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Alchemy
Alchemy is one of the oldest arcane arts in the Iron Kingdoms. Men were practicing it long before they were casting spells, and gobbers never would have had a sustainable culture without it. Alchemy decided the outcome of the Orgoth Rebellion and is a large factor in modern warfare. The Iron Kingdoms World Guide fully details the history of alchemy.
Alchemy is used for any number things, from war to every day convenience. Blastpowder is an absolute necessity for warfare, whereas Balelight is almost a requirement for most shopkeeps. Alchemy is worked into all aspects of life in the kingdoms, and those who can craft it are at an advantage in almost any stage.
Explanation of Terms
While the adventurer's vault includes all the descriptions needed to create alchemical substances from that manual, there are some new rules in place for the Iron Kingdoms, which are herein explained. These apply to Adventurer's Vault alchemy as well.
Name: The most widely known name of the substance. Occasionally some other names for the substance will appear in the descriptive text.
Level: The level required to make the lowest level version of the solution.
Category: There is one new category of alchemy; Bellows Gas. This substance is used with a gobber bellows to create various results.
Time: The amount of time necessary to create the amount listed below it. Upon the DM's discretion, higher level versions of a recipe may require vastly more time to create.
Amount: This is listed in a number of ways. Normally, no matter what the amount says (be it 1 gill, 1 flask or 1 quart) it indicates a single use of the item. Where this is not the case it is stated on this line.
Market Price: This is the average price for the lowest level version of a certain alchemical. This price can change depending on availability, but is a good general price. Anything above the lowest level version fluctuates highly in price, as these are considerably rarer. Often they can be worth as much as three times as much as the component cost, but nearly never less.
Key Skill: You must be trained in the required key skills to make the substance. If multiple options are given with an “or” or a “,” between the skills, you need only be trained in one of the ones listed. However, if they connect with an “and” you need both skills in order to craft the solution.
Occasionally an ability score will be listed. That means you must have at least a 14 in the related ability in order to make it.
Requirement: This is an associated requirement that must also be met in order to craft the item. Most often this is the Ritual Caster feat, since it allows the creation of alchemical substances that have a magical component.
Note: This section contains something out of the ordinary that must be paid attention to with this substance. Often this warns that the substance is either addictive or illicit.
What is a Gill?
Fluids Solids
8 drams (dr) = 1 ounce (oz) 20 grains (gr) = 1 scruple (s)
5 ounces = 1 gill (gi) 3 scruples = 1 dram
4 gills = 1 pint (pt) 8 drams = 1 ounce
2 pints = 1 quart 12 ounces = 1 pound
Power Descriptions
In general, powers are self-explanatory, and are written to be the only information you need to know to use the item. However, there are some new circumstances, and some information is left out which could become confusing.
Higher Level: Unless otherwise stated, or unless superseded by the same ability, each level of change is implied to be part of the next level. Thus, level 15 Mercury Oil, causes an affected target to lose a healing surge, causes the target to have cloudy vision, and renders him unable to speak. However, level 24 Burning Powder causes an affected target to be blinded (save ends) and dazed (save ends), but does not add another blinded and dazed (save ends) effect on top of that.

Reading Addiction Tables
Some substances can make a habit of themselves. When these are ingested too often, or sometimes at all, the user becomes addicted to them. When they are not taken again in a certain period of time the withdraw from the drug can cause the user to suffer painful negative effects.
Potency
The amount of time between doses it takes to become addicted. (Ex. "Potency: 2 times per week" or "Potency: Twice in one month")
If the character takes the number of doses listed, they make a saving throw on the dose that matches the number and every dose thereafter within the time frame. Thus, if a character took the first example twice in one week, he would have to make a saving throw. If he succeeded, but then took it a third time that week, he would have to make another save. If he succeeded and then took a dose the next week he would not need to make a saving throw.
A failed save indicates addiction.
Period
This lists how often the drug must be taken to keep from suffering withdraw once the user has become addicted (Ex. "Period: Each extended rest" or "Period: 4 times per day") If the character does not take the drug as often as listed in the period, he will suffer withdraw.
Withdraw
The ill effect if the drug is not taken in the time required by the period (Ex. "Withdraw: Irritability; -5 to Charisma based skill checks." or "Withdraw: Fatigue; spend a healing surge every 8 hours or slowed until you either take an extended rest or spend a healing surge.") The listed effect stays in place until one of two conditions are met; either the drug is taken as needed to satisfy the period, or the drug is not taken for long enough to recover.
Recover
The amount of time without the drug needed to recover, and possibly the effect (besides losing the addiction) if it is not taken for that long (Ex. "Recover: 1 month, permanent loss of 1 Charisma." or "Recover: 2 weeks, make a saving throw. A failed save causes the character to die. Certain rituals, potions or spells may give the character a bonus on the saving throw.").
Recovery includes the final withdraw symptoms, and sometimes may include permanent ill effects. After the amount of time listed the character is no longer addicted to the drug. However, if the drug is ever taken again, the character must immediately make a saving throw. A failed save starts the addiction all over again.

Alchemy In Combat
Alchemy can be an important equalizer in a fight. A potion can give on a physical advantage, while an explosive flask could decide the battle before it begins. While most rules could be inferred from existing ones, below are concise rules for using this in combat.
Not Part of a Power:
Unless a power states to the contrary, the attack made as part of using an alchemical substance (unless the substance is coating a weapon) is not made as part of a power, but as a basic attack.
Ranged Attack: Any alchemical substance that lists to make an attack at a certain range takes penalties to attack under the same circumstances that other ranged attacks would. This includes things like concealment, distance and penalties from powers and abilities. It also gains bonuses for attacking creatures granting combat advantage and other conditional modifiers to attack.
Melee: When using alchemical substances in melee (even if they are range 1) you provoke opportunity attacks.
Wielding: You draw an alchemical as part of throwing it if it is attached somewhere readily available (like a belt or inner coat pocket). However, if it is concealed, or in a difficult to reach place, it takes a minor action to grab hold of the container.

Adventurer's Vault
The Adventurer's Vault is the basis for alchemy in the 4th Edition of Dungeons and Dragons even in the Iron Kingdoms setting. Most of the basic alchemy taught to alchemists early in their career is contained therein, and the basis for the rules are also included there. However, some aspects are inappropriate for the Iron Kingdoms setting, and some could simply be more appropriate.
The cost of alchemical substances in the adventurer's vault also establishes the basic costs here. While this makes the costs different from their cost in the Iron Kingdoms character guide, this was part of the universal decision to make costs match 4th edition rather than Iron Kingdoms. This decision was made to make things simpler, and to increase transparency between Bodged Together's rules and Wizards.

