Potions, Oils, and Grenades
Alchemy produces consumable potions, weapon oils, and grenades from elementally aligned ingredients. Their quality and effects are determined by the elemental portions used to create them and the skill of the alchemist who prepared them.
The following prices are for completed, ready-to-use alchemical items purchased from a merchant or alchemist. A character using Craft (Alchemy) pays only for the required ingredients and containers, making self-crafted products substantially less expensive.
Premade Alchemical Pricing
The market price of a premade alchemical item is calculated as follows:
Premade Price = Twice the ingredient cost + a labor fee equal to 2 + the recipe's Complexity Modifier portions of the selected quality.
The labor fee represents preparation, refinement, consumed workshop supplies, difficult quality control, failed batches, merchant overhead, and the alchemist's expertise. More complicated recipes therefore carry a larger markup than simple two-portion products.
| Quality | Price per Elemental Portion | Base Labor Fee before Complexity |
|---|---|---|
| Poor | 0.5 gp | 1 gp |
| Average | 1.5 gp | 3 gp |
| Good | 10 gp | 20 gp |
| Excellent | 50 gp | 100 gp |
| Flawless | 250 gp | 500 gp |
The item's vial, stopper, ampule, applicator, and other ordinary packaging are included in its listed price and weight. Local scarcity, elemental affinity, legality, and merchant access may modify the final price.
Using Alchemical Items
Potions
A potion is a small sealed vial containing an alchemical substance that must be imbibed. Drinking a potion is normally a swift action. Retrieving one from an ordinary pack or container is a move action; retrieving one from a Potion Belt is a free action.
Drinking another potion that provides the same named effect replaces the previous potion rather than stacking with it unless that potion states otherwise.
Oils
An oil is stored in a small vial with a built-in applicator that breaks and coats a weapon, piece of ammunition, natural weapon, or other attacking implement when rubbed across its surface. Applying an oil is a swift action. Retrieving one from an ordinary pack is a move action; retrieving one from a Potion Belt is a free action.
Unless stated otherwise, an oil remains active until the beginning of the user's next turn. An oil applied to a weapon affects every attack made with that weapon for its duration. An oil applied to a piece of ammunition affects only the attack made with that ammunition for the round. Only one alchemical oil can be active on an item at a time; applying another immediately ends the previous oil.
Grenades
Alchemical grenades are sealed ampules approximately the size of a full-grown human male's pinky. Throwing a grenade is a standard action requiring a ranged Martial Touch attack against the intended creature or square. A grenade has a range increment of 20 feet.
On a successful attack, the grenade affects the target struck and everything within a 5-foot radius. On a missed attack, it lands in a randomly determined adjacent square and releases its effect there.
Each grenade states which saving throw resists it. A Reflex save represents avoiding the released effect; a creature directly struck by a grenade does not receive a Reflex save unless the grenade states otherwise. Other save types represent resisting the effect after exposure and may be attempted by a directly struck target.
Potions
Potion of Healing
A Potion of Healing accelerates natural recovery and closes recent injuries.
| Quality | Effect | Premade Price |
|---|---|---|
| Poor | Restores 1d10 Hit Points | 3 gp |
| Average | Restores 2d10 Hit Points | 9 gp |
| Good | Restores 3d12 Hit Points | 60 gp |
| Excellent | Restores 5d12 Hit Points | 300 gp |
| Flawless | Restores 8d12 Hit Points | 1,500 gp |
Potion of Cure Disease
A Potion of Cure Disease helps the body identify and destroy infections, parasites, and other diseases. Life strengthens the body while a controlled portion of Death attacks or arrests the foreign organism.
| Quality | Effect | Premade Price |
|---|---|---|
| Poor | Grants a +2 bonus to the next Fortitude save against one disease | 6 gp |
| Average | Grants a +4 bonus to all Fortitude saves against one disease for 24 hours | 18 gp |
| Good | Immediately allows a new Fortitude save against one disease with a +6 bonus | 120 gp |
| Excellent | Cures one nonmagical disease | 600 gp |
| Flawless | Cures one disease, including a magically created disease | 3,000 gp |
Fortifying Potions
Fortifying Potions temporarily reinforce a particular part of the drinker's body or mind. These are for Ego, Fortitude, and Reflex saves. Will save potions are more expensive and pricing is shown on the second table.
| Quality | Bonus | Duration | Premade Price |
|---|---|---|---|
| Poor | +1 | 3 rounds | 5 gp |
| Average | +2 | 1 minute | 15 gp |
| Good | +4 | 1 minute | 100 gp |
| Excellent | +5 | 10 minutes | 500 gp |
| Flawless | +7 | 1 hour | 2,500 gp |
| Quality | Potion of Will Price |
|---|---|
| Poor | 7 gp |
| Average | 21 gp |
| Good | 140 gp |
| Excellent | 700 gp |
| Flawless | 3,500 gp |
Potion of Soothed Fear
A Potion of Soothed Fear suppresses panic and steadies an overwhelmed mind without deadening awareness.
