



This page includes various chemicals, herbs, salves, balms, oils, and other substances which require special preparation before use (such as use of a Craft (alchemy) skill check.)

Alchemical Concoctions

Some alchemical creations are less stable than others. Concoctions are notorious for their side effects and for their dangerous unpredictability when mixed together. See the concoctions here!

Alchemical Remedies

Alchemical remedies are substances used to overcome a negative condition or ward against a specific kind of attack.

Tinctures

Tinctures are alchemical remedies consisting of reagents dissolved in an alcoholic solution. These mixtures produce potent effects beyond those of an ordinary alchemical concoction, but the increased benefits are not without cost. In addition to requiring more expensive components, tinctures tend to cause harmful effects upon being imbibed. See the tinctures here!

Alchemical Power Components

Source PZO9410

An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

Spells followed by an (M) expend the alchemical item as a material component

expend the alchemical item as a material component Spells followed by an (F) use the item as a focus and do not expend it

In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

Alchemical Reagents as Alchemical Power Components

Source PZO9445

Alchemical reagents may also be used as an alchemical power component, augmenting the effects of certain spells when used as an additional material component. Using a reagent as an alchemical power component requires a number of doses of the reagent, affects only spells that meet the listed criteria, and augments only an effect the spell already produces (for example, you can use black powder as an alchemical power component only for a spell that deals energy damage). Reagents do not stack with either themselves or one another, and are expended after use.

Splash Weapons

Many alchemical items are often thrown or hurled and then break to make “splash” attacks.

To Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)

You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.

You Miss: First, roll 1d8 to determine the misdirection of the throw.

1 – Falls short (straight line towards the thrower.) 2 through 8 – Count around the target creature or grid intersection in a clockwise direction.

Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.

Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.

Alchemical Items

Characters with skill ranks in Craft (alchemy) can create some of these items, and they are usually available in the same places where you can buy alchemical items. Items with a DC listed in the Craft DC column use the Craft (alchemy) skill to create.

Oils and Flammables

Essence of Night

Source PRG:TWoVHD

Price 150 gp; Weight —

Drinking the cold, oily draught in this vial suppresses the effects of the light sensitivity racial trait for 10 minutes. Additionally, 1 sunlight syndrome point is removed, if the drinker has any. Essence of night can remove only 1 sunlight syndrome point per day, no matter how many flasks a character might drink.

Essence of night is an alchemical item with a Craft DC of 25.

Oil, Alchemist’s Fire

Source PZO1110

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.

Craft (alchemy) DC: 20

Alchemical Power Component

Source PZO9410

This dwarven favorite can make fire spells last longer.

Oil, Anointing

Source PZO1121

This sacred oil, infused with aromatic spices and distilled holy water, may be applied to a creature while casting a harmless divine spell with a range of touch, increasing the casting time to a full-round action but also increasing the caster’s effective caster level by +1 for that spell.

Oil, Kerosine

Source PZO9410

Also known as firebreather’s oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers. You may spit a mouthful of kerosine past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of kerosine holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action).

Create: Craft (alchemy) DC 15

Oil, Quick Freeze

Source PZO9430

Price 50 gp; Weight 1 lb.

This bottle of viscous blue oil sublimates slightly when exposed to air. When poured over water, the oil pools on the surface and takes 1 round to spread out from the point of origin in a 20-foot radius. At the end of this round, the oil flash-freezes the surface of the water, creating an ice sheet over the affected area. Any 5-foot square of this ice can support up to 200 pounds of weight. Weight in excess of this amount causes the entire sheet to crack and quickly break up. This ice sheet becomes unstable and breaks up on its own after 1 hour, or 20 minutes in a hot climate. Any creature whose bare skin comes in contact with this oil takes 1d6 points of nonlethal damage each round because of the chemical’s volatile nature, but the oil is ineffective as a splash weapon.

Oil, Lamp

Source PZO1110

A pint of lamp oil burns for 6 hours in a common lantern or lamp. You can also use a flask of lamp oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Oil, Stalkers

Source PZO9487E

Price 50 gp; Weight —

This is a clear, viscous liquid that is typically kept in a frosted glass vial with an unassuming label and cork. The oil is used to reduce the sound armor and weapons make while moving.

Applying this oil to a single piece of equipment takes 1 minute and grants the wearer a +2 circumstance bonus on Stealth checks for 30 minutes. A vial of this oil is enough to coat one Medium piece of equipment, while a Large piece of equipment requires 4 vials. Two pieces of Small equipment can be covered with a single vial of oil. Exposure to or submersion in large amounts of water, such as swimming, immediately ends the effect of the oil.

Oil, Stink

Source PPZO9410

Price 15 gp; Weight 1 lb.

This glass container of foul-smelling oil shatters easily upon impact. You can throw a vial of stink oil as a splash weapon with a range increment of 10 feet. If a creature with the scent ability is standing in the square of impact, it must succeed at a DC 14 Fortitude save or be nauseated for 1d4+1 rounds. Any creature with scent in an adjacent square must succeed at a DC 12 Fortitude save or be sickened for 1 round. Creatures without the scent ability are not affected by stink oil.

Oil, Wing

Source PZO1121

Tengus mix special salves to protect their feathers from the elements. This one-ounce vial of wing oil gives a feathered creature a +1 bonus on all saving throws to resist the effects of cold weather. Its effects last 24 hours.

Alchemist’s Lab

Source PZO1110

This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.

Alchemist’s Lab, Portable

Source PZO9410

This compact version of a full-sized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks.

Artificer’s Lab, Portable

Source PZO1121

The portable artificer’s lab contains everything needed to create magic items, though many of the tools and implements are of only the most basic type. This lab allows the artificer to spend 4 hours crafting each night while out adventuring, and net 3 hours’ worth of work (instead of 2). However, because the tools are all designed to fulfill multiple functions and the portable lab lacks the space and quiet that provide ideal circumstances for creating magic items, the skill check to complete a magic item that had any of its work done using a portable lab takes a –5 penalty.

Bomb Launcher

Source PZO1121

These odd looking, egg-shaped contraptions have cleverly placed fins that improve bombs’ accuracy. Goblin alchemists use these special containers to make their bombs more accurate when thrown long distances. Using a bomb launcher when throwing a bomb increases the bomb’s range increment to 30 feet (or increases the range increment of a bomb with the rocket bomb discovery to 70 feet). Bomb launchers are destroyed when used.

Buoyant Balloon

Price 10 gp; Weight 1 lb.

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 a move action. Once filled, the balloon floats upward at a speed of 60 feet per round. The balloon can lift up to 20 pounds of weight as it rises, though carrying more than 10 pounds reduces its speed to 30 feet per round. 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 600 feet, or until 10 minutes have passed, after which it pops or deflates and is destroyed.

Candlerod

Price 1 gp; Weight 1 lb.

Similar to but weaker than a sunrod, this stick glows like a candle when struck and lasts for 12 hours.

Light Detector

Price 1 gp; Weight —

This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, 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 sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.

Pox Burster

Source PZO1121

A pox burster is an alchemically preserved animal bladder or gourd that has been filled with toxic, rotting materials. You can throw a pox burster as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit forces a target to immediately make a DC 13 Fortitude save or contract filth fever. Every space adjacent to the target square of the pox burster is covered in disease-causing filth. For the next minute, any creature that is injured while in one of these spaces must also make a DC 9 Fortitude save or contract filth fever.

Sunrod

Price 2 gp; Weight 1 lb.

This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.

Thurible

Source PZO9410

When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases.

Water Purification Sponge

Price 25 gp; Weight 1 lb.

This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.

Medicines and Tonics

All of the items in this section are meant to be ingested or applied to a wound.

Antiplague

Source PZO1115

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.

Create: Craft (alchemy) DC 25

Alchemical Power Component

Source PZO9410

Certain healing spells have greater effects when used with antiplague.

Heroes’ Feast (M): For each vial of antiplague used as a power component, one creature eating the feast gains the benefits of antiplague for 12 hours. Antiplague’s normally foul taste does not change the taste of the feast.

(M): For each vial of antiplague used as a power component, one creature eating the feast gains the benefits of antiplague for 12 hours. Antiplague’s normally foul taste does not change the taste of the feast. Remove Disease (M): Add +2 on your caster level check to cure diseases on the target.

Antitoxin

Source PZO1110

If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component

Source PZO9410

Like antiplague, antitoxin can augment certain healing spells.

Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.

Bloodblock

Price 25 gp; Weight —

This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer’s kit (and grants the +5 bonus stated above).

Create: Craft (alchemy) DC 25

Bodybalm

Source PZO9410

When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.

Create: Craft (alchemy) DC 25

Clear Ear

Source PZO9410

This green gel is poured into the user’s ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a –2 penalty on all Charisma-based checks.

Healy Myrrh

Source PZO9406

When you burn this powerful resin, it fills 8,000 cubic feet with faint smoke that persists for 8 full hours. Any creatures resting or receiving long-term care in the area while the healy myrrh is active regain 1 additional hit point per level. Multiple uses of healy myrrh in a 24-hour period do not stack.

Create: Craft (alchemy) 5 ranks, Heal 5 ranks; Cost 25 gp

Mellowroot

Source PZO1121

Sneaky goblin chieftains give this orange paste to the tribe’s warriors before proposing a particularly bold raid. Consuming mellowroot causes a euphoric feeling that makes you feel invulnerable. For 1 hour after consuming mellowroot, you gain a +5 alchemical bonus versus fear effects. However, while under the effects of mellowroot, you must make a DC 15 Will saving throw when you try to leave the threatened area of an opponent. If you fail the saving throw, you cannot leave the threatened area with that action but do not lose the action.