Alchemical Formulas

Alchemical formulas can be important pieces of information in Iron Kingdoms. Many alchemists make their living because other people do not know how to make the solutions that they do, and thus it becomes very difficult to attain that formula. Formula can be purchased, but are most often taught.
Optional Rule: Advanced Formulas
As the rules are written, there is no formulaic differentiation between lower and higher level versions of an alchemical solution. This assumes that the character simply puts together the more advanced formula out of experience. This is a fine mechanic for most formulas, but some DMs may decide that this makes the process a little too easy.
With this rule, higher level versions of a solution are separate recipes from lower level ones. The character can learn the recipe before he is actually capable of creating it (since higher level versions do require drastically more skill to combine). Often, when learning a recipe, the more advanced techniques are included (especially when being personally trained on it) and the character need not seek further training to create that recipe when he attains the proper level if he learns it initially. This makes some recipes very difficult to attain if the higher level version is a well kept secret (see; Glib's Super Fixer Elixir).
Name Level Market Price Requirements Description
Black Fire
1
30
Alchemy, Arcana, Ritual Caster
Masks light from flames while retaining the heat
Blood Polyp Incense
1
2
Alchemy or Nature
Keeps insects away when lit
Bodger's Boiler
1
50
Alchemy
Quickly bring water to a boil
Cane Leech Repellent
1
8
Alchemy or Nature
When applied to skin, keeps insects at bay
Flame Ward
1
30
Alchemy, Arcana, Ritual Caster
When applied to a surface, it becomes flame resistant
Flash Freeze
1
12
Alchemy, Arcana, Ritual Caster
When poured into water, the water instantly freezes
Gobber Sticksand
5
75
Alchemy
Turns normal sand into quicksand
'Jack Glue
5
200
Alchemy
Instantly and temporarily bonds metal together
Liberating Lotion
3
80
Alchemy, Arcana, Ritual Caster
Burns through metal, can be applied to hands
Mufflefoot
3
75
Alchemy, Arcana, Ritual Caster
A thick tar that silences footsteps
Muting Mist
8
200
Alchemy, Arcana, Ritual Caster
Makes the area the mist covers silent and foggy
Spirit Wax
8
300
Alchemy, Arcana, Ritual Caster
Makes casting necromantic rituals easier

Black Fire
In its flask, this mixture gives off a black cloud of fog. When poured over an active fire, however, this fog congeals into a layer of darkness around the fire, that allows all the normal heat but blocking all of the light.
Category: Consumables
Time: 30 minutes
Amount: 1 flask (1 use)
Market Price: 30 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 1- 10 gp
Alchemical Item
Power (Consumable): Standard action to pour the liquid. 1 flask will darken any fire with an area of 5 squares or less. To darken more fire than that, additional flasks need to be poured on other 5 foot square areas.

Blood Polyp Incense
Blood Polyp Incense comes from the leaves of the blood polyp tree and is useful in warding off insects when lit
Category: Consumables
Time: 30 minutes
Amount: 12 cones
Market Price: 10 gp
Key Skill: Alchemy or Nature
Lvl 1 10 gp
Alchemical Item
Power (Consumable): Move action to light the cone. Any insect or arachnid that attempts to enter the 10x10 zone created by the incense must make a saving throw with a -5 penalty. Upon success, the creature may enter the area as normal.

Bodger's Boiler
This cloudy liquid is odorless, and mostly looks like water. However, when it is poured into a tank of water, the water immediately begins to boil. This has mostly found value in military contexts as a way to quickly start a 'jack. It turns the liquid to vitriol nearly immediately, however.
Category: Consumables
Time: 30 minutes
Amount: 1 pint
Market Price: 50 gp
Key Skill: Alchemy
Lvl 1 20 gp Lvl 20 10,000 gp
Lvl 10 400 gp Lvl 30 250,000 gp
Alchemical Item
Power (Consumable): Standard action to pour the boiler, and the water begins to boil at the end of your turn.1 pint of boiler can bring a gallon of water to boil. The water heated becomes toxic.
Level 10: 1 pint of boiler can bring 10 gallons of water to boil.
Level 20:
1 pint can bring 100 gallons of water to boil
Level 30: 1 pint can bring 1000 gallons of water to boil.

Cane Leech Repellent
This repellent, which comes in a liquid form and a gel, is used to repel insects and arachnids. Many swamp dwellers keep it on all the time.
Category: Consumables
Time: 30 minutes
Amount: 5 doses
Market Price: 10 gp
Key Skill: Alchemy or Nature
Lvl 1 10 gp Lvl 3 30 gp
Alchemical Item
Power (Consumable): Move action to apply the liquid. Any insect or arachnid that attempts to enter your space must make a saving throw with a -5 penalty. Upon success, the creature may enter the area as normal. Being submerged in water, or sweating causes the repellent to wash off.
Level 3:
You instead make a gel that does not wash off in water or sweat.

Mufflefoot
A thick tar-like substance, this is applied to the bottom of shoes or feet to pad each footstep. It only lasts for a minute, but that minute makes each footstep almost entirely silent.
Category: Consumables
Time: 20 minutes
Amount: 1 application
Market Price: 75 gp
Note: Illicit
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 3 30 gp Lvl 10 200 gp
Lvl 15 1000 gp Lvl 22 13,000 gp
Alchemical Item
Power (Consumable): You apply the tar, and gain a +10 item bonus to stealth checks for 1 minute on hard surfaces, or 5 minutes on soft surfaces.
Level 10: Lasts for 5 minutes on hard surfaces and 15 on soft.
Level 15:
Increase bonus to +15.
Level 20: Increase bonus to +20, lasts for 20 minutes on hard surfaces and a full hour on soft.