| Quality | Effect | Premade Price |
|---|---|---|
| Poor | Grants a +2 bonus to the next Ego save against fear made within 1 minute | 5.5 gp |
| Average | Grants a +3 bonus to Ego saves against fear for 10 minutes | 16.5 gp |
| Good | Immediately allows a new save against one fear effect with a +5 bonus | 110 gp |
| Excellent | Removes one nonmagical fear effect and grants +4 against fear for 10 minutes | 550 gp |
| Flawless | Removes one fear effect and grants immunity to fear for 10 minutes | 2,750 gp |
Potion of Elemental Resistance
A Potion of Elemental Resistance protects the drinker from damage associated with one selected element. The elemental portions teach the potion which energy it must recognize, while Life allows the drinker's body to survive exposure to it.
| Quality | Resistance | Duration | Premade Price |
|---|---|---|---|
| Poor | 5 | 3 rounds | 5 gp |
| Average | 10 | 1 minute | 15 gp |
| Good | 20 | 10 minutes | 100 gp |
| Excellent | 35 | 1 hour | 500 gp |
| Flawless | 50 | 8 hours | 2,500 gp |
The element resisted is chosen when the potion is purchased. A creature may benefit from multiple Elemental Resistance Potions protecting against different elements. Drinking another potion protecting against the same element replaces the previous potion rather than stacking with it.
| Quality | Potion of Life Resistance Price |
|---|---|
| Poor | 4.5 gp |
| Average | 13.5 gp |
| Good | 90 gp |
| Excellent | 450 gp |
| Flawless | 2,250 gp |
Potion of Magical Purging
A Potion of Magical Purging uses Void to weaken or remove magic affecting the drinker.
| Quality | Effect | Premade Price |
|---|---|---|
| Poor | Grants a +2 bonus to the next save against a spell or magical effect made within 1 minute | 8.5 gp |
| Average | Grants a +3 bonus to saves against spells and magical effects for 1 minute | 25.5 gp |
| Good | Allows a new save against one ongoing magical effect with a +5 bonus | 170 gp |
| Excellent | Negates 2d10 spell levels affecting the drinker | 850 gp |
| Flawless | Removes all hostile ongoing magical effects affecting the drinker | 4,250 gp |
Grenades
Elemental Grenade
An Elemental Grenade violently releases a concentrated amount of elemental energy. Its element is chosen when purchased and determines the type of damage it deals.
| Quality | Damage | Save DC | Premade Price |
|---|---|---|---|
| Poor | 1d10 | 11 | 3 gp |
| Average | 2d10 | 14 | 9 gp |
| Good | 4d10 | 18 | 60 gp |
| Excellent | 7d10 | 23 | 300 gp |
| Flawless | 12d10 | 30 | 1,500 gp |
| Element | Damage Type |
|---|---|
| Air | Electric |
| Death | Negative |
| Earth | Desiccation |
| Fire | Heat |
| Force | Force |
| Ice | Cold |
| Life | Positive |
| Void | Entropic |
| Water | Corrosive |
A creature directly struck by an Elemental Grenade does not receive a Reflex save against its damage. Other creatures within the radius may make a Reflex save for half damage.
Dispelling Grenade
A Dispelling Grenade releases a burst of Void that severs ongoing magical effects. It can be thrown at a creature, object, or unattended square.
| Quality | Spell Levels Nullified | Save DC | Premade Price |
|---|---|---|---|
| Poor | 1d4 | 11 | 7 gp |
| Average | 1d6 | 14 | 21 gp |
| Good | 1d10 | 18 | 140 gp |
| Excellent | 2d10 | 23 | 700 gp |
| Flawless | 4d10 | 30 | 3,500 gp |
Every creature and object within the grenade's radius is affected. A creature may make a Will save to negate the effect; objects receive no save. A willing creature may choose which magical effects are nullified first. For an unwilling creature or unattended object, the highest-level magical effects are nullified first. The grenade does not distinguish between helpful and hostile magic.
