Alchemical and Herbal Mixtures

Acid: Acid inflicts 1d3 points of damage per vial, or 2d4 points of damage per flask, and continues to injure the victim the next round; the vial inflicts 1 point of damage in the second round, and the flask causes 1d3 points of damage. In addition, the flask is large enough to splash creatures near the target. Acid can also burn out a lock or clasp, forcing an item saving throw.

Battlefield balm: When receiving battlefield healing the patient gains an extra 1d3 hit points.

Everburning Torch: This torch clearly illuminates a 20 foot radius and provides shadowy illumination out to 40 a foot radius. The housing is usually made of metal with a wooden shaft. The alchemical mixture can hold a flame for over 100 hours unless tampered with or doused. The cost to make one is 55 gp. The torch can be used as a footman’s mace in an emergency. It is, however, not made for extended use as a weapon, and there is a 5% cumulative chance after each blow that the torch will break.

Giant Stink Beetle musk: The musk glands of the Giant Stink Beetle can be harvested. The resulting fluids, when rendered into a vapour, can deliver a stench comparable to that of the parent creature. Normally delivered through a glass vial, any creature within 10 feet of the vapour must make a successful save vs. poison or begin gagging and retching for 1d3 rounds. Another successful saving throw is needed to recover. The victim can do nothing but move at one third its normal speed while gagging and retching.

Healing infusion: Recipient regains 1d4 hit points. A patient can only benefit from one healing infusion per day.

Healing salve: Patient gains an extra hit point per day of rest for 1d3 days. If the herbalist also has healing, the patient regains an extra 1d4 hit points per day.

Incendiary: Incendiaries ignite when exposed to air. A flask of incendiary liquid inflicts damage as per burning oil (2d6 points in the first round and 1d6 in the second.) Incendiary powders or liquids can easily start fires if used on buildings, dry brush, or other such surfaces.

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Intoxicant: The drinker loses 1d4 points from one ability score for one hour. The drinker receives a saving throw against poison to avoid the effect.

Painkiller: Restores 1d4 hit points for 2 hours. If the patient fights during this period, he loses an additional 1d4 hit points when the painkiller wears off from aggravating his injuries.

Painkiller, strong: The patient regains 1d8 hit points. 1d4 of these fade after 4 hours. If the character fights during this period, he loses a further 1d4 hit points from aggravating his injuries.

Poison: Any character using poison or applying it to a person or object has a 5% chance of poisoning themselves. There are thieves and others who specialize in its use, and do not run the risk of poisoning themselves.

Poison antidote: If administered immediately, patient gains +2 on their poison saving throw.
Some antidotes are tailored to a specific toxin, and will reverse the effects completely. The length of time before an antidote can be administered without the poison injuring the victim depends on the poison of course.

Pyrotechnics: Pyrotechnic materials resemble incendiaries, but create clouds of billowing smoke of a variety of colours, or bright flashes of light when added to an existing fire. A vial creates a cloud of smoke 5 feet high by 5 feet wide by 5 feet deep, obscuring vision. A flask creates a cloud of smoke 10 feet high by 10 feet wide by 10 feet deep. The clouds persist for 1d3 rounds, depending on the wind and other conditions.
This can also be used to create fireworks for visual displays.
(This does not function as smoke powder for the use of firearms)

Smoke Powder: This is the Torilian equivalent of gun powder. It is by definition mildly magical once made due to the nature of it’s ingredients. To create this substance one must first find a recipe. Those that possess the secrets to its manufacture do not part with it lightly.
Depending on the recipe used, the cost, power and ingredients will vary.
Once created, one batch will generate 10 charges of powder. The amount of charges needed to load a firearm depends on the firearm one is using. (See pg. 11 of the Forgotten Realms Hardcover)

Stimulant: The patient gains a temporary point of Strength, Dexterity or Constitution for one hour. Thereafter, he loses 1d4 points from the same ability for 6 hours.

Sunrod: This 1 foot long, gold tipped, iron rod glows brightly when struck. It clearly illuminates a 60 foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Thunderstone: 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 must make a save vs. paralysis or be deafened for 1 hour.

Tindertwig: The alchemical substance on the end of this small wooden stick ignites when struck against a rough surface. It’s a match. It costs 1 gp to create a batch of ten. You can create waterproof versions for 3 gp for a batch of ten.

Vaasan pine sap smoke: The smoke of the sap of Vaasan pine trees is repulsive to insects and insectoids – including their monstrous counterparts. An adult tree can yield enough sap to make a hardened ball two inches in diameter; extracting this much sap takes 2d4 hours. Such a ball of sap burns for 1d4+2 hours; its smoke permeates a roughly circular area with a radius of 60 feet (barring strong winds). Voluntarily entering an area permeated by the smoke requires an insectoid to make a successful Wisdom check. Moreover, each round spent in the area, the creature must make a successful saving throw against poison, or suffer a -2 penalty to attack rolls, saving throws, and to any Dexterity bonuses to Armour Class. The penalties end one round after the insectoid leaves the area.

Alchemical and Herbal Mixtures

Forgotten Realms: Birthright Avanpallandt