Atlantean Trilogy Archive
An alchemist shapes a clay golem beside copper furnaces and a homunculus in a jar, with whales drifting past a sunken city beyond.

Alchemy and signs

Runes and ciphers, remedies, philtres, potions and poisons, and the great works: golems, homunculi and necromantic rites.

Kind

372 alchemy and signs

  1. AgeingPotionMakes the drinker a decade older.
  2. AlchahestAdvanced alchemical substanceThe universal solvent: it eats through anything except the one metal or element left out of its recipe, and even a splash can be lethal; it is the leading killer of alchemists.
  3. Alchemical Rod of DetectionAlchemical deviceA Y-shaped cast divining rod an alchemist uses to locate a chosen metal, element or gemstone.
  4. All-SeeingSymbol of powerStrips away illusions and exposes invisible things.
  5. Amalgamate (Mixing Fluids)Alchemical signAlchemical shorthand sign standing for amalgamate (mixing fluids); the book offers these as optional flavor or as substitutes for written abbreviations.
  6. Anti-ParasiticHerbal remedyClears every parasite from the body within a few minutes.
  7. AntipathySymbol of powerVictims who fail to resist turn violent and attack anyone in view.
  8. ApathySymbol of powerVictims who fail to resist turn listless and bored.
  9. ApathyPhiltreThe drinker grows bored and stops caring about any activity or conversation.
  10. Aphrodisiac AntidoteHerbal remedyCures a victim of love sickness.
  11. Aqua Vitae (Water of Life)HomonculusThe life-giving fluid used to animate golems, machina and homonculi, brewed in an aludel by the essence method.
  12. AquariusZodiac signZodiac sign for Aquarius, offered for talismans or for flavor in the campaign.
  13. AriesZodiac signZodiac sign for Aries, offered for talismans or for flavor in the campaign.
  14. BeautyHerbal elixirBriefly gives a woman otherworldly beauty.
  15. Beserk RagePotionSends the drinker into a killing frenzy against the closest living creature, with doubled attacks.
  16. Black DeathPoisonBrings agony, convulsions and near-instant death; those who resist survive badly hurt.
  17. Black LotusNarcotic powderIts powder or smoke is reputed to grant extrasensory powers, but each use risks an incurable addiction whose withdrawal is almost always fatal.
  18. BrimstoneAlchemical signAlchemical shorthand sign standing for brimstone; the book offers these as optional flavor or as substitutes for written abbreviations.
  19. CancerZodiac signZodiac sign for Cancer, offered for talismans or for flavor in the campaign.
  20. CapricornZodiac signZodiac sign for Capricorn, offered for talismans or for flavor in the campaign.
  21. CharismaHerbal elixirTemporarily raises Charisma.
  22. CharismaPotionTemporarily raises Charisma.
  23. CharmHerbal elixirTurns the drinker's gaze into a Charm spell against one target, who may resist.
  24. Cipher 1Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 1.
  25. Cipher 10Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 10.
  26. Cipher 11Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 11.
  27. Cipher 12Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 12.
  28. Cipher 13Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 13.
  29. Cipher 14Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 14.
  30. Cipher 15Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 15.
  31. Cipher 16Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 16.
  32. Cipher 17Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 17.
  33. Cipher 18Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 18.
  34. Cipher 19Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 19.
  35. Cipher 2Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 2.
  36. Cipher 20Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 20.
  37. Cipher 21Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 21.
  38. Cipher 22Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 22.
  39. Cipher 23Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 23.
  40. Cipher 24Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 24.
  41. Cipher 3Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 3.
  42. Cipher 4Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 4.
  43. Cipher 5Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 5.
  44. Cipher 6Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 6.
  45. Cipher 7Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 7.
  46. Cipher 8Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 8.
  47. Cipher 9Alchemical cipherOne of the 24 numeric cipher marks alchemists use; this one stands for the number 9.
  48. Clay GolemGolem3d8 per strikeA clay giant that only earth-affecting spells can harm, armored like leather.
  49. Climbing VineAlchemical signAlchemical shorthand sign standing for climbing vine; the book offers these as optional flavor or as substitutes for written abbreviations.
  50. ColdRuneGrants a small bonus on saves against cold-based attacks.
  51. CommandSymbol of powerVictims who fail to resist must carry out one order the caster chose before inscribing.
  52. CompliancePhiltreThe drinker readily goes along with any reasonable-sounding suggestion and acts on it immediately.
  53. ConfusionSymbol of powerVictims who fail to resist become completely disoriented.
  54. CopperAlchemical signAlchemical shorthand sign standing for copper; the book offers these as optional flavor or as substitutes for written abbreviations.
  55. CourageRuneHelps the bearer resist magical fear and influence.
  56. Create HomonculousHomonculusAn artificial creature grown for two months in a sealed copper vat around a clay model, taking its traits from the animal ingredients used; results are rolled on the life-form tables.
  57. Create UndeadAdvanced necromantic ritualA necromancer can make standard corporeal undead such as skeletons, ghouls and wights, spending a week per level of the creature and gathering grim materials.
  58. CrucibleAlchemical signAlchemical shorthand sign standing for crucible; the book offers these as optional flavor or as substitutes for written abbreviations.
