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372 alchemy and signs
- AgeingMakes the drinker a decade older.
- AlchahestThe 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.
- Alchemical Rod of DetectionA Y-shaped cast divining rod an alchemist uses to locate a chosen metal, element or gemstone.
- All-SeeingStrips away illusions and exposes invisible things.
- Amalgamate (Mixing Fluids)Alchemical shorthand sign standing for amalgamate (mixing fluids); the book offers these as optional flavor or as substitutes for written abbreviations.
- Anti-ParasiticClears every parasite from the body within a few minutes.
- AntipathyVictims who fail to resist turn violent and attack anyone in view.
- ApathyVictims who fail to resist turn listless and bored.
- ApathyThe drinker grows bored and stops caring about any activity or conversation.
- Aphrodisiac AntidoteCures a victim of love sickness.
- Aqua Vitae (Water of Life)The life-giving fluid used to animate golems, machina and homonculi, brewed in an aludel by the essence method.
- AquariusZodiac sign for Aquarius, offered for talismans or for flavor in the campaign.
- AriesZodiac sign for Aries, offered for talismans or for flavor in the campaign.
- BeautyBriefly gives a woman otherworldly beauty.
- Beserk RageSends the drinker into a killing frenzy against the closest living creature, with doubled attacks.
- Black DeathBrings agony, convulsions and near-instant death; those who resist survive badly hurt.
- Black LotusIts powder or smoke is reputed to grant extrasensory powers, but each use risks an incurable addiction whose withdrawal is almost always fatal.
- BrimstoneAlchemical shorthand sign standing for brimstone; the book offers these as optional flavor or as substitutes for written abbreviations.
- CancerZodiac sign for Cancer, offered for talismans or for flavor in the campaign.
- CapricornZodiac sign for Capricorn, offered for talismans or for flavor in the campaign.
- CharismaTemporarily raises Charisma.
- CharismaTemporarily raises Charisma.
- CharmTurns the drinker's gaze into a Charm spell against one target, who may resist.
- Cipher 1One of the 24 numeric cipher marks alchemists use; this one stands for the number 1.
- Cipher 10One of the 24 numeric cipher marks alchemists use; this one stands for the number 10.
- Cipher 11One of the 24 numeric cipher marks alchemists use; this one stands for the number 11.
- Cipher 12One of the 24 numeric cipher marks alchemists use; this one stands for the number 12.
- Cipher 13One of the 24 numeric cipher marks alchemists use; this one stands for the number 13.
- Cipher 14One of the 24 numeric cipher marks alchemists use; this one stands for the number 14.
- Cipher 15One of the 24 numeric cipher marks alchemists use; this one stands for the number 15.
- Cipher 16One of the 24 numeric cipher marks alchemists use; this one stands for the number 16.
- Cipher 17One of the 24 numeric cipher marks alchemists use; this one stands for the number 17.
- Cipher 18One of the 24 numeric cipher marks alchemists use; this one stands for the number 18.
- Cipher 19One of the 24 numeric cipher marks alchemists use; this one stands for the number 19.
- Cipher 2One of the 24 numeric cipher marks alchemists use; this one stands for the number 2.
- Cipher 20One of the 24 numeric cipher marks alchemists use; this one stands for the number 20.
- Cipher 21One of the 24 numeric cipher marks alchemists use; this one stands for the number 21.
- Cipher 22One of the 24 numeric cipher marks alchemists use; this one stands for the number 22.
- Cipher 23One of the 24 numeric cipher marks alchemists use; this one stands for the number 23.
- Cipher 24One of the 24 numeric cipher marks alchemists use; this one stands for the number 24.
- Cipher 3One of the 24 numeric cipher marks alchemists use; this one stands for the number 3.
- Cipher 4One of the 24 numeric cipher marks alchemists use; this one stands for the number 4.
- Cipher 5One of the 24 numeric cipher marks alchemists use; this one stands for the number 5.
- Cipher 6One of the 24 numeric cipher marks alchemists use; this one stands for the number 6.
- Cipher 7One of the 24 numeric cipher marks alchemists use; this one stands for the number 7.
- Cipher 8One of the 24 numeric cipher marks alchemists use; this one stands for the number 8.
- Cipher 9One of the 24 numeric cipher marks alchemists use; this one stands for the number 9.
- Clay GolemA clay giant that only earth-affecting spells can harm, armored like leather.
- Climbing VineAlchemical shorthand sign standing for climbing vine; the book offers these as optional flavor or as substitutes for written abbreviations.
- ColdGrants a small bonus on saves against cold-based attacks.
- CommandVictims who fail to resist must carry out one order the caster chose before inscribing.
- ComplianceThe drinker readily goes along with any reasonable-sounding suggestion and acts on it immediately.
