A Dissertation on Alchemy

by Morpheus Grimme

Hello, hello, yes, yes, I'm sure, and all that. Let me get this straight. I was sent here to dispense information. I'm Morpheus Grimme, and your name is unimportant to me. I've been paid to talk to you about alchemy, so, I intend to fulfill my end of the contract. I don't particularly care overmuch for any chit-chat from my audience, so simply sit up and shut up.

Now, I'm told you wanted to know about alchemy. Well, that's a nice and fun subject, isn't it? You want to know about alchemy, and they find me to talk to you. Charming. It's suitable, I suppose, much in the same way that one would ask an elephant to talk about ivory, if you can appreciate the irony there.

Allow me to make this clear beforehand. Alchemy isn't about magic, it's about science. In a world of magic like the one in which we live, the two things are inseparably married, undivorceable by god or man except in the most mundane fashion, and so, alchemy leans on magic as magic leans on alchemy. You've got your small-end knick-knacks, like alchemist's fire, or shockpowder, but really, in the end, most alchemical compounds are sustained, controlled, or in some way held by magic. The magic is to the alchemy as the glass is to the very liquid - or powder, or whatever.

Oh, whatever. Peh, you just wanted to hear about things that go boom, right? Well, fine by me, I suppose. I get paid either way.

Alchemy, as we understand it, is a broad, broad field, with a good many famous researchers in it. A lot of them, though, nobody knows. It was predominantly studied in the first place by a bunch of guys who got a kick out of losing their eyebrows. These people were very... well, in conventional language, stupid. But it's always been the geniuses who ride on the backs of idiots - and then, years later, vice versa. There aren't many particular names and faces - even with magic as it is, getting information around about people is tricky, and if you're not in the Council of Nine's library books - for whatever reason - chances are, you'll be forgotten, and your discoveries left to someone else. Either be a hero, or be a monster, and you should be able to get your wish.

Give me a moment, I'm sure I've got some tucked away in here... Here, look at this. Don't touch it, you damn fool! Just look. See? This is the boom, my friend. This is bottled, stoppered, labelled and fermented boom...

Oil of Thunderous Detonation: This fine, honey-coloured liquid is usually stored in very stout, very thick, glass phials, which are usually fused shut. The oil tends to spontaneously combust when brought into contact with air, but when introduced to air and heat simultaneously, it doesn't just burn - it explodes. Oil of Thunderous Detonation, when broken into a fire or high-temperature situation explodes in a 20-foot spread of bright orange fire, dealing 10d6 fire damage, with a reflex save for half damage (DC 20). However, the fire is accompanied by a booming clap of noise, dealing 10d6 sonic damage in the same area, with a fortitude save for half damage (DC 20).

Oil of Thunderous Detonation is sensitive to changes in temperature, and on any day with a temperature of 30 degrees Celsius or more, there is a 5% chance it explodes spontaneously at some random time.

Caster Level: 13th; Prerequisites: Craft Wondrous Item, Brew Potion, fireball, crafter must have the Energy Admixture (Sonic) feat. Market Price: 9,100 gp; Weight: 0 lb.

...Of course, it's probably the most potent stuff you'll ever find outside of some highly specific compounds. There are some guys up north doing experiments, but this stuff... this stuff is just carnage in a bottle. Yes, I have some of my own toys - oh, fine.

Yes, this. Fine, distilled, murder in a bottle. The Oil is nice stuff, yes, don't get me wrong - and ferociously useful against big groups of people around a campfire. But unless you're hanging around somewhere where your enemies are really conveniently stupid, you're going to prefer this.

Morpheus' Swords: These phials of sick, green poisonous-looking liquid are more akin to acid than they are to poison. Made of a powerful base alkaline, Morpheus' Swords smell faintly of rosewater and are kept in tightly-sealed flasks of acid, stoppered with wax. When used as grenadelike weapons with a range increment of 30 feet, Morpheus' Swords explode in a small shower of gluggy liquid. This spray of base fluids deals 20d6 acid damage (Fortitude Save half, DC 20), and spreads a thick contact poison into the target's veins, through the skin. The Poison's primary and secondary damage is the same - 1d10 Constitution damage (Fortitude negates, DC 19).

Caster Level: 13th; Prerequisites: Craft Wondrous Item, Brew Potion, Melf's Acid Arrow, Poison. Market Price: 16,900 gp; Weight: 0 lb.

They're a bit expensive to lob all the time, though, yes. Usually, I rely on Alchemist's fire or flasks of acid - same effect, and only a few things resist both of 'em. That's when I pull out the big guns like that.

There, okay, you've seen the fireworks, I'm sure you don't care any more.