  59. CurareVenomA plant toxin known mainly to jungle tribes, usually put on darts or arrows; it paralyzes almost instantly and can stop the heart and lungs.
  60. Cure AmnesiaHerbal remedyBrings back normal memory.
  61. Cure AntipathyHerbal remedyRemoves violent tendencies.
  62. Cure ApathyHerbal remedyLifts apathy.
  63. Cure BlindnessHerbal remedyReturns normal sight.
  64. Cure DiseaseHerbal remedyPurges disease from the body.
  65. Cure InsanityHerbal remedyHeals any kind of mental illness.
  66. Cure InsanityPotionAlmost always cures insanity or mental illness.
  67. Cure ParalysisHerbal remedyCounters paralysis of every kind.
  68. CuriosityPhiltreThe drinker becomes eager to investigate whatever is first pointed out to him.
  69. CuspsAlchemical deviceTiny glass lenses worn on the eye that give an alchemist sight in the dark, but hurt the eyes if worn too long.
  70. DarnellNarcotic powderA dram in food or drink puts the victim into a heavy stupor.
  71. DeathRuneA cursed rune placed only on some rune wands; once per day the wand's maker can use it to knock a living creature unconscious, and the victim dies within a week unless the curse is lifted.
  72. DeityRuneImproves saves against the special attacks of undead creatures.
  73. Demon's BaneSymbol of powerAny demon inside the area takes damage each round until it leaves.
  74. Detect DangerPotionSenses whether danger lies within a large area and roughly where, but not its nature.
  75. Detect IllusionHerbal elixirLets the drinker spot illusions nearby.
  76. Detect InvisibilityPotionLets the drinker see invisible things nearby.
  77. Detect LiesPotionLets the drinker tell when nearby speakers lie.
  78. Detect MagicPotionLets the drinker sense magic nearby.
  79. Devil's BaneSymbol of powerAs Demon's Bane, but harms devils.
  80. Digestion (Simple Heating)Alchemical signAlchemical shorthand sign standing for digestion (simple heating); the book offers these as optional flavor or as substitutes for written abbreviations.
  81. Disperse EnergySymbol of powerBreaks up walls, spheres or bolts of force.
  82. DistillationAlchemical signAlchemical shorthand sign standing for distillation; the book offers these as optional flavor or as substitutes for written abbreviations.
  83. DivinationHerbal elixirReveals the answer to a single yes-or-no question.
  84. Dragon's EyeSymbol of powerVictims who fail to resist run away in blind terror.
  85. DramAlchemical signAlchemical shorthand sign standing for dram; the book offers these as optional flavor or as substitutes for written abbreviations.
  86. Dram / ounceAlchemical measureSolid weight: eight drams make an ounce.
  87. Dust of AppearanceAlchemical dustMakes invisible objects or creatures it touches visible.
  88. Dust of BlindnessAlchemical dustBlinds those it touches.
  89. Dust of CharmingAlchemical dustCharms victims as the corresponding potion would.
  90. Dust of ConfusionAlchemical dustLeaves victims so muddled they seldom manage to act.
  91. Dust of ControlAlchemical dustWorks like the chosen Potion of Control but over a dust's area.
  92. Dust of Control (first listing)Alchemical dustWorks like the matching Potion of Control.
  93. Dust of DesireAlchemical dustWorks like the aphrodisiac elixir.
  94. Dust of Detect IllusionAlchemical dustIllusions dusted with it glow faintly and look false.
  95. Dust of DisappearanceAlchemical dustRenders dusted objects or creatures invisible.
  96. Dust of Emotional Influence: AntipathyAlchemical dustVictims turn hostile and uncooperative toward the first creatures they meet.
