This page lists items that can be created by means of the Alchemy skill. All the items listed here are consumable. Most alchemical items are single-use, though some (like a potion of invisibility) may be used several times before they’re used up.

Reading alchemical item listings

Item name

Item level
The minimum number of Alchemy skill ranks a character must have in order to learn the recipe for the item
Rarity
How commonly known the recipe for the item is (and thus also how easy the item is to find for purchase); can be common, uncommon, rare, very rare, or legendary
Price
Standard market price of the item; this is how much the item usually costs to buy
Weight
The weight of one of the item
Crafting DC
The Alchemy check DC to craft the item
Special components
Any special ingredients required to craft the item (see the Alchemical Items section of the Creating Items page for more information about ingredients)

Item description. This text explains what the item is, how to use it, and what its effects are.

Superior version: The improved (more effective, etc.) version of the item that might be created when the crafter’s Alchemy skill check greatly exceeds the item’s crafting DC. (See the Alchemy skill description for more information about creating superior versions of alchemical items.) If this section is missing, the item has no superior version.

Items

Acid (flask)

Item level
1
Rarity
Common
Price
10 gp
Weight
1 lb.
Crafting DC
15
Special components
None

You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack 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.

Superior version: Superior acid does +1d6 points of damage on a direct hit, and +1 point of splash damage, for every 10 points by which the crafter’s Alchemy check result beats the crafting DC.

Note: A trained alchemist (with at least 1 rank in Alchemy) automatically knows how to make acid, and does not need to learn the recipe. Characters untrained in Alchemy can make acid using the recipe found in any basic alchemy textbook.

Alchemical grease

Item level
1
Rarity
Common
Price
5 gp
Weight
1 lb.
Crafting DC
15
Special components
None

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 AC against being grabbed; this lasts for 1d4+2 hours or until you wash it off. The grease is not especially flammable (though it burns as easily as flesh, and thus offers no special protection against fire damage).

Alchemical solvent (vial)

Item level
1
Rarity
Uncommon
Price
20 gp
Weight
12 lb.
Crafting DC
20
Special components
None

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

Alchemist’s fire (flask)

Item level
1
Rarity
Uncommon
Price
20 gp
Weight
1 lb.
Crafting DC
20
Special components
None

You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack 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.

Superior version: Superior alchemist’s fire does +1d6 points of damage on a direct hit, +1d6 points of damage in the following round, and +1 points of splash damage, for every 10 points by which the crafter’s Alchemy check result beats the crafting DC.

Alchemist’s kindness

Item level
1
Rarity
Common
Price
1 gp
Weight
Crafting DC
20
Special components
None

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

Item level
1
Rarity
Uncommon
Price
15 gp
Weight
1 lb.
Crafting DC
20
Special components
None

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.

Superior version: A superior alkali flask does +1d6 points of damage on a direct hit, and +1 point of splash damage, for every 10 points by which the crafter’s Alchemy check result beats the crafting DC.

Antiplague (vial)

Item level
3
Rarity
Uncommon
Price
50 gp
Weight
Crafting DC
25
Special components
None

If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.

Antitoxin (vial)

Item level
2
Rarity
Common
Price
50 gp
Weight
Crafting DC
20
Special components
None

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

Bladeguard

Item level
2
Rarity
Uncommon
Price
40 gp
Weight
Crafting DC
20
Special components
None

This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, giving the weapon a +5 alchemical bonus on saving throws against such effects. Bladeguard lasts for 24 hours or until it has been used to make 1d4+4 attacks. 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.

Bloodblock

Item level
1
Rarity
Uncommon
Price
20 gp
Weight
Crafting DC
20
Special components
None

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).

Elixir of health

Item level
9
Rarity
Uncommon
Price
1,500 gp
Weight
Crafting DC
30
Special components
None

When this potion is consumed, it instantly cures all diseases and poisons afflicting the drinker, cures the drinker of being sickened or nauseated, cures blindness and deafness (unless these are caused by a loss of the relevant organs), removes paralysis, and rids the drinker of certain parasites, such as green slime (and anything else which would be killed by a remove disease spell).

An elixir of health does not automatically cure supernatural poisons or diseases, but it does grant the drinker an immediate Fortitude saving throw against their effects; if this save is successful, the poison or disease is cured.

Elixir of telepathy

Item level
5
Rarity
Rare
Price
600 gp
Weight
Crafting DC
25
Special components
None

When this potion is consumed, it allows the use of detect thoughts at will, for 4d8+8 minutes. Creatures whose thoughts the imbiber attempts to read may roll a Will save (DC 13 + imbiber’s Charisma modifier) to resist the effect; a subject who successfully saves becomes immune to the telepathy granted by the same elixir, even if the drinker ceases to concentrate on the effect and then attempts to use it again (although this confers no immunity against similar telepathic powers from another source, or even from a fresh telepathy elixir later consumed by the same character who made the first attempt).

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior elixir of telepathy lasts for an additional 1d8+2 minutes, and the DC for the saving throw against its effects increases by 1.

