Alchemy
From Titan's Teeth
< EquipmentMain > Equipment > Alchemy |
Contents
Materials
Alchemical Cement
You mix this fine gray powder with water and a cubic foot of sand or gravel to form a durable stone-like material. Until it cures, it has the consistency of thick mud, and you must hold it in place (typically with a frame of earth or wood) if you want it to harden in a specific shape.
It takes 1d10+10 minutes for the cement to partially cure, gaining hardness 2 and 5 hit points per inch of thickness.
After 1d6 hours the cement is fully cured and as hard as true stone.
Casting Plaster
Benefit: This white, dry powder mixes with water to form a paste, which hardens over the course of an hour to create a solid material. It can be used to make casts of footprints or carvings, fill in gaps or cracks in walls, or (if applied over a cloth wrapping) create a cast for a broken bone.
Hardened plaster has hardness 1 and 5 hit points per inch of thickness.
A 5-pound clay pot of plaster can cover about 5 square feet of flat space to a depth of 1 inch, five Medium forearm or lower-leg casts, two Medium full-arm or full-leg casts, or twice as many casts for a Small creature.
Medicines
Alchemist's Kindness
Favored by young rakes and other well-to-do inebriates, this crystalline powder resembles salt.
Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it.
Antiplague
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour.
If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
Antitoxin
If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Bloodbind
Bloodbind is a cloth bandage that has been soaked in healing herbs and alchemical materials.
Blue Salve
Made from a combination of waxes and animal additives, blue salve is a topical treatment for burns.
All salves have a shelf life of three months — after that they lose efficacy. In additional to all normal methods for identifying alchemical items, salves can be identified with a DC 10 Heal check.
Boilwort
A collection of herbs and roots that is pressed into a small block for transportation.
A single dose of boilwort each day maintains this bonus. If ingested when cold (including just eating a block as a standard action), the bonus it grants is only +2.
Turning a block of boilwort into a drinkable hot infusion normally takes five minutes over an appropriate source of heat. It can be done in two minutes with a Brazier Mug.
Tools
Blacklight Oil
Blacklight oil is pressed from the fat of creatures with natural abilities to hide in shadow, including those with natural abilities of displacement.
Bladesharp
A fragile, chalk-like, bloodred stone pressed from ground rocks, ash, and glass.
A bladesharp can be used five times before it crumbles into useless dust.
Brazier Mug
A brazier mug includes a trailing cord connected to alchemical compounds sandwiched between two earthenware layers of a hefty mug.
Each brazier mug works only once, staying warm for 1–4 hours. It is possible to built brazier mugs as canteens, and transport a liquid within them.
Clocktinder
Benefit: A clocktinder looks very much like a tindertwig and functions similarly.
However, rather than bursting into flame, a piece of clocktinder struck against a hard surface merely smolders slowly from top to bottom — a process that takes 10 rounds — then finishes with a burst of flame at the end of that time.
It’s possible to tie multiple clocktinders together so the first sets off the second, the second sets off the third, and so on. Shorter times can be achieved by cutting a clocktinder into a shorter stick. Changing the number of rounds one or more section of clocktinder will burn requires a DC 10 Craft (alchemy), Craft (traps), or Disable Device check. (If the total time is more than a minute of delay, the DC increases to 15). If the check fails by 4 or less, the clocktinder burns to an end 1d12 minus 1d6 rounds early (minimum 1). If it fails by 5 or more, the clocktinder fizzles out prior to reaching the end of its burn.
Wrapping the far end of a piece of clocktinder to a vial of alchemist’s fire, boompot, dragonrod, or fog bomb sets off the attached device when the clocktinder bursts into flame.
Weapons
Acid
Benefit: You can throw a flask of acid as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Alchemist's Fire
You can throw a flask of alchemist’s fire as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash.
On the round following a direct hit, the target takes an additional 1d6 points of damage.
If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Alchemist's Frost
You can throw a flask of alchemist’s frost as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of cold damage. Every creature within 5 feet of the point where the flask hits takes 1 point of cold damage from the splash.
On the round following a direct hit, the target takes an additional 1d6 points of damage.
If desired, the target can use a full-round action to attempt to brush of the frost before taking this additional damage. Removing the frost requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or otherwise washing down automatically removes the frost.
Boompot
A boompot is a variant on alchemist’s fire that creates a bright, sudden flash of light and fire plus a loud explosion.
If thrown, a boompot has a range increment of 10 feet.