Smelling Salts

Source PZO1115

These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.

Create: Craft (alchemy) DC 20

Soothe Syrup

Source PZO1115

This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.

Create: Craft (alchemy) DC 15

Stillgut

Source PZO1121

Drinking a vial of this bland, bluish liquid grants you a +5 alchemical bonus on Fortitude saves to avoid nausea or sickness for 1 hour. If you are already nauseated, you can drink stillgut as a move action. Drinking it in this fashion grants you a second saving throw (without the +5 bonus). Goblins often use stillgut so they can choke down meat or other foods in stages of rot or decay.

Soul Stimulant

Price 300 gp; Weight —

This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level’s penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level’s effects.

Troll Oil

Price 50 gp; Weight 1 lb.

This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round.

Troll Styptic

Source PZO9211

A witch’s brew of troll blood, powdered plant extracts, and alchemical binders, troll styptic is intended as a field treatment for wounds and bleeding, particularly where magical healing is not available. This powder is stored in small packets, and when applied directly to wounds grants a living creature fast healing 2 for 2d4 rounds, as well as closing any open wounds the subject has or receives while the styptic is active, preventing ongoing damage from bleeding. This is a painful cure and requires the target to make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing.

Create: Craft (alchemy) DC 25

Unguent of Revivification

The preservation of dead flesh is important in undead-friendly cultures. In such places this alchemical ointment is commonly used as a cheaper alternative to gentle repose to give their undead flesh the blush of life. A single dose staves off the decomposition of dead flesh for 1d6 days. It cannot reverse decay that is already present and has no effect on the time limit for raising creatures from the dead.

Woundweal

Source PZO9410

This gritty black paste is a poison that interferes with an afflicted creature’s ability to recover from injuries. All Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed.

Type poison, injury; Save Fortitude DC 18 Onset 1 round; Frequency 1/day Effect impaired healing (see above); Cure 2 consecutive saves

Herbs and Plants

Herbs and useful plants and fungi abound in most wilderness regions, and while these valuable plants can be obtained in special markets or shops, the skilled herbalist knows where to go to gather these resources by hand in the wild.

Gathering Herbs: Gathering herbs is similar to foraging and can be accomplished while you are traveling or as your sole activity during an 8-hour period. If you gather herbs while traveling, your overland speed is halved. Spending 8 hours doing nothing but gathering herbs from the area grants 1 additional yield of each herb you’re gathering.

When you start your day of herb gathering, you must declare which herb you are looking for. If you have 5 ranks of Profession (herbalist), you can search for two different types of herbs at once, and for each additional 5 ranks you have in this skill, you can search for one additional herb, to a maximum of 5 herbs at once if you have 20 ranks in Profession (herbalist).

Each herb listed below has a gather DC. At the end of the time spent gathering, attempt a Profession (herbalist) or Knowledge (nature) check against each herb’s gather DC. If the terrain you are searching in is one of your favored terrains, you can attempt a Survival check instead. If the herb in question is present in the region you searched (this is always subject to the GM’s discretion), success results in a single yield of that herb. Success by 5 or more grants 1 extra yield. Success by 10 or more grants 2 extra yields.

A single yield of herb weighs 1/10 of a pound unless otherwise noted in its yield section in the stats below.

In addition to determining whether a particular herb is available to gather in a region, the GM also determines how many attempts to gather that herb can be attempted in the region. Typically, a region can support 1d4 herb-gathering expeditions before the herbs must be given 2d6 months to regrow.

Preparing Herbs: Most herbs must be prepared to unlock their potency. If this is the case for an herb, its stat block describes the method required to process it, the Craft (alchemy) DC to accomplish this task, and the amount of time needed to do so. A Profession (herbalist) check can be conducted instead of a Craft (alchemy), but the DC of the check to prepare the herb increases by 5 in this case. If the preparer fails this check by 5 or more, the dose of the herb is ruined; if she fails by less, she can try again with the same herbs.

Preparing Multiple Herbs: An herbalist can normally prepare one type of herb per day, but she can prepare a number of doses of that single type of herb equal to her ranks in Profession (herbalist). An herbalist with 7 or more ranks in Profession (herbalist) can simultaneously prepare a second type of herb. At 14 ranks in Profession (herbalist), the character can prepare up to three types of herbs at the same time.

Herb Lifespan: A raw, unprepared herb spoils 24 hours after it is harvested. A prepared herb spoils after 1 month unless otherwise noted in its Use entry.

The herbs presented below are intended to represent a wide range of helpful plants; you can use these as examples for the creation of new herbs. Each herb is presented in its own stat block.

The first line of the block presents the name and the price the herb is sold for in markets and herbalist shops. This is followed by a brief description of the herb’s appearance.

The next entry provides the DC of the Profession (herbalist) check to find and gather the herb with a day’s worth of work. This is followed by the yield—the base number of doses that can be gathered each day. Extra yields can be gained with greater success on a gathering roll or by taking an entire day to do nothing but gather herbs.

After that, the block provides the terrain the herb appears in. This is followed by information about how the herb must be prepared in order for it to be used. Finally, the use for the prepared herb is detailed at the end of the stat block. Applying, eating, or using a prepared herb typically requires a standard action that provokes attacks of opportunity, unless otherwise specified in the description.

Allnight

Source PZO9410

This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug’s effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a –2 penalty on all skill checks until its effects wear off.

Angelstep

Source PZO1140

Price 25 gp

This iridescent white shelf fungus is said to have first grown from the footsteps of an angel, though some claim it instead comes from the footsteps of a djinni.

Gather DC 18; Yield 1 dose

Terrain temperate or warm deserts

Preparation A dose of angelstep can be used raw or processed into a pigment that can be worn on the skin. Processing a dose of the pigment takes 4 hours and requires a successful DC 15 Craft (alchemy) check. Angelstep pigment costs twice as much as the raw fungus.

Use As part of an attempt to stabilize a dying creature, a dose of raw angelstep can be rubbed on the creature to grant a +4 bonus on the Heal check to stabilize the creature. A dose of angelstep pigment applied to the skin of a Medium or smaller creature helps to protect that creature against death for 2d4 hours. The next time the wearer of angelstep pigment drops to negative hit points, it gains a +4 alchemical bonus on its next 1d6 Constitution checks to stabilize. The pigment loses its effect once all these checks are attempted or once the victim is stabilized.

Barbarian Chew

Source PZO9410

This bitter red chew comes from dried leaves of a stunted bush found in northern climates. It stains the teeth dark crimson but also increases the duration of barbarian rage entered into during the next hour by 1 round.

Belladonna

Source PZO9410

Also known as deadly nightshade, this plant, with its distinctive greenish-purple leaves and dull black berries, has served as a cosmetic and medicine for longer than memory despite its toxicity. It can also induce vivid but usually unpleasant hallucinations, particularly ones dealing with flight. Herbalists and others trained to use it safely believe it has numerous applications, including pain relief.

Black Amaranth

Source PZO1140

Price 100 gp

Black amaranth grows in small clusters from the remains of the dead.

Gather DC 18; Yield 1 dose

Terrain temperate or warm forests or plains

Preparation The amaranth’s flowers and stalks must be carefully ground into paste. This requires a successful DC 12 Craft (alchemy) check and 1 hour of work.

Use A dose of black amaranth paste can be applied to a dead body to slow decay. One dose used on a Tiny or smaller creature delays the onset of decay for 3 days (as per gentle repose). Two doses are needed for Small creatures, 3 for Medium creatures, 6 for Large creatures, 12 for Huge creatures, 24 for Gargantuan creatures, and 48 for Colossal creatures. Each dose applied requires a full-round action that provokes attacks of opportunity.

Bloody Mandrake

Source PZO1140

Price 15 gp

Bloody mandrakes grow from the corpses of intelligent creatures who had supernatural powers in life. This plant’s unsettlingly humanoid-shaped tuber-like roots increase fertility and vitality. Gather DC 20; Yield 1d4 doses

Terrain any plains or swamps

Preparation A bloody mandrake must be pulped so that its sticky red sap can be gathered, skimmed, and then refined into an even stickier paste; this process requires a successful DC 15 Craft (alchemy) check and 1d4 hours of work per yield.

Use One dose of bloody mandrake paste smeared on the lips (this is a free action) during spellcasting can be used as an additional material component when casting spells that remove afflictions and conditions or that provide a morale bonus. Doing so grants a +1 bonus to the spell’s effective caster level.

Bone Reed

Source PZO1140

Price 75 gp

This aquatic grass resembles translucent white horsetail.

Gather DC 24; Yield 1 dose

Terrain any swamps

Preparation A bone reed must be pressed and dried. This process requires a successful DC 10 Craft (alchemy) check and takes 8 hours to complete.

Use A creature that sleeps for at least 8 hours in 1 day with a bone reed bound to one of its arms or legs heals double the normal ability damage and hit point damage (or triple with full bed rest). A bone reed loses its effectiveness after use. Binding a bone reed to a limb requires 1 minute of work.

Cloud Puff

Source PZO1140

Price 100 gp

The spores of this odorous pale-gray fungus cause a euphoric light-headedness.

Gather DC 18; Yield 1 dose

Terrain any mountains

Preparation After soaking in salt water for 1 hour, a cloud puff must be dried in a delicate process that requires it to be turned three times per hour for 4 hours. This requires a successful DC 12 Craft (alchemy) check.

Use By crushing a dried cloud puff and inhaling the spores, a creature becomes light-headed and its mind grows resistant to outside influences. For the next hour, the creature gains a +2 alchemical bonus on saving throws against mind-affecting effects but takes a –2 penalty on Wisdom-based skill checks.

