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Table of Contents
THE ALCHEMIST.............................................................................................................................2
ACIDS ...................................................................................................................................................2
Strong Acids: .............................................................................................. 3
Average Acids:............................................................................................ 4
Weak Acids:................................................................................................ 4
BASES ...................................................................................................................................................5
Strong Bases: .............................................................................................. 6
Average Bases:............................................................................................ 6
Weak Bases:................................................................................................ 7
NATURAL ELEMENTS AND OTHER ALCHEMICAL ITEMS..........................................7
Antimony (Sb): ........................................................................................... 8
Arsenic (As):............................................................................................... 8
Bromine (Br):.............................................................................................. 8
Chlorine (Cl): .............................................................................................. 9
Magnesium (Mg): ..................................................................................... 10
Mercury (Hg): ........................................................................................... 11
Phosphorus (P):......................................................................................... 11
Aqua Regia: .............................................................................................. 12
Herbicide:.................................................................................................. 13
Pesticide: ................................................................................................... 13
TABLE 1: ACIDS AND BASES....................................................................................................14
TABLE 2: NATURAL ELEMENTS AND OTHER ITEMS ..................................................15
OPEN GAME LICENSE Version 1.0a ............................................................................ 16
Geoff Habiger Better Damage Through Alchemistry
The bell above the door jingled as I entered the alchemists shop. The shop was poorly lit by dozens of candles
and smelled of dust and numerous pungent odors I couldnt begin to describe. A wizened man with long and
unkempt white hair looked up from the small table covered in parchment at the back of the room, his fingers
black from ink. May I help you? His voice was raspy and held an edge that seemed to say it was obvious
that I was in need of help.
Yes, I stammered. I adjusted my sword and tried to stand straighter. I heard I could find some acids
here.
Ah, the voice rang with recognition. Going after the trolls in the Grey Caverns.
It was a statement of fact. I hadnt thought it would be so obvious, but I guess this old man had seen enough
people like me to put two and two together.
Yes, I replied, walking toward the old man. Do you have any acids or not. I put an edge to my voice to
show I wasnt scared about the trolls
.
Heh, it sounded like a cough but I think he was laughing at me. Mighty brave arent you, with your
sword and armor? Very nasty, those trolls can be, and your fancy armor wont help when those trolls just
keep coming and coming. Well if you want to live youll listen to ol Glennon and keep your temper in
check! He pointed a gnarled finger at me and I took an involuntary step back. Glennon laughed again,
Heh, heh. Youll be in need of some good acid to keep those nasty trolls from coming back. Im sure I have
something that will suit your need.
He rose with a series of popping joints and walked over to a cluttered cabinet filled with all sizes and shapes
of colored bottles. Definitely dont want something weak, like formic acid. Just makes em mad is all thatll
do, heh, heh. He coughed as he laughed. Maybe something stronger, like hydrochloric. He reached for a
brown colored bottle.
Hi dro chloric. The alchemical name tasted foreign in my mouth. And that is the strongest acid you
have? I didnt want to take any chances with the trolls.
The lad wants something stronger? He gave me a wise glace from behind locks of his hair that had fallen
over his eyes. Smart lad you are, but how smart. Itll cost you, you know. It takes considerable time and
resources to make the strongest acids. They arent cheap
Im willing to pay, I pulled out my money pouch from the inside folds of my cloak and tossed it on the
table. It landed with a deep thud and the chink of coins.
Well then, the alchemist put the brown bottle back and reached for a key around his neck. Lets see if the
sulfuric will do the trick. Nasty stuff, sulfuric is, nice and thick. Makes real horrible burns. He unlocked a
high cabinet and I could see a ragged burn scar on his right forearm, obviously the result of an acid burn, as
he pulled out a large bottle with a greenish hue. He set the bottle on the table and reached for some smaller
clay flasks. Now, how much is it worth to you to survive your foray into the Grey Caverns?