Eye drops of darkvision

Item level
4
Rarity
Uncommon
Price
400 gp
Weight
Crafting DC
24
Special components
TBD

Usually found in a glass bottle with a pipette cap, this mixture, when applied to the eyes, bestows darkvision (to a range of 60 feet) for one hour. It comes with a drawback: sudden exposure to normal light irritates the user’s eyes, making him dazzled for 1d6 minutes. Any exposure to bright light inflicts the same penalty for as long as the user is in the bright light.

The price given is for enough mixture for eight uses, each providing an hour’s worth of darkvision (that is, a total of eight hours, with the drops having to be reapplied hourly). (Though some may be tempted to use the entire bottle at once, this is inadvisable, as it may cause permanent blindness!)

The eye drops have no effect on creatures who already possess darkvision. Eyeless creatures, or those with non-functional eyes, likewise cannot benefit from the drops.

Flash powder

Item level
2
Rarity
Common
Price
50 gp
Weight
Crafting DC
20
Special components
TBD

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).

Superior version: The saving throw DC of superior flash powder is 1 point higher for every 10 points by which the crafter’s Alchemy check beats the crafting DC.

Instant vacation potion

Item level
10
Rarity
Rare
Price
2,500 gp
Weight
Crafting DC
33
Special components
TBD

A character who drinks this potion feels as if he’s had two weeks of rest. He immediately heals all ability damage (but not ability drain), and regains 10d8+20 hit points. The potion also removes any fatigue or exhaustion afflicting the drinker.

A character can only benefit from one instant weekend or instant vacation per day.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior instant vacation potion heals 20 more hit points.

Instant weekend potion

Item level
6
Rarity
Rare
Price
900 gp
Weight
Crafting DC
27
Special components
TBD

A character who drinks this potion feels as if he’s had two days of rest. He immediately heals all ability damage (but not ability drain) by 1 step (to each damaged ability score), and regains 2d8+5 hit points. The potion also removes any fatigue afflicting the drinker, while exhaustion is reduced to fatigue.

A character can only benefit from one instant weekend or instant vacation per day.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior instant weekend potion heals 1 additional step of ability damage, and restores 5 more hit points.

Light detector

Item level
1
Rarity
Uncommon
Price
10 gp
Weight
Crafting DC
10
Special components
TBD

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, dim light in 10 rounds. It is mainly used by creatures with darkvision to determine if creatures have recently passed through an area carrying light. The plate is sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.

Liquid ice (flask)

Item level
1
Rarity
Uncommon
Price
40 gp
Weight
2 lbs.
Crafting DC
20
Special components
TBD

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.

Superior version: Superior liquid ice does +1d6 points of damage on a direct hit, and +1 points of splash damage, for every 10 points by which the crafter’s Alchemy check result beats the crafting DC.

Nushadir (vial)

Item level
1
Rarity
Uncommon
Price
10 gp
Weight
1 lb.
Crafting DC
20
Special components
TBD

Normally stored in the form of small, salty pellets in a dry container, this reagent can be mixed with a flask of water and stored safely. Nushadir neutralizes acid; a vial of pellets or a flask of nushadir-water is enough to render a cubic foot of acid safe to touch in 1 minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster’s gullet. Nushadir vapors are slightly irritating to the eyes, nose, and mouth, causing nausea for 1d4 rounds after close exposure (Fortitude DC 10 negates).

Nolzur’s marvelous pigments

Item level
13
Rarity
Very rare
Price
4,000 gp
Weight
Crafting DC
35
Special components
TBD

These magical emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of Nolzur’s marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. Thus, a 10′-by-10′ rendition of a pit would result in an actual 10′-by-10′-by-10′ pit; a 10′-by-10′ depiction of a room would result in a 10′-by-10′-by-10′ room; and so on.

Only normal, inanimate objects can be created—doors, pits, flowers, trees, cells, and so on. Creatures can’t be created. The pigments must be applied to a surface (a floor, wall, ceiling, door, or the like). It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Nolzur’s marvelous pigments cannot create magic items. Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on—appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs).

Items created are not magical; the effect is instantaneous.

Oil of sharpness

Item level
8
Rarity
Rare
Price
600 gp
Weight
Crafting DC
27
Special components
TBD

This oil can coat one slashing or piercing weapon, or up to 20 pieces of ammunition of those types. Applying the oil takes a minute. For 1d6+3 × 10 minutes, the coated item strikes as a +1 weapon, and its threat ranged is doubled (which doesn’t stack with the keen edge spell, the Improved Critical feat, or similar effects).

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, the effects of superior oil of sharpness last an extra 1d6+3 × 10 minutes.

Oil of slipperiness

Item level
6
Rarity
Uncommon
Price
1,000 gp
Weight
12 lb.
Crafting DC
28
Special components
TBD

This substance is applied externally (which takes one minute). Oil of slipperiness provides a +20 circumstance bonus on all Escape Artist? checks, on combat maneuver checks to escape a grapple and to AC to avoid being grabbed, on saving throws against entangle spells and similar magic, etc., meaning that it is almost impossible to grapple such a character or to tie or chain him up. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against the oil. If it is smeared on a floor or on steps, the oil coats up to a 5 × 10 foot area, and the area should be treated as a long-lasting grease spell (with a Reflex save DC of 20). The oil requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).