Slow Grenade
A Slow Grenade coats affected creatures in an alchemical mixture that interferes with movement, reactions, and coordination.
| Quality | Duration | Save DC | Premade Price |
|---|---|---|---|
| Poor | 1 round | 11 | 5.5 gp |
| Average | 2 rounds | 14 | 16.5 gp |
| Good | 3 rounds | 18 | 110 gp |
| Excellent | 5 rounds | 23 | 550 gp |
| Flawless | 10 rounds | 30 | 2,750 gp |
Every creature within the grenade's radius must make a Will save or become slowed. A slowed creature has its movement speed halved or reduced to 15 feet, whichever is slower. It suffers a -1 haste penalty to attacks, Armor Class, and Reflex saves and can make only one attack during a round. Haste immediately ends the Slow effect.
Bad Luck Grenade
A Bad Luck Grenade releases a clinging alchemical haze that twists probability against affected creatures.
| Quality | Duration | Save DC | Premade Price |
|---|---|---|---|
| Poor | 1 round | 11 | 7.5 gp |
| Average | 2 rounds | 14 | 22.5 gp |
| Good | 3 rounds | 18 | 150 gp |
| Excellent | 5 rounds | 23 | 750 gp |
| Flawless | 10 rounds | 30 | 3,750 gp |
Every creature within the grenade's radius must make a Reflex save or suffer Bad Luck. While affected, all damage dice rolled by that creature produce their minimum possible values. For example, an affected creature that would normally deal 3d10 + 6 damage instead deals 9 damage.
Oils
Elemental Weapon Oil
An Elemental Weapon Oil briefly coats a weapon in concentrated elemental energy. Its element is chosen when purchased, and successful attacks made with the treated weapon deal additional damage of the associated type.
| Quality | Additional Damage | Premade Price |
|---|---|---|
| Poor | 1d4 | 3 gp |
| Average | 1d8 | 9 gp |
| Good | 2d8 | 60 gp |
| Excellent | 3d10 | 300 gp |
| Flawless | 5d10 | 1,500 gp |
The additional damage is not multiplied on a critical hit.
Keen Oil
Keen Oil sharpens the effective striking edge or point of a weapon beyond what its physical construction would ordinarily allow.
Recipe: 1 Force portion and 1 Air portion. Complexity Modifier: +1 DC.
| Quality | Duration | Premade Price |
|---|---|---|
| Poor | For a single attack | 3.5 gp |
| Average | 1 round | 10.5 gp |
| Good | 3 rounds | 70 gp |
| Excellent | 1 minute | 350 gp |
| Flawless | 10 minutes | 1,750 gp |
The treated weapon's critical range increases by 2. For example, a weapon with a critical range of 20 gains a critical range of 18-20. Keen Oil does not stack with another effect that increases critical range and has no effect on a weapon that cannot deal critical hits.
Dispelling Oil
Dispelling Oil coats a weapon in a thin layer of unstable Void. When the weapon strikes, the Void transfers into the target and severs ongoing magical effects.
| Quality | Spell Levels Nullified | Premade Price |
|---|---|---|
| Poor | 1d4 | 7 gp |
| Average | 1d6 | 21 gp |
| Good | 1d10 | 140 gp |
| Excellent | 2d10 | 700 gp |
| Flawless | 4d10 | 3,500 gp |
The first successful attack made with the treated weapon consumes the oil and nullifies the listed number of spell levels affecting the target. The highest-level magical effects are nullified first. The target receives no save because the weapon attack has already delivered the oil. Dispelling Oil deals no additional damage and does not distinguish between helpful and hostile magic.
Driving Oil
Driving Oil releases a concentrated burst of Force when the treated weapon strikes, throwing the target off balance and driving it backward.
| Quality | Opposed Strength Bonus | Maximum Distance | Premade Price |
|---|---|---|---|
| Poor | +0 | 5 ft. | 5 gp |
| Average | +1 | 10 ft. | 15 gp |
| Good | +2 | 15 ft. | 100 gp |
| Excellent | +3 | 20 ft. | 500 gp |
| Flawless | +5 | 30 ft. | 2,500 gp |
Once while the oil is active, after the treated weapon successfully hits a creature, the attacker may immediately initiate a Shove attempt against that creature as a free action. The successful attack satisfies the Shove's Martial Touch attack, so the attacker proceeds directly to the opposed Strength checks. Size modifiers apply normally, and the attacker gains the listed alchemical bonus.
If the attacker succeeds, the target is pushed 5 feet plus the additional distance allowed by the oil's quality. This replaces the normal additional distance gained from exceeding the defender's Strength check. The attacker does not provoke an attack of opportunity for this Shove.
Availability
Poor and Average alchemical items are commonly available from ordinary alchemists in settlements that support the trade. Good items generally require an established specialist. Excellent items are rare commissions or limited stock in major markets. Flawless products require an extraordinary alchemist and ingredients that are seldom sold openly.
The listed price does not guarantee availability. A settlement must possess both an alchemist capable of meeting the required Craft DC and access to elemental portions of the appropriate quality and affinities.