Dragon Rose

Source PZO1140

Price 25 gp

The vivid and thorny dragon rose is admired for its hardiness but is difficult to cultivate.

Gather DC 18; Yield 1 dose

Terrain any forests or mountains

Preparation The petals of a dragon rose must be delicately removed from the stem and then soaked in a mixture brewed from the flower stalk’s sap for 2 hours; this requires a successful DC 15 Craft (alchemy) check.

Use A dose of prepared dragon rose petals crushed in the hand and then smeared on a weapon (this is a standard action) infuses the weapon with a magic aura. For 1 hour, the weapon can bypass DR/magic, although it doesn’t gain any bonus on attack or damage rolls.

Dream Lichen

Source PZO1140

Price 2,000 gp

This multicolored, shimmering lichen grows in places where powerful magical creatures have slept and dreamt.

Gather DC 30; Yield 1 dose

Terrain anywhere the boundaries between the Material Plane and the Dimension of Dreams grow thin

Preparation The fibrous outer layer of the lichen must be gently scrubbed away, exposing the soft interior, which must then be allowed to dry after being sprinkled with various alchemical powders. This requires a successful DC 25 Craft (alchemy) check and 8 hours of work.

Use A creature that sleeps for at least 8 hours with a dose of dream lichen in contact with its body has vivid dreams in which it endures and recovers from a supernatural affliction. Upon waking, the creature can attempt a new saving throw against a single curse or mind-affecting effect from which it is currently suffering. Alternatively, the user automatically succeeds at a saving throw to remove a temporary negative level.

Dreamer’s Star

Source Heroes of the Wild

Price 5 gp; Check Profession (herbalist) DC 13; Weight —; Terrain forests or plains

When the orange petals of this plant are cured and left to steep in hot water, the leaves make a mild, aromatic tea that facilitates restful sleep. When taken before sleeping, this tea grants the drinker the benefits of a full 8 hours of uninterrupted sleep in only 6 hours. One dose of Dreamer’s star makes enough tea to serve six.

Fairy Cap

Source PZO1140

Price 250 gp

This toadstool’s pale-gray cap is stippled with yellow spots. Its presence often indicates ley lines or fey bowers nearby.

Gather DC 20; Yield 1 dose

Terrain any near ley lines

Preparation A fairy cap must be gently simmered (not boiled) in a mixture of water and other natural ingredients for 1 hour; this requires a successful DC 20 Craft (alchemy) check. At the end of this preparation time, the yellow spots’ color changes to bright orange or dark brown—there’s a 50% chance of either development.

Use When eaten without proper preparation, a fairy cap is mildly poisonous (save Fort DC 13, onset 1 minute, frequency 1/minute for 6 minutes, effect nauseated for 1 minute, cure 1 save), but when properly prepared, it takes on a not-unpleasant tangy flavor. The final color of a properly prepared fairy cap’s spots determines its effect when consumed. A cap with orange spots causes a Large or smaller creature to grow one size category, while one with brown spots causes the eater to shrink one size category. These effects function as per enlarge person or reduce person, except they can affect any Large or smaller living creature; the effects persist for 10 minutes in either case. Whether or not it is prepared, a fairy cap is quite chewy, and eating it is a full-round action.

Flayleaf

Source PZO9410

These narrow, rust-colored leaves produce a mildly hallucinogenic smoke that also serves as powerful sedative. Users are immune to pain for 4 hours after smoking flayleaf, but during this time they take a –5 penalty on saves against mind-altering effects.

Garlic

Source PZO9410

These pungent white cloves serve as food and medicine and play a role in many traditional cleansing rituals. It is well established that vampires cannot abide the presence of garlic (vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it.)

Goblinvine

Source PZO1140

Price 30 gp

The leaves of this invasive creeper produce oil that irritates the skin, causing red, itchy splotches to cover the affected area.

Raw goblinvine leaves can be used as an improvised thrown weapon with a range of 10 feet that causes one creature to be are affected as if by itching powder, but with a save DC of 10. Creatures with the goblinoid subtype are immune to goblinvine.

Gather DC 16; Yield 1 dose (1 lb.)

Terrain any forests, mountains, plains, or swamps

Preparation Properly preparing a dose of goblinvine requires a successful DC 20 Sleight of Hand check and 1 minute of work to weave and roll the vines into a compact, fist-sized ball so the hairy side of the leaves faces inward. On a failure by 5 or more, the leaves become torn and ruined. If gloves or gauntlets aren’t worn, the preparer is automatically exposed to the goblinvine’s effects. If the preparation check’s result is a natural 1, the preparer is exposed to those effects regardless of any hand protection worn. The goblin vine must then be stored in an area of bright light for at least 1 hour for the inner surface of the leaves to properly “sweat” and build up enough irritating oil to function as a thrown weapon.

Use Once woven into a tight ball of vines and left to sweat, a ball of goblinvine leaves can be used as an improvised thrown weapon as a ranged touch attack. On a hit, a target must succeed at a DC 10 Fortitude save or develop a distracting, itchy rash that imposes a –2 penalty on ability checks, attack rolls, saving throws, and skill checks. This effect persists for 10 minutes or until the rash is tended with a successful DC 12 Heal check attempted as a full-round action. This is a poison effect, but creatures with the goblinoid subtype are immune to the effect. Innovative characters (including many goblins) have developed other uses for goblinvine, including as snares and ropes to make those bound or entangled itchy as well, but since goblinvine is relatively fragile, it makes for a very poor substitute for rope.

Golden Maple Leaves

Source PZO1121

These potent additives can only be culled from a rare maple tree known to grow exclusively in urban areas. These small, elaborately twisting trees are extremely slow to grow and mature—the leaves reach maturity only once every 3 years—and they are almost always grown and cultivated by half-elves. Additionally, half-elves are keenly aware of the effort put into the leaves’ growth and normally only sell the products of their labors to others of their kind. When the golden maple’s delicate, five-pointed leaves finally take on their namesake’s color, they can be cut, dried, and then ground into a fine powder, a process that requires a DC 15 Knowledge (nature) or Profession (herbalist) check. When used in conjunction with the Craft (alchemy) skill to create special substances and items like alchemical grease or tanglefoot bags, golden maple leaves reduce the Craft DC by 5 and add +1 to the DC of any save required by the alchemical item. A single dose of golden maple leaf powder is sufficient to augment the crafting of three alchemical items.

Grenade, Sting

Source PZO90115

Price 100 gp; Weight 1 lb.

This hollow clay container holds black powder, a slow-burning fuse, and rock salt or hard beads of resin or rubber. Lighting the fuse is a move action; 1d3 rounds later, the sting grenade explodes, dealing 2d6 points of nonlethal damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 half). A sting grenade is treated as a splash weapon with a range increment of 10 feet. Crafting this item requires a successful DC 25 Craft (alchemy) check.

Holly

Source PZO9410

The bright red berries of the holly tree have many uses as decorations and ritual objects. Druids harvest holly berries with specially prepared tools and during sacred times of the year.

Holly and Mistletoe

Source PZO1110

Druids commonly use these plants as divine focuses when casting spells.

Leechwort

Source PZO1140

Price 3 gp

When dried and ground into a powder, the mottled red-and-gray bark of this shrub is a boon to healers. Gather DC 16; Yield 1d4 doses

Terrain warm forests or swamps

Preparation Properly preparing leechwort for use is a time-consuming process that takes 1 week, as fibers of the shrub must be dried and ground until they achieve a fine, powdery texture. A single herbalist can prepare up to a dozen doses simultaneously in this manner. At the end of the week, a successful DC 15 Craft (alchemy) check results in all of the doses being ready for use; failure indicates that all the doses have spoiled.

Use When a dose of prepared leechwort is used in conjunction with a Heal check to stabilize a dying creature, provide long-term care, treat wounds from caltrops (or similar effects), or treat deadly wounds, it grants a +1 alchemical bonus on the Heal check. This increases to a +2 alchemical bonus on Heal checks to staunch bleeding.

Source PZO1140

Price 150 gp

The deep-red flower has rich nectar with a honey-like scent.

Gather DC 20; Yield 1 dose

Terrain any forests

Preparation A dose of this flower’s nectar must be extracted and stored in an alchemically prepared vial with a successful DC 14 Craft (alchemy) check and 1 hour’s worth of work.

Use As a full-round action, a dose of love-in-idleness nectar can be drizzled into the ears of a helpless or willing animal or humanoid. This causes the subject to become much more susceptible to the power of suggestion and mind-affecting effects, taking a –2 penalty on Sense Motive checks and a –1 penalty on saving throws against mind-affecting effects for the next 2d4 hours. This is a poison effect.

Merfolk’s Comb

Source PZO1140

Price 750 gp

This vibrant yellow and pale-green variety of seaweed has wide fronds with lines of narrow fringe along the upper edge.

Gather DC 25; Yield 1 dose

Terrain any underwater

Preparation A single dose of merfolk’s comb must be allowed to dry over a period of 7 days while being rubbed with alchemical oils once daily to prevent the herb from losing its properties during the process. This requires seven separate successful DC 14 Craft (alchemy) checks, one every 24 hours during this week. If even one of those checks is a failure, the dose of merfolk’s comb is ruined.

Use Anyone who eats a dose of merfolk’s comb gains the ability to breathe water as well as air for 8 hours.

Mimameith

Source PZO1140

Price 600 gp

The bark of this wide-trunked but relatively squat tree is resistant to cutting and fire. Gather DC 25; Yield 1d4 doses (5 lbs. per dose)

Terrain any forests or mountains

Preparation A living mimameith tree has hardness 7 (rather than the typical hardness 5 for most wooden objects) and fire resistance 5. When a mimameith tree is burned but lives, its bark regrows over time with pale gray scarring—such bark bears special properties. Once harvested, this bark can be processed alchemically. Doing so requires a 5-pound dose of the bark to be soaked in water for 8 hours and then boiled off to a thin layer of tacky paste with a successful DC 20 Craft (alchemy) check.

