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 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.
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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.
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 |
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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