- ConfusionVictims who fail to resist become completely disoriented.
- CopperAlchemical shorthand sign standing for copper; the book offers these as optional flavor or as substitutes for written abbreviations.
- CourageHelps the bearer resist magical fear and influence.
- Create HomonculousAn 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.
- Create UndeadA necromancer can make standard corporeal undead such as skeletons, ghouls and wights, spending a week per level of the creature and gathering grim materials.
- CrucibleAlchemical shorthand sign standing for crucible; the book offers these as optional flavor or as substitutes for written abbreviations.
- CurareA plant toxin known mainly to jungle tribes, usually put on darts or arrows; it paralyzes almost instantly and can stop the heart and lungs.
- Cure AmnesiaBrings back normal memory.
- Cure AntipathyRemoves violent tendencies.
- Cure ApathyLifts apathy.
- Cure BlindnessReturns normal sight.
- Cure DiseasePurges disease from the body.
- Cure InsanityHeals any kind of mental illness.
- Cure InsanityAlmost always cures insanity or mental illness.
- Cure ParalysisCounters paralysis of every kind.
- CuriosityThe drinker becomes eager to investigate whatever is first pointed out to him.
- CuspsTiny glass lenses worn on the eye that give an alchemist sight in the dark, but hurt the eyes if worn too long.
- DarnellA dram in food or drink puts the victim into a heavy stupor.
- DeathA 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.
- DeityImproves saves against the special attacks of undead creatures.
- Demon's BaneAny demon inside the area takes damage each round until it leaves.
- Detect DangerSenses whether danger lies within a large area and roughly where, but not its nature.
- Detect IllusionLets the drinker spot illusions nearby.
- Detect InvisibilityLets the drinker see invisible things nearby.
- Detect LiesLets the drinker tell when nearby speakers lie.
- Detect MagicLets the drinker sense magic nearby.
- Devil's BaneAs Demon's Bane, but harms devils.
- Digestion (Simple Heating)Alchemical shorthand sign standing for digestion (simple heating); the book offers these as optional flavor or as substitutes for written abbreviations.
- Disperse EnergyBreaks up walls, spheres or bolts of force.
- DistillationAlchemical shorthand sign standing for distillation; the book offers these as optional flavor or as substitutes for written abbreviations.
- DivinationReveals the answer to a single yes-or-no question.
- Dragon's EyeVictims who fail to resist run away in blind terror.
- DramAlchemical shorthand sign standing for dram; the book offers these as optional flavor or as substitutes for written abbreviations.
- Dram / ounceSolid weight: eight drams make an ounce.
- Dust of AppearanceMakes invisible objects or creatures it touches visible.
- Dust of BlindnessBlinds those it touches.
- Dust of CharmingCharms victims as the corresponding potion would.
- Dust of ConfusionLeaves victims so muddled they seldom manage to act.
- Dust of ControlWorks like the chosen Potion of Control but over a dust's area.
- Dust of Control (first listing)Works like the matching Potion of Control.
- Dust of DesireWorks like the aphrodisiac elixir.
- Dust of Detect IllusionIllusions dusted with it glow faintly and look false.
- Dust of DisappearanceRenders dusted objects or creatures invisible.
- Dust of Emotional Influence: AntipathyVictims turn hostile and uncooperative toward the first creatures they meet.
- Dust of Emotional Influence: ApathyVictims lose interest in everything going on around them.
- Dust of Emotional Influence: SympathyVictims feel sympathy for the first creatures they meet.
- Dust of Half-WeightHalves the weight of non-living materials.
- Dust of HallucinationHas the same effect as the hallucination toxic powder.
- Dust of Ill FortuneHas the same effect as the ill fortune toxic powder.
- Dust of Instant IceFreezes a large volume of water.
- Dust of Magic DetectionMagical things or areas it touches glow faintly.
- Dust of NauseaHas the same effect as the nausea toxic powder.
- Dust of Non-DetectionHides dusted objects or traps from all magical detection.
- Dust of PanicVictims drop what they are holding and run in panic.
- Dust of ParalysisHas the same effect as the paralysis toxic powder.
- Dust of Passive ActionWorks like the Passive Action potion.
- Dust of PetrificationTurns victims who fail to resist to stone.
- Dust of PoisonDelivers whatever poison was used, with its usual effects.
- Dust of RageVictims fly into a fury and attack anyone, friends included.
- Dust of SleepPuts victims into a deep sleep.
- Dust of SlownessHalves victims' speed and movement.
- Dust of Temporary AmnesiaVictims temporarily forget everything.
- Dust of Trail-ErasureWipes out tracks along a stretch of ground, indoors or out.
- Dust of Uncontrolable ItchingHas the same effect as the itching toxic powder, but lasts longer.