Oil of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue. (The price given is for 8 ounces of the oil, which is sufficient to anoint one Medium or two Small creatures, or to coat a container for sovereign glue 8 times.)

Potion of animal control

Item level
3
Rarity
Rare
Price
500 gp
Weight
Crafting DC
23
Special components
TBD

The imbiber may charm up to 3d6+6 hit dice of animals, or magical beasts very similar to animals (blink dogs, etc.). Creatures of animal intelligence (Int of 1 or 2) receive no saving throw against the effect, unless they are magically commanded or compelled by another, or are a ranger’s animal companion, etc. Creatures of higher intelligence may attempt a Will save, against a DC of 10 + one-half the drinker’s hit dice + the drinker’s Charisma modifier.

The sort of animal which may be controlled depends on the particular type of potion. For potions found as treasure, roll d20 on Table: Animal Control.

(An animal control potion crafted with no particular care for which kind of animal it bestows control over, has its animal type rolled randomly as well. If it’s crafted with deliberate selection of type, making one that applies to multiple creature categories—i.e. the “16–17” or “18–19” results on the table—doubles the cost. Making one that applies to all animal types—as the “20” result on the table—triples the cost.)

A charmed animal has a helpful attitude toward the potion’s drinker, and gains a +2 bonus on morale checks. The animal follows the character who charmed it, protects him, and attacks his apparent enemies. The potion bestows no means of communication with animals, so if the imbiber wishes to convey other desires or commands, he must be able to speak with animals or similar. Magical beasts, of course, may understand humanoid languages.

The potion’s effects last for 1d6+3 × 10 minutes. When control lapses, creatures of animal intelligence will usually fear their former controller, and attempt to flee. Creatures of higher intelligence will usually resent their servitude, and become hostile. Treating controlled animals fairly and well while controlling them may allow a character to overcome these reactions (with an appropriate Handle Animal or Diplomacy check).

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior potion of animal control allows the drinker to command 1d6+2 more hit dice of animals.

Potion of barkskin

Item level
6
Rarity
Uncommon
Price
600 gp
Weight
Crafting DC
23
Special components
TBD

The drinker’s flesh becomes thick and bark-like, turning away weapon blows, stabs, and slashes. For 1d6+3 × 10 minutes, or until struck 10 times in combat with a physical attack, the drinker of this potion gains damage reduction 5/adamantine. The drinker also gains a +1 resistance bonus on saves against spells and spell-like abilities. He is considered armed when making unarmed strikes, and gains a +1 enhancement bonus on attacks and damage when doing so.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior barkskin potion can absorb 3 more strikes.

Potion of climbing

Item level
3
Rarity
Uncommon
Price
150 gp
Weight
Crafting DC
22
Special components
TBD

Imbibing this potion allows the individual to climb as if possessing 8 ranks in the Athletics skill. If the imbiber already has at least 8 ranks in Athletics, the potion instead grants a +2 competence bonus on climb checks. Other uses of Athletics, such as jumping, gain no benefit from a potion of climbing. The potion’s effects last for 1d6+9 minutes.

Potion of cold resistance

Item level
4
Rarity
Rare
Price
500 gp
Weight
Crafting DC
24
Special components
TBD

This potion bestows resistance to cold, both normal and magical. The imbiber takes 10 fewer points of damage from any source of cold damage, including supernatural blizzards, a white dragon’s breath, cone of cold spells, etc. The potion also grants a +2 alchemical bonus on saving throws against cold effects, and a +4 alchemical bonus on saving throws against the dangerous effects of environmental cold (frostbite, etc.). The effects of a cold resistance potion last for 1d6+9 minutes.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, the amount of resistance granted by a superior cold resistance potion increases by 3.

Potion of complete healing

Item level
12
Rarity
Rare
Price
3,500 gp
Weight
Crafting DC
36
Special components
TBD

Drinking this potion immediately cures all hit point damage afflicting the drinker.

Potion of courage

Item level
1
Rarity
Common
Price
50 gp
Weight
Crafting DC
20
Special components
Hard liquor (of at least 100 proof), such as vodka or strong whisky, worth 20 gp

The imbiber of this potion gains a +4 morale bonus against fear effects for 1d6+9 minutes. If the imbiber is under the influence of a fear effect when drinking the potion, that effect is suppressed for the duration of the potion’s effects.

Potion of dexterity

Item level
2
Rarity
Uncommon
Price
300 gp
Weight
Crafting DC
23
Special components
TBD

This potion increases the imbiber’s Dexterity score by 4 points if it is 6 or less normally, by 2 points if it’s at 7–13, and by 1 point if Dexterity is 14–17. (An imbiber with Dexterity 18+ gains no benefit from the potion.) The effects of a dexterity potion last for 1d6+3 × 10 minutes.