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Geoff Habiger Better Damage Through Alchemistry
The Alchemist
Alchemists spend their lives in pursuit of chemical knowledge. Their days are mostly spent
cloistered away in dark and musty rooms where they divine the secrets of the universe, and
in the process find new and useful ways to apply chemistry to our everyday lives. Sometimes
the alchemist comes across unexpected items while searching for a solution to another
problem. One alchemist, attempting to find a way to make gold out of the mud near his
kings castle discovered porcelain instead!
Alchemists are known for their wondrous creations to aid the stalwart adventurer. Often the
alchemist is sought after for their skill in crafting alternative weapons, such as acids and
alchemist fire. In their pursuit of chemical knowledge many alchemists have discovered
different corrosive and caustic substances that are hazardous to all manner or creatures.
Acids, and their counterpart bases, are hazardous substances that make excellent splash
weapons and traps.
Along with acids and bases, alchemists have also discovered natural elements, like chlorine,
that have dangerous effects. Using their finely honed skills alchemists learn to extract these
elements and jealously guard the secrets in crafting them.
What follows are descriptions for different types of acids, bases, and natural elements. Each
description covers in brief the type of chemical substance, followed by a description of
different types of these alchemical items and how they can be incorporated into your
campaign world. Descriptions are given not only for basic splash damage, but also for
damage caused by inhalation, ingestion, and the result of getting the acid, base, or element
splashed in your eyes. Using these rules can add many new dimensions to your game and
help to liven up the often-mundane world of the alchemist.
Acids
An acid is any corrosive liquid that reacts with metals or alkaline substances (bases) to form
salts. This chemical reaction gives off energy in the form of heat and gases. It is the heat and
fumes from acids that are dangerous. There are many types of acids and while they all have
slightly different properties most acids can be categorized as being strong, average, or weak.
Strong acids are liquids like sulfuric acid. They can cause severe burns and blistering to the
skin and are often lead to death if inhaled or ingested. Average acids are liquids like
hydrochloric acid that can cause burns and blisters on the skin and are dangerous if inhaled
or ingested. Weak acids are liquids like boric acid and are often more irritating than harmful,
though in large quantities can still be dangerous.
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Geoff Habiger Better Damage Through Alchemistry
Acids may seem like an all-powerful weapon, but the strength of an acid can be neutralized
with a base or other alkali substance. In most cases water is the best substance for
neutralizing an acid. Adding water directly to acids results in heat and the violent expansion
of the acid, which erupts out of the container it was in dealing damage to the unfortunate
individual doing the mixing. It takes five times the volume of the acid to neutralize it to a
non-hazardous point with water. (For example: 1 flask of acid requires 5 flasks of water to
make it non-hazardous.)
Below are optional game rules for incorporating strong, average, and weak acids into your
campaign. Along with making excellent splash weapons, acids can be used as traps, as tools
for assassinations, or as new natural or magical attacks for monsters. In all cases a flask is
considered to be a glass or clay vessel that holds approximately 100 mL of liquid and weighs
1 pound.
Splash damage assumes contact of the acid with unprotected skin. In the case of eye contact,
splash damage is also applied along with any damage done to the eyes. Inhalation effects
occur if the listed amount of acid is exposed to the person, such as having a flask of acid
burst on your person, or in the square where you are standing. Inhalation effects also occur
with large amounts of acid in closed rooms. Usually an open barrel (about 25 gallons) in a 10
x 10 foot room is enough to cause the listed damage within 1d4 rounds of exposure.
Ingestion can occur from drinking the acid, or being dunked under a large vat or falling into
a lake or pool of acid. To calculate damage from being immersed in acid (such as a vat or
lake) multiply the damage result by 10 for each round of exposure. Acids can affect creatures
with immunity to bases.
