms a gooey substance that can be shaped and then quickly hardens to the consistency and strength of sandstone. A single application can affect up to ten liters of sand. The entire process of mixing, shaping, and then setting the sand affected by a single dose of this elixir is one Limit Break. Because of the rapid hardening, only rough shapes can be made this way. If several elixirs are used in the span of a few minutes, the sandstone created can be merged into one solid block. Otherwise, each elixir creates a separate piece of sandstone, which forms a weaker overall structure.
Terne-plating
Items can be covered in a thin layer of a mix of tin, lead, and alchemical materials to shield them (and their contents) from detection powers. A terne-plated object looks like it is made of dull grey metal of little value, but a DC 8 Create check is enough to realize the truth if an item is studied. An item to be plated must not be overly flexible or heat-sensitive. Metal, bone, glass, ceramic, and wooden objects are routinely tern-plated. Tern-plating gradually wears thin and has to be renewed after about a month of adventuring or a year of normal use. A room or building can have its walls, floor, and ceiling tern-plated. Tern-plating in construction is usually hidden to prevent wear and lasts as long as the building. Terne-plating sets the minimum difficulty of detection powers to your Create and reduces the range to 3 meters.
Tug Trigger
A sticky clay that can safely be stretched slowly, but disintegrates into a poisonous dust if tugged quickly. This is most frequently used to trap small containers, such as a scroll tube, book, picture brooch, or Secret Compartment. Carefully opening the seal (an action) avoids the danger. This otherwise works as a Trap that deals Neurotoxin damage. When the clay is created, a number of options are available. The damage can be Stun. The release can be subtle or accompanied by a loud flash and bang. The dust can be harmless to ordinary materials such as paper, parchment, and leather, or it can be an acid that consumes them, destroying the trapped object.
Vulcan Match
Basic Action, Coal Mirabilia, Mundane
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Igniting a Vulcan Match is much faster than creating a flame by other means.
Water Purification Sponge
Basic Action, Combustion Mirabilia, Mundane
This fist-sized blue sponge absorbs water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. A basic action purifies a cup (1/4 liter) of water. If the water is acutely harmful, a Create against the potency of the poison check is required for the sponge to work. The sponge becomes worn out and useless after one minute it is used.
Water Road
Basic Action
Drip this oil on the surface of a body of water to dramatically increase surface tension, to the point where it becomes possible to walk on water. The surface is still yielding, and a Free Running check DC 6 is required - add this to the difficulty of anything else that would require a Free Running check. You can continue to create a water road until the end of the round, and other can walk in your footsteps to follow the same road. At the end of the round, the water road dissolves.