Potion of diminution

Item level
11
Rarity
Very rare
Price
1,000 gp
Weight
Crafting DC
32
Special components
TBD

When this potion is quaffed, the individual, and all he or she carries and wears, will diminish in size to as small as 5% of normal size (three size categories smaller). Strength decreases by 10 points (to a minimum of 1), but the character has no trouble carrying the same equipment, as it also shrinks proportionally. Speed is halved, and natural armor (if any) reduced by 4 points (to a minimum of 0). A human drinking the potion becomes Diminutive (size modifier of +4 to attacks and Armor Class, and −16 to combat maneuver checks and defense). Weapon damage is adjusted, as befits the new size (a Diminutive creature’s longsword does 1d3 points of damage, for instance).

If half of the contents are swallowed, the drinker shrinks to 50% size (one size category smaller). Strength decreases by 4 points; speed and natural armor are unaffected. A human drinking the half-dose becomes Small (size modifier of +1 to attacks and Armor Class, and −5 to combat maneuver checks and defense).

The effects of the potion, in either case, last for 1d6+3 × 10 minutes.

Potion of extra healing

Item level
5
Rarity
Uncommon
Price
250 gp
Weight
Crafting DC
26
Special components
TBD

Drinking this potion immediately restores 3d8+5 hit points.

An extra healing potion acts as 3rd-level healing magic, for the purpose of treating a fallen (unconscious or possibly dead) character.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior extra healing potion heals 3 more hit points when consumed, and is considered to be 1 level higher, for the purpose of treating a fallen character.

Potion of fire breath

Item level
4
Rarity
Rare
Price
500 gp
Weight
Crafting DC
24
Special components
TBD

The imbiber of this potion gains the ability to exhale fire; he or she can spit fire thrice, each time as a standard action, dealing 4d6 points of fire damage to a target within 30 feet. A successful ranged touch attack roll is required to hit a target with the blast.

Alternatively, the drinker may exhale all remaining fire in one breath, creating a cone-shaped gout of flame that deals 4d6 points of fire damage to all within it (Reflex save, DC 14, for half). The size of the cone is 15 feet if all three uses of the fire spit still remained, 10 feet if only two were left, or 5 feet if only one use was left.

In any case, unused fire breath dissipates 1d6+3 × 10 minutes after the potion is imbibed, leaving the drinker with a bad case of heartburn.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, the exhalation from a superior fire breath potion deals 1d6 more points of damage, and the potion grants a drinker the ability to spit fire one additional time.

Potion of fire resistance

Item level
4
Rarity
Rare
Price
500 gp
Weight
Crafting DC
24
Special components
TBD

This potion bestows resistance to fire, both normal and magical. The imbiber takes 10 fewer points of damage from any fire source, including mundane fires, a red dragon’s breath, fireball spells, etc. The potion also grants a +2 alchemical bonus on saving throws against fire effects, and a +4 alchemical bonus on saving throws against the dangerous effects of environmental heat (heatstroke, etc.). The effects of a fire resistance potion last for 1d6+9 minutes.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, the amount of resistance granted by a superior fire resistance potion increases by 3.

Potion of flying

Item level
5
Rarity
Uncommon
Price
750 gp
Weight
Crafting DC
26
Special components
TBD

The drinker of this potion gains the ability to fly, at a speed of 60 feet, and a +4 competence bonus on flying-related Acrobatics checks. The effects last for 1d4+3 minutes.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, the potion’s effects last 1d4 additional minutes, and the bonus on Acrobatics checks increases by 4.

Potion of gaseous form

Item level
7
Rarity
Rare
Price
750 gp
Weight
Crafting DC
27
Special components
TBD

Imbibing this liquid causes one’s body, and all worn and carried equipment, to become gaseous in form. A creature in such a state appears insubstantial, misty, and translucent. The imbiber’s material armor becomes useless, though size and Dexterity bonuses still apply. Magical enhancements to Armor Class, such as deflection and force, also remain effective provided that they come from ongoing magical effects and not from permanent items, which become inactive while the potion is in effect. A character in gaseous form cannot be harmed by non-magical weapons or attacks, though magical weapons are as effective as normal; he is also immune to poison, critical hits, and other effects that require the victim to have a solid, living anatomy. The imbiber of the potion also takes only half damage from acid.

While in gaseous form, the imbiber cannot attack, and spellcasting is impossible unless the spell does not require speaking, making gestures, touching anything (including material components), etc. The imbiber also cannot use most supernatural abilities (such as fire breath) while the potion lasts. While gaseous, the imbiber can’t run, but he can fly at a speed of 10 feet and automatically succeeds on all flying-related Acrobatics skill checks (and thus has perfect maneuverability). He can pass through small holes or narrow openings, even mere cracks, with all he was wearing or holding in his hands, as long as the potion lasts. A gaseous character is subject to the effects of wind, and takes double damage from whirlwinds (such as that created by an air elemental); he can’t enter water or other liquid. He also can’t manipulate objects or activate items, even those carried along with his gaseous form.