Use When a dose of the pasty residue from mimameith bark is applied to a creature’s skin as a standard action, the subject gains damage reduction 2/bludgeoning, fire resistance 5, and immunity to bleed effects for 1 hour.

Mistletoe

Source PZO9410

This golden-colored parasitic plant grows on many different sorts of trees. Druids harvest mistletoe with specially prepared tools and during sacred times of the year.

Moly

Source PZO1140

Price 1,200 gp

Moly is a plant with flowers white as pure milk and roots black as night.

Gather DC 25; Yield 1 dose

Terrain any forests or plains

Preparation This flowering herb must be picked whole and boiled with water until the entire amount is reduced by half. The resulting mixture is then strained and poured into a shallow pan to evaporate. The resulting crust is scraped off as a powder.

Use Anyone wearing or carrying fresh moly gains a +4 resistance bonus on saving throws against spells and spell-like abilities. Moly remains fresh in this way for only 12 hours, regardless of magical attempts to preserve it. When processed into a powder with a successful DC 25 Craft (alchemy) check, moly can be sprinkled on a creature, object, or area (a standard action) to end a spell as if with dispel magic (caster level 6th).

Nepenthe

Source PZO1140

Price 400 gp

This foot-tall blue-green pitcher plant produces a pollen that smells faintly of mint and lures insects and even small vertebrates toward its dangerous mouth.

Gather DC 20; Yield 1 dose

Terrain warm forests or swamps

Preparation A dose of pollen must be mixed with alchemical reagents with a successful DC 16 Craft (alchemy) check and then left to sit for 1 hour before it can be used.

Use A dose of nepenthe pollen must be inhaled as a standard action, whereupon the potent vapors act upon unpleasant or unknown thoughts and memories. This grants the creature a new saving throw to immediately end a single mind-affecting effect currently affecting the creature (effects that allow no saving throw cannot be removed in this way). An unwilling creature can be dosed with the pollen as a touch attack that provokes an attack of opportunity. A creature can be affected by a dose of nepenthe only once in a single 24-hour period. This is a poison effect.

Nightsage

Source PZO1140

Price 100 gp

The fragrant purple blossoms of this night-blooming wildflower are so deep in hue that they appear almost black.

Gather DC 14; Yield 1 dose

Terrain any jungles

Preparation A dose of nightsage must be sprinkled with holy water periodically over an 8-hour drying process in natural sunlight; this process requires a successful DC 12 Craft (alchemy) check and one flask of holy water.

Use When dried nightsage is lit on fire (a standard action), it produces a thin but pleasant-smelling smoke almost like that produced by a stick of incense. A dose of nightsage burns for 10 minutes and can be extinguished and reignited for multiple uses (but it is always used in 1 minute increments, regardless of the actual time spent burning).

While nightsage burns, each corporeal undead creature within a 5-foot radius gains a +2 profane bonus on saving throws against positive energy effects (including channel energy effects). Necromancers are fond of supplying their undead minions with small thuribles containing a burning stick of nightsage that can be worn while carrying out their commands. A moderate or stronger wind extinguishes a burning stick of nightsage.

Poppy Tears

Source PZO9410

Price 15 gp

The milk of this vibrant green cactus, when mixed with resins and other ingredients, congeals into sticky, black chunks with an exceedingly sour taste. Though poppy tears comes in several different varieties, it’s refined form is both the most potent and expensive type.

Effects

Type ingested or inhaled; Addiction moderate, Fortitude DC 20; Initial Effect(s) 1 hour; +1d2 alchemical bonus to Strength, –2 penalty on saves against illusions and mind-affecting effects Secondary Effect(s) after 1 hour; 1d2 hours of fatigue Damage 1d2 Con and 1d2 Wis damage

Seeing Slime

Source PZO1140

Price 160 gp

This violet slime mold is found only in rock formations containing nodules of agate.

Gather DC 19; Yield 1 dose

Terrain any underground

Preparation After collecting this rare slime mold from where it naturally occurs in the lightless depths, the herbalist must combine the slime with mineral salts and store it in an airtight container such as a bottle or jar.

Use The slime causes mild skin rashes, but it grants darkvision out to a range of 30 feet for 24 hours if applied to the eyes (a full-round action that provokes attacks of opportunity). If the subject already had darkvision, the darkvision’s range increases by 30 feet. Frequent use of this herb causes permanent purple blotches on the skin around the user’s eyes.

Tobacco

Source PZO9410

These crushed and shredded leaves range in color from peppery red to black; users can either smoke or chew them. Tobacco users experience a certain level of calm and are more easily able to shrug off hunger pangs. Tobacco is addictive (Fort DC 10 to resist), and long-term users suffer Constitution damage.

Twilight Dagger

Source Heroes of the Wild

Price 50 gp; Check Profession (herbalist) DC 18; Weight —; Terrain deserts

Found most often in lands heavily modified by magic, this bulbous cactus is topped with twilight-blue flowers.

The sap from the cactus can be used as an additive when crafting potions, causing all variable numeric effects of the potion to be determined as if the potion’s caster level were 1 higher.

When processed into a powder with a successful DC 15 Craft (alchemy) check, Twilight dagger can be used as an additional material component when casting spells, granting the user a +1 alchemical bonus on caster level checks to overcome spell resistance.

Winterbite

Source PZO1140

Price 20 gp

The white-veined leaves of this minty sprig carry a pleasant and soothing scent.

Gather DC 11; Yield 1d4 doses

Terrain any cold

Preparation A dose of winterbite must be dried near an open flame in which certain alchemically treated sawdust and wood chips are burned.

This requires a successful DC 12 Craft (alchemy) check and 1 hour.

Use When held under the nose and crushed (which takes a standard action), a dose of prepared winterbite releases a pungent, sweet odor that clears the sinuses and sharpens the senses. For the next hour, the user of a dose of prepared winterbite gains a +2 alchemical bonus on scent-based Perception checks.

Wolfsbane

Source PZO9410

The root of this tall plant with blue flowers is toxic, but herbalists use it in low doses to reduce pain and regulate the heart. Folklore says it can help a victim of lycanthropy throw off the curse.

Hunting Aids

Beast Lure

Source PZO9410

This light brown oil works similar to wild animal musk but attracts one specific kind of creature (dogs, giant bees, and so on).

Create: Craft (alchemy) DC 20

Beast Scent

Source PZO9211

This is a mixture of scent gland extracts and aromatic herbs that serves as both attractor and olfactory camouflage. It masks the natural scent of a creature with an appealing if pungent musk that is alluring to most animals. Beast-scent provides a +2 circumstance bonus to Handle Animal and wild empathy checks and a –5 penalty to attempts to track the wearer by his original scent. If the tracking creature is following the smell of beast-scent itself, track checks are made at a +10 circumstance bonus instead. A single vial of beast-scent masks the scent of one Medium creature or two smaller creatures; larger creatures require proportionally more to gain the item’s benefits. Beast-scent is rendered inert after 1 hour of exposure to air. Applying a vial is a full-round action that provokes attacks of opportunity.

Create: Craft (alchemy) DC 25

Hound’s Blood

Source PZO1121

If you apply the thick, red paste known as hound’s blood to your nostrils or upper lip, it greatly enhances your sense of smell. For most creatures, this grants a +2 alchemical bonus on Perception checks for 1 hour. For gnomes, it briefly grants a super-heightened sense of smell, granting the scent ability for 5 minutes, before the potency is reduced to a +2 alchemical bonus on Perception checks for an additional 1 hour.

Musk, Wild Animal

Source PZO9410

This emerald-colored adhesive is a concoction made from animal glands, urine, and other powerful scents combined with a strong alchemical binding agent that is difficult to wash off. A target splashed with it smells like weak prey to predators. Creatures with the scent ability can detect a marked creature at five times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on its Survival checks. Immersion in water within 1 round of exposure washes it off; otherwise the effect decreases by one range increment per day (four times normal range after 1 day, three times range after 2 days, and so on) until the creature is again at normal scent levels.

Create: Craft (alchemy) DC 20

Musk, Harpy

Source RotRPG

The reek of this doubtful cure-all proves useful at scaring off goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any goblin who enters the area must make a DC 14 Will save or be shaken for 1 minute.

Alchemical Reagents

Brain mold Spores

Source PZO9445

Price 5 gp; Weight —

The spore of the brain mold fungus is a versatile reagent, and is often combined with other poisonous elements to create deliriums, hallucinogens, and psychotics.

Alchemical Power Component

Doses 1 (5 gp); Spells charm or compulsion subschool

Spells of the charm or compulsion subschools are cast at +1 caster level for the purpose of determining duration.

Source PZO9445

Price 5 sp; Weight —

Brimstone, also called sulfur, has a distinctive odor and caustic properties.

Alchemical Power Component

Doses 2 (1 gp); Spells acid descriptor

Spells with the [acid] descriptor deal +1 acid damage.

Cold Iron

Source PZO9445

Price 1 gp; Weight —

Cold iron is often used to produce alloyed metals, catalysts, and items that interfere with magic.

Alchemical Power Component

Doses 5 (5 gp); Spells abjuration school

Spells of the abjuration school are cast at +1 caster level for the purpose of caster level and dispel checks.

Darkwood

Price 2 gp; Weight —

The bark of the darkwood tree is useful in numerous alchemical applications, especially those that require a light but strong foundation.