  97. Dust of Emotional Influence: ApathyAlchemical dustVictims lose interest in everything going on around them.
  98. Dust of Emotional Influence: SympathyAlchemical dustVictims feel sympathy for the first creatures they meet.
  99. Dust of Half-WeightAlchemical dustHalves the weight of non-living materials.
  100. Dust of HallucinationAlchemical dustHas the same effect as the hallucination toxic powder.
  101. Dust of Ill FortuneAlchemical dustHas the same effect as the ill fortune toxic powder.
  102. Dust of Instant IceAlchemical dustFreezes a large volume of water.
  103. Dust of Magic DetectionAlchemical dustMagical things or areas it touches glow faintly.
  104. Dust of NauseaAlchemical dustHas the same effect as the nausea toxic powder.
  105. Dust of Non-DetectionAlchemical dustHides dusted objects or traps from all magical detection.
  106. Dust of PanicAlchemical dustVictims drop what they are holding and run in panic.
  107. Dust of ParalysisAlchemical dustHas the same effect as the paralysis toxic powder.
  108. Dust of Passive ActionAlchemical dustWorks like the Passive Action potion.
  109. Dust of PetrificationAlchemical dustTurns victims who fail to resist to stone.
  110. Dust of PoisonAlchemical dustDelivers whatever poison was used, with its usual effects.
  111. Dust of RageAlchemical dustVictims fly into a fury and attack anyone, friends included.
  112. Dust of SleepAlchemical dustPuts victims into a deep sleep.
  113. Dust of SlownessAlchemical dustHalves victims' speed and movement.
  114. Dust of Temporary AmnesiaAlchemical dustVictims temporarily forget everything.
  115. Dust of Trail-ErasureAlchemical dustWipes out tracks along a stretch of ground, indoors or out.
  116. Dust of Uncontrolable ItchingAlchemical dustHas the same effect as the itching toxic powder, but lasts longer.
  117. Dust of VertigoAlchemical dustHas the same effect as the vertigo toxic powder.
  118. Dust of Water EvaporationAlchemical dustDries up a large volume of water or an area of marsh.
  119. E.S.P.PotionGrants the drinker the power to read minds nearby.
  120. Elemental PowerSymbol of powerCreatures in the area take fire, cold or electrical damage each round (caster's pick) until they leave.
  121. Elixir of Protection from diseaseHerbal elixirOne of the Elixirs of Protection: the drinker is shielded from harm by disease, and warded creatures cannot come within a foot of him.
  122. Elixir of Protection from evilHerbal elixirOne of the Elixirs of Protection: the drinker is shielded from harm by evil, and warded creatures cannot come within a foot of him.
  123. Elixir of Protection from lightningHerbal elixirOne of the Elixirs of Protection: the drinker is shielded from harm by lightning, and warded creatures cannot come within a foot of him.
  124. Elixir of Protection from lycanthropesHerbal elixirOne of the Elixirs of Protection: the drinker is shielded from harm by lycanthropes, and warded creatures cannot come within a foot of him.
  125. Elixir of Protection from magical influenceHerbal elixirOne of the Elixirs of Protection: the drinker is shielded from harm by magical influence, and warded creatures cannot come within a foot of him.
  126. Elixir of Protection from passion and desireHerbal elixirOne of the Elixirs of Protection: the drinker is shielded from harm by passion and desire, and warded creatures cannot come within a foot of him.
  127. Elixir of Protection from serpentsHerbal elixirOne of the Elixirs of Protection: the drinker is shielded from harm by serpents, and warded creatures cannot come within a foot of him.
  128. Elixir of Protection from spiritsHerbal elixirOne of the Elixirs of Protection: the drinker is shielded from harm by spirits, and warded creatures cannot come within a foot of him.
  129. Elixir of Protection from vampiresHerbal elixirOne of the Elixirs of Protection: the drinker is shielded from harm by vampires, and warded creatures cannot come within a foot of him.
  130. Elixir of Resistance: Magic resistanceHerbal elixirOne of the Elixirs of Resistance, improving the drinker's saves against magic.
  131. Elixir of Resistance: Necromancy resistanceHerbal elixirOne of the Elixirs of Resistance, improving the drinker's saves against necromancy.
  132. Elixir of Resistance: Witchcraft resistanceHerbal elixirOne of the Elixirs of Resistance, improving the drinker's saves against witchcraft.
  133. Emotional InfluencePotionLets the drinker stir sympathy, antipathy or apathy in a group of nearby creatures.
  134. EnergySymbol of powerVictims who fail to resist are knocked unconscious.
  135. Equal Parts of EachAlchemical signAlchemical shorthand sign standing for equal parts of each; the book offers these as optional flavor or as substitutes for written abbreviations.
  136. Essences (general rules)EssenceEssences are the purest state of a substance, drawn out with alchahest and fixed in form by the alchemist's will; some are used to enchant fine items through daily 'dousing'.
  137. Essential EarthsEssenceMulti-colored crystals from Rare Earths, made into eight elixirs that give the alchemist a chance of permanently gaining an Elemental Power, limited to a single such Power per lifetime.
  138. Essential LodestoneEssenceA dull gray stone whose magnetism can raise a protective force field or dispel one once per day.
  139. Essential OilAlchemical signAlchemical shorthand sign standing for essential oil; the book offers these as optional flavor or as substitutes for written abbreviations.
  140. Essential TinEssenceA violet liquid; an amulet, rod or wand doused in it for a week protects the wearer from control spells and lets him command many creatures; a quarter dose adds a command word to any magic item.
  141. Eye of FireSymbol of powerSets easily burned materials in the area alight, each item getting a save.
  142. FireRuneGrants a small bonus on saves against fire-based attacks.
  143. FixedAlchemical signAlchemical shorthand sign standing for fixed; the book offers these as optional flavor or as substitutes for written abbreviations.
  144. Fluid dram / fluid ounceAlchemical measureLiquid measure: eight fluid drams make a fluid ounce.
  145. Fluid ounce / pintAlchemical measureLiquid measure: sixteen fluid ounces make a pint.
  146. FlyingHerbal elixirGrants the power of flight for the elixir's duration.
  147. FlyingPotionGrants the power of flight.
  148. Fragrant OilsMagical mixture100-200 G.P.Anointed on the forehead and sprinkled in the protective circle, it helps the user resist hostile beings he summons or evokes.
  149. Free ActionPotionLets the drinker move freely through mud, water or entanglements and counters Slow spells.
  150. Free WillSymbol of powerReturns anyone under magical control in the area to their normal state of mind.
  151. FreedomSymbol of powerReleases everyone in the area from magical or mundane bonds and entanglements.
  152. FriendshipPhiltreThe drinker regards everyone nearby as trusted close friends.
  153. Fumes of Favorable AspectMagical mixture100-200 G.P.Incense burned during summonings that aids the user against hostile beings.