Muting Mist
When poured in a gallon of water this thick, green liquid pours out a heavy mist, which not only prevents sight, but sound as well.
Category: Consumables
Time: 30 minutes
Amount: 1 flask
Market Price: 200 gp
Note: Illicit
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 8 125 gp Lvl 12 500 gp
Lvl 16 1,800 gp Lvl 20 5,000 gp
Alchemical Item
Power (Consumable): Standard Action to pour the liquid into a gallon of water. More liquid in more water has no additional effect. One round after the liquid is poured a zone of heavy mist in close burst 5 forms. This lasts for 10 rounds or until a heavy breeze blows it away and causes a -5 to sight based perception checks and a -10 to listen based checks from within the zone, or looking into the zone.
Level 12: Zone lasts for 20 rounds and the area is close burst 10.
Level 16:
Perception penalty for listen becomes a -20
Level 20: Zone lasts for 40 rounds, area is close burst 20 and the Perception penalty to both becomes a -20.

Spirit Wax
Necromancers find that when burning spirit candles, made from recently deceased bodies, their necromantic rituals go more smoothly.
Category: Consumables
Time: 1 hour
Amount: 1 candle
Market Price: 300 gp
Note: Illicit
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 8 125 gp Lvl 16 1,800 gp
Lvl 24 21,000 gp Lvl 30 125,000 gp
Alchemical Item
Power (Consumable): Minor action to light the candle. These may only be used with rituals that have the necromancy keyword, and are not being cast from a ritual scroll. The candle burns for three hours, and as long as a spirit wax candle is lit for the entire duration, the ritual takes half the time.Spirit candles may only be used for rituals up to level 8.
Level 16: May be used for rituals up to level 16.
Level 24:
May be used for rituals up to level 24
Level 30: May be used for any necromancy ritual.


Flame Ward
Flame ward is a oily liquid effective at preventing normally flammable substances from catching fire near open flames.
Category: Consumables
Time: 30 minutes
Amount: 1 quart
Market Price: 30 gp
Note: 1 quart of ward is enough to soak a garment, and 25 gallons is enough to paint a small structure.
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 1- 30 gp Lvl 10 200 gp
Lvl 18 3400 gp
Alchemical Item
Power (Consumable): You apply the necessary amount of flame ward to protect what you need to. This provides the protected item resist fire 5. In order for this resistance to affect someone wearing clothing, every piece must be soaked, including head and face covering
Level 10: Resist fire 10
Level 18: Resist fire 15

Flash Freeze
Flash freeze is a substance, that when excited by vigorous shaking or stirring, quickly freezes. It is a nearly clear liquid when in its inactive state.
Category: Consumables
Time: 1 hour
Amount: 1 flask
Market Price: 12 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 1 10 gp  
Alchemical Item
Power (Consumable): When poured into a body of water and stirred quickly 1 flask is enough to freeze 50 gallons of water.

Gobber Sticksand
Stick sand is a very quick flowing liquid that transforms otherwise ordinary sand into quicksand for a few minutes while it dries out.
Category: Consumables
Time: 1 hour
Amount: 1 flask
Market Price: 100gp
Key Skill: Alchemy
Lvl 5 100 gp Lvl 12 2000 gp
Lvl 18 6800 gp Lvl 24 42,000 gp
Alchemical Item
Power (Consumable): Standard action. Make an attack; Burst 5 within 10; +8 vs Reflex; on a hit, the target is immobilized (save ends).
Level 12: +12 vs Reflex; in addition in the normal effect, the target takes a -2 penalty on the saving throw.
Level 18: +18 vs Reflex; in addition to the normal effect, the target takes a -2 penalty on the saving throw
Level 24: +25 vs Reflex; and the immobilized effect only ends if the affected targets can make a DC 25 Strength check to escape.

'Jack Glue
Made of similar components to Liberating Lotion, 'Jack Glue is a weaker form. Instead of eating through metal, it melts it together. A quick plash of water and the mixture cools. This allows soldiers untrained in repairs to make quick repairs to jacks in the field.
Category: Consumables
Time: 30 minutes
Amount: 1 application
Market Price: 200 gp
Key Skill: Alchemy
Lvl 5 100 gp Lvl 15 1,000 gp
Alchemical Item
Power (Consumable): Full round action to apply the mixture and cool it. This can be applied to steamjacks and steam armor and provides temporary hit points. If there is nothing available to cool the mixture, the temporary hit points do not go into effect for five rounds.Using this grants the .'jack or armor 20 temporary hit points.
Level 15:
This repairs 30 hit points in addition to the 20 temporary hit points it grants.

Liberating Lotion
This is kept in a glass tube. This white oil reacts to steel and iron by eating through it, but is essentially balm on hands. Its name comes from its well known use as a way out of handcuffs and prison bars.
Category: Consumables
Time: 30 minutes
Amount: 1 use
Market Price: 80 gp
Note: Illicit
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 3 30 gp Lvl 18 3,400 gp
Lvl 10 200 gp Lvl 25 25,000 gp
Alchemical Item
Power (Consumable): You apply the lotion where you need it;. The amount of lotion in one use is enough to cover a 5x5 square of metal. The lotion will eat through iron or steel 1 inch thick in 1 minute. The lotion is easily washed off, and is water soluble. Thus, it has very little application in combat. The smell of the metal melting away can be noticed up to 500 feet away with a DC 15 Perception check.
Level 10:
Goes through iron or steel 4 inches thick
Level 15: Goes through iron or steel 10 inches thick
Level 20: Will eat through 1 inch of unquenched Serricsteel.
Modification: The lotion is often strengthened to be useful as a covert means of getting through metal. It can be modified to be potent enough to cut through metal when applied to hands as an actual hand lotion. It is invisible and undetectable, but washes off in water. Making the lotion in this way triples the component cost of the level desired, and is an illicit substance in every nation.