Oh? You're still interested? Hm. Fine, then. Here, look at these three. Valen's Vipers, they call them. No, not Viperpuff. That's just a nickname, you see. No, like the real Valen Grignard, classic alchemist and grey elf idiot extraordinaire would have used such a stupid name. The first one, Skinslivers, are relatively cheap little twists that can be passed off as cigarettes. They're a sort of fine chaff that works its way very swiftly into the skin. Painful as all hell, but surprisingly bad at actually hurting people...

Skinslivers: These small tubes of powder are not even made of glass - instead, they're wrapped in fine paper cigarettes, and the end is ripped off before the mixture is expelled from the tube as a cone. The mixture is composed partly of fine-ground pepper powder and a strained mixture of nettle leaves and poison ivy, and small, fine, slivers of tendriculous fibers. The fluffy, free-floating slivers are pretty much impossible to avoid, but only deal 1d4 damage. However, the powder, coupled with the stinging pain of the slivers, forces a fortitude saving throw (DC 11) or the target is overwhelmed with pain (treat as dazed).

Caster Level: 3rd. Prerequisites: Brew Potion, Craft Wondrous Item, Daze, Prestidigitation. Market Price: 200 gp; Weight: - lb.

...They're nasty toys regardless. They're pretty faff against the tougher sorts of fighters, but they're great for scragging spellcasters.

Don't give me that look, I'm a purist. Sure, a lot of great alchemists were spellcasters, but no, not me. No, I do it by the book, by the blood, and by the fire and iron of the laboratory. Now shut up. Now, the second one of Valen's Vipers was designed to deal with a bit more widespread problems... groups of opposition, and so on...

Foglobes: These small, tightly bound paper globes hold a tightly compressed alchemical compound composed primarily of condensed milk and some obscure stomach acid of the psionic vermin Puppeteers. The are tightly wrapped and smoothed over with paste. This paste, however, is chalky and tends to break up on impact - and the nature of the compound is such that sudden exposure to air prompts a sharp explosion.

When a foglobe is tossed against a hard surface as a grenadelike weapon, it immediately bursts into a large cloud of fog. The mist, however, is filled with stinging particles that crackle and spark when exposed to friction - friction that can be as subtle as the movement of a body through air. Any moving creatures within the fog are highlighted by sparkling crackles of light. Finally, just to make an escape easier, the particles, when they settle upon a surface, liquefy swiftly, and become a thick patina of magical grease, as the spell. The fog and the grease are both highly transitive, however, and dissipate into nothingness in a mere three rounds.

Caster Level: 3rd. Prerequisites: Brew Potion, Craft Wondrous Item, Glitterdust, Grease. Market Price: 800 gp; Weight: - lb.

...Of course, it all pales compared to the Downfluff. Rumour has it that Downfluff is actually some kind of ground-up forsaker's bones, or something like that. Me, I don't really care. I keep a few bags on hand and make sure there's a good distance between myself and the poor bastard I throw it at...

Downfluff: This fine, chalky powder is typically contained in solid, tightly wound bags tightly bound. The string is usually dipped in parraffin, and ends in a solid ring. If the ring is pulled sharply, the string starts to burn very quickly, and the wielder must throw it in the same action or risk being doused in the powder himself. A downfluff bag has a range increment of 30 feet.

The bags explode, but not too violently - about as impressively as a flour bomb. The problem is, instead, the 10-foot burst of white dust that then coats everything. The dust completely negates all magic in its area. Airborne creatures can fly over the dust and not suffer the antimagical effects, but those who were under the bag when it exploded would be thoroughly covered in it.

The chalky powder otherwhise duplicates an antimagic field and lasts for two hours before the powder absorbs so much latent magic from the world around that it spontaneously combusts in a flare of fire, dealing 10d6 fire damage in a 20-foot spread.

Caster Level: 12th. Prerequisites: Brew Potion, Craft Wondrous Item, Antimagic Field, Fireball. Market Price: 9,600 gp; Weight: - lb.

...Now, that's not the best work Valen ever did, but it was some of his most interesting. I mean, there are wizards who can do that kind of shit - but Valen only needed the magic to suppress the alchemy long enough for it to get the effect he wanted. Theories exist that he made weapons stronger than Adamantium with just steel, and no magic... but I can't say for sure.

Now, we all know the simple policy in a party of adventurers - scrag the mage. It's a simple trick, and it's what Grignard's toys were made for, or at least, the first few. That doesn't mean there's not a few alchemical toys for the arcanists in the world...

Spellstash Snuff: This fine powder, when inhaled by a spellcaster, allows them to recall up to nine levels of spells. A single dose of the snuff is only good for one use, and the spell levels must be used within fifteen minutes or be lost.

Caster Level: 17th. Prerequisites: Brew Potion, Craft Wondrous Item, Limited Wish, Haste. Market Price: 8,100 gp; Weight: 1 lb.