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Geoff Habiger Better Damage Through Alchemistry
10) or take 3d6 points of Constitution by the acid. A successful save still results in
damage. A successful save deals 2d8 points the victim being blinded for 1d4 minutes.
of internal damage, and 1 point of Ingestion: When ingested the victim must
permanent Constitution damage. make a Fortitude save (DC 8) or take 2d6
Inhalation: If a victim should inhale the points of Constitution damage. A successful
fumes of a strong acid they must make a save deals 1d8 points of internal damage,
Fortitude save (DC 14) or take 1d8 points and 1 point of permanent Constitution
of damage and 1 point of permanent damage.
Constitution damage (save for half dam- Inhalation: If a victim should inhale the
age). fumes of an average acid they must make a
Fortitude save (DC 12) or suffer 1d4 points
Craft (Alchemy) skill check: DC 20. of damage and 1 point temporary Con-
Cost to create: 100 sp in supplies. stitution damage.
Market Price: 20 gp per flask.
Craft (Alchemy) skill check: DC 15.
Average Acids: Cost to create: 50 sp in supplies.
These are the acids that Market Value: 10 gp per flask.
Acetic Acid
most people think of
then they do think of Weak Acids: Boric Acid
acids at all. They include These are the most common, and
Hydrochloric Acid hydrochloric acid, acetic the less potent, of the acids.
acid, and perchloric acid. These include phosphoric acid,
The alchemical name for formic acid, hydrobromic acid,
average acids is muriatic and boric acid. These acids tend
acid. Average acids cause to be more irritating than dam-
Phosphoric Acid
severe burns to exposed skin and can be aging, but they are effective when
harmful if drunk or inhaled. They typically used in large amounts, and can be
have a strong odor that can be over- used in situations where severe
powering in large amounts. Average acids damage is not the desired results.
make decent splash weapons. Average acids Weak acids typically give off no odor
often lack a strong odor making them ideal (formic acid does have a sharp, irritating
tools for the assassin wanting to poison a odor) and are not very damaging if inhaled.
victim. Weak acids are best used when you merely
want to incapacitate an opponent and not
Average Acid Effects: kill them.
Splash Damage: A flask of average acid
thrown as a splash weapon will deal 1d6 Weak Acid Effects:
points of splash damage per round of Splash Damage: A flask of weak acid
exposure. thrown as a splash weapon will deal 1d4
Eye Contact: If a lucky throw (generally a points of splash damage per round of
critical hit) with a flask of average acid exposure.
should strike the eyes of the victim they Eye Contact: If a lucky throw (generally a
must make a Fortitude save (DC 14) or critical hit) with a flask of weak acid should
suffer permanent blindness in addition to strike the eyes of the victim they must make
the listed splash damage. A remove blindness a Fortitude save (DC 10) or suffer blindness
spell can cure permanent blindness caused for 1d4 hours in addition to the listed
splash damage. A successful save still results
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in the victim being blinded for 1d4 rounds. Fortitude save (DC 10) or suffer 1 point
Ingestion: When ingested the victim must temporary Constitution damage.
make a Fortitude save (DC 14) or suffer
1d6 points of damage, and 1 point of Craft (Alchemy) skill check: DC 10.
temporary Constitution damage. Cost to create: 25 sp in supplies.
Inhalation: If a victim should inhale the Market Value: 5 gp per flask.
fumes of a weak acid they must make a
Bases
Bases are caustic and alkali substances that react with acids to form salts. The chemical
reaction between bases and other substances produces heat and fumes similar in many
respects to acids. Bases are similar in many respects to acids and can be just as dangerous.
Like acids bases can be divided by strength, though some relatively weak bases are very
poisonous and can be fatal.
Bases can be neutralized with an acid or other corrosive substance. In most cases water is
the best substance for neutralizing a base. Adding strong bases directly to water results in
heat and the violent expansion of the base, which usually erupts out of the container it was
in dealing damage to the unfortunate individual doing the mixing. It takes five times the
volume of the base to neutralize it to a non-hazardous point with water. (For example: 1
flask of base requires 5 flasks of water to make it non-hazardous.)
