Alchemical Items
"Bring yer sick and yer wounded and yer dead-dog-tired! Ol' Rodolf's got a cargo that'll be just the ticket to get ya back to fightin' fit! Assumin' the mage I bought 'em from wasn't lyin', heh." - Rodolf Kazmer
Alchemy has changed the world drastically. Between old folk recipes and formulae introduced by science and scientists, there are tons of interesting creations and concoctions for use in everyday life and in danger. Keep in mind that alchemical items are always concealable in pockets or pouches. Alchemical items are consumed after a single use, except where noted.General Alchemical Items
| Name | Avail. | Effect | Tox | WT | Cost |
|---|---|---|---|---|---|
| Acid Solution | P | Does 2d6 damage to any living creature it is thrown on and does 1d6/2 ablation damage to weapons and armor. Throwing it is an Athletics attack with a range equal to your BODYx2, and the acid splatters in a 2m cone directly away from where it lands. | N/A | 0.5 | 56 |
| Adda's Tomb | C | Can be poured onto perishable foods or corpses. Treated perishables will not begin to rot or spoil for 1d10 days. Preserving a human-sized body requires 2 doses. | N/A | 0.1 | 18 |
| Adrenal Elixir | R | Lowers the DC to stabilize the imbiber in a Death State by 5 and bolsters their chance for survival. For the next 3 rounds, the target automatically succeeds at Death Saves, though the penalty continues to rise. When imbibed when not in a Death State, the imbiber ignores the penalties of being below their Wound Threshold for 3 rounds. | 0% | 0.1 | 100 |
| Alchemical Adhesive | C | Can be thrown or poured onto a place or person. After 2 rounds the solution will harden, permanently sticking objects together, and sticking people to one another or to objects. The objects must be pried apart with a DC: 16 Physique check. Throwing it is an Athletics attack with a range equal to your BODYx2m. | N/A | 0.1 | 28 |
| Ashen Ointment | P | When spread across a character's whole body, it renders the character immune to the Fire condition for 1 hour. | 0% | 0.1 | 75 |
| Base Powder | C | Counteracts the effects of acid, negating one dose of Acid Solution per dose used. Can also negate damage from a torn stomach critical wound. | 0% | 0.1 | 18 |
| Black Venom | C | Immediately poisons a target if ingested or used in a successful attack. A DC:16 Endurance check ends the effect, but the target can become poisoned again if they consume more or are hit with another successful attack. | 0% | 0.1 | 22 |
| Bredan's Fury | R | Explodes when exposed to air, doing 2d6 DMG to every body location of any creature within 2m. Throwing it is an Athletics attack with a range of your BODYx2m. | N/A | 0.5 | 95 |
| Berserker's Brew | R | When consumed, target must make a DC: 16 Endurance check. If they fail, they must use their turn to attack the closest person. Each round at the beginning of their turn, the target can attempt another DC: 16 Endurance check. If they succeed, the frenzy subsides until their next turn, at which point they must make the Endurance check again or fall back into the frenzy. Lasts for 1d10 Rounds | 0% | 0.1 | 105 |
| Cadaverine Solution | P | Coating a slashing or piercing weapon inflicts both the poisoned and nauseated conditions on a target successfully damaged by an attack. Two separate DC:16 Endurance checks must be made to end both conditions. | N/A | 0.1 | 76 |
| Celestine | P | Consuming causes the target to hallucinate colorful lights and pleasant sounds. This imposes a -2 penalty to Awareness and any other task that requires focus. This condition ends in 2d10 minutes, but a DC: 14 Endurance check ends the condition early. | 0% | 0.1 | 62 |
| Chloroform | C | Forces anyone who breathes it to make a Stun save at a -2 or be knocked unconscious until they do make the save. Using it usually requires a Melee attack with a cloth soaked in one dose. It can also be poured into a vessel. Each bottle contains 25 doses. | 0% | 0.1 | 36 |
| Clotting Powder | C | Apply to a wound to stop the bleeding effect for 2d10 rounds. After the rounds elapse, the wound begins bleeding again. You can then apply another dose. | 0% | 0.1 | 20 |
| Fisstech | P | Sends those who snort it or rub it on their gums into a euphoric trance-like state. It is often used as an anesthetic, as it numbs pain. It is highly addictive. After each use, make an Endurance check at a DC: 18. If you fail, you become addicted. | 0% | 0.1 | 80 |
| Hallucinogen | C | Can be thrown on a target within 3m or slipped into a drink. If the target fails a DC: 15 Endurance check, they start hallucinating. These hallucinations last for 1d10 rounds. | 0% | 0.1 | 25 |