The effects of a gaseous form potion last for 1d6+3 × 10 minutes.

Potion of giant strength

Item level
9 (hill), 11 (stone), 13 (frost), 15 (fire), 17 (cloud), 19 (storm)
Rarity
Rare
Price
750 gp (hill), 1,000 gp (stone), 1,500 gp (frost), 2,250 gp (fire), 3,750 gp (cloud), 6,000 gp (storm)
Weight
Crafting DC
32 (hill), 34 (stone), 36 (frost), 38 (fire), 40 (cloud), 42 (storm)
Special components
TBD

When a giant strength potion is consumed, the individual gains great strength, as that of a giant. Six kinds of giant strength potions exist, one for each of the six major races of giant, each bestowing the appropriate Strength score: hill giant (25), stone giant (27), frost giant (29), fire giant (31), cloud giant (35), storm giant (39). The effects of this potion are identical to that of a girdle of giant strength of the corresponding sort, except that the potion’s effects last for only 1d6+9 minutes. Furthermore, unlike a girdle of giant strength, a giant strength potion does not bestow any special powers in combination with certain magical warhammers.

Unlike most potions, a giant strength potion is not usable by all characters; the imbiber must be a warrior, of a level no lower than 4 less than the potion’s level, in order to gain its benefits. (A heroism or super heroism potion may enable a drinker to benefit from a potion of giant strength who otherwise could not, however.) Any other character who drinks a giant strength potion is only sickened for 10 minutes.

Potion of growth

Item level
11
Rarity
Very rare
Price
2,000 gp
Weight
Crafting DC
32
Special components
TBD

This potion causes the person consuming it to enlarge in both height and weight, his or her garments and other worn and carried gear likewise growing in size. The imbiber’s height is tripled (an increase of two size categories). Strength increases by 10 points. Speed is doubled, and natural armor is increased by 4 points. A human drinking the potion becomes Huge.

If half of the contents are swallowed, the drinker grows to one-and-a-half normal size (one size category larger). Strength increases by 4 points; speed is increased by 50%; natural armor is unaffected. A human drinking the half-dose becomes Large.

In either case, weapon damage is adjusted, as befits the new size (a Huge creature’s longsword does 3d6 points of damage, for instance).

The effects of the potion, in either case, last for 1d6+3 × 10 minutes.

Potion of healing

Item level
1
Rarity
Common
Price
50 gp
Weight
Crafting DC
20
Special components
TBD

Drinking this potion immediately restores 1d8+1 hit points.

A healing potion acts as 1st-level healing magic, for the purpose of treating a fallen (unconscious or possibly dead) character.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior healing potion heals 2 more hit points when consumed, and is considered to be 1 level higher, for the purpose of treating a fallen character.

Potion of heroism

Item level
5
Rarity
Uncommon
Price
500 gp
Weight
Crafting DC
26
Special components
TBD

This potion gives the imbiber a temporary increase in levels of fighting ability, if he or she has fewer than 10 character levels. The benefits depend on the imbiber’s level, as on Table: Heroism.

Each level bestowed grants a bonus hit die (d10), a commensurate number of temporary hit points (apply the imbiber’s Constitution modifier, if any, to these bonus Hit Dice), a +1 competence bonus on attack rolls, and a +1 morale bonus on saves against fear. (As always, damage sustained is taken first from magically gained hit dice and temporary hit points.) The drinker is also considered to have that many more levels in the warrior class group (such as for the purpose of using magic items).

The effects of a heroism potion last for 1d6+3 × 10 minutes.

Potion of invisibility

Item level
3
Rarity
Uncommon
Price
300 gp
Weight
Crafting DC
23
Special components
TBD

When this potion is consumed, it renders the imbiber invisible for 1d6+3 × 10 minutes. Attacks or hostile actions terminate the invisible state, but interacting with unattended objects does not. (See the invisibility spell for more information.) The individual possessing the potion may instead quaff a single gulp (equivalent to a quarter of the full dose) to become invisible for 2d6+3 minutes only; the remaining liquid retains a roughly proportionally shorter duration.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior invisibility potion’s effects last another 1d6+3 × 10 minutes.

Potion of invulnerability

Item level
10
Rarity
Rare
Price
1,000 gp
Weight
Crafting DC
32
Special components
TBD

The drinker of this potion is rendered almost invulnerable to attacks, gaining a +20 shield bonus to Armor Class, and a +10 shield bonus to Reflex saves against physical attacks. A superior (+1 or better) weapon ignores 5 points of this AC bonus for every “plus”. The magic shield provided by the potion grants the drinker a modicum of protection against rays and other ranged touch attacks, improving Armor Class by 2 for such attacks. The potion’s effects last only 1d6+9 minutes.