Alchemical Power Component

Doses 5 (10 gp); Spells creation subschool

Spells of the creation subschool are cast at +1 caster level for the purpose of all effects.

Ginger Extract

Source PZO9445

Price 5 sp; Weight —

In addition to serving as a spice and as an alchemical reagent, ginger extract has a wide variety of uses in herbal remedies that treat nausea and pain.

Alchemical Power Component

Doses 10 (5 gp); Spells transmutation school

Spells of the transmutation school are cast at +1 caster level for the purpose of overcoming spell resistance.

Gold

Source PZO9445

Price 5 gp; Weight —

In its purest form, gold is a dense, nonreactive metal. Its alchemical products are useful in stains and in treating swelling, pain, and infections.

Alchemical Power Component

Doses 1 (5 gp); Spells healing subschool

Spells of the healing subschool heal +1 hit point if they heal hit points.

Keif

Source PZO9445

Price 15 gp; Weight —

When used as an alchemical reagent, refined keif is often sublimated along with other reagents to create new forms of the famous drug.

Alchemical Power Component

Doses 1 (15 gp); Spells enchantment school

Spells of the enchantment school are cast at +1 caster level for the purpose of determining duration.

Magnesium

Source PZO9445

Price 1 gp; Weight —

Magnesium is an extremely light and reactive metal that burns brightly when exposed to air. It is important for all living things, especially plants.

Alchemical Power Component

Doses 2 (2 gp); Spells transmutation school

Spells of the transmutation school are cast at +1 caster level for the purpose of determining duration.

Moondew

Source PZO9445

Price 4 gp; Weight —

Moondew is derived from a potent herb. It is commonly used in the creation of medicinal, protective, and divinatory items.

Alchemical Power Component

Doses 5 (20 gp); Spells divination school

Spells of the divination school are cast at +1 caster level for the purpose of all effects.

Mugwort Extract

Source PZO9445

Price 2 gp; Weight —

Many varieties of mugwort exist; some are used in acupuncture, while others are key ingredients in herbal remedies that ward off fatigue, cold, or even supernatural dangers.

Alchemical Power Component

Doses 2 (4gp); Spells abjuration school

Spells of the abjuration school are cast at +1 caster level for the purpose of determining range.

Myrrh

Source PZO9445

Price 5 sp; Weight —

Myrrh is an aromatic gum used as a base for alchemical remedies and as a sticky bonding agent.

Alchemical Power Component

Doses 4 (2 gp); Spells abjuration school

Spells of the abjuration school are cast at +1 caster level for the purpose of caster level checks and dispel checks.

Phosphorus

Source PZO9445

Price 2 sp; Weight —

Phosphorus is a highly reactive mineral that glows faintly in air. Vital to all life, it is most commonly used by alchemists to create fertilizers, poisons, soaps, and tindertwigs. It is obtained by processing uric acid or bone ash.

Alchemical Power Component

Doses 10 (2 gp); Spells light descriptor or teleportation subschool

Spells with the [light] descriptor or of the teleportation subschool are cast at +1 caster level for the purpose of determining range.

Powder, Black

Source PZO9445

Price 10 gp; Weight —

Black powder is a volatile explosive and is the primary component in fireworks and other explosives.

Alchemical Power Component

Doses 1 (10 gp); Spells evocation school

Spells of the evocation school deal 1 additional point of the same type of energy damage.

Quicksilver

Source PZO9445

Price 1 gp; Weight —

Quicksilver is a liquid metal with dangerous mental effects on those who handle it. It is most often distilled from crystalline amalgams such as cinnabar and stored in iron flasks.

Alchemical Power Component

Doses 3 (3 gp); Spells mind-affecting descriptor

Spells with the [mind-affecting] descriptor are cast at +1 caster level for the purpose of determining duration.

Realgar

Source PZO9445

Price 3 gp; Weight —

Realgar, also called ruby of arsenic, is a red crystal useful in creating poisons and medicines. It is commonly purified into arsenic, a crystalline metal known as the “king of poisons” for its popularity among nobles seeking to poison their rivals.

Alchemical Power Component

Doses 1 (3 gp); Spells poison descriptor

The DC to identify or neutralize spells with the [poison] descriptor is increased by +2.

Salt

Source PZO9445

Price 5 sp; Weight —

Salt is a vital mineral commodity. It is most commonly used as a desiccant and as a catalyst.

Alchemical Power Component

Doses 20 (10 gp); Spells necromancy school

Spells of the necromancy school are cast at +1 caster level for the purpose of effects.

Saltpeter

Source PZO9445

Price 3 gp; Weight —

Saltpeter is used to create fertilizers, propellants, fireworks, and preservatives.

Alchemical Power Component

Doses 1 (1 gp); Spells fire descriptor

Spells with the [fire] descriptor deal +1 fire damage.

Silver

Source PZO9445

Price 1 gp; Weight —

Silver is a lustrous precious metal used in mirrors, disinfectants, electrics, and illusion-creating magic items.

Alchemical Power Component

Doses 10; Spells illusion school

The DC of Will saves made to disbelieve a spell of the illusion school is increased by +1.

Spirit of Wine

Source PZO9445

Price 5 sp; Weight —

Spirit of wine is purified, alchemically active alcohol commonly used as a fuel or solvent in alchemical items, specialized inks, and perfumes. It is too pure to drink alone, but can be used as a reagent to form tinctures and alchemical drinks.

Alchemical Power Component

Doses 6 (3 gp); Spells calling and summoning subschools

Spells of the calling and summoning subschools are cast at +1 caster level for the purpose of determining duration of effects.

Urea

Source PZO9445

Price 5 sp; Weight —

Urea is a highly versatile reagent most commonly used in salves and as a stabilizer for particularly volatile alchemical reactions.

Alchemical Power Component

Doses 4 (2 gp); Spells cold descriptor

Spells with the [cold] descriptor are cast at +1 caster level for the purpose of all effects.

Misc. Substances

Acid

Source PZO1110

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.

Craft (alchemy) DC: 15

Alchemical Power Component

Source PZO9410

A common flask of acid has many uses as an alchemical power component, particularly with attack spells.

Acid Arrow (M): The spell’s acid lasts 1 round longer than normal.

Acid Fog (M): The fog’s radius and height increase by 5 feet.

Acid Splash (F): The spell deals +1 point of damage.

Acid Splash (M): The spell lasts 1 round longer than normal.

Dispel Magic (M): Using acid as a material component while attempting to dispel or counterspell a spell or effect with the earth subtype gives you a +2 bonus on your dispel check. This bonus applies whether you are using dispel magic, greater dispel magic, or some other spell that you can use for counterspelling (for example, if you have the Improved Counterspell feat).

Grease (M): The grease is acidic and deals 1 point of acid damage per round to any creature in the area or holding the greased object.

Wall of Ice (M): For each flask of acid used as a power component, you may designate one 10-foot square of ice wall that, if broken through, deals 1d6 acid damage in addition to the normal cold damage.

Air Crystals

Source PFSFG

These unpleasant-tasting, alchemically grown crystals release breathable air when chewed. A pouch of air crystals provides 1 minute of breathable air. Placing air crystals in your mouth takes a standard action; chewing them each round is a free action. Any attempt to speak while chewing air crystals negates any remaining duration.

Alchemical Coal

Source PZO1121

A kobold who chews and swallows this alchemically treated piece of coal (a full-round action) can make one breath weapon attack during the next minute. If the kobold fails to make a breath attack before this minute expires, it is sickened for 1 hour. Other humanoid creatures that eat alchemical coal are sickened for 1 hour (though certain other creatures may be able to use them, at the GM’s discretion). Creatures that are immune to poison are immune to the sickened effect. The type of breath weapon depends on the type of alchemical coal that is chewed by the kobold.

Blinding Cinders: This jagged bit of dusty red coal allows a kobold to breathe a 30-foot line of coarse cinders. The breath weapon deals 1d6 points of fire damage and blinds creatures in the area for 1 round. A creature that succeeds at a DC 15 Reflex saving throw takes half damage and is not blinded. Choking Smoke: This crumbling chunk of chalky white coal allows a kobold to breathe a 15-foot cone of foul vapor that deals 1d6 points of acid damage and sickens a creature for 1d4 rounds. A creature that succeeds at a DC 15 Reflex saving throw takes half damage and is not sickened.

Cream, Chill

Price 15gp; Weight1lb.

This sticky light blue paste grows pleasantly cool to the touch whenever it is exposed to light. Spreading a dose on your face and hands takes a full-round action and grants you a +2 alchemical bonus on saves to resist hot weather. In areas of bright light this bonus increases to +4, while in areas of dim light or darkness it is negated. A dose of chill cream lasts for 1 hour after being applied. A newly crafted bottle of chill cream holds 5 doses.

Clay, Blackfire

Price 20 gp; Weight 10 lbs.

This pliant black clay is always pleasantly warm to the touch. Working blackfire clay in your hands for a full round causes the clay to grow much warmer, granting you a +4 alchemical bonus on saving throws made to resist cold weather. You can combine five blocks of clay over the course of a minute to produce a source of warmth equivalent to a small campfire, allowing you to heat a campsite and cook food.

Blackfire clay only produces heat, never light, smoke, or odor. The clay emits warmth for 1 hour before hardening into an unusable lump. A newly created brick of blackfire clay is composed of 10 blocks.

Dye, Hide

Source PPC:FF

Price 20 gp; Weight 1 lb.

This thick, murky liquid comes in a large earthenware jug, and can be purchased in a variety of colors. Hide dye can be applied to the feathers, fur, scales, or skin of most types of animals and magical beasts, allowing creatures a measure of camouflage.