- Dust of VertigoHas the same effect as the vertigo toxic powder.
- Dust of Water EvaporationDries up a large volume of water or an area of marsh.
- E.S.P.Grants the drinker the power to read minds nearby.
- Elemental PowerCreatures in the area take fire, cold or electrical damage each round (caster's pick) until they leave.
- Elixir of Protection from diseaseOne of the Elixirs of Protection: the drinker is shielded from harm by disease, and warded creatures cannot come within a foot of him.
- Elixir of Protection from evilOne of the Elixirs of Protection: the drinker is shielded from harm by evil, and warded creatures cannot come within a foot of him.
- Elixir of Protection from lightningOne of the Elixirs of Protection: the drinker is shielded from harm by lightning, and warded creatures cannot come within a foot of him.
- Elixir of Protection from lycanthropesOne of the Elixirs of Protection: the drinker is shielded from harm by lycanthropes, and warded creatures cannot come within a foot of him.
- Elixir of Protection from magical influenceOne of the Elixirs of Protection: the drinker is shielded from harm by magical influence, and warded creatures cannot come within a foot of him.
- Elixir of Protection from passion and desireOne 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.
- Elixir of Protection from serpentsOne of the Elixirs of Protection: the drinker is shielded from harm by serpents, and warded creatures cannot come within a foot of him.
- Elixir of Protection from spiritsOne of the Elixirs of Protection: the drinker is shielded from harm by spirits, and warded creatures cannot come within a foot of him.
- Elixir of Protection from vampiresOne of the Elixirs of Protection: the drinker is shielded from harm by vampires, and warded creatures cannot come within a foot of him.
- Elixir of Resistance: Magic resistanceOne of the Elixirs of Resistance, improving the drinker's saves against magic.
- Elixir of Resistance: Necromancy resistanceOne of the Elixirs of Resistance, improving the drinker's saves against necromancy.
- Elixir of Resistance: Witchcraft resistanceOne of the Elixirs of Resistance, improving the drinker's saves against witchcraft.
- Emotional InfluenceLets the drinker stir sympathy, antipathy or apathy in a group of nearby creatures.
- EnergyVictims who fail to resist are knocked unconscious.
- Equal Parts of EachAlchemical shorthand sign standing for equal parts of each; the book offers these as optional flavor or as substitutes for written abbreviations.
- Essences (general rules)Essences 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'.
- Essential EarthsMulti-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.
- Essential LodestoneA dull gray stone whose magnetism can raise a protective force field or dispel one once per day.
- Essential OilAlchemical shorthand sign standing for essential oil; the book offers these as optional flavor or as substitutes for written abbreviations.
- Essential TinA 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.
- Eye of FireSets easily burned materials in the area alight, each item getting a save.
- FireGrants a small bonus on saves against fire-based attacks.
- FixedAlchemical shorthand sign standing for fixed; the book offers these as optional flavor or as substitutes for written abbreviations.
- Fluid dram / fluid ounceLiquid measure: eight fluid drams make a fluid ounce.
- Fluid ounce / pintLiquid measure: sixteen fluid ounces make a pint.
- FlyingGrants the power of flight for the elixir's duration.
- FlyingGrants the power of flight.
- Fragrant OilsAnointed on the forehead and sprinkled in the protective circle, it helps the user resist hostile beings he summons or evokes.
- Free ActionLets the drinker move freely through mud, water or entanglements and counters Slow spells.
- Free WillReturns anyone under magical control in the area to their normal state of mind.
- FreedomReleases everyone in the area from magical or mundane bonds and entanglements.
- FriendshipThe drinker regards everyone nearby as trusted close friends.
- Fumes of Favorable AspectIncense burned during summonings that aids the user against hostile beings.
- Fumes of PrecognitionGrants a vague or cryptic vision of a future event that is certain to happen.
- Fumes of Spirit BanishingDrives spirit, astral and demonic presences near the smoke back to their own planes unless they resist.
- Fumes of Spirit DetectionMakes spirit, astral or invisible presences in the smoke visible for a while.
- Fumes of Spirit EvocationCalls up a spirit that truthfully answers one question about the local area, then departs; calling it again within a day risks its anger.
- FurnaceAlchemical shorthand sign standing for furnace; the book offers these as optional flavor or as substitutes for written abbreviations.
- Gaseous FormLets the drinker shift between solid and gaseous form.
- GateOpens a gate to whatever plane the caster names.
- GeminiZodiac sign for Gemini, offered for talismans or for flavor in the campaign.
- Ghoul's VenomParalyzes those who fail to resist.
- Giant StrengthGives the drinker the strength of the kind of giant whose blood was used.
- GlassAlchemical shorthand sign standing for glass; the book offers these as optional flavor or as substitutes for written abbreviations.