Potion of ironskin

Item level
13
Rarity
Rare
Price
4,000 gp
Weight
Crafting DC
41
Special components
TBD

The drinker’s flesh becomes as hard as iron, turning away weapon blows, stabs, and slashes. For 1d6+3 × 10 minutes, or until struck 10 times in combat with a physical attack, the drinker of this potion gains damage reduction 15/adamantine. The drinker also gains a +3 resistance bonus on saves against spells and spell-like abilities. He is considered armed when making unarmed strikes, and gains a +3 enhancement bonus on attacks and damage when doing so.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior ironskin potion can absorb 3 more strikes.

Potion of jumping

Item level
3
Rarity
Uncommon
Price
150 gp
Weight
Crafting DC
22
Special components
TBD

Imbibing this potion allows the individual to jump as if possessing 8 ranks in the Athletics skill. If the imbiber already has at least 8 ranks in Athletics, the potion instead grants a +2 competence bonus on jump checks. Other uses of Athletics, such as climbing, gain no benefit from a potion of jumping. The potion’s effects last for 1d6+9 minutes.

Potion of longevity

Item level
12
Rarity
Very rare
Price
10,000 gp
Weight
Crafting DC
38
Special components
TBD

A longevity potion reduces the drinker’s physical age by 1d6+6 years (but can’t make a character younger than approximately mid-adolescence—15 years for humans). If this reduces a character’s age category, physical penalties (to ability scores and perception skills) are reversed, but mental ability score increases are unaffected. This potion can reverse natural aging just as easily as it can undo the aging effect of certain magics.

Each time after the first that a character drinks a longevity potion, there is a cumulative 10% chance that he or she instead ages by the same number of years that would otherwise be restored. This works just like all other magical aging effects. If this aging would raise the character’s age above his maximum age, he dies immediately.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, the potion’s effects (whether beneficial or detrimental) increase by 4 years.

Note: Stories exist of legendary versions of this potion, which are much more powerful; the sun orchid elixir, found only on one world among many, is one such concoction. Things of this calibre have no set price, and acquiring them, much less discovering the secrets of their creation, is the stuff of lengthy quests and heroic adventures.

Potion of plant control

Item level
5
Rarity
Rare
Price
600 gp
Weight
Crafting DC
25
Special components
TBD

The imbiber may charm up to 3d6+6 hit dice of plant creatures, or normal plants with a combined volume of 20 feet cubed (8,000 cubic feet). The imbiber can cause the plants to remain still, silent, move, entwine, etc. according to their limits. Animate plant creatures, if controlled, follow the character who charmed controlled them, protect him, and attack his apparent enemies; this potion also bestows the ability to communicate simple orders to such creatures (go here, attack, don’t attack, etc.). Plant creatures of Intelligence of 3 or higher may attempt a Will save, against a DC of 10 + one-half the drinker’s hit dice + the drinker’s Charisma modifier.

The potion’s effects last for 1d6+9 minutes. When control lapses, plant creatures of higher intelligence will usually resent their servitude, and become hostile.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior plant control potion allows the drinker to command 1d6+2 more hit dice of plants, or 4 more 10-foot cubes of normal plants.

Potion of rage

Item level
5
Rarity
Uncommon
Price
400 gp
Weight
Crafting DC
26
Special components
TBD

If the imbiber of this potion is engaged in combat when she drinks it, she immediately enters a rage, much like a barbarian’s. If the potion is drunk when not engaged in combat, the imbiber enters a rage if she joins combat within the next minute; otherwise, the potion’s magic dissipates.

While raging, the imbiber gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a −2 penalty to Armor Class. The increase to Constitution grants the imbiber 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While raging, the imbiber cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Intimidate, and Ride) or any ability that requires patience or concentration.

The imbiber cannot end her rage prematurely; the rage lasts until the end of one combat encounter, or until the imbiber falls unconscious (which puts the imbiber in peril of death, as the extra hit points granted by the potion’s effects are immediately lost). When the rage ends, the imbiber is fatigued.

A rage potion does not function if the imbiber is fatigued when its effects would begin.

Unlike most potions, a rage potion is not usable by all characters; the imbiber must be a warrior, of 3rd level or higher, in order to gain its benefits. (A heroism or super heroism potion may enable a drinker to benefit from a potion of rage who otherwise could not, however.) Any other character who drinks a rage potion is only sickened for a minute.

Potion of revive ability

Item level
5
Rarity
Uncommon
Price
300 gp
Weight
Crafting DC
26
Special components
TBD

Drinking this potion immediately heals 10 points of ability damage to one ability score. These potions come in six “flavors”, one for each ability score: potion of revive Strength, potion of revive Charisma, etc. (The price given is for one potion, for any one of the abilities.)

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior revive ability potion heals 4 more points of ability damage to the same ability score.

Potion of stoneskin

Item level
10
Rarity
Rare
Price
1,250 gp
Weight
Crafting DC
30
Special components
TBD

The drinker’s flesh becomes hard and rocklike, turning away weapon blows, stabs, and slashes. For 1d6+3 × 10 minutes, or until struck 10 times in combat with a physical attack, the drinker of this potion gains damage reduction 10/adamantine. The drinker also gains a +2 resistance bonus on saves against spells and spell-like abilities. He is considered armed when making unarmed strikes, and gains a +2 enhancement bonus on attacks and damage when doing so.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior stoneskin potion can absorb 3 more strikes.