Name Level Market Price Requirements Description
Ansleigh's Wound Seal
1
20
Alchemy
Spend a healing surge and make a save against ongoing damage
Bile Brew
2
30
Alchemy or Nature
Gain bonus on poison saving throws for some discomfort
Blackroot Balm
5
90
Alchemy or Nature
With a saving throw gain healing surge in hit points
Blood Polyp Draught
1
20
Alchemy
Remove parasitic infections
Carvalo's Cleaner
8
250
Alchemy/ Religion, Ritual Caster
Kills infections originating in open wounds
Chain Breaker
8
300
Alchemy or Nature
Allows a save against paralysis
Corbhen's Elixers
3
30
Alchemy, Arcana, Ritual Caster
A variety of curative potions that allow healing
Scorik's Soother
14
900
Alchemy, Arcana, Ritual Caster
Cures petrification
Solovin's Seal
12
500
Alchemy, Arcana, Ritual Caster
A healing balm that ends ongoing damage
Ansleigh's Wound Seal
This cream is spread over wounds to cause them to immediately seal somewhat. The mixture is not necessarily healthy in the bloodstream, however.
Category: Curative
Time: 30 Minutes
Amount: 4 doses
Market Price: 20 gp
Key Skill: Alchemy
Lvl 5 50 gp Lvl 10 200 gp
Lvl 15 1,000 gp Lvl 20 5,000 gp
Alchemical Item
Power (Consumable * Healing): Standard Action, spend a Healing Surge and gain a saving throw against an effect that causes ongoing damage by a bleeding wound or burning flesh. Make a saving throw. On a failure take a -2 to perception checks until you take an extended rest.
Level 10: The saving throw is made with a bonus on the save equal to 5. Increase perception penalty to -4.
Level 15: Make a saving bonus increases to 8. Make a saving throw. On a failure you are dazed (save ends) and the take a -4 penalty to Perception until you take an extended rest.
Level 20: Recover from an effect causing ongoing damage, you are dazed (save ends), and you take a -2 penalty to Perception until you take an extended rest.

Bile Brew
Brewed into a thick syrup, this nasty substance can cause extreme nausea. A side effect is that it makes the drinker more resistant to poison. If you put two drops in a meal or drink and serve it to the unknowing victims and they're soon seen running from the table.
Category: Curative/Poison
Time: 1 hour
Amount: 1 gill (four doses)
Market Price: 30 gp
Key Skill: Alchemy or Nature
Lvl 2 20 gp Lvl 8 125 gp
Lvl 12 500 gp Lvl 18 3,400 gp
Alchemical Item
Power (Consumable * Poison): Standard Action to apply to a drink. Make an attack when it is poured; +5 vs Fortitude. If someone consumes the tainted substance, this roll is at that time used as the attack roll. Upon a hit, the subject becomes nauseous and is dazed until it can properly relieve itself. In addition, until it takes an extended rest, the target has a +2 bonus on saving throws vs poison on a hit or miss.
Lvl 8: +11 vs Fortitude; +3 bonus on saving throws vs poison
Lvl 12:
+15 vs Fortitude; +3 bonus on saving throws vs poison
Lvl 18: +21 vs Fortitude; +5 bonus on saving throws vs poison

Blackroot Balm
Blackroot balm is a thick pasty cream that helps wounds to heal almost immediately, but causes the user to feel somewhat numb.
Category: Curative
Time: 30 minutes
Amount: 4 doses
Market Price: 90 gp
Key Skill: Alchemy or Nature
Lvl 5 50 gp
Alchemical Item
Power (Consumable * Healing): Standard Action. Spend a healing surge, but regain hit points equal to half your healing surge value. Make a saving throw. On a success, regain hit points equal to half your healing surge value. On a failure take a -2 penalty to AC and Reflex (save ends).

Blood Polyp Draught
Harvested from the sap of the Blood Polyp root, this potion takes a long time to distill the proper materials, but is very useful for clearing parasites, and therefore very popular among adventurers.
Category: Curative
Time: 2 days
Amount: 1 gill
Market Price: 20 gp
Key Skill: Alchemy
Lvl 1 10 gp Lvl 5 50 gp
Alchemical Item
Power (Consumable * Healing): Move Action and immediately cure all parasitic infections with a 1 dram dose.
Level 5:
You make 1 pint of Blood Polyp Draught in the same amount of time.


Carvalo's Wound Cleanser
This weak acid kills infections in open wounds.
Category: Curative
Time: 1 hour
Amount: 1 flask
Market Price: 250 gp
Key Skill: Alchemy, Religion
Requirement: Ritual Caster
Lvl 8 125 gp Lvl 13 650 gp
Alchemical Item
Power (Consumable * Acid): Standard Action. Causes the subject to lose one healing surge, and cures the target of any non-magical diseases caused by the open wound it is poured in.
Level 13: Also allows the subject a saving throw at +5 against any supernatural diseases afflicting it.

Chain Breaker
This paste, made from the tissue of a buzzard beetle, is used to treat all kinds of paralysis. You apply the paste under the tongue of the patient, and as they begin to convulse and gag they slowly return to health.
Category: Curative
Time: 4 hours
Amount: 1 dose
Market Price: 300 gp
Key Skill: Alchemy or Nature
Lvl 8 125 gp Lvl 13 650 gp
Alchemical Item
Power (Consumable * Healing): Standard Action to apply. Immediately allows a saving throw at +5 against a stunned effect (even if the effect does not normally allow one). Once the target recovers, it is dazed (save ends).
Level 12: Cures a stunned effect on the target without the need for a saving throw, but the target is still dazed (save ends).

Corben's Curative Elixirs
Ascendant Corben's healing elixirs are known far and wide as a cheaper than healing potions, reliable, source of immediate healing.
Category: Curative
Time: 1 hour
Amount: 1 dose (flask)
Market Price: 30 gp
Key Skill: Alchemy and Religion
Requirement: Ritual Caster
Lvl 3 30 gp Lvl 10 200 gp
Lvl 15 1,000 gp Lvl 20 5,000 gp
Alchemical Item
Power (Consumable * Healing): Minor Action; Spend a healing surge, but gain temporary hit points equal to half your healing surge value. Make a saving throw with a penalty equal to 5, at the beginning of each round until you succeed. Upon a success regain hit points equal to half your healing surge value.
Level 10
: Spend two healing surges, and instead gain temporary hit points equal to your healing surge value. Upon a successful save, regain hit points equal to your healing surge.
Level 15: Spend two healing surges, and instead regain hit points equal to your healing surge value. Upon a successful save, regain hit points equal to your healing surge value.
Level 20: Spend two healing surges, and instead regain hit points equal to your healing surge value. Next round, regain hit points equal to your healing surge value.

Scorik's Soother
Through a complex process similar to Chain Breaker, and involving a magical component, this paste is applied to cure petrification.
Category: Curative
Time: 8 hours
Amount: 1 dose
Market Price: 900
Key Skill: Alchemy and Arcana or Religion
Requirement: Ritual Caster
Lvl 14 800 gp
Alchemical Item
Power (Consumable * Healing): Standard Action. The target is allowed a saving throw with a +5 bonus to end the petrification effect. If successful the subject recovers from the petrified condition in 1 hour and must immediately take an extended rest before performing any other actions.