...But I'm no fan of them. They're a bit too close to the Border for me - the line where it stops being about the alchemy and starts being about magic. That's when you get to making bags of holding and magic carpets - and then, well, hells, what have you to do but wear a dress and a pointy hat. Bah, I don't care. Anyway, look. The thing with these alchemical toys is that they're really, very, very mild ways of storing up effects. The Magic just keeps it in a holding pattern - a sort of stasis, if you will... and some of them are very, very useful to a cleverly prepared adventurer...

Oil of Return: This oil has to be rubbed on a character at most four hours before death. Once a character so prepared has been slain, one full minute later, they return to life as if affected by the spell reincarnation.

Caster Level: 7th; Prerequisites: Craft Wondrous Item, Brew Potion, Reincarnation, Death Watch. Market Price: 2,800 gp; Weight: 7 lb.

Now, then, we come to psionics. I'm not sure if they're a science, a myth, or some mix thereof. I don't particularly care, either. However, some of the things they produce are nice, if a bit on the macabre side. They make these flasks... yes, here's one. The contents of this flask are kind of like Powdered Animals - but Arnemeas the Wild stopped those being passed around rather swiftly. No, these things are more like moments of a life, given away.

Stoppered Beasts: These fine phials filled with glittering, star-dust-like powder contain a momentary shadow of a creature, frozen forever in time. When the phial is broken, the strands of time and ectoplasm swirl around the dispersed dust and the creature's existence continues for a tiny while. The creature so created may well be long dead. All the phials do is capture a truly real memory of them - and preserve that shadow to be used again.

Stoppered Beasts are generally only psionically adept creatures, or generally unintelligent beasts. The phials themselves, composed of resonant crystal, are able to communicate to the person carrying it their alignment and predisposition, and will only function for a character whose alignment and tendencies match their own; if otherwise utilised, the creature released will turn on the person who released it immediately.

Everything about a Stoppered Beast is completely transient. After their duration expires, a Stoppered Beast simply ceases to exist, as does all their equipment and any poisons or similar effects they established upon their release.

If a phial containing a stoppered beast is broken in an area too small to contain it, the temporal energies instead un-break the phial and restore it for later use.

The Bottled Rage of Delvargun: Delvargun the Black was a half-dragon troll who was eventually curbed to a degree of societal notion by an evil cleric of the Lord, Markon. Eventually, he was defeated by the winged paladin, Cayden Willowby, and left Markon's service. Delvargun turned his talents towards battery and deception, but found his insatiable lust for violence a great hindrance to truly clever political maneuvering.

So, he engineered - after much dealings with a rather cunning young Telepath - to bottle his rage, to put in places it would not be used. But by giving this rage a place to stay, it gave it a name - and around that name, little fractions of reality did accrue, until an accident resulted in Delvargun fighting, for the most furious minute of his life, his own furious self. And so, the two discovered, they could market Delvargun's fury.

Little did either of them realise that the contained whirlwind of destruction that was Delvargun would be such a boon to many an unscrupulous adventurer in need of some strong-arming.

These flasks are hard, bound, and usually made of pure iron. This doesn't keep them from being incredibly fragile, however - the flasks break quite easily when they strike a solid surface. Once broken, the flask unleashes a shadow of Delvargun, an enormous aspect of pure half-draconic rage, who fights for one full minute, then vanishes.

Manifester Level: 11th; Prerequisites: Craft Universal Item, Call Cohort, Recall Death. Market Price: 6,370 gp; Weight: - .

Delvargun The Black (Half-Dragon Troll Rogue 2): CR: 9; Large Dragon; HD: 6d10+2d8+56; hp 102; Init: +9; Spd: 30 ft, fly 30 ft; AC: 28 (-1 size, +5 dex, +11 natural, +3 armour); Atk: 2 claws +17 (1d8+11) melee, bite +12 (1d6+5); Face/Reach: 5 ft. by 5 ft./10 ft. SA: Rend 2d6+16, Breath Weapon, Sneak attack +1d6; SQ: Regeneration 5, Scent, Darkvision 90 feet, Lowlight vision 60 feet, Water Breathing, Blindsight 30 feet, Immune to sleep, acid, and paralysis, Evasion; AL CE; SV Fort +12, Ref +13, Will +7; Str 32, Dex 20, Con 24, Int 12, Wis 14, Cha 14.

Skills and Feats: Hide +22, Listen +10, Move Silently +23, Spot +10, Tumble +10, Use Magic Device +20; Snatch, Alertness, Improved Initiative.

This form of Delvargun is incredibly psychotic and prone to bursts of complete furious action. It rarely formulates a strategy.

Rend (Ex): If Delvargun hits with both claw attacks, he establishes a grip and tears the flesh of his opponent. This attack automatically deals an additional 2d6+16.

Regeneration (Ex): Fire deals normal damage to Delvargun. If he loses a limb or body part, the lost portion regrows in 3d6 minutes. He can reattach the severed member instantly by holding it to the stump.