Below are optional game rules for incorporating strong, average, and weak bases into your
campaign. Along with making excellent splash weapons, bases can be used as traps, as tools
for assassinations, or as new natural or magical attacks for monsters. In all cases a flask is
considered to be a glass or clay vessel that holds approximately 100 mL of liquid and weighs
1 pound.
Splash damage assumes contact of the base with unprotected skin. In the case of eye contact,
splash damage is also applied along with any damage done to the eyes. Inhalation effects can
occur if the listed amount of base is exposed to the person, such as having a flask of base
burst on your person, or in the square where you are standing. Inhalation effects can also
occur with large amounts of base in closed rooms. Usually an open barrel (about 25 gallons)
in a 10 x 10 foot room is enough to cause the listed damage within 1d4 rounds of exposure.
Ingestion only occurs by drinking the substance, or being dunked under a large vat or falling
into a lake or pool of base. To calculate damage from being immersed in base (such as a vat
or lake) multiply the damage result by 10 for each round of exposure. Bases can affect
creatures that have immunity to acid.
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Liberating the natural elements or creating other unique alchemical compounds requires
more time and skill than making simpler chemical substances like acids and bases, so the
costs to purchase these natural elements are naturally higher. Three of the most hazardous
natural elements are bromine, mercury, and chlorine. The first two exist as liquids when
liberate from the rocks in which they are found, while the third is a gas. Other useful natural
elements are antimony, arsenic, magnesium, and phosphorous. Each element varies in its
level of hazard and the route of exposure. Other alchemical creations are not generally
harmful to humanoid creatures (at least no one has yet determined if they are harmful in the
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Geoff Habiger Better Damage Through Alchemistry
short term), however they are dangerous to vermin and plants and are useful weapons to use
against these creatures.
Natural Elements:
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Geoff Habiger Better Damage Through Alchemistry
It is often stored in clay vials sealed with even small amounts (less than of a flask)
wax to keep the liquid from turning to gas can be detected even in a large area (a 30 x
and escaping. Bromine makes an excellent 30 foot room, for example). Chlorine is
splash weapon, especially against creatures best used as a splash weapon or as a trap.
with natural immunities to acids or bases. Since most of its damage comes from
Its effects when ingested make it a choice inhalation of the fumes hitting the target is
tool for assassins, but they must be careful not as important as with other acids or
when using bromine lest they are effected bases.
by their own weapon.
Chlorine Effects (Gas):
Bromine Effects: Splash Damage: Chlorine gas does not
Splash Damage: If bromine is thrown as a deal splash damage.
splash weapon it deals 2d6 points of splash Eye Contact: Chlorine gas has no effect on
damage. the eyes.
Eye Contact: If a lucky throw (generally a Ingestion: Chlorine gas has no effect if
critical hit) should strike the eyes of the ingested.
victim they must make a Fortitude save Inhalation: A victim that is within 10 feet
(DC 20) or be permanently blinded in of a chlorine gas release must make a For-
addition to the listed splash damage. A titude save (DC 10) or suffer 3d6 points of
remove blindness spell can cure permanent Constitution damage. A successful save
blindness caused by bromine. A successful results in 2d6 points of damage and 1 point
save results in blindness for 1d10 days. of permanent Constitution damage. In
Ingestion: Should bromine be ingested the either case the victim is racked by severe
victim must make a Fortitude save (DC 10) coughing and nausea and is considered
or take 3d6 points of Constitution damage. nauseated for 1d4 rounds.
A successful save still deals 2d6 points of
damage and 1 point of permanent Con- Craft (Alchemy) skill check (gas): DC 25
stitution damage. Cost to create (gas): 500 sp in supplies.
Inhalation: Inhaling the fumes of bromine Market Value (gas): 100 gp for a double
requires a Fortitude save (DC 8) or the flask.
victim takes 1d10 points of damage and 1
point of temporary Constitution damage. Chlorine Effects (Liquid):
Splash Damage: Chlorine gas can also be
Craft (Alchemy) skill check: DC 25. mixed with water to produce a concentrated
Cost to create: 200 sp in supplies. solution of chlorine. If thrown as a splash
Market Value: 40 gp per flask. weapon chlorine liquid deals 1d4 points of
Weight: 1 pound. damager per round of exposure plus the
victim must make a Fortitude save (DC 15)
Chlorine (Cl): or be nauseated for 1d6 rounds.