Solovin's Seal
This sealing cream is applied to cut off bleeding. However, once it enters the bloodstream its effects become clear, as it allows a person to heal much more quickly.
Category: Curative
Time: 30 minutes
Amount: 4 doses
Market Price: 500 gp
Key Skill: Alchemy and Religion
Requirement: Ritual Caster
Lvl 10 200 gp
Alchemical Item
Power (Consumable * Healing): Standard Action. Spend a healing surge and immediately make a saving throw against ongoing damage with a bonus on the roll equal to 5. When the target spends healing surges after taking an extended rest, they heal 10 extra hit points per healing surge.


Name Level Market Price Requirements Description
Mercury
5
100
Alchemy
Extremely dangerous element that has many debhilitating effects
Numbing Poison
3
30
Alchemy
Slows reflexes while making the target feel a little tougher
Pterois Fish Poison
5
50
Alchmey
A stunning poison
Sharpsalve
4
40
Alchemy
Short term increase to damage on a bladed weapon
Mercury
This silvery liquid is a highly concentrated form of the element with various catalysts worked in to cause the effects to appear prematurely, with the side effect of making them temporary.
Category: Oil
Time: 1 hour
Amount: 1 application
Market Price: 100 gp
Key Skill: Alchemy
Lvl 5 50 gp Lvl 10 200 gp
Lvl 15 1,000 gp Lvl 20 5,000 gp
Alchemical Item
Power (Consumable): : Standard Action. Your weapon or some ammunition (arrows, crossbow bolts, sling bullets, or gun ammunition) cause mercury poisoning on a successful attack for the next two attack attempts (thus two rounds of ammunition)If the attack to hit the target is successful, the target makes a saving throw. A successful save indicates no effect. A failed save causes the target to lose a healing surge.
Level 10:
In addition, a failed save causes the target to lose some vision. Any creatures more than three squares from the target are granted concealment (save ends).
Level 15:
In addition, a failed save causes the target to lose the ability to use any powers (including spells, inspirational abilities and fell calls) that rely on speech (save ends).
Level 22:
In addition, a failed save causes the target to take a -2 penalty to defense (save ends).
Note:
Each negative condition from mercury poisoning is overcome through the same saving throw.

Pterois Fish Poison
Harvested from the Pterois fish of the northern part of the Black River, this poison causes short term paralysis in its more concentrated forms.
Category: Oil
Time: 1 hour
Amount: 1 application
Market Price: 100 gp
Key Skill: Alchemy
Lvl 5 100 gp Lvl 11 700 gp
Lvl 18 6,800 gp Lvl 25 50,000 gp
Alchemical Item
Power (Consumable): Standard Action to coat the weapon; the same action also coats up to five shots of ammunition. The poison lasts for 5 rounds, whether used or not.. If the poisoned weapon makes contact, make a secondary attack; +8 vs Fortitude. Upon a hit, the target is immobilized (save ends) .
Level 11: +14 vs Fortitude
Level 18: +21 vs Fortitude, and on a hit, the target is stunned until the end of its next turn instead of immobilized.
Level 25:
+28 vs Fortitude, and on a hit, the target is stunned (save ends) instead of immobilized.




Numbing Poison
This liquid is a dark green color and quickly holds fast to metal when poured over it.
Category: Oil
Time: 1 hour
Amount: 1 application
Market Price: 60 gp
Key Skill: Alchemy
Lvl 3 30 gp Lvl 9 160 gp
Lvl 15 1,000 gp Lvl 20 5,000 gp
Alchemical Item
Power (Consumable): Move Action to coat the weapon; the same action also coats up to five shots of ammunition. The poison lasts for 3 rounds, whether used or not.. If the poisoned weapon makes contact, make a secondary attack; +6 vs Fortitude. Upon a hit, the target is numbed (save ends) and takes a -2 penalty to Reflex defense while taking a +2 bonus to Fortitude.
Level 9: +12
vs Fortitude, and the penalty increases to -3.
Level 15: +18 vs Fortitude, and the penalty increases to 4. However the bonus also increases to 4.
Level 20: +23 vs Fortitude, and the penalty increases to 5.


Sharpsalve
This paste appears to have small shards of metal in it. When applied to a bladed weapon it adds small slivers of razors that rip open the foe's flesh.
Category: Other
Time: 15 minutes
Amount: 1 application
Market Price: 40
Key Skill: Alchemy
Lvl 4 40 gp
Alchemical Item
Power (Consumable): Standard action to apply to a light or heavy blade. Causes the blade to deal +2 item bonus to damage for 4 attacks.

Name Level Market Price Requirements Description
Sleep Gas
8
200
Alchemy, Arcana, Ritual Caster
The lit candle can coax people to sleep
Sleep Gas
This appears to be a small candle. When lit it gives off an invisible gas that “encourages” those who inhale it to sleep.
Category: Poison
Time: 1 hour
Amount: 1 candle
Market Price: 200 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 8 125 gp Lvl 14 800 gp
Lvl 20 5,000 gp Lvl 26 45,000 gp
Alchemical Item
Power (Consumable): Minor action to light the candle. Make an attack; close burst 10; +11 vs Fortitude; on a hit targets fall unconscious for ten minutes. Any action that would normally do so will awaken the target, though the awoken target takes a -2 to all skill checks and attack rolls for the round after it wakes.
Level 14: +17 vs Fortitude
Level 20: +23 vs Fortitude
Level 26: +29 vs Fortitude, close burst 20


 

Name Level Market Price Requirements Description
Baron Vortachik's
7
225
Alchemy, Arcana, Ritual Caster
Warps hands into powerful tools for a few minutes
Clear Mind
8
150
Alchemy, Arcana, Ritual Caster
Makes concentration on tasks simpler
Glib's Fixer Elixer
8
300
Alchemy
A quick pick-me-up with some serious side effects
Leatherskin
5
180
Alchemy, Arcana, Ritual Caster
A potion that thickens your skin, but leaves it looking diseased
Mist Piercer
10
300
Alchemy, Arcana, Ritual Caster
Allows the user to see through thick mists
Sambertine
4
180
Alchemy, Arcana
Gives a quick boost of strength
Baron Vortachik's Clawed Grip
A viscous, black and white swirled liquid, “Gripper” makes one's hands into a true tool, at the cost of dexterity and more than a little pain.
Category: Potions
Time: 30 minutes
Amount: 1 dose (flask)
Market Price: 225 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 7 200 gp
Alchemical Item
Power (Consumable): Minor Action. Spend a healing surge, but regain no hit points. Instead, you gain a +10 to climb checks and Strength based ability checks until the end of the encounter. In addition, you take a -4 penalty to your Dexterity score until the end of the encounter.