  154. Fumes of PrecognitionMagical mixture100-200 G.P.Grants a vague or cryptic vision of a future event that is certain to happen.
  155. Fumes of Spirit BanishingMagical mixture100-200 G.P.Drives spirit, astral and demonic presences near the smoke back to their own planes unless they resist.
  156. Fumes of Spirit DetectionMagical mixture100-200 G.P.Makes spirit, astral or invisible presences in the smoke visible for a while.
  157. Fumes of Spirit EvocationMagical mixture100-200 G.P.Calls up a spirit that truthfully answers one question about the local area, then departs; calling it again within a day risks its anger.
  158. FurnaceAlchemical signAlchemical shorthand sign standing for furnace; the book offers these as optional flavor or as substitutes for written abbreviations.
  159. Gaseous FormPotionLets the drinker shift between solid and gaseous form.
  160. GateSymbol of powerOpens a gate to whatever plane the caster names.
  161. GeminiZodiac signZodiac sign for Gemini, offered for talismans or for flavor in the campaign.
  162. Ghoul's VenomVenomParalyzes those who fail to resist.
  163. Giant StrengthPotionGives the drinker the strength of the kind of giant whose blood was used.
  164. GlassAlchemical signAlchemical shorthand sign standing for glass; the book offers these as optional flavor or as substitutes for written abbreviations.
  165. Glass ContainerAlchemical signAlchemical shorthand sign standing for glass container; the book offers these as optional flavor or as substitutes for written abbreviations.
  166. GoldAlchemical signAlchemical shorthand sign standing for gold; the book offers these as optional flavor or as substitutes for written abbreviations.
  167. GoodRuneLets the bearer sense Black Magic nearby whenever desired.
  168. GrainAlchemical signAlchemical shorthand sign standing for grain; the book offers these as optional flavor or as substitutes for written abbreviations.
  169. Grain / scrupleAlchemical measureSolid weight: twenty grains make a scruple.
  170. Hawk's VisionHerbal elixirLets the drinker make out fine detail at great distances.
  171. Heal BurnsHerbal remedyA salve that repairs burn damage when spread on the wound.
  172. HealingHerbal remedyDrunk to restore a few hit points.
  173. HealingPotionRestores a substantial amount of lost hit points permanently.
  174. HerbAlchemical signAlchemical shorthand sign standing for herb; the book offers these as optional flavor or as substitutes for written abbreviations.
  175. HeroismHerbal elixirBriefly raises Strength and Will to their racial maximum.
  176. HeroismPotionBriefly raises Strength and Will to the drinker's racial maximum.
  177. Holy OilHoly item5 g.p. per dram in materialsAnointing oil used before invocations, exorcisms and other rituals that improves the saves of a faithful user.
  178. Holy SymbolHoly itemHeld by a priest or mystic, it keeps undead, demons and devils at bay unless they resist, and is needed in some summoning rituals.
  179. Holy WaterHoly itemBurns undead, demons and devils, strengthens saves against curses, and briefly eases the symptoms of minor hexes.
  180. Immunity to Black MagicPotionShields the drinker from curses and maledictions of every kind.
  181. Immunity to ColdPotionMakes the drinker immune to cold, at the cost of taking double fire damage.
  182. Immunity to DrowningPotionLets the drinker swim and breathe underwater for a time.
  183. Immunity to DrunkenessPotionKeeps alcohol from affecting the drinker.
  184. Immunity to FirePotionThe reverse of Immunity to Cold: fire cannot harm the drinker, but cold does double damage.
  185. Immunity to Magical Influence and ControlPotionMakes the drinker immune to all magical influence for a time.
  186. Immunity to PetrificationPotionProtects against being turned to stone but weakens saves against heat and cold.
  187. Immunity to PoisonPotionMakes the drinker immune to all poisons but somewhat clumsy during strenuous action.
  188. ImprisonmentSymbol of powerVictims who fail to resist are trapped in a cube of force.
  189. InsanitySymbol of powerVictims who fail to resist are driven mad.
  190. Insect Venom AntidoteHerbal remedyUndoes insect or spider venom damage and halts the venom's progress.
  191. InvisibilityHerbal elixirMakes the drinker invisible for the duration.
  192. IronAlchemical signAlchemical shorthand sign standing for iron; the book offers these as optional flavor or as substitutes for written abbreviations.
  193. Iron CobraMachina15,000 G.P. in materialsA mechanical snake that bites or sprays venom from an internal reservoir.
  194. Iron ConstrictorMachina1-12 constriction per roundA variant of the iron cobra that crushes instead of poisoning.
  195. Iron DragonMachinaA mechanical dragon that breathes fire from a pitch-and-oil tank and attacks with bite and claws; flight costs extra.