| Investigator's Helper | C | When sprayed on an area where blood was present, the fluid turns black, revealing the presence of blood. Can be used 10 times before being consumed. | N/A | 0.1 | 30 |
| Invisible Ink | C | Allows you to write messages that can only be read when exposed to heat for 1 turn. | N/A | 0.1 | 15 |
| Monkshood Poison | P | Immediately causes the target to suffer the Suffocating condition as they suffer tremendous respiratory issues. To end the Suffocating condition, the target must make a DC: 20 Endurance check or someone must make a DC: 20 First Aid check. | 0% | 0.1 | 100 |
| Numbing Herbs | E | Herbs placed in a wound relieve pain, lowering negatives from critical wounds by 2. Also lessens penalties of near death by 2. Last for 2d10 rounds, and then you can apply another dose. | 0% | 0.1 | 12 |
| Pantagran's Elixir | P | Consuming brings delirious happiness. This effect lasts for 1d6/2 and leaves the imbiber incredibly susceptible to Persuasion, Charisma, and Seduction, giving them a -2 to Resist Coercion. | 0% | 0.5 | 67 |
| Perfume Potion | P | When consumed, requires a DC: 16 Endurance check. Failure causes intoxication for 1d10 hours. This intoxication can only be undone by magic or wives' tears potion. | 25% | 0.5 | 76 |
| Poisoner's Friend | C | A clear liquid that can be poured into food or drink to give it a potent savory or sweet taste. This raises the DC to detect poison to 20. | 0% | 0.1 | 16 |
| Poisonous Lipcoloring | P | One application lasts for 1 hour. The next person the user kisses during that time, immediately suffers the Poisoned condition. The target is also Intoxicated for the duration of the poison. Can be applied 3 times before being consumed. | 0% | 0.1 | 80 |
| Quick Fire | P | A dose poured on a person, surface, or object, dries quickly. Anything treated is extremely flammable. There's a 50% chance it will ignite each time it's exposed to flame or sparks of any kind. | N/A | 0.1 | 45 |
| Smelling Salts | C | Can be placed under an unconscious or stunned person, or creature's nose to immediately bring them out of their stunned state. Can be used 15 times. | N/A | 0.1 | 25 |
| Sterilizing Fluid | C | Poured on a wound raises the patient's natural healing rate by 2 points and lessens the number of days a critical wound takes to heal by 2. Multiple uses do not stack. | N/A | 0.1 | 22 |
| Succubus' Breath | C | A does can be used to aid seduction. Used on the skin, it gives you +2 Seduction. If poured into a drink, it gives them a -5 to resist seduction. It requires a DC: 16 Awareness check to realize there is a dose in the drink. | 0% | 0.1 | 20 |
| Summer Ointment | C | When rubbed on the neck and wrists, doubles the number of hours you can survive in extreme cold and lowers the penalty to STA from extreme heat to 1/4 total STA. | 0% | 0.1 | 22 |
| Talgar's Tears | P | Immediately freezes anything it is thrown on. If used on weapons, armor, or objects, those items take double ablation damage. Throwing it is an Athletics attack with a range equal to your BODYx2m, and the liquid splatters in a 2m cone directly away from where it lands, freezing anything it hits. | N/A | 0.5 | 79 |
| Wives' Tears Potion | P | Imbibing negates the effects of intoxication. Immediately after drinking a dose sobers the imbiber. | 0% | 0.1 | 56 |
| Zerrikanian Fire | P | Immediately sets whatever it touches on fire. Throwing it is an Athletics attack with a range equal to your BODYx2m, and it splatters in a 2m cone away from where it lands, lighting anyone and anything in that area on fire. | N/A | 0.5 | 65 |
Elixirs
| Name | Avail. | Effect | Tox | WT | Cost |
|---|---|---|---|---|---|
| Anabolic Steroids | R | Drinking gives a character +10 maximum HP and +2 to Endurance and Physique for 10 min. On the other hand, it makes the drinker incredibly aggressive towards everyone for 1 hour. | 50% | 0.1 | 165 |
| Last Hope | R | Drinking treats 1 critical wound, but the wound will not heal unless a Doctor makes a DC: 24 Healing Hands check to reapply the critical wound and then treats it again with Healing Hands. | 75% | 0.1 | 200 |
| Lightning | R | Grants a drinker +3 DMG on their next physical attack. | 75% | 0.1 | 75 |
| Mongoose | R | Renders the drinker immune to the poisoned condition for 30 minutes. | 50% | 0.1 | 50 |
| Strider | R | Drinker forgoes the need to sleep for a 24-hour period. | 50% | 0.1 | 64 |
| Tempest | R | When making an attack or casting a spell with a chance of inflicting Fire, Freeze, or Prone effects, the percentage is increased by 10%. | 50% | 0.1 | 52 |
Mundane Potions
| Name | Avail. | Effect | Tox | WT | Cost |
|---|---|---|---|---|---|