Clear Mind
Scholars and wizards tend to force themselves to study for hours at a time, and thus they invented Clear Mind. The potion helps encourage focus by blocking out the outside world.
Category: Potions
Time: 1 Hour
Amount: 1 dose (flask)
Market Price: 150 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 8 125 gp Lvl 12 500 gp
Alchemical Item
Power (Consumable): Minor action. For eight hours you have a +3 on all Intelligence based skill checks, and a -3 penalty to Perception checks.
Level 12: The bonus increases to a +6, and the penalty increases to -6 on Perception.

Glib's Super Fixer Elixir
Gliberelganeg is a gobber alchemist working out of Caspia. His elixir is extremely popular among adventurers, and he has started a chain of shops (with branches in Ceryl, Five Fingers and Corvis) to sell the stuff.
Category: Potions
Time: 15 minutes
Amount: 1 dose
Market Price: 300 gp
Key Skill: Alchemy
Lvl 8 125 gp Lvl 15 1,000 gp
Alchemical Item
Power (Consumable): Minor action; drink the vial after sleeping at least three hours to gain the benefits of Extended rest (except for the regeneration of hit points). Gain a +5 bonus to Perception checks for two hours after taking the potion. When the Perception check wears off irritability is often a side effect, and you take a -2 penalty to Diplomacy checks until you get an extended rest.
Level 15:
The much more potent form of Elixir, Glib is the only one who makes this. This form can be taken at any time to gain the benefits of Extended Rest (but no more than once in a twelve hour period). Make a saving throw for addiction after each use of this stronger dose
Note: After four uses in a row without a full, un-medicated extended rest you become addicted with no save.
Addictive: Glib's Elixir
Potency: 3 times in two weeks
Period: Each extended rest
Withdraw: Extreme Fatigue; must have 12 hours of sleep to gain the benefits of Extended Rest. In addition, causes irritability from fatigue; -5 penalty to Diplomacy checks.
Recover: 2 weeks; -2 to Constitution score.


Leatherskin
This thick black substance causes skin to harden. As it wears off, the thickened skin sloughs off, leaving a layer of scarred looking skin that eventually looks normal again.
Category: Potions
Time: 1 hour
Amount: 1 dose
Market Price: 180 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 5 100 gp Lvl 15 2000 gp
Alchemical Item
Power (Consumable): Minor action. You drink the potion and gain Resist 5 against untyped damage for 8 hours or until the end of a combat encounter (whichever comes first.) When it wears off, you take a -5 penalty to all Charisma based skill checks until you take an extended rest.
Level 10: Resist increases to 10; -10 penalty to all Charisma based skill checks.

Mist Piercer
This flask must be kept from bright light, as too bright a light will ruin the milky white substance's potency. You down the liquid, and suddenly you can see through any kind of thick mist as if it were not there. Bright lights seem much brighter, however.
Category: Potions
Time: 30 minutes
Amount: 1 dose (flask)
Market Price: 300 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 8 125 gp
Alchemical Item
Power (Consumable): Minor action; you imbibe the liquid and can see through mist without any penalties up to 6 squares away. However, in any conditions where lighting is equivalent to daylight, you take a -2 on all attack rolls and a -5 on perception checks.

Sambertine
This comes in small vials and is a quick acting stimulant. One quickly downs the small vial, giving increased physical strength in a pinch.
Category: Potions
Time: 1 hour
Amount: 1 dose
Market Price: 180 gp
Note: Illicit (in Protectorate)
Key Skill: Alchemy and Arcana
Lvl 6 75 gp Lvl 12 500 gp
Alchemical Item
Power (Consumable): Minor action; drink the vial. Gain a +4 bonus to strength until the end of the encounter. When the effect wears off, take a -2 penalty to Dexterity until you take an extended rest.
Level 12:
Bonus increases to +8; immediately make a saving throw with a -2 penalty. A failed save indicates addiction.
Addictive: Sambertine
Potency: 2 times per week
Period: 3 times per week
Withdraw: Fatigue; must spend 1 healing surge every 8 hours or be slowed until you take an extended rest or spend a healing surge.
Recover: 2 weeks; -2 to Dexterity Score

Name Level Market Price Requirements Description
Blinding Oil
5
120
Alchemy
Causes temporary blindness when it catches a foe's eyes
Bone Stripper
3
8
Alchemy
If contact is made with skin, causes permanent disfiguration
Burning Powder
6
75
Alchemy
Causes extreme irritation and makes it difficult to focus on battle
Carrok's Etcher
2
40
Alchemy
Used to craft rune plates, the acid burns through flesh
Choking Mist
5
200
Alchemy, Arcana, Ritual Caster
If the target inhales the mist, it becomes impossible to speak
Dragon Bile
5
300
Alchemy, Arcana, Ritual Caster
Causes skin to burn away on contact
Dust of Dizziness
5
75
Alchemy, Arcana, Ritual Caster
Casues vertigo and dizziness
Hot Grease
8
200
Alchemy, Arcana, Ritual Caster
Makes a slippery grease the burns flesh on contact
Menoth's Fury
10
200
Alchemy, Arcana, Ritual Caster
A burning liquid that creates flames immune to water
Stinging Dust
4
60
Alchemy, Arcana, Ritual Caster
Makes it difficult to focus on casting spells
Tearjerker
10
500
Alchemy
A tear gas that irritates the eyes, mouth and nose of anyone in it
Blinding Oil
This thick sticky oil covers whatever it touches. While normally the effect is less than impressive, when thrown at a person it can cover the eyes and cause temporary blindness.
Category: Volatile
Time: 30 Minutes
Amount: 1 flask
Market Price: 120 gp
Key Skill: Alchemy
Lvl 5 50 gp Lvl 10 200 gp
Lvl 15 1,000 gp Lvl 22 13,000 gp
Alchemical Item
Power (Consumable): Standard Action; make an attack, Ranged 5/10, +8 vs Reflex. On a hit, the target is blinded (save ends).
Level 10: +13 vs Reflex
Level 15: +18 vs Reflex; the target takes a -2 penalty to its saving throw to end the effect.
Level 22: +25 vs Reflex, the target takes a -4 penalty to its saving throw to end the effect.