  196. Iron HorseMachinaAn iron steed as fast as a heavy warhorse that can haul enormous loads but cannot fight.
  197. Iron ScorpionMachinaA variant of the iron spider with a venomous sting and ordinary bite, but no web mechanism.
  198. Iron SpiderMachina20,000 G.P. in materialsA mechanical spider that spins metal webbing and has a venomous bite.
  199. JupiterPlanetary signAstrological sign for Jupiter, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
  200. LeadAlchemical signAlchemical shorthand sign standing for lead; the book offers these as optional flavor or as substitutes for written abbreviations.
  201. LensesAlchemical deviceMagnifying lenses used to search surfaces for secret doors and traps, though not magically hidden ones.
  202. LeoZodiac signZodiac sign for Leo, offered for talismans or for flavor in the campaign.
  203. LibraZodiac signZodiac sign for Libra, offered for talismans or for flavor in the campaign.
  204. LightRuneMakes the engraved item shed light on command.
  205. LightSymbol of powerA flash that blinds anyone in the area who fails to resist.
  206. LimeAlchemical signAlchemical shorthand sign standing for lime; the book offers these as optional flavor or as substitutes for written abbreviations.
  207. Living StatueGolemA stone golem sculpted in any shape, such as a manticore or gargoyle, with no size limit; winged versions can be given limited flight with flying potions.
  208. Lock-pickingHerbal elixirGreatly improves the drinker's lock-picking, even with no prior skill.
  209. LodestoneAlchemical signAlchemical shorthand sign standing for lodestone; the book offers these as optional flavor or as substitutes for written abbreviations.
  210. Longevity (youth)PotionMakes the drinker a decade younger.
  211. Love PhiltrePhiltreThe drinker falls hopelessly in love with the first person whose name he hears.
  212. LoyaltyPhiltreThe drinker becomes fiercely devoted to the first person whose name he hears.
  213. LuckHerbal elixirImproves all of the drinker's saves slightly.
  214. LyeAlchemical signAlchemical shorthand sign standing for lye; the book offers these as optional flavor or as substitutes for written abbreviations.
  215. Magic ResistancePotionGives temporary resistance to magic.
  216. Magical Fumes (general)Magical mixture100-200 G.P.Powders that only work when burned in a brazier or other fire; the book lists five common kinds.
  217. Magical InksMagical mixtureEnchanted ink used to inscribe spells, enough for seven.
  218. Magical script (angular alphabet)Magical scriptThe first of two unnamed magical alphabets, made of blocky, staff-like letterforms, several of which carry small circles; it can be used on talismans or for flavor.
  219. Magical script (cursive alphabet)Magical scriptThe second unnamed magical alphabet, drawn in flowing hooked strokes; some letters share one glyph and it includes a mark that ends a sentence.
  220. MarsPlanetary signAstrological sign for Mars, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
  221. MercuryAlchemical signAlchemical shorthand sign standing for mercury; the book offers these as optional flavor or as substitutes for written abbreviations.
  222. MercuryPlanetary signAstrological sign for Mercury, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
  223. Metal GolemGolem3d12 per attackA metal giant harmed only by electrical spells, armored like plate.
  224. MinimAlchemical signAlchemical shorthand sign standing for minim; the book offers these as optional flavor or as substitutes for written abbreviations.
  225. Minim / fluid dramAlchemical measureLiquid measure: sixty minims make a fluid dram.
  226. Minor Magic Items (devices of spell storing)Minor magic itemItems of superior quality enchanted to hold one to seven spells, which must be recharged after use; alchemists can make them but only spell casters can set the exact number of spells.
  227. MirthPhiltreThe drinker laughs, giggles and grins throughout the effect.
  228. MoonPlanetary signAstrological sign for Moon, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
  229. MummificationAdvanced necromantic ritualEmbalming a humanoid corpse with myrrh, a necromancer-only secret, so that after a waiting period sealed in linen and sarcophagus it rises as a sahu (mummy).
  230. Mutated Species TableHomonculusPercentile results for a mutant homonculous, ranging from a talking blob to extra heads, extra arms or bonus powers.
  231. Necromantic BellAdvanced necromantic ritualA seven-metal bell engraved with arcane signs; ringing it calls the spirit of an ancient necromancer who truthfully answers one question on dark matters, if not summoned more than monthly.
  232. Necromantic GolemsNecromantic ritualA golem of flesh or graveyard clay, otherwise like a clay golem, controlled at any range through a mandrake-root image that also lets the necromancer see and hear through it.
  233. Neutralize ToxinsHerbal elixirPoured onto food, drink or mixtures, it renders any poison in them harmless.
  234. New Life Forms tableHomonculusPercentile results for creating a wholly new kind of creature, where the best outcomes can also produce a murderous, uncontrollable being.
  235. Night VisionPotionLets the drinker see in darkness.
  236. Ogre StrengthPotionGives the drinker an ogre's strength.
  237. OilAlchemical signAlchemical shorthand sign standing for oil; the book offers these as optional flavor or as substitutes for written abbreviations.
  238. OrichalcAdvanced alchemical substance2000 G.P. per doseGolden ingots that, forged into weapons or armor, give them magical bonuses up to +3.
  239. OunceAlchemical signAlchemical shorthand sign standing for ounce; the book offers these as optional flavor or as substitutes for written abbreviations.