Potion of strength

Item level
2
Rarity
Uncommon
Price
300 gp
Weight
Crafting DC
23
Special components
TBD

This potion increases the imbiber’s Strength score by 4 points if it is 6 or less normally, by 2 points if it’s at 7–13, and by 1 point if Strength is 14–17. (An imbiber with Strength 18+ gains no benefit from the potion.) The effects of a strength potion last for 1d6+3 × 10 minutes.

Potion of super healing

Item level
9
Rarity
Uncommon
Price
1,250 gp
Weight
Crafting DC
32
Special components
TBD

Drinking this potion immediately restores 5d8+10 hit points.

A super healing potion acts as 5th-level healing magic, for the purpose of treating a fallen (unconscious or possibly dead) character.

Superior version: For every 10 points by which the crafter’s Alchemy check result beats the crafting DC, a superior super healing potion heals 5 more hit points when consumed, and is considered to be 1 level higher, for the purpose of treating a fallen character.

Potion of super heroism

Item level
11
Rarity
Uncommon
Price
3,000 gp
Weight
Crafting DC
35
Special components
TBD

This potion gives the imbiber a temporary increase in levels of fighting ability, if he or she has fewer than 13 character levels. The benefits depend on the imbiber’s level, as on Table: Super Heroism.

Additionally, the drinker may select a combat feat for which he qualifies, and gains the benefits of that feat for as long as the potion’s effects last. (This benefit, as well, is bestowed only upon imbibers who have fewer than 13 character levels.)

A super heroism potion is otherwise the same as a heroism potion, but its effects last for only 1d6+9 minutes.

Potion of tongues

Item level
5
Rarity
Uncommon
Price
300 gp
Weight
Crafting DC
24
Special components
TBD

Imbibing this potion allows the individual to speak, write, and understand languages as if possessing 8 ranks in the Linguistics skill. If the imbiber already has at least 8 ranks in Linguistics, the potion instead grants a +2 competence bonus on checks made to communicate. Other uses of Linguistics, such as learning languages, gain no benefit from a potion of tongues. The potion’s effects last for 1d6+3 × 10 minutes.

Potion of tranquility

Item level
3
Rarity
Rare
Price
400 gp
Weight
Crafting DC
23
Special components
TBD

The imbiber of this potion is instantly calmed, all strong emotions suppressed. Any rage ends immediately, and the imbiber cannot enter a rage while the potion’s effects last. The imbiber feels neither anger nor joy, and cannot fight or revel; she can take no violent actions (although she can defend herself) or do anything destructive. Any aggressive action against or damage dealt to the imbiber breaks the effect.

The potion automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless or good hope, and also negates a bard’s ability to inspire courage. It also suppresses any fear effects, temporarily cures confusion, and makes the imbiber immune to crushing despair and similar magic that evokes emotions. Suppressed spells or conditions have no effect while the potion lasts. When the tranquility potion’s effects end, the original spell or effect takes hold of the imbiber again, provided that its duration has not expired in the meantime.

The effects of a tranquility potion last for 1d6+9 minutes.

Potion of vitality

Item level
5
Rarity
Uncommon
Price
600 gp
Weight
Crafting DC
26
Special components
TBD

The imbiber of this potion gains fast healing 1 for 1d6+3 × 10 minutes. While the potion’s effects last, the imbiber takes 3 additional points of healing whenever he is healed by magic (not including any fast healing effects)—he takes +3 points of healing from a cure light wounds spell, from an extra healing potion, etc. Additionally, the next time the imbiber regains hit points naturally (usually after the following night’s rest), he regains twice as many hit points as normal.

Superior version: For every 10 points by which the crafter’s Alchemy check beats the crafting DC, the imbiber of a superior potion of vitality takes an extra +2 additional points of healing whenever he is healed by magic, and the amount of fast healing he gains increases by 1.

Smelling salts

Item level
3
Rarity
Common
Price
25 gp
Weight
Crafting DC
25
Special components
None

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.

Smoke pellet

Item level
1
Rarity
Uncommon
Price
25 gp
Weight
Crafting DC
20
Special components
None

This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot cube with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.

Superior version: The smoke from a superior smoke pellet also lasts for 1 additional round for every 10 points by which the crafter’s Alchemy check result beats the crafting DC.

Smokestick

Item level
1
Rarity
Common
Price
20 gp
Weight
12 lb.
Crafting DC
15
Special components
None

This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger (11+ mph) wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

Superior version: A superior smokestick is more difficult to disperse; a moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. The smoke from a superior smokestick also lasts for 1 additional minute for every 10 points by which the crafter’s Alchemy check result beats the crafting DC.

Soothe syrup

Item level
2
Rarity
Common
Price
25 gp
Weight
12 lb.
Crafting DC
15
Special components
None

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.