Hide dye comes in a variety of colors and shades matching the following different kinds of terrain: cold (including ice, glaciers, snow, and tundra), desert, forest, jungle, mountain (including hills), plains, swamp, underground, urban, and water.

One jar of hide dye can be applied to a Small or smaller animal or magical beast in 1 hour. Thereafter, the dyed creature gains a +2 circumstance bonus on Stealth checks in the associated terrain.

If the Environment entry in a creature’s statistics indicates that the creature can typically be found in a specific type of terrain (such as an owl’s environment of temperate forests) and the creature is adorned with hide dye of a matching type, the bonus on Stealth checks increases to +4. Applying a new color of dye immediately covers and replaces the previous dye.

Hide dye doesn’t adhere to clothing or humanoid flesh, and grants no benefit to creatures other than animals or magical beasts. Once applied, hide dye is waterproof and can’t be rubbed or burned away. It fades after 1d4+1 days unless it’s removed earlier by magical means.

Dye, Marker

Source PZO9410

Price 15 gp; Weight 1 lb.

This dye (available in several colors) creates an obvious stain wherever splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.

Grease, Alchemical

Source PZO1115

Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.

Create: Craft (alchemy) DC 15

Alchemical Power Component

Source PZO9410

Alchemical grease is good for augmenting spells affecting or creating surfaces.

Grease (M): Increase the Reflex save DC for affected creatures and the Escape Artist bonus for greased armor by 1.

Sleet Storm (M): Increase the Acrobatics DC by 1.

Wall of Iron (M): For each pot of grease used as a power component, you may designate one 10-foot square of iron wall as being slippery (+5 to Climb DCs).

Wall of Stone (M): For each pot of grease used as a power component, you may designate one 10-foot square of the spell’s stone wall as being slippery (+5 to Climb DCs).

Alchemical Preserves

Source PZO1121

Each small tin of this specially treated jam contains just enough of the gooey stuff to provide a halfling with a single serving of revitalizing nourishment. While any creature can eat these preserves as a standard action, it only affects halflings in a beneficial way. Halflings who eat the preserves recover from fatigue. Non-halflings who eat alchemical preserves become sickened for 1 round.

Alchemical Cement

Price 5 gp; Weight 2 lbs.

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.

Alchemical Glue

Price 20 gp; Weight 1/2 lb.

This glue is stored as two flasks of syrupy liquid. When mixed together and allowed to cure, they form a strong bond. The glue is sufficient to coat 1 square foot of surface, or (because of waste, spills, and inaccurate mixing) up to 20 smaller applications of approximately 2 square inches each. The glue is tacky after 1 minute and fully cured after 1 hour. Pulling apart a large glued surface (at least 1 square foot) requires a DC 20 Strength check for tacky glue or DC 25 for cured glue. Pulling apart a small glued surface (anything less than 1 square foot) is a DC 15 Strength check for tacky glue or DC 20 for cured glue.

Alchemical Glue Accelerant

Price 25 gp; Weight —

This tiny dropper contains a liquid that speeds up the cure time of alchemical glue. Applying the accelerant is a standard action. Accelerated glue is tacky after 1 round and fully cured in 1 minute. The dropper contains 20 doses; each dose is sufficient to cure one small application of alchemical glue. The entire dropper must be used to cure a full square foot of glue.

Alchemical Solvent

Price 20 gp; Weight 1/2 lb.

This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys most normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (alchemical glue, tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, such as sovereign glue.

Create: Craft (alchemy) DC 20

Alchemist’s Kindness

Source PZO1115

Favored by young rakes and others of means, this is a crystalline powder resembling salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it.

Alkali Flask

Source PZO1115

This flask of caustic liquid reacts with an ooze’s natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.

Create: Craft (alchemy) DC 20

Alkali Salt

Source PZO9210

These tiny granules can be dissolved in water, creating a slimy material used to coat metallic items such as weapons or armor. Such a coating neutralizes the metal-eating acid of black puddings and gray oozes, protecting the item from 1d3 contacts with an ooze’s acidic touch.

Create: Craft (alchemy) DC 20

Ambrosia

Source PZO1121

Upon consumption, this heavenly elixir, brewed from holy water and blessed herbs, grants a +2 sacred bonus on saving throws against negative energy, energy drain, and death effects for 1 hour, including saves to remove negative levels. Ambrosia affects undead and evil outsiders as holy water.

Black Fester

Source PZO1121

This black paste is often applied on orc weapons before going on raids to stymie an enemy’s healing magic. Like a poison, black fester stays on a weapon until the first time it strikes an opponent. It remains in the target’s body for 1 hour. A creature exposed to black fester resists magical healing; a creature trying to magically heal the target must make a DC 10 caster level check to restore any hit points to the target.

Bladeguard

Source PZO1115

This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round. Immersing the weapon in water or similar liquid washes it off.

Create: Craft (alchemy) DC 15

Alchemical Power Component

Source PZO9410

Weapons and armor aren’t the only things bladeguard protects.

Wall of Iron (M): For each pot of bladeguard used as a power component, you may designate one 10-foot square of iron wall that has acid resistance 10 and immunity to rusting attacks.

Blightburn Paste

Source PZO9432

This heavy stone box measures 2 feet to a side, and the tiny compartment inside is lined with lead. Inside the compartment is a half-ounce of deep green paste. This paste is made of animal fat mixed with ground-up blightburn. Once the box is opened, blightburn paste limits teleportation within 60 feet and irradiates anyone within 60 feet, afflicting them with blightburn sickness (see sidebar for details on both effects). Any creature that touches the paste is afflicted with blightburn sickness (no save), and takes 2d6 points of fire damage per round until the paste is cleaned away with a successful DC 15 Heal check.

Create: Craft (alchemy) DC 30

Blightburn: The mineral blightburn is a green-glowing crystal and burns anyone who touches it, dealing 2d6 points of fire damage per round of contact, and its radiation causes blightburn sickness.

The substance also limits teleportation. Anyone casting a teleportation spell in or teleporting to a cavern with blightburn in its walls must succeed at a DC 30 caster level check.

Brewed Reek

Source PZO1121

Animal musk, spoiled meat, pungent plants, and any other foul-smelling substances on hand go into a batch of brewed reek. When boiled, this mixture becomes a thick alchemical slime that adheres to anything it touches. You can hurl brewed reek as a splash weapon with a range increment of 10 feet. A creature struck with a direct hit must succeed at a DC 15 Fortitude save or be sickened for 2d6 rounds. If the target fails its save, it must make a second Fortitude save or be nauseated for 1 round. Creatures in the splash area must make a Fortitude save or be sickened for 1 round. A creature that drinks brewed reek does not get a saving throw and is sickened for 2d6 rounds and nauseated for 1 round.

Create: Craft (alchemy) DC 25

Dimmer Dust

Source PZO9432

This small leather pouch is filled with a faintly radioactive ore, with a small percentage of reactants that activate the dust. When used, dimmer dust must be sprinkled in a 5-foot square, which then becomes the center of the dust’s effect. All bright or normal light within 30 feet of the activated dust is reduced to dim light, and any creature attempting to cast a spell with the light descriptor in this area must succeed at a DC 15 caster level check or have spell’s effect be negated. If dimmer dust is exposed to sunlight, it immediately becomes permanently inert. Each pouch contains enough dust for two applications.

Create: Craft (alchemy) DC 25

Censer, Celestial

Source PZO1121

Price 20 gp; Weight 1/2 lb.

This blessed thurible holds up to 10 pieces of incense, and burns at a rate of 1 stick per hour. If a smokestick is added to the incense in the censer while it burns, creatures with the evil subtype are dazzled for as long as they remain within the area of the resulting smoke.

Censer, Toxic

Source PZO9487E

Price 115 gp; Weight 1 lb.

This ornately etched censer has a small hidden compartment under the heat source that can hold 1 dose of poison. When in use, the censer’s heat source indirectly heats the poison, causing it to mix with the burning incense and allow the poison to permeate the air, filling a 20-foot radius centered on the censer. The poison’s type changes to inhaled, and it is effective for 5 minutes before it is entirely burned off.

Defoliant

Price 30 gp; Weight —

This milky fluid can be mixed with water to quickly kill light and medium vegetation. One flask of defoliant kills light brush and small trees in 50 5-foot squares. Light vegetation (anything but trees) dies within 1 hour and can be cleared at a rate of 10 minutes per 5-foot square (representing uprooting dead plants and breaking stumps into gravel-sized pieces), leaving barren ground. Medium vegetation (anything but massive trees) dies in 2 hours and can be cleared at a rate of 1 hour per 5-foot square. Massive trees can usually survive a single dose of defoliant, and using defoliant doesn’t make clearing them any easier. Defoliant can be used as a splash weapon against plant creatures. A direct hit with the undiluted fluid deals 1d6 hit points of damage, 1 point of Strength damage, and 1 point of Constitution damage (Fortitude DC 20 negates the Strength and Constitution damage); plant creatures within 5 feet of the target take 1 hit point of damage.

Deodorizing Agent

Source PPZO9410

Price 30 gp; Weight —

Coating a creature in a vial of this milky, odorless substance takes 1 minute and renders it scentless for 1d3 hours. Creatures that rely on scent for locating creatures do not gain the benefit of this ability against a creature affected by a dose of deodorizing agent.

Elemental Breath

Source PZO1121

This vial at first seems to be empty, but when it’s opened, a rush of wind issues forth from within. When elemental breath is inhaled (as drinking a potion) by an air-breathing creature, that creature does not need to breath air for 10 rounds. A vial of elemental breath must be inhaled on the round it was opened to gain this effect. If it is not, the item is wasted.

