Occult Adventures | Rules | Occult Rewards | Adventuring Gear | Alchemical Items

Alchemical Items

Many people interested in the occult also dabble in the practice of alchemy. The following alchemical items can be created by a character with the Craft (alchemy) skill; the DC to craft each item is listed in the table below.

Alchemical Items

Alchemical Items
ItemCostWeightCraft DC
Ectoplasmic residue20 gp2 lbs.25
Magnetized paper11 gp1 lb.15
Snake oil20 gp20

Ectoplasmic Residue

Aura:
CLl:
Price: 20 gp
Weight: 2 lbs.

This flask is filled with the detritus of minor ectoplasmic phantoms and similar creatures. You can throw a flask of ectoplasmic residue as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals no damage, but the target must succeed at a DC 13 Will save or be shaken for 1d4 rounds. Every creature within 5 feet of the point where the flask hits must succeed at a DC 13 Will save or be shaken for 1 round. This is a mind-affecting fear effect.

Magnetized Paper

Aura:
CLl:
Price: 11 gp
Weight: 1 lb.

These specially charged pieces of parchment come in small packages containing seven sheets. Psychically attuned to the specific magnetic fluids a living creature needs to part the ethereal veil, these sheets add a 5% bonus to the chance of creating meaningful writing for the automatic writing occult skill unlock. This use consumes one sheet of the paper, and only one sheet can be used per attempt.

Snake Oil

Aura:
CLl:
Price: 20 gp
Weight: &mdash

This mildly toxic liniment numbs flesh and can soothe injuries. Though the tincture is actually poisonous, an imbiber who avoids becoming poisoned recovers from minor injuries.

Snake Oil

Type poison (contact)

Save Fortitude DC 12

Onset 1 round

Frequency 1/minute for 5 minutes

Effect On a failed save, snake oil deals 1 point of nonlethal damage. However, on a successful save, the toxin heals 1d6 points of nonlethal damage

Cure 1 save