Sovereign glue

Item level
10
Rarity
Uncommon
Price
2,800 gp
Weight
12 lb.
Crafting DC
33
Special components
TBD

This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of oil of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the oil of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8−1, minimum 1), with the other ounce of the flask’s capacity taken up by the oil of slipperiness. (The price given is for 7 ounces of glue. Note that the oil of slipperiness necessary to contain the glue must be manufactured separately in advance, else the glue adheres to its container and becomes useless shortly after its creation.)

One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects only results in the rending of one or the other, except when oil of etherealness or universal solvent is applied to the bond—sovereign glue is dissolved only by those substances.

Sneezing powder (pouch)

Item level
3
Rarity
Uncommon
Price
60 gp
Weight
2 lb.
Crafting DC
25
Special components
None

This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing within a the 5-foot-diameter area around the impact must succeed on a DC 12 Reflex save to avoid inhaling the powder, while adjacent creatures must make DC 10 Reflex saves. Creatures affected by sneezing powder must make DC 12 Fortitude save every round for the duration or be staggered until their next turn. Creatures who do not have lungs, or do not breathe, are not affected by sneezing powder.

Stone salve (1 ounce)

Item level
10
Rarity
Rare
Price
1,500 gp
Weight
Crafting DC
30
Special components
TBD

This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a potion of stoneskin. Applying the salve takes one minute.

Sunrod

Item level
2
Rarity
Common
Price
2 gp
Weight
1 lb.
Crafting DC
20
Special components
None

This 1-foot-long, gold-tipped, iron rod glows brightly when struck as 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.

Superior version: A superior sunrod lasts for 1 additional hour for every 10 points by which the crafter’s Alchemy check result beats the crafting DC.

Tanglefoot bag

Item level
2
Rarity
Common
Price
50 gp
Weight
4 lbs.
Crafting DC
23
Special components
None

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a −2 penalty on attack rolls and a −4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Superior version: A superior tanglefoot bag retains its stickiness for 1d4 additional rounds, and has a 1 point higher Strength check DC, for every 10 points by which the crafter’s Alchemy check result beats the crafting DC.

Thunderstone

Item level
2
Rarity
Common
Price
30 gp
Weight
1 lb.
Crafting DC
20
Special components
None

You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a −4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot diameter area. Treat such a target as having AC 5.

Superior version: A superior thunderstone makes a louder bang, and has a 1 point higher Fortitude save DC for every 10 points by which the crafter’s Alchemy check result beats the crafting DC.

Tindertwig

Item level
1
Rarity
Common
Price
1 gp
Weight
Crafting DC
15
Special components
None

The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.

Universal solvent

Item level
10
Rarity
Rare
Price
1,000 gp
Weight
12 lb.
Crafting DC
35
Special components
TBD

This strange and magical liquid appears to be some sort of minor oil or potion. Upon first examination, it seems to have the properties of both oil of slipperiness and a potion of delusion. However, if it is applied to any form of adhesive or sticky material, the solution immediately dissolves it. Thus, for instance, the effect of sovereign glue immediately is negated by this liquid, as is any other form of cement, glue, or adhesive. The area of effect of this liquid is 1 cubic foot per ounce. (The price given is for 3 ounces.)

If the liquid is carefully distilled to bring it down to one-third of its original volume (which requires a DC 25 Alchemy check), each resulting ounce dissolves 1 cubic foot of organic or inorganic material, just as if a disintegrate? spell had been employed. The distilled liquid may be splashed onto an adjacent creature, or a flask of it may be thrown as a grenade-like weapon with a range increment of 10 feet, in either case requiring a ranged touch attack to strike a target. A creature, or a magic item, is entitled to a Fortitude save (DC 22) to resist the effects. Success on the save indicates that the target took only 5d6 damage, while a failed save results in taking 20d6 damage.

Waters of unlife

Item level
8
Rarity
Rare
Price
1,250 gp
Weight
2 lb.
Crafting DC
30
Special components
TBD

Usually found in a sealed ceramic jar, these waters have the scent of freshly turned earth. If sprinkled upon the remains of a dead creature, the waters cause bones to knit and flesh to heal, remove rot, and purge poisons; but they cannot replace missing body parts. After treatment with waters of unlife, the creature is treated as if its death had just occurred. Magical (though not mundane) healing may now restore the creature to life (though the waters do not prevent subsequent decomposition; so the spell or potion must be applied immediately). Alternatively, the creature may now be raised as a zombie or similar undead, or it may be preserved by gentle repose?.

A creature’s body must be reasonably intact for waters of unlife to restore it, and it can’t have been killed by death magic.

Weapon blanch (silver)

Item level
3
Rarity
Uncommon
Price
5 gp
Weight
12 lb.
Crafting DC
20 (silver)
Special components
TBD

This alchemical powder has a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, it melts and forms a temporary coating on the weapon. The blanching gives the weapon the ability to bypass damage reduction as a silvered weapon. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition.

Superior version: Superior weapon blanch is effective for 1 additional successful attack for every 10 points by which the crafter’s Alchemy check beats the crafting DC.

Main/

Alchemical Items