Elemental Flux

Source PZO1121

This flask of alchemical powder reacts to the elemental power in suli blood. Adding at least 1 hit point worth of suli blood to it creates an alchemical splash weapon. The splash weapon works like a flask of acid, except the damage is a random energy type (acid, cold, electricity, or fire). A DC 10 Craft (alchemy) check identifies what energy type the activated flask has. The activated flux retains its power for 24 hours before becoming inert material. The Craft (alchemy) DC to create this is 20.

Embalming Fluid

Price 50 gp; Weight 10 lbs.

This fluid is used to preserve corpses, whether for later dissection, taxidermy, necromancy, or magic such as raise dead. Embalming fluid is technically a poison, and using it makes a corpse unpalatable to most animals and vermin, though corpse-eating undead don’t mind the taste. Treating a corpse with embalming fluid takes 1 hour and a successful DC 25 Heal check. The embalmed corpse decays at half the normal rate (each day dead counts as half a day for the purpose of raise dead).

Fleshgem

Source PZO1121

An oread adventurer discovered these small green gemstones when, after suffering a wound from falling on some jagged stones while exploring a cavern, she noticed pieces of beautiful green crystal growing from her skin. Oread jewelers found that these crystals, dubbed fleshgems, seemed to feed on the elemental energy that permeates an oread’s flesh, growing from tiny chips of stone into large, elaborate gemstones. Essentially harmless, implanting fleshgems became a unique racial method of body alteration among oreads, equivalent to tattoos and piercings among other humanoids. Decorative fleshgems cost 1 gp and are merely ornamental. Fleshgem spikes, on the other hand, grow into elaborate crystalline shards that function as armor spikes, but the oread wearing them cannot wear armor over the spikes and even normal clothing requires special holes or seams to allow the spikes to stick out. Implanting a set of fleshgem spikes takes 10 minutes, and the resulting shard takes about a week to grow to full size. Removing a fleshgem takes 1 minute; the person removing the gem must make a successful DC 15 Heal check to avoid dealing 1d4 points of damage to the oread. The fleshgem spikes can be sundered or destroyed as if the growths were a worn object (hardness 1, 5 hp), but unless the embedded root of the fleshgem is removed, the shards grow back 1 week later.

Foam, Impact

Price 25 gp; Weight 1 lb.

This milky white liquid bubbles into a 1-foot-thick semisolid sheet of foam when splashed across the ground. You can spend a minute to apply a flask of impact foam to a 10-foot-radius area, or you can throw the flask as a splash weapon. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 1d6 points of falling damage and converts the second 1d6 points of falling damage into nonlethal damage. A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.

Fungal Stun Vial

Price 75 gp; Weight 1/2 lb.

Harvested from a rare fungus, these small vials emit a bright blue glow, and are commonly used in intertribal kobold disputes. When broken, a fungal stun vial releases a flash of bright blue light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the flash area must make a Will save (DC 20). Creatures that fail are stunned for 1d2 rounds if they’re in the area of bright light, or are confused for 1 round if in the area of dim light.

Create: Craft (alchemy) DC 30

Fury Drops

Source PPZO9410

Price 50 gp; Weight —

Anointing a creature’s eyes with a dose of fury drops causes it to immediately fly into a rage for 1d6 rounds, granting it a +2 alchemical bonus to Strength and Constitution, a +1 alchemical bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical to a barbarian’s rage, and creatures are fatigued at the end of the rage. Only creatures with an Intelligence score of 1 or 2 can be affected by fury drops.

Gel, Fire Ward

Price 150 gp; Weight 1 lb.

When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from fire or heat damage. You gain fire resistance 5. The gel burns away as it absorbs fire damage; when it absorbs a total of 20 points of fire damage, it is discharged. Fire ward gel counts as protection from energy for the purpose of stacking multiple fire protection effects. Applying fire ward gel takes 1 minute, and it lasts for 1 hour before losing its potency. Multiple applications of fire ward gel do not stack; applying more while a dose is active merely resets the potential amount of fire damage absorbed to 20 points.

Gel, Frost Ward

Price 150 gp; Weight 1 lb.

When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from cold damage. You gain cold resistance 5. The gel flakes away as it absorbs cold damage; when it absorbs a total of 20 points of cold damage, it is discharged. Frost ward gel counts as protection from energy for the purpose of stacking multiple cold protection effects. Applying frost ward gel takes 1 minute, and it lasts for 1 hour before losing its potency. Multiple applications of frost ward gel do not stack; applying more while a dose is active merely resets the potential amount of cold damage absorbed to 20 points.

Gel, Phosphorescent

Source PZO9430

Price 45 gp; Weight 1/2 lb.

This sealed vial contains 1 ounce of milky white gel. Once the vial’s seal is broken, the liquid reacts with the surrounding air and begins to rapidly heat up, glowing like a candle for 1 hour. After that hour, the oxidization of the chemical agent is complete, and the gel dissolves in a white-hot flash, dealing 3d6 points of fire damage to anything directly in contact with it. A single dose of phosphorescent gel can coat 6 square inches of a surface. Multiple doses of phosphorescent gel can be used to coat larger surfaces, but the amount of damage dealt does not stack. The conflagration occurs in an instant, and the fire generated doesn’t spread, though it can be used to ignite a larger explosive such as a fuse grenade or pot of oil.

Hobgoblin War Draught

Source PZO1121

This drink is a foul-smelling alchemical blend of raw alcohol, mashed grubs, and medicinal mushrooms. A hobgoblin under the effects of hobgoblin war draught ignores all penalties resulting from the fatigued and shaken conditions for 10 minutes, after which he must succeed at a DC 15 Fortitude save or be sickened for 1 hour. Anyone lacking the goblinoid subtype who drinks hobgoblin war draught must immediately make a DC 15 Fortitude save or be sickened for 1 hour; success means the drinker ignores all penalties resulting from the fatigued and shaken conditions for 1 minute, after which he is sickened for 10 minutes. Hobgoblin war draught has no effect on creatures that are immune to poison.

Create: Craft (alchemy) DC 20* (15 for hobgoblins)

Ifrit’s Blood

Source PZO1121

Ifrit alchemists claim to make this thick red oil from their own blood—hence the morbid name—but this claim is almost certainly false. Ifrit’s blood ignites upon contact with air, but burns slowly and is unsuitable for use as a splash weapon. A creature can apply a flask of ifrit’s blood to a weapon as a standard action, wreathing the weapon in vibrant red flames for 1 minute. The oil deals 1 point of fire damage on each successful attack with the weapon and deals 1 point of fire damage to the weapon itself, bypassing the weapon’s hardness if any part of it is made of wood. If the oil is applied to a creature’s natural weapons or unarmed strikes, the creature takes 1 point of fire damage each round (though its fire immunity or resistance still applies).

Incense

Source PZO1121

This aromatic resin, imbued with fragrant oils, is often formed into sticks, cones, or balls and burned in ceremonies or during meditation. A piece of incense burns for 1 hour.

Incense, Scentbane

Source PZO1121

Scentbane incense is a form of smokestick that also blocks most scents. As long as the smoke lasts, creatures with the scent special ability must make Perception checks, opposed by the Stealth checks of any creatures within the smoke, to use scent to locate creatures within the smoke. If a creature remains in scentbane incense for 5 rounds or more, the smoke clings to it for 1 round after it leaves, making it similarly difficult to find by scent during that time.

Incendiary Catalyst

Source PZO90115

Price 40 gp; Weight 1 lb.

Incendiary catalyst can be thrown at a creature as a ranged touch attack with a range increment of 10 feet. On a hit, the target is doused with accelerants that give the target vulnerability to fire for 1 round. Incendiary catalyst does not affect creatures that are already vulnerable to fire, and the target’s fire immunity and resistances apply as normal. Crafting this item requires a successful DC 20 Craft (alchemy) check.

Ink, Glowing

Price 5 gp; Weight —

Often extracted from phosphorescent insects, tiny marine plants, or subterranean fungi, glowing ink emits a faint but steady light (typically red or green) that allows you to read it in normal darkness—this includes darkness created by spells like darkness, but not the supernatural darkness created by deeper darkness. If there is glowing ink on an object, you have a +2 bonus on Perception checks to locate it. Mixing glowing ink with marker dye makes the dye glow in the dark until it fades.

Ink, Invisible

Type Price Weight Source Simple 2 gp — PZO1123 Average 10 gp — PZO1123 Good 25 gp — PZO1123 Superior 75 gp — PZO1123

Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies by ink quality).

Simple : This ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to reveal without the trigger).

: This ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to reveal without the trigger). Average : This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid (DC 25 to reveal without the trigger).

: This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid (DC 25 to reveal without the trigger). Good : This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster’s blood (DC 30 to reveal without the trigger).

: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster’s blood (DC 30 to reveal without the trigger). Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person (DC 35 to reveal without the trigger).

Lichen, Camouflage

Source PZO1121

Though oreads with obviously stony features are rare, almost all oreads have an essentially earthen quality to their skin that makes it perfect for cultivating plant life. Where other races would be appalled at the thought of plants taking root in their flesh, oreads see it as a natural and healthy extension of their elemental nature. For this reason, oread herbalists developed several strains of moss and lichen specifically adapted to grow on their bodies. Camouflage lichen is the most common variety of these oread plants. It takes 1 minute to apply a paste of camouflage lichen spores to the skin, and an additional 24 hours for the fungus to sprout. After this time, the oread is covered in a thin green layer of living plant matter, granting her a +4 bonus on Stealth checks made in green forest and jungle environments. Red-orange and white varieties exist, providing bonuses in appropriately colored environments (red-orange among autumn leaves or in red deserts, white in snow, and so on). Camouflage lichen has a short lifespan; it withers and dies 3 days after being applied, crumbling away into harmless powder. This item only works on oreads and other creatures with rock-like bodies.