Bone Stripper
This acid was initially developed for use in preparing bones for display, and it quickly burns through flesh, but nothing else.
Category: Volatile
Time: 30 minutes
Amount: 1 flask
Market Price: 8 gp
Key Skill: Alchemy
Lvl 3 4 gp Lvl 10 200 gp
Alchemical Item
Power (Consumable * Acid): Standard Action. Make an attack: Ranged 1; +6 vs Reflex; on a hit deal 1 point of Charisma damage. An immediate use (within three rounds) of a curative elixir will heal the skin damage before it becomes permanent. A creature can only be affected by this attack once.
Level 10:
The effect is permanent without a source of magical healing, even if the elixir is applied directly afterward.

Burning Powder
This loose, white powder is kept in glass tubes. Unstopping the tube causes the powder to catch in the wind.
Category: Volatile
Time: 30 Minutes
Amount: 1 tube
Market Price: 75 gp
Key Skill: Alchemy
Lvl 6 50 gp Lvl 12 500 gp
Lvl 18 3,400 gp Lvl 24 21,000 gp
Alchemical Item
Power (Consumable * Fire): Standard Action; make an attack, close blast 2, +9 vs Fortitude. On a hit, the target is dazed (save ends).
Level 12:
+15 vs Fortitude, on a hit the target is blinded until the end of your next turn as well as dazed (save ends).
Level 18:
+21 vs Fortitude, on a hit the target is blinded and dazed (save ends).
Level 24: +27 vs Fortitude, on a hit the target is blinded (save ends) and dazed (save ends).

Carrok's Sure Fire Etcher
This acid is used to etch the magical runes in rune-plates. It can also eat through skin, though it is not perfect for the purpose.
Category: Volatile
Time: 2 hours
Amount: 1 flask
Market Price: 40gp
Key Skill: Alchemy
Lvl 2 20 gp Lvl 8 125 gp
Alchemical Item
Power (Consumable * Acid): Standard Action. Make an attack: Close Blast 2; +5 vs Reflex; 1d8 acid damage.
Level 8: +11 vs Reflex, 1d12 acid damage.

Choking Mist
This liquid looks like a yellowish alcohol, and has a perfumed scent. However, if sprayed into a person's face it coats the throat and makes speaking impossible.
Category: Volatile
Time: 1 hour
Amount: 4 sprays
Market Price: 200 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 5 50 gp Lvl 15 1000 gp
Lvl 10 200 gp Lvl 20 5,000 gp
Alchemical Item
Power (Consumable): Standard Action; make an attack, range 1, +8 vs Fortitude. On a hit, the target cannot vocalize any sounds (save ends).This must be used in a specially made “mister” that allows the liquid to be taken in as an aerosol. Thus, it cannot be used as part of a grenade.
Level 10:
+13 vs Fortitude
Level 15:
+18 vs Fortitude.
Level 22:
+25 vs Fortitude

Dragon Bile
This highly volatile substance corrodes nearly anything it touches. When a flask containing the stuff is broken open on a person's skin it is nearly impossible to wash away and begins to eat the flesh.
Category: Volatile
Time: 30 minutes
Amount: 1 flask
Market Price: 300 gp
Key Skill: Alchemy, Arcana
Requirement: Ritual Caster
Lvl 5 50 gp Lvl 12 500 gp
Lvl 18 3,400 gp Lvl 25 25,000 gp
Alchemical Item
Power (Consumable * Acid): Standard Action. Make an attack: Ranged 5/10; +5 vs Reflex; if hit the target takes ongoing 5 acid damage (save ends).
Level 5: +8 vs Reflex; ongoing 5 acid damage (save ends). Target takes a -2 to the saving throw.
Level 12: +15 vs Reflex; ongoing 10 acid damage (save ends). Target takes a -2 on the saving throw.
Level 18: +21 vs Reflex; ongoing 10 acid damage (save ends). Target takes a -4 on the saving throw.
Level 25: +28 vs Reflex; ongoing 15 acid damage (save ends). Target takes a -5 on the saving throw.


Dust of Dizziness
A dusty gray substance, this powder comes in a thin vial. When released into the air it can cause extreme dizziness and vertigo. Often it is used to induce the feeling on oneself.
Category: Volatile
Time: 30 minutes
Amount: 1 use (test tube)
Market Price: 75
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 5 50 gp Lvl 12 500 gp
Lvl 18 3,400 gp Lvl 25 25,000 gp
Alchemical Item
Power (Consumable): Standard Action; make an attack, ranged 1, +8 vs Fortitude. On a hit, the target is dazed (save ends).
Level 12:
+15 vs Fortitude, on a hit the target is dazed (save ends).
Level 18:
+21 vs Fortitude, on a hit the target is dazed (save ends).
Level 25: +28 vs Fortitude, on a hit the target is dazed (save ends).

Hot Grease
Hot grease is a highly reactive substance that burns human skin on contact. It is also very slick and often used to escape pursuers.
Category: Volatile
Time: 2 hours
Amount: 1 canister
Market Price: 200 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 8 125 gp Lvl 14 800 gp
Lvl 20 5,000 gp Lvl 28 85,000 gp
Alchemical Item
Power (Consumable): Standard action. Make an attack; Burst 5 within 10; +11 vs Reflex; on a hit, the target falls prone. Any creature that falls prone in the area takes 5 ongoing damage (save ends). The burst creates a zone of difficult terrain, and if any creature attempts to move more than half its speed over the terrain in one round, it must succeed at a DC 18 balance check or fall prone.
Level 12:
+15 vs Reflex and the balance DC is 22.
Level 18:
+21 vs Reflex, ongoing damage 10 (save ends)
Level 24:
+27 vs Reflex and the balance DC is 30.

