BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Healing Recipes

Ingredients

All herbal healing medicines require a primary ingredient. In Icewind Dale these are the plants that can be used as primary:   The sencondary ingredient used determines that actual medicine.  

Keoghtom's Ointment

This sticky mixture smells faintly of aloe and is created from rare medicinal plants, it requires great quantities that must be cooked down into a sticky paste. This glass jar, 3 inches in diameter, contains five doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it gains a bonus based on the potency of the ointment. Material Cost: 300 gp per attempt Crafting Time: 8 hours Attention: Sparse Craft DC: 10 / 13 / 15 Minor: restores 1d8+1 hit points Moderate: restores 2d8+2 hit points and ceases to be poisoned Masterwork: restores 2d8+2 hit points, ceases to be poisoned, and is cured of any disease  

Potion of Healing

A potion of healing is the main bread and butter for any alchemist. You regain hit points when you drink this potion. The number of hit points depends on the potion’s strength, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.  
Potion of ...DCHP Regained BaseReagents
Healing102d4 + 2 Fine spirit Water
Greater healing154d4 + 4 Fine spirit Earth + Water
Superior healing208d4 + 8Aqua vitae Earth + Air + Water
Supreme healing2510d4 + 20Rectified spirit Earth + Lightning + Water + Air
 

Alternate

A potent weapon in the arsenal of the alchemist, spell investiture is the ability to create potions invested with spell effects. These spell-storing potions require investiture of a spell as part of the creation process, thereby imbuing the potion with the its magics.   For all healing and ruing spells:
Base: Aqua Vitae or Recetified Spirit
Reagents: Water + Earth
Spell LevelDC
1st 10
2nd–3rd 15
4th–5th 20
6th–7th 25
  The following additional rules apply to the creation and use of spell-storing potions:
  • Only spells that have a range of self or target a willing creature
  • The spell must have a casting time of 1 action, and the spellcaster must expend a spell slot to cast it.
  • A spell contained within a potion only affects the creature that drinks it, even if that spell can normally target other creatures as well.
  • A spell contained in a potion uses the spell save DC, spell attack bonus, and spellcasting ability of the original spellcaster at the time of the potion’s creation.
 

Side Effects

When you fail a craft check to create an alchemical potion by 5 or less, you create a flawed version of that potion, instead of failing. Make a note of the degree of failure by marking the potion with the number. The lower the number, the less severe the side effects. So it might be worth throwing away a -5 despite its creation. These side effects are determined at the time of consumption by the DM.   Possible effects are: Works as intended, unable to speak for 1d10 minutes, wild magic surge, love potion, short term maddness, "flesh to stone", exhaustion or death. This list is still growing.   The side effects rule doesn’t apply to failed attempts to create adventuring gear, oils, or wondrous items.  

Alchemist's Fire

Fire is always the answer, at least to some alchemists that holds true. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. Alchemist’s fire ignites flammable objects that aren’t being worn or carried.   On a hit, the target takes fire damage and gains the Burning(1d6) condition.   Base: Naphtha
Reagent: Electric
   

Detect Magic Smelling Salts

Mixing together ammonia, perfumes and certain rare oils. As an action, you can inhale this vile mixture and be able to discern the location of any magical item as if you are under the effects of a Detect Magic spell, though you do not see an aura of magic, as you can only smell it.   Minor: lasts for 1 minute
Moderate: lasts for 5 minutes
Masterwork: lasts for 10 minutes
 

Oil of Sharpness

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a bonus to attack and damage rolls based off of its potency. The longterm effects of silver dust on the lungs of alchemists is not very well studied, though several alchemists have died choking on their own blood when not properly ventilating their working area.   Minor: +1 bonus
Moderate: +2 bonus
Masterwork: +3 bonus  

Potion of Growth

This potion is well loved by warriors and is a concoction combining the blood of giants with strange chemical accelerants found in certain magical plants that have proven to be incredibly unsafe when explosed for an extended period of time with reports of excessive hair and nail growth and other effects. When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for a period of time based on the potency of the item. The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.   Minor: lasts for 1d4 rounds (no concentration required)
Moderate: lasts for 1d4 minutes (no concentration required)
Masterwork: lasts for 1d4 hours (no concentration required)  

Potion of Invisibility

This strange potion appears to have nothing in it but when shaken, the sound of water can be heard from within. This curious mixture is experiment at best and relies on the ethereal elements left behind by ghosts. When you drink it, you become invisible for a period of time based on the quality of the potion. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.   Minor: effects last until the start of your next turn
Moderate: effects last for 1 minute
Masterwork: effects last for 1 hour  

Smoke Powder

The ability to craft explosive powder for firearms and explosives like grenades. It's a coarse, black powder that must be kept dry once crafted. Created from the off-product of mining facilities, it must be milled down with sodium and charcoal into a highly volatile powder. Its best to not work with this around candles, lanterns, or campfires.   Minor: produce 3 shots
Moderate: produce 8 shots
Masterwork: produce 15 shots  

Smokestick

A black rod of alchemical clay that can be lit as an action and releases a haze of obscuring smoke. All creatures inside of the smoke are lightly obscured. A strong wind can end the effect early.     Minor: The smoke creates a 5 foot radius cloud that lasts until the start of your next turn.
Moderate: The smoke creates a 10 foot radius cloud that lasts for 1d4 rounds.
Masterwork: The smoke creates a 20 foot radius cloud that lasts for 2d4 rounds.  

Thunderstone

This clay sphere is packed with powerful reagents that create a deafening boom and enough volatile energy that can knock creatures back. As an action, this sphere can be thrown up to 20 feet away.   Minor: All creatures within 5 feet of the sphere must succeed on a DC 10 Constitution saving throw. On a failure, the creature is defeaned for 1 minute and they are knocked back 5 feet. They can repeat the saving throw at the end of their turn to end the effect early. On a successful save, a creature is unaffected.
Moderate: All creatures within 10 feet of the sphere must succeed on a DC 12 Constitution saving throw. On a failure, the creature takes 1d4 thunder damage, is deafened for 2 minutes and they are knocked back 10 feet. They can repeat the saving throw at the end of their turn to end the effect early. On a successful save, a creature takes half damage and suffers no other effects.
Masterwork: All creatures within 15 feet of the sphere must succeed on a DC 15 Constitution saving throw. On a failure, the creature takes 2d4 thunder damage, is deafened for 10 minutes and they are knocked back 15 feet. They can repeat the saving throw at the end of their turn to end the effect early. On a successful save, a creature takes half damage and sufefrs no other effects.  

Truth Serum

One of the hardest things for a practicing alchemist to get right, and to get it strong enough to work. Its also only for alchemists that have coin to spare, as the cost of such a thing is high. Mixed with the crushed seeds of a flower that grows in certain tropics, it goes through months of processing until it's outer coating dissolves and the delicate oils are able to be harvested. When ingested, one is unable to speak a lie as if they are under the spell Zone of Truth. This takes 3 days to produce one vial, and you have to make the check at the end of every day. The lowest quality you roll for any of the days will determine the quality of the Truth Serum.   Minor: Upon a creature ingesting the serum, they must succeed on a DC 11 Constitution saving throw or take a -2 to all Charisma, Wisdom & Intelligence ability checks for 1 hour.
Moderate: Upon a creature ingesting the serum, they must succeed on a DC 13 Constitution saving throw or a creature becomes poisoned for 1 hour.
Masterwork: Upon a creature ingesting the serum, they must succeed on a DC 15 Constitution saving throw or a creature becomes poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

Comments

Please Login in order to comment!