Liquid Ice

Source PZO1115

Also known as “alchemist’s ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.

Create: Craft (alchemy) DC 25

Alchemical Power Component

Source PZO9410

Liquid ice augments cold magic.

Ointment, Armor

Price 30 gp; Weight 1 lb.

This thick lubricant makes the joints of armor move more freely. Applying the ointment takes 1 minute and reduces your armor’s armor check penalty by 1 (to a minimum of –1) for 8 hours.

Ointment, Loping

Source PZO90115

Price 60 gp; Weight 1 lb.

This gray, greasy topical lotion strengthens and straightens the leg muscles of bandy-legged hobgoblins. Applying loping ointment requires 1 full-round action. A hobgoblin under the effects of loping ointment gains a 10-foot alchemical bonus to his speed when using the charge, run, or withdraw action. This bonus lasts for 10 minutes. Loping ointment is specifically created to enhance hobgoblin physiology; other creatures gain no benefit from this ointment and find it unpleasantly itchy. Crafting this item requires a successful DC 25 Craft (alchemy) check.

Ooze, Grease

Source PZO9210

This alchemical concoction can be spread over a Medium or Small creature’s body as a full-round action. It provides a +5 alchemical bonus on Escape Artist checks, CMD checks to avoid a grapple, and Reflex saves to avoid an ooze’s improved grab or engulf abilities, but gives a –5 penalty to disarm checks, grapple checks to start or maintain a grapple or pin, and other checks that may be hindered by a loose grip (such as Climb). One application lasts for up to 1 hour and can be removed with soap and water.

Create: Craft (alchemy) DC 25

Ooze, Petrified

Source PZO9430

Price 80 gp; Weight 1/2 lb.

This tiny blob of ooze looks like a small disc of green stone when inactive, and is stored in a circular dish with an airtight cover. When the cover is removed and the ooze is exposed to air, the user has 1 minute to handle the rapidly softening ooze before it regains its former viscosity (as well as toxicity) and springs back to life. Although much smaller than an actual ooze creature, this coin-sized blob still deals 1d6 points of acid damage to anything it comes in contact with. Due to its unpredictable nature, petrified ooze is typically only good for breaking or melting whatever object or device on which the user originally sets the ooze, after which the blob quickly scurries into the nearest corner or crevice so it can feed on particles of dust and diminutive prey. Once restored to its viscous form, a petrified ooze moves at a rate of 60 feet per round, and any creature that comes in contact with the ooze must succeed at a DC 12 Reflex save to avoid taking acid damage from it.

Paste, Blackfingers

Source PZO9232

This inky paste aids unskilled poison-users. When smeared on the fingers, a dose of blackfingers paste prevents accidental poisoning while applying poison to a weapon, as if the user possessed the poison use ability. A single dose of blackfingers paste lasts for 1d6 hours, but the black stains the stuff creates on the user’s fingers lasts for days. A single dose of this alchemical item costs 50 gp.

Paste, Bone

Source PZO9430

Price 75 gp; Weight 1 lb.

Typically stored in an airtight leather wineskin cured with rare preservative unguents, bone paste is a powerful alchemical sealant with special deteriorative properties. When squeezed out of its container and exposed to air, bone paste quickly hardens, so in order to apply it to a surface or object one must typically squeeze the paste directly onto the material to be affected. Once applied, bone paste cements itself to the object in just seconds, and hardens into a flaky cast. If applied to any unattended organic material or surface (such as wood, paper, hide, or rope), after 1 hour, bone paste undergoes another alchemical reaction and begins to eat away at the material, dealing 1d4 points of damage each round for 1d6+1 rounds, eating away first at the part of the object to which it was applied and spreading briefly to other parts of the object before dissipating and leaving a small amount of residual dust. Bone paste ignores an organic object’s hardness, and does not deal damage to inorganic objects or surfaces (such as metal, stone, or ceramic). One pouch of bone paste is enough to cover 1 square foot of surface, or (because of waste and spills) up to 20 smaller applications of approximately 2 square inches each.

Paste, Mending

Price 25 gp; Weight 1/2 lb.

You can use this smelly, silvery paste to temporarily repair metal objects. It is sold in a sealed flask and reacts with air, turning solid in 1d6+4 minutes. You must make an appropriate DC 20 Craft check to repair a metal item with the broken condition; success means the object loses the broken condition but gains the fragile condition. Increase the DC by +5 if the broken object is a magic item or by +5 if it is a firearm (add both modifiers if the item is a magical firearm). If the check fails, the mending paste is consumed but you may try again with another flask or conventional repair methods.

Paste, Paper Wall

Price 10 gp; Weight 2 lb.

This jar of thick, gritty paste is made from coarsely ground plant matter, weak epoxy, and bat guano. When exposed to air, the moldable substance quickly creates a thin, paper-like surface, which is ideal for creating false earthen walls. Creating a 5-foot-by-5-foot section of paper wall requires a full-round action. Though this false wall is easy to punch through, it requires a successful DC 13 Perception check to identify the wall as a fake. If the creator of the paper wall spends an additional full-round action disguising the wall with dirt and pebbles, the DC increases by 2.

Create: Craft (alchemy) DC 15

Paste, Shrieking

Source PZO9430

Price 35 gp; Weight 2 lbs.

Created by suspending the spores of a shrieker mushroom in a thick mixture of wheat paste and vermiculite, this thick sludge comes in a soundproof, stone container. Shrieking paste creates an obnoxious piercing noise when exposed to even minute amounts of movement or light. This makes applying the paste a very noisy endeavor at best. However, once the paste is applied and left alone for several rounds, it once again becomes silent. Thereafter, any light source or movement within 10 feet of the paste causes it to shriek for 1d3 rounds. A single container contains enough shrieking paste to coat 1 square foot of a surface. If left undisturbed for several weeks in a dank, lightless setting, shrieking paste might eventually grow into a colony of shrieker mushrooms.

Peptus Salix

Price 30 gp; Weight —

This pink liquid has a horrible chalky taste, but is quite effective at counteracting nausea, indigestion, and diarrhea. A vial taken in small doses during the day, alleviates these symptoms. If you drink an entire vial, for 1 hour you get a +2 alchemical bonus on Fortitude saving throws against effects that inflict the nauseated or sickened condition. If you drink a vial of it while suffering from the nauseated or sickened condition, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day. Drinking a vial (whether over the course of a day or all at once) usually turns your tongue black for about a day, though this is a harmless side effect.

Plague Powder

Source PZO1135

Price varies; Weight —

This ash-gray powder is refined from the crushed bones of creatures that died of virulent diseases, illegally produced by nefarious alchemists, and sold on the black market to those seeking to spread illness and death. The application of the powder depends on the disease from which it is refined. Someone using powder made from diseases contracted by ingestion must apply it to food (a full-round action) for the victim to consume. Those using powder made from diseases contracted by injury must apply the powder to weapons (a standard action, as per the poison application rules) and deal damage to victims to subject them to the contagion. Diseases contracted by inhalation require the user to disperse the powder by throwing it into the air. Throwing a handful of plague powder is a splash attack with a range increment of 5 feet. Anyone standing in the square of impact must succeed at a save with a DC equal to that of the disease from which the powder is made to avoid contracting the illness, while those in adjacent squares must attempt the same save with a +4 bonus. Diseases spread through contact can use any of the three manners of application.

The most common disease refined for these powders is filth fever, costing 144 gp, but refined plague powders of other diseases are available, with a price equal to the base save DC of the disease squared. Making a plague powder always requires access to a sample of the disease and exposes the creator to the disease in question each day of crafting. Crafting a dose of plague powder requires a successful DC 25 Craft (alchemy) check.

Reanimating Fluid

Source PZO1135

Price 100 gp; Weight —

This viscous, translucent green fluid is typically stored in a large syringe. When injected into a mostly intact corpse of a Medium or smaller creature that has been dead for no more than 1 day (time spent under effects like gentle repose don’t count against this time), the fluid gives the corpse a rudimentary semblance of life, reactivating its nerves and muscle tissue. This causes the corpse to reanimate and shamble around erratically for 1 minute.

The result is not an undead creature, nor is it a construct.

The reanimated corpse remains utterly lifeless and is driven only by muscular spasms that cause it shuffle 20 feet in a random direction each round, gasping and blinking eerily as it goes. When the corpse hits a solid barrier or is attacked, it stops moving. On its next turn, roll 1d8 to determine where it goes next. On a 1, it continues forward in the same direction it had been previously moving (or runs up against the same barrier).

On a 2, it turns 45º clockwise and heads in that direction; on a 3, it turns 90º clockwise and heads in that direction; and so on. The corpse can’t attack, doesn’t defend itself, and—as an object—has AC 10 and 12 hit points. Crafting a syringe of reanimating fluid requires a successful DC 25 Craft (alchemy) check.

Plaster, Casting

Price 5 sp; Weight 5 lbs.

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.

Powder, Flash

Source PZO1115

This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).

Create: Craft (alchemy) DC 20

Alchemical Power Component

Source PZO9410

Useful as a distraction, flash powder makes light-burst spells more dangerous.

Flare (M): Increase the saving throw DC of the spell by 2.

Pyrotechnics (M): When used to create fireworks, increase the DC by 1 and the blindness duration by 1 round.

Powder, Foaming

Price 10 gp; Weight 1 lb.

When you add this 1-pound bag of green powder to a gallon of water, the two combine to form 50 cubic feet of thick green foam. Unless co