Chlorine is normally found associated with Eye Contact: If a lucky throw (generally a
other elements and is usually quite safe. critical hit) should strike the eyes of the
When chlorine is liberated from the rocks it victim they must make a Fortitude save
appears as a greenish-yellow gas that is (DC 15) or be blinded for 1d10 minutes in
quite deadly. Chlorine gas is very irritating addition to the listed splash damage.
and burns the nose, throat, and lungs. Ingestion: Should a person ingest chlorine
Inhalation of moderate amounts of the gas liquid they must make a Fortitude save (DC
(about to two flasks) is usually fatal and 12) or suffer 1 point of temporary Consti-
tution damage and be nauseated for 1d6
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Geoff Habiger Better Damage Through Alchemistry
rounds. A successful save results in the Craft (Alchemy) skill check: DC 20.
victim being sickened for 1d6 rounds. Cost to create: 50 sp in supplies.
Inhalation: Though not as deadly as Market Value: 10 gp per flask.
inhaling chlorine gas, the inhalation of the Weight: 1 pound.
fumes from concentrated chlorine liquid is
still dangerous. A victim must make a Fort- Flash Bang Box (FBB): This alchemical
itude save (DC 12) or be sickened for 1d6 creation combines the effects of the flash
rounds. A successful save negates this liquid with those of the thunderstone. The
effect. combined effect is enough to cause dis-
orientation in its victims long enough for
Craft (Alchemy) skill check (liquid): DC the attacker to either make a get away or to
15. take down an opponent or group of
Cost to create (liquid): 100 sp. opponents quickly.
Market Value (liquid): 20 gp per flask.
The FBB is a small clay box about three
Magnesium (Mg): inches square. It contains three separate
Magnesium is a silvery- chambers, a central chamber that holds the
white metal once it has thunderstone, a middle chamber that
been collected from its contains the magnesium metal, and an outer
source. Sources of mag- chamber that contains the special alchem-
nesium include many ical liquid.
types of minerals as well
as seawater. Magensium The FBB can be thrown as a weapon with a
metal is flammable and it will ignite when it range increment of 10 feet. When thrown
comes into contact with certain liquids, onto a hard surface the three elements
giving off a brilliant white light. So far combine with the following effects. All
alchemists have come up with two special creatures within 10 feet, even if they are
tools that use magnesium, though it is looking away from the source (and are not
possible that other alchemists have come immune to blinding effects) are auto-
up with other uses for this metal. matically blinded for 1d4 rounds. (Closing
your eyes will prevent the blindness.) In
Flash Liquid: This is a specially crafted addition, all creatures within 10 feet must
glass flask with two parts, an outer flask make a Fortitude save (DC 15) or be
that contains a special alchemical liquid to deafened for 1 hour.
ignite the magnesium, and an inner flask
that contains the magnesium metal. The Craft (Alchemy) skill check: DC 20 (For
flash liquid can be thrown as a weapon with the flash liquid only. A separate craft skill
a range increment of 10 feet. When the check must be made for the thunderstone.)
flask is thrown the two substances are Cost to create: 50 sp in supplies. (For the
mixed creating a blinding flask of light that flash liquid only. A separate cost for
lasts for one round. All creatures within 10 creating the thunderstone is not included.)
feet, even if they are looking away from the Market Value: 40 gp per FBB (this price
source (and are not immune to blinding includes the cost of the thunderstone).
effects) are automatically blinded for 1d4 Weight: 2 pounds.
rounds. (Closing your eyes will prevent the
blindness.)
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Geoff Habiger Better Damage Through Alchemistry
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Geoff Habiger Better Damage Through Alchemistry
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