| Vitality Potion | P | Allows the imbiber to ignore the penalties of being in their Wound Threshold for 2d6 rounds. | 50% | 0.1 | 85 |
| Endurance Potion | P | Allows the imbiber to immediately regain 3d6 STA. The Toxicity of the potion lasts for 1/2hr regardless of whether the STA is used. | 50% | 0.1 | 75 |
| White Raffard's Decoction | R | Allows the imbiber to regenerate 1 HP for 4d6 Rounds. | 50% | 0.1 | 95 |
Poisoning
Coating a blade with a poison requires a full round and the weapon remains poisoned for 1d10 rounds. In food or drink, it takes a DC: 16 Awareness check to realize the food or drink is poisoned.Breaking Bottles
All of the alchemical items here come in small clay or glass bottles and some are designed to break on impact. If any of these bottles take more than 5 points of damage they break and spill their contents. This will activate any alchemical thrown weapons.Put Some Powder on It
"With the War on, I keep a lot of material stocked. Make a few runs every month down from the Mahakams to Vizima and Ellender. Poor bastards need good steel, and with the black ones on the rise there's nobody stupid enough to try and break the siege line and get it to 'em. Well, no one but yours truly, heh.Also, carry a lotta medical supplies. Clottin' powder 'specially. Tell ya friend, get's real hard to think straight when you're pumpin' blood. When I was a scout in the First War we had this poor bastard, Aldi. Took a broadhead in the thigh from the black archers. The rest of the detachment send the black ones packin' but Aldi's holdin' his leg, blood's goin' everywhere, and he ain't got much time. Best I can figure is to tie some cloth 'round his thigh, but it ain't stoppin' the bleedin'. Aldi's goin' pale and the dirt's turnin' to bloody mud underneath him. Finally one of the other scouts, digs out some clottin' powder. Saved Aldi's life, but just barely." - Rodolf Kazmer
The Alchemy Boom
"There has been a boom in alchemy in Redania. It's not really difficult to see why. With most of our mages dead or locked up, the potion, amulet, and miracles market has been drying up. Alchemy has another advantage besides being legal: no expensive exclusive training is required. Any fool who can read and put together a few nekker eyeballs and pickled pigeon tongue can hang out a shingle. There are reputable alchemists who are very scientific in their approach who have suffered many a mage in his cups shouting, "How's that lead to gold thing going?" Now it's their turn. King Radovid will no doubt find the reputable alchemists to create the civic wonders mages would have provided not so long ago." - Brandon of Oxenfurt.Snake Oil Salesmen
Effective mundane potions are generally rare and difficult to come across. The mages most capable of making them usually don't need extra money, so they don't sell them wholesale to shops. That being said, across the continent there is a thriving business selling fake or less effective potions to desperate people and fools.Elixirs
While magical potions are most commonly associated with witchers, there are many magical elixirs peddled by mages and alchemists which are perfectly safe for non-mutants to ingest. These elixirs use magically reactive alchemical compounds and fifth essence to alter the imbiber's physiology in a desirable way. Many knights, mage, and nobles keep vials of various elixirs on their person for various needs throughout their day; making the business lucrative in areas where it isn't illegal. This, of course, has given rise to hordes of elixir merchants who peddle colored water and alcohest mixed with unidentifiable herbs. Real elixirs are all considered rare and are generally only sold by mages or skilled alchemists.While they are safe enough for anyone to consume, they are still toxic in large doses meaning that a character who is not a witcher is affected by having a toxicity score above 100% the same as a witcher.
Mundane Potions
Not all potions were created for witchers, but those mundane potions made for non-mutants are generally less effective and still quite rare. They are generally made by mages or extremely talented alchemists and they can be found at specific shops in large cities or being sold by the craftsman in question. Unlike witcher potions, these mundane potions can safely affect humans, elves, dwarves, and other races with the exception of halfings. Witchers can use these potions but they are less refined than potions crafted for witchers and offer less benefit for the cost of their toxicity. Non-mutants are affected by having a toxicity score above 100% the same as a witcher.Remove these ads. Join the Worldbuilders Guild




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