  240. Ounce / poundAlchemical measureSolid weight: twelve ounces make a pound.
  241. PainSymbol of powerVictims who fail to resist are crippled by agony.
  242. Pint / gallonAlchemical measureLiquid measure: eight pints make a gallon.
  243. PiscesZodiac signZodiac sign for Pisces, offered for talismans or for flavor in the campaign.
  244. PlatinumAlchemical signAlchemical shorthand sign standing for platinum; the book offers these as optional flavor or as substitutes for written abbreviations.
  245. Poison AntidoteHerbal remedyWorks like the insect venom antidote but against any poison or venom.
  246. Poison Needle RingAlchemical deviceA ring whose stones, pressed correctly, release a tiny needle from the palm or back side that can be coated with venom.
  247. PoppyNarcotic powderA dram in food or drink leaves victims badly intoxicated, with a small addiction risk.
  248. PossessionRuneA cursed rune for shackles or fetters that forces anyone bound by them to obey the maker; Remove Curse cancels it.
  249. Potions of ControlPotionLets the drinker dominate a few creatures of one chosen type, who turn bitterly hostile once it wears off.
  250. Potions of Cursed (or Reversed) EffectPotionTurns any potion into a cursed or reversed version that is hard to identify by testing or magic.
  251. Powder of False DeathToxic powderDrops victims into a coma that looks like death; healers may notice they still live, others rarely will.
  252. Powder of HallucinationToxic powderInflicts terrifying hallucinations that prevent fighting or spellcasting and risk lasting madness.
  253. Powder of Ill FortuneToxic powderCurses victims with worse saves for a day.
  254. Powder of NauseaToxic powderDisables victims with violent nausea.
  255. Powder of ParalysisToxic powderLeaves victims unable to move or talk.
  256. Powder of SleepToxic powderSends victims into deep drugged sleep shortly after contact.
  257. Powder of SlownessToxic powderHalves the victim's movement and attack rate, like a Slow spell.
  258. Powder of Temporary AmnesiaToxic powderWipes the victim's memory for a short time.
  259. Powder of Uncontrollable ItchingToxic powderMaddening itching that can break concentration each minute.
  260. Powder of VertigoToxic powderCauses severe dizziness; a victim who stays on his feet may topple over.
  261. Powders of ConjurationMagical mixture100-200 G.P.The material component required for all conjuring spells; any dead creature yields only seven drams regardless of size.
  262. PremonitionHerbal elixirTells the drinker whether an area holds danger to him and roughly where, but not what.
  263. PrismsAlchemical deviceA polished polyhedral crystal through which an alchemist can study light to expose illusions.
  264. ProtectionRuneAdds a point of defense against physical attacks to shields, armor, bracers or amulets.
  265. Protection from EvilPotionGuards the drinker against physical attacks from evil summoned or invoked creatures.
  266. Puzzle LocksAlchemical deviceCustom locks whose design is left to the player or alchemist.
  267. Quick LimeAlchemical signAlchemical shorthand sign standing for quick lime; the book offers these as optional flavor or as substitutes for written abbreviations.
  268. Rare EarthsAlchemical signAlchemical shorthand sign standing for rare earths; the book offers these as optional flavor or as substitutes for written abbreviations.
  269. ReceiverAlchemical signAlchemical shorthand sign standing for receiver; the book offers these as optional flavor or as substitutes for written abbreviations.
  270. RecklessnessPhiltreThe drinker acts with no fear or caution whatever the situation.
  271. RefusalPhiltreThe drinker rejects every suggestion or proposal put to him.
  272. RegenerationPotionHeals the drinker a little every minute while it lasts.
  273. Relieve FeverHerbal remedyBrings body temperature back to normal.
  274. Relieve PainHerbal remedyEases pain of any kind.
  275. Relieve Skin IrritationsHerbal remedySoothes itching and skin irritation.
  276. Remove CurseHerbal remedyLifts a minor curse or malediction.
  277. Remove FearHerbal remedyDispels fear, magical or natural.
  278. Restore SpeechHerbal remedyRestores the ability to speak.
  279. RetortAlchemical signAlchemical shorthand sign standing for retort; the book offers these as optional flavor or as substitutes for written abbreviations.
  280. RootsAlchemical signAlchemical shorthand sign standing for roots; the book offers these as optional flavor or as substitutes for written abbreviations.
  281. Rune magic (general rules)RuneRunes are power-bearing marks that only work when cut into an object such as bracers, weapons, shields, wands or staves; ordinary users may carry at most three runic items.
  282. Sacred ArticlesHoly itemWell-made ritual objects such as chalices and censers, imbued with holy power so they boost rites and pain unholy creatures who touch them; misuse is sacrilege.
  283. SagittariusZodiac signZodiac sign for Sagittarius, offered for talismans or for flavor in the campaign.
  284. SaltAlchemical signAlchemical shorthand sign standing for salt; the book offers these as optional flavor or as substitutes for written abbreviations.
  285. SandAlchemical signAlchemical shorthand sign standing for sand; the book offers these as optional flavor or as substitutes for written abbreviations.