Breath weapon (Su): Delvargun's breath weapon is a line of acid that deals 6d4 damage, and allows a reflex saving throw for half of DC 17.

Snatch (Ex): Delvargun can, if he hits with a claw attack, act as if he has the Improved Grab feat. Once he has established a hold, Delvargun can simply pick up his opponent and fling them 10 feet, dealing 1d6 damage. This is a good way to play keepaway, and keeps people from getting themselves killed if they just want to try start a fight.



Flask of Buried Error: Everyone, some psionics say, has something about their mind that isn't normal. Ironically, these aberrations are completely normal. And it is that which this fine misted powder intends to bring out.

A Flask of Buried Error has to strike a target as a grenadelike weapon, or it simply doesn't break. If it does, however, it releases a cloud of white mist, as the spell obscuring mist. This is the secondary affect of the item, however - rather, the flask draws out from the target's psyche some strange psychosis or deep-seeded issue, birthing for a brief while, a Phthisic in the fog, somewhere near the person from whose mind it comes. It then attacks in a way that best fits the psychosis it fits, before vanishing, along with the mist, 10 rounds later.

Manifester Level: 11th; Prerequisites: Craft Universal Item, Psychic Chirurgery. Market Price: 6,800 gp; Weight: - .

Kuroki Dokan: At first glance, the Kuroki Dokan phial holds a pickled toad, held in formaldehyde. As best anyone can tell, this is exactly what it is, but scale is being played with. Kuroki Dokan is no more and no less than an utterly enormous toad.

Kuroki Dokan is generally pacifistic and will only fight back if attacked by someone significant enough for it to notice. However, because of its ridiculous size and prodigious weight, it has been used by more than one wily character to stop pursuing forces.

Manifester Level: 7th; Prerequisites: Craft Universal Item, Recall Death. Market Price: 10,710 gp; Weight: - .

Kuroki Dokan (Titanic Toad): CR 13; Gargantuan Animal; HD 25d8+200; hp 312; Init +0; Spd 20 ft.; AC 26 (-4 Size, +20 natural); Atk Bite +27 melee (3d8+19); Face/Reach: 20 ft. by 20 ft./20 ft.; SA Trample 3d8+19; SQ Low-light vision; AL N; SV Fort +24, Ref +14, Will +16; Str 37, Dex 10, Con 27, Int 1, Wis 14, Cha 4.

Skills and Feats: Hide -4, Listen +5, Spot +5; Great Fortitude.


The Red Razors: The Red Razors were a mercenary crew of Bladelings who recognised that their capacities as mercenaries were in fact best multiplied through selling their services in Stoppered Beast form. After realising this, they began to produce the phials as quickly as they could. The majority of the Red Razors are retired now, and live quite well on the proceeds of their mercenary services - which continue to this day.

The Red Razors are utterly mercenary and will serve anyone who has paid for their services. If a Red Razor flask is found, stolen, or taken from a dead foe, it will demand its fee be sent to an appropriate beneficiary before it will fulfil any services. A Red Razor who is appeased will persist and fight for seven rounds.

Manifester Level: 7th; Prerequisites: Craft Universal Item, Recall Death. Market Price: 2,800 gp; Weight: - .

Red Razor (Bladeling Ftr 4): CR 5; Medium-Sized Outsider (Lawful); HD 4d10; hp 22; Init +5; Spd 30 ft.; AC 15 (+1 Dex, +5 natural); Atk claw +4 (1d6), Longsword +5 melee (1d8/19-20); Face/Reach: 5 ft. by 5 ft./5 ft.; SA Razor Storm; SQ Cold Resistance 5, DR 5/+1 (slashing and piercing weapons only), fire resistance 5, immunities, outsider traits; AL LN; SV Fort +4, Ref +2, Will +1; Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10.

Skills and Feats: Craft (Weaponsmithing) +7, Jump +7; Dodge, Mobility, Spring Attack, Weapon Focus (longsword), Weapon Specialisation (Longsword).

The Red Razors are intensely militant and not in the slightest bit concerned for their own safety. Upon being summoned by a person who owns their contract, they follow their orders without question, and care not for the good or evil of their deeds.

Razor Storm (Ex): Once per day, a Red Razor can expel sharpnellike bits of its skin in a 15-foot cone, dealing 2d6 points of piercing damage to any creature in the area. A reflex save (DC 10) halves the damage. After this attack, the Red Razor's natural armour bonus drops to +2 for 24 hours.

Immunities (Ex): A Red Razor takes no damage from acid, and it is immune to rust attacks despite its metallic hide.

Outsider Traits: A Red Razor has darkvision (60-foot range). It cannot be raised or resurrected.

Well, that's pretty much it from me. You've seen some toys now, I'm sure you've had fun, so on, and so forth. Whatever. Just remember - you never saw me, and I was never here.