Index alchemy

Alchemy

While magic potions are primarily associated with wizards and other spellcasters, the natural magic of the world can be condensed by anyone with the right training. Unlike potions, which are imbued with magic drawn directly from an arcane caster, alchemical concoctions are imbued purely with the power of their materials.

Alchemical items can be created with stronger concentrations or with stronger effects by particularly skilled alchemists. When creating an alchemical item, you may choose to apply enhancements to the finished product by increasing the Craft(Alchemy) DC and the price. Some of these enhancements may require additional prerequisites to create. Most alchemical items require one day of work and materials totaling one-third the market price of the item after all enhancements have been applied.

Philters

Philters are drinks that, when consumed, imbue the imbiber with certain boons. The bonuses granted by philters are alchemical bonuses unless otherwise stated, and a character can only drink one philter per hour. Drinking a second philter without waiting long enough will simply have no effect, and the character may instead just feel sick.

Philter of Healing

This bright red liquid has a sweet and slightly nutty aroma. When imbibed, the user heals 1d6 points of damage.

Enhancement Craft DC Market Price Prerequisites
Increase healing to 3d6 +5 +100 Journeyman Alchemist
Increase healing to 6d6 +10 +250 Artisan Alchemist
Increase healing to 9d6 +15 +550 Master Alchemist
Restore lost limbs, cure blindness and deafness +20 +600 Master Alchemist

Philter of Defense

This thick and murky green liquid tastes like bitter leaves and bark. When imbibed, the user gains a +1 bonus to natural armor for 1 hour.

Enhancement Craft DC Market Price Prerequisites
Increase bonus to natural armor to +2 +5 +100 Journeyman Alchemist
Grant DR 3/magic for 1 hour +5 +150 Artisan Alchemist
Increase bonus to natural armor to +3 +10 +250 Artisan Alchemist
Grant DR 5/- for 1 hour +10 +250 Master Alchemist
User's natural armor applies against touch attacks for 1 hour +15 +300 Master Alchemist
Increase bonus to natural armor to +4 +15 +550 Master Alchemist

Philter of Mana

This perfectly clear liquid may seem to be an empty bottle at first, but it smells distinctly bitter and fruity. When imbibed, the user recovers 2 levels of expended spell slots. The user may determine which spell slots are recovered, such as whether to recover one 2nd level spell or two 1st level spells. A spontaneous spellcaster, such as a sorcerer, may then use these spell slots to cast any spells he knows, whereas a prepared spellcaster, like a wizard or cleric, recovers only that specific expended spell and may not place a different spell into the recovered slot.

Enhancement Craft DC Market Price Prerequisites
Increase restored spell slots to 4 +5 +100 Journeyman Alchemist
Choose a spell of up to 2nd level that you know when creating the philter. Imbiber may replace an expended slot of the spell's level with that spell. +5 +100 Journeyman Alchemist, ability to cast 2nd level spells
Allow prepared spellcaster to place any spell she can prepare into expended slots. +5 +150 Journeyman Alchemist
Increase restored spell slots to 6 +10 +250 Artisan Alchemist
Choose a spell of up to 4th level that you know when creating the philter. Imbiber may replace an expended slot of the spell's level with that spell. +10 +250 Artisan Alchemist, ability to cast 4th level spells
Increase restored spell slots to 8 +15 +550 Master Alchemist
Choose a spell of up to 6th level that you know when creating the philter. Imbiber may replace an expended slot of the spell's level with that spell. +15 +550 Master Alchemist, ability to cast 6th level spells

Philter of Strength

This translucent pinkish liquid has a faintly sour and metallic aftertaste. When imbibed, the user gains a +2 bonus to Strength for 1 hour.

Enhancement Craft DC Market Price Prerequisites
Increase bonus to Strength to +4 +5 +100 Journeyman Alchemist
Increase bonus to Strength to +6 +10 +250 Artisan Alchemist
Increase bonus to Strength to +8 +15 +550 Master Alchemist

Philter of Dexterity

This murky yellow liquid delivers a small static shock when tasted. When imbibed, the user gains a +2 bonus to Dexterity for 1 hour.

Enhancement Craft DC Market Price Prerequisites
Increase bonus to Dexterity to +4 +5 +100 Journeyman Alchemist
Increase bonus to Dexterity to +6 +10 +250 Artisan Alchemist
Increase bonus to Dexterity to +8 +15 +550 Master Alchemist

Philter of Regeneration

This shimmering purple liquid tastes oddly savory and broth-like. When imbibed, the user recovers one hit point every other round for 1 hour.

Enhancement Craft DC Market Price Prerequisites
Increase recovery to 1 hit point per round +5 +200 Artisan Alchemist
Increase recovery to 3 hit points per round +10 +500 Master Alchemist

Philter of Constitution

This foul-smelling brown liquid tastes surprisingly pleasant. When imbibed, the user gains a +2 bonus to Constitution for 1 hour.

Enhancement Craft DC Market Price Prerequisites
Increase bonus to Strength to +4 +5 +150 Artisan Alchemist
Increase bonus to Strength to +6 +10 +450 Master Alchemist

Alchemical Oils

Oils are designed to be applied to weapons, armor, or other items to grant them additional effects. A single dose of oil is enough to cover one suit of armor, one weapon, or 10 rounds of ammunition. Oils last 30 minutes until they naturally wear away, and an item can only be coated in one oil at a time. Applying an oil to an item is a full-round action that provokes attacks of opportunity.

Burning Pitch

This pitch is alchemically purified to heighten its phlogiston content and burn more consistently. A weapon coated in this substance deals an additional 1d4 fire damage.

Enhancement Craft DC Market Price Prerequisites
Increase fire damage to 1d8 +5 +100 Journeyman Alchemist
Enemies struck by a coated weapon take one instance of damage at the start of your next turn. +5 +100 Journeyman Alchemist
Increase fire damage to 2d8 +10 +250 Artisan Alchemist
Increase fire damage to 4d8 +15 +550 Master Alchemist

Corrosive Oil

This oil is stored in two parts that are applied at the same time - the first part protects the weapon it is applied to, and the second part is a powerful corrosive agent that burns flesh and steel alike. A weapon coated in this substance deals an additional 1d4 acid damage.

Enhancement Craft DC Market Price Prerequisites
Increase acid damage to 1d8 +5 +100 Journeyman Alchemist
Enemies struck by a coated weapon take one instance of damage at the start of your next turn. +5 +100 Journeyman Alchemist
Increase acid damage to 2d8 +10 +250 Artisan Alchemist
Increase acid damage to 4d8 +15 +550 Master Alchemist


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