  286. SaturnPlanetary signAstrological sign for Saturn, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
  287. ScorpioZodiac signZodiac sign for Scorpio, offered for talismans or for flavor in the campaign.
  288. Scorpion VenomVenomDeals damage every minute for ten minutes.
  289. ScrollsScrollA spell caster can inscribe a single spell onto a scroll with magical ink; the effort counts as one of that day's spell castings and the scroll is used up when read.
  290. ScrupleAlchemical signAlchemical shorthand sign standing for scruple; the book offers these as optional flavor or as substitutes for written abbreviations.
  291. Scruple / dramAlchemical measureSolid weight: three scruples make a dram.
  292. Secret Compartment RingAlchemical deviceA ring with a hinged lid hiding a hollow big enough for one dose of toxic powder or similar.
  293. SedativeHerbal remedyPuts the user into restful sleep and doubles the benefit of any healing taken with it, but waking early leaves the sleeper groggy.
  294. ShrubAlchemical signAlchemical shorthand sign standing for shrub; the book offers these as optional flavor or as substitutes for written abbreviations.
  295. SilenceSymbol of powerVictims who fail to resist lose the power of speech.
  296. SilverAlchemical signAlchemical shorthand sign standing for silver; the book offers these as optional flavor or as substitutes for written abbreviations.
  297. Slow PoisonPoisonGiven in tiny daily doses in food or drink, it wears down the victim's Constitution until he is bedridden and finally dies.
  298. SlownessPotionHalves the drinker's speed and movement.
  299. Snake VenomVenomDeals damage every minute for twenty minutes.
  300. Solution (Mixing Fluids)Alchemical signAlchemical shorthand sign standing for solution (mixing fluids); the book offers these as optional flavor or as substitutes for written abbreviations.
  301. SorrowPhiltreThe drinker is overwhelmed by grief and weeps without stopping.
  302. Speak With The DeadHerbal elixirLets the drinker put three questions to someone who died within the last day; answers are truthful though possibly cryptic.
  303. SpeedPotionDoubles the drinker's Speed and attacks but ages him a year per dose.
  304. Spider VenomVenomDeals heavy damage every minute for ten minutes.
  305. Spirit's BaneSymbol of powerAs Demon's Bane, but harms spirit beings.
  306. Spy GlassAlchemical deviceA small telescope of two lenses in a metal tube that anyone can use.
  307. Standard Life Forms tableHomonculusPercentile results for creating a homonculous of an existing creature type, from moldy failure to a genius that may turn on its maker.
  308. StealthPotionMakes the drinker almost perfectly silent when moving.
  309. SteelAlchemical signAlchemical shorthand sign standing for steel; the book offers these as optional flavor or as substitutes for written abbreviations.
  310. Stone GolemGolem3d10 per attackA stone giant harmed only by stone-affecting spells, armored like chain mail.
  311. Stone-to-FleshPotionReverses petrification caused by flesh-to-stone attacks.
  312. StrengthHerbal elixirTemporarily raises Strength.
  313. SublimationAlchemical signAlchemical shorthand sign standing for sublimation; the book offers these as optional flavor or as substitutes for written abbreviations.
  314. SulfurAlchemical signAlchemical shorthand sign standing for sulfur; the book offers these as optional flavor or as substitutes for written abbreviations.
  315. SunPlanetary signAstrological sign for Sun, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
  316. Symbols (general rules)SymbolSymbols are traced in the air or over doors, arches and chests rather than carved; they come as Symbols of Power (spell-like effects triggered by viewers) and Symbols of Warding (invisible barriers).
  317. TaurusZodiac signZodiac sign for Taurus, offered for talismans or for flavor in the campaign.
  318. The Accursed TempleNecromantic ritualBuilt in an abandoned crypt or mausoleum over a year, it draws one undead (or lesser demon or devil) servant each night up to thirteen, replacing any lost.
  319. The AludelAlchemical apparatusThe alchemist's 'philosophical vase', a sealable fired-clay urn needed for the most advanced alchemical substances.
  320. The AthanorAlchemical apparatusThe alchemist's 'philosophical furnace', built like the aludel on a larger scale and cured by a month of continuous firing.
  321. The Power of Elemental AirElemental powerGrants gliding flight in any breeze and immunity to falling damage, plus the Air Elemental tongue.
  322. The Power of Elemental EarthElemental powerGrants peak human strength while standing on earth or stone, plus the Earth Elemental tongue and normal sight in underground darkness.
  323. The Power of Elemental FireElemental powerMakes the alchemist immune to fire and heat and able to superheat his body and held metal weapons, but weaker against cold and water.
  324. The Power of Elemental WaterElemental powerLets the alchemist breathe and walk on water, swim tirelessly at a shark's speed, and shrug off cold, but weaker against heat and fire.
  325. The UzatNecromantic ritualAn eye-shaped amulet of onyx and gold that a necromancer spends a month creating to hold protective and cursing spells.
  326. TinAlchemical signAlchemical shorthand sign standing for tin; the book offers these as optional flavor or as substitutes for written abbreviations.
  327. TravelRuneKeeps the bearer from getting lost in unfamiliar land by always knowing where north is.
  328. TreacheryPhiltreThe drinker will betray the first person whose name he hears at the earliest chance; the Game Judge decides the form of betrayal.
