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
Item | Cost | Weight | Craft DC |
---|---|---|---|
Ectoplasmic residue | 20 gp | 2 lbs. | 25 |
Magnetized paper | 11 gp | 1 lb. | 15 |
Snake oil | 20 gp | — | 20 |
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.
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.
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.
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