Menoth's Fury
An oil mixture that requires confinement in a sealed container to transport. Upon contact with air, the mixture ignites in flames. There are some solutions which douse the flames, (like flame ward), but water is ineffective.
Category: Volatile
Time: 1 hour
Amount: 1 pint
Market Price: 350 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 10 200 gp Lvl 20 5,000 gp
Lvl 30 125,000 gp
Alchemical Item
Power (Consumable * Fire): You can use the liquid how you wish. It is quick flowing, and pouring a 1 pint container out takes a standard action. A 1 pint container is sufficient for burning down a small home. It may also be used as an ineffective attack against enemies. Standard action; make an attack; ranged 1; +5 vs Reflex; on a hit 10 ongoing fire damage (save ends).
Level 20:
The more volatile solution barely needs to make contact; ranged 1; +10 vs Reflex; on a hit 20 ongoing fire damage (save ends), on a miss 10 ongoing fire damage (save ends)
Level 30:
The most potent solution is a danger to even hold; ranged 1; +20 vs Reflex; on a hit 20 ongoing fire damage until the flames can be put out through some means. On a miss, 20 ongoing fire damage (save ends).
Modification: This oil can be loaded into many types of projectiles including rockets and grenades. If built into one of those, the oil must first be crafted, and then the conveyance method built to house the liquid. Loading the liquid without breaking the containment requires a DC 25 alchemy check. The cost of the conveyance device is determined by the DM.

Stinging Dust
This powder is loose and prone to flying away. Which is how it if often used against its victims.
Category: Volatile
Time: 30 Minutes
Amount: 1 tube
Market Price: 60 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 4 40 gp Lvl 10 200 gp
Lvl 15 1,000 gp Lvl 22 13,000 gp
Alchemical Item
Power (Consumable): Standard Action; make an attack, close blast 2, +7 vs Fortitude. On a hit, the target must make a saving throw each time he attempts to use a power with the arcane keyword (save ends). If he fails, the spell is not cast, but is not expended.
Level 10:
+13 vs Fortitude, the target takes a -2 penalty to its saving throw to end the effect.
Level 15: +18 vs Fortitude.
Level 22:
+25 vs Fortitude, the target takes a -2 penalty on its saving throw to attempt to cast a spell and to end the effect.

Tearjerker
Tearjerker is a cloudy green substance in its liquid state. However, upon receiving shock, usually from being thrown, the mixture quickly becomes a volatile gas.
Category: Volatile
Time: 1 hour
Amount: 1 vial
Market Price: 500 gp
Note: Illicit for personal use
Key Skill: Alchemy
Lvl 10 400 gp Lvl 18 6,800 gp
Lvl 25 50,000 gp Lvl 30 250,000 gp
Alchemical Item
Power (Consumable): Standard Action to throw the vial, ranged 5. The vial creates a zone of close burst 5 at the start of your next turn. Any creature that starts its turn in the zone must make a saving throw. On a failed save, the creatures take a -4 penalty to skill checks and ranged attack rolls as well as a -10 penalty to Perception checks. A successful save causes the target to take half of the listed penalty.
Level 18: The area becomes close burst 10.
Level 25:
The penalty to skill checks and ranged attack rolls becomes -8.
Level 30:
The area becomes close burst 20 and each creature that starts its turn in the area takes 2d10 + 5 poison damage.

Name Level Market Price Requirements Description
Baffle Powder
1
10
Alchemy
Used to make barrel baffles
Bale Light
1
8
Alchemy
Makes a green, glowing light when agitated
Blasting Powder
5
50
Alchemy, Arcana, Ritual Caster
Is used to make all kinds of ammunition
Embalming Fluid
4
20
Alchemy
Used to preserve specimens for study
Spark Powder
1
5
Alchemy, Arcana, Ritual Caster
Ignites a white heat at the smallest spark
True Air
8
200
Alchemy
Compressed air with many uses
Baffle Powder
This fine white powder is poured into a barrel baffle to allow it to silence the sound of a rifle firing.
Category: Other
Time: 10 minutes
Amount: 1 gill (10 shots)
Market Price: 10 gp
Key Skill: Alchemy
Lvl 1 7 gp
Alchemical Item
Power (Consumable): Move action to refill the barrel baffle.

Balelight
This solution usually appears as a white opaque liquid resting atop a thick yellowish one. When the flask is swirled it creates a pale green light.
Category: Other
Time: 5 Minutes
Amount: 1 flask
Market Price: 8 sp
Key Skill: Alchemy
Lvl 1 2 sp
Alchemical Item
Power (Consumable): Minor Action. The flask creates a 3x3 square area of dim green light. The light extinguishes in 2 hours, but can be reactivated by shaking the container again. After two weeks of being in the same container, the components cease to function and must be replaced.

Blasting Powder
This course powder is flammable and is ruined if it becomes too wet. It is comprised of two powders, black and red, that when combined cause an explosive force. They use varying components, and both require a small magical enchantment. It is usually sold in a “Rifler's Pound” (5 ounces red powder and 8 ounces black) which is enough to make 12 shots of rifle ammunition.
Category: Other
Time: 1 hour (rifler's pound); 1 week (20lb keg)
Amount: A rifler's pound or a 20lb keg
Market Price: 50 gp (rifler's pound) 1,000 gp (20lb)
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 5 35 gp per pound
Alchemical Item
Power (Consumable): Creates either a pound or a 20lb keg of blasting powder.

Embalming Fluid
Embalming fluid has been invented to preserve small animal specimens after death for later study.
Category: Other
Time: 30 minutes
Amount: 1 pint
Market Price: 20
Key Skill: Alchemy
Lvl 4 15 gp
Alchemical Item
Power (Consumable): Embalming fluid is put in a container large enough to hold the specimen, and the specimen is then submerged.

Spark Powder
Spark powder ignites at the smallest spark; useful for starting campfires or boilers.
Category: Other
Time: 30 minutes
Amount: 1 use
Market Price: 5 gp
Key Skill: Alchemy and Arcana
Requirement: Ritual Caster
Lvl 1 2 gp
Alchemical Item
Power (Consumable): Move action to spread the powder, and a minor action to light it.

True Air
This air is worked through a complicated process of tubes and chemicals to condense it. A strong metal tube holds a quart of the air, and it can be extracted into smaller vessels for other uses through a vent. The condensed air has many unique and useful properties.
Category: Other
Time: 2 hours
Amount: 1 quart
Market Price: 200
Key Skill: Alchemy
Lvl 8 125 gp
Alchemical Item
Power (Consumable): Action varies, but allows the true air to be used in some way.
Modification: True air is often packed into small somewhat fragile containers to be used as concussion grenades. When thrown these cause an immense amount of concussive energy to be released. To throw, use a Standard action and make an attack; burst 5 within 10; +10 vs Reflex; on a hit targets are knocked prone. In addition any fog-like area spell in the blast is immediately cleared, as well as effects one would expect from a quick breeze (like blowing out torches).