  329. TreeAlchemical signAlchemical shorthand sign standing for tree; the book offers these as optional flavor or as substitutes for written abbreviations.
  330. True (Fixed) LeadEssenceA gray liquid mixed into paint or lacquer that makes coated objects nearly proof against spells, but also stifles the wearer's own magic except magic weapons.
  331. True CopperEssenceAn amber liquid that grants a worn item a point of defensive bonus per week of dousing, up to four.
  332. True GoldEssenceA shimmering yellow fluid that, after four weeks of dousing, makes a rod, staff or wand able to hold many spells of one type.
  333. True IronEssenceA peacock-colored liquid that gives a weapon (or up to 20 missiles) bonuses by the same weekly process as True Copper.
  334. True PlatinumEssenceAn iridescent fluid that, after six weeks of dousing, turns any object into a self-recharging item holding several spells; adding a cursed potion creates a cursed item.
  335. True SilverEssenceA clear liquid that turns a ring into a rechargeable spell-storing item after two weeks of dousing.
  336. TruthHerbal elixirActs as a truth serum on whoever drinks it.
  337. Type I Poison PowderToxic powder1-6 per minuteToxic dust dealing steady damage over several minutes.
  338. Type II Poison PowderToxic powder1-8 per minuteStronger toxic dust dealing steady damage over several minutes.
  339. Type III Poison PowderToxic powder1-10 per minuteThe deadliest poison powder; survivors are still laid low for an hour.
  340. VariableAlchemical signAlchemical shorthand sign standing for variable; the book offers these as optional flavor or as substitutes for written abbreviations.
  341. Variable MercuryEssenceA reddish powder; a single grain set in wax and dropped into a large batch of molten lead or mercury turns it into pure gold almost instantly.
  342. VenusPlanetary signAstrological sign for Venus, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
  343. ViolencePhiltreThe drinker turns violent and attacks the first person whose name he hears.
  344. VirgoZodiac signZodiac sign for Virgo, offered for talismans or for flavor in the campaign.
  345. VisionPotionExtends the drinker's sight enormously.
  346. VitriolAdvanced alchemical substance500 G.P. per doseA glassy bonding agent that permanently fuses stone to stone or stone to metal; only alchahest can dissolve it once set.
  347. VoraciousnessPhiltreThe drinker is seized by a bottomless hunger, eating everything in sight or dropping everything to go find food.
  348. Votive CandlesHoly itemOne g.p. eachA candle burned in someone's name gives that person a save bonus wherever they are while it burns.
  349. Wand of PhosphorescenceAlchemical deviceA glass wand that glows in the dark and is recharged by sunlight.
  350. WarRuneImproves a weapon's attack and damage by one.
  351. Ward vs ArrowsSymbol of wardingShields the warded area from arrows and crossbow bolts.
  352. Ward vs Death MagicSymbol of wardingGuards against every kind of death spell.
  353. Ward vs DemonsSymbol of wardingBars demons from physically entering or crossing the warded area.
  354. Ward vs DevilsSymbol of wardingWorks like the demon ward but keeps out devils.
  355. Ward vs ElementalsSymbol of wardingWorks like the demon ward but keeps out elementals.
  356. Ward vs Insanity & Magical InfluenceSymbol of wardingProtects against magical control, influence and madness.
  357. Ward vs IntrudersSymbol of wardingSilently alerts the caster, wherever he is, when anyone trespasses into the area.
  358. Ward vs Magical EnergySymbol of wardingBlocks magical energy attacks such as Power Bolt, Word of Power and Mystic Bolt.
  359. Ward vs ScryingSymbol of wardingShields against scrying and divination.
  360. Ward vs SpiritsSymbol of wardingWorks like the demon ward but keeps out spirit beings.
  361. Ward vs SwordsSymbol of wardingShields against swords of every kind.
  362. Ward vs ThievesSymbol of wardingPlaced on doors or chests to foil lock-picking and knock spells.
  363. Ward vs UndeadSymbol of wardingWorks like the demon ward but keeps out undead.
  364. WaterAlchemical signAlchemical shorthand sign standing for water; the book offers these as optional flavor or as substitutes for written abbreviations.
  365. Water BreathingPotionLets the drinker breathe underwater.
  366. Waters of SulfurEssenceA sparkling liquid that revives someone dead less than an hour when poured into the mouth, or fully heals and cures a living drinker.
  367. WaxAlchemical signAlchemical shorthand sign standing for wax; the book offers these as optional flavor or as substitutes for written abbreviations.
  368. Winged Iron HorseMachina25,000 G.P. in materialsA flying iron horse that is grounded once badly damaged.
  369. WoodAlchemical signAlchemical shorthand sign standing for wood; the book offers these as optional flavor or as substitutes for written abbreviations.
  370. Wyvern VenomVenomKills within minutes; a successful save still costs half of remaining hit points.
  371. YageNarcotic powderMay plunge the user into terrifying hallucinations with a risk of madness, or instead grant a glimpse of the future; frequent users can build up immunity, which is why some shamans favor it.
  372. YewRuneEngraved on a staff or wand, it converts the item into a runestaff or runewand that can hold up to three further runes.