Alchemy Recipes
1. Glue Flask: Can be squirted to glue two objects together. If someone is stuck to an object,
like a door handle or the pavement, they must make a Strength save to break free.
2. Glass Acid Vial: Burns through metal. Deals 3D6 dmg if swallowed. Very harsh smell and
eye-irritating vapors.
3. Grease Pot: Enough grease to make an entire room, wall or stair extremely slippery.
When set on fire, burns for one hour. Anyone entering the fire takes 1d6 damage on their turn
until they leave it.
4. Grenade: A Short fused explosive in an iron sphere. Can be thrown to deal 2D6 damage to
everything within a room or lawn sized area.
5. Smoke Pot: When ignited, white smoke fills the area, concealing everyone within. Lasts
for one minute, or less if there are strong winds present.
6. Rocket: Fire a missile that screeches through the air and explodes in a bright burst of
color after hitting an obstacle or traveling for a mile. Deals 1D6 damage to everyone nearby.
7. Inflate: Fill a flexible bladder with lifting gas. Can carry up to 300Lbs. Passenger or cargo
will float just above the ground, but can be sent soaring through the air with a light push. Gas
lasts for an hour before escaping.
8. Blasting Charge: Light the fuse to a satchel charge of blasting powder. Requires one
minute to set up. The fuse can be set to explode anywhere from one minute to one day. The
explosion will destroy any one structure or object and deals 2D6 to everyone caught in the
blast.
9. Flare: Ignite a rod covered in chemicals. Shoots glowing white sparks and illuminates an
entire room with harsh white light for an hour. Wielders of this flare cannot be effectively
targeted by ranged weapons, but cannot fire any themselves on account of the intense light.
Burns underwater. Can only be extinguished with sand or dirt.
10. Toxic Cloud: Blow a puff of lethal poison out of a hollow cane pipe. The cloud can fill a
small room and any living creature which breathes it takes 1D6+6 damage.
11. Sud-Bucket: Prepare a bucket of soapy water. Can be splashed in an area up to a large
room, removes grease, dirt and kills germs. Can disinfect tools or open wounds. Affected
surfaces are very slippery until dried.
12. Blowtorch: A Piece of Metal within your reach is struck with a blast of flaming gas from
your brass blowtorch. It becomes white-hot for a full minute and can be worked or damaged
with hammers or similar tools. Anyone holding or wearing the metal takes 1D6 damage at the
end of their turn if they cannot drop it.
13. Dye Pot: Bright dye can make something vibrantly bright. If thrown at a target, it and
everything nearby becomes dye-stained and leaves powdery tracks for a day or until cleaned.
If the dye gets wet it stains permanently.
14. Fireproof Cloak: Wrap yourself in a dark cloak that is completely fireproof. You take no
damage from fire-based attacks and from standing in fire for the next hour.
As long as you were not already at the location, you may use this talent to suddenly emerge
from the middle of a fire or smoky area large enough to hold you. Breathing smoke is still not
great for you.
15. Plague Blades: Coat up to a dozen weapons and/or arrows in infectious goo. Lasts for an
hour. Anyone damaged by these weapons cannot heal until treated with medicine.
16. Fortifying Elixir: Any creature who drinks this vial of yellow liquid feels very alert. They
always pass their Initiative Check and stay awake for 12 hours. Afterwards, they fall into a
deep sleep for at least 6 hours.
17. Patent Remedy: Restores 1D3 HP/Str once per day. All who drink it suffer from a side
effect. 1. Itchy Rash 2. Shaky Hands 3. Lethargy 4. Sneezing 5. Shaking Legs 6. Dry Mouth.
Lasts for an hour.
18. Stopwatch: When attempting something requiring precise timing, such as swinging
from a ledge onto a moving stagecoach or shooting a dragon racing overhead, you may use
this talent to automatically succeed. You may also use it to take your turn immediately after
any creature during combat, as long as you have not already taken your turn this round.
19. Make-Do Stew: Your cooking is incredible. This meal heals any who eat it in comfort for
1D6 HP/Strength. The meal smells really good and may attract nearby animals.
20. Transmutation: Immerse a metal object in a cask of chemicals. You may change it from
one metal to another. Make it hard iron, flammable magnesium, soft, heavy lead or liquid,
toxic Mercury. Cannot turn anything to gold, sadly.