- Glass ContainerAlchemical shorthand sign standing for glass container; the book offers these as optional flavor or as substitutes for written abbreviations.
- GoldAlchemical shorthand sign standing for gold; the book offers these as optional flavor or as substitutes for written abbreviations.
- GoodLets the bearer sense Black Magic nearby whenever desired.
- GrainAlchemical shorthand sign standing for grain; the book offers these as optional flavor or as substitutes for written abbreviations.
- Grain / scrupleSolid weight: twenty grains make a scruple.
- Hawk's VisionLets the drinker make out fine detail at great distances.
- Heal BurnsA salve that repairs burn damage when spread on the wound.
- HealingDrunk to restore a few hit points.
- HealingRestores a substantial amount of lost hit points permanently.
- HerbAlchemical shorthand sign standing for herb; the book offers these as optional flavor or as substitutes for written abbreviations.
- HeroismBriefly raises Strength and Will to their racial maximum.
- HeroismBriefly raises Strength and Will to the drinker's racial maximum.
- Holy OilAnointing oil used before invocations, exorcisms and other rituals that improves the saves of a faithful user.
- Holy SymbolHeld by a priest or mystic, it keeps undead, demons and devils at bay unless they resist, and is needed in some summoning rituals.
- Holy WaterBurns undead, demons and devils, strengthens saves against curses, and briefly eases the symptoms of minor hexes.
- Immunity to Black MagicShields the drinker from curses and maledictions of every kind.
- Immunity to ColdMakes the drinker immune to cold, at the cost of taking double fire damage.
- Immunity to DrowningLets the drinker swim and breathe underwater for a time.
- Immunity to DrunkenessKeeps alcohol from affecting the drinker.
- Immunity to FireThe reverse of Immunity to Cold: fire cannot harm the drinker, but cold does double damage.
- Immunity to Magical Influence and ControlMakes the drinker immune to all magical influence for a time.
- Immunity to PetrificationProtects against being turned to stone but weakens saves against heat and cold.
- Immunity to PoisonMakes the drinker immune to all poisons but somewhat clumsy during strenuous action.
- ImprisonmentVictims who fail to resist are trapped in a cube of force.
- InsanityVictims who fail to resist are driven mad.
- Insect Venom AntidoteUndoes insect or spider venom damage and halts the venom's progress.
- InvisibilityMakes the drinker invisible for the duration.
- IronAlchemical shorthand sign standing for iron; the book offers these as optional flavor or as substitutes for written abbreviations.
- Iron CobraA mechanical snake that bites or sprays venom from an internal reservoir.
- Iron ConstrictorA variant of the iron cobra that crushes instead of poisoning.
- Iron DragonA mechanical dragon that breathes fire from a pitch-and-oil tank and attacks with bite and claws; flight costs extra.
- Iron HorseAn iron steed as fast as a heavy warhorse that can haul enormous loads but cannot fight.
- Iron ScorpionA variant of the iron spider with a venomous sting and ordinary bite, but no web mechanism.
- Iron SpiderA mechanical spider that spins metal webbing and has a venomous bite.
- JupiterAstrological sign for Jupiter, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
- LeadAlchemical shorthand sign standing for lead; the book offers these as optional flavor or as substitutes for written abbreviations.
- LensesMagnifying lenses used to search surfaces for secret doors and traps, though not magically hidden ones.
- LeoZodiac sign for Leo, offered for talismans or for flavor in the campaign.
- LibraZodiac sign for Libra, offered for talismans or for flavor in the campaign.
- LightMakes the engraved item shed light on command.
- LightA flash that blinds anyone in the area who fails to resist.
- LimeAlchemical shorthand sign standing for lime; the book offers these as optional flavor or as substitutes for written abbreviations.
- Living StatueA 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.
- Lock-pickingGreatly improves the drinker's lock-picking, even with no prior skill.
- LodestoneAlchemical shorthand sign standing for lodestone; the book offers these as optional flavor or as substitutes for written abbreviations.
- Longevity (youth)Makes the drinker a decade younger.
- Love PhiltreThe drinker falls hopelessly in love with the first person whose name he hears.
- LoyaltyThe drinker becomes fiercely devoted to the first person whose name he hears.
- LuckImproves all of the drinker's saves slightly.
- LyeAlchemical shorthand sign standing for lye; the book offers these as optional flavor or as substitutes for written abbreviations.
- Magic ResistanceGives temporary resistance to magic.
- Magical Fumes (general)Powders that only work when burned in a brazier or other fire; the book lists five common kinds.
- Magical InksEnchanted ink used to inscribe spells, enough for seven.
- Magical script (angular alphabet)The 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.
- Magical script (cursive alphabet)The second unnamed magical alphabet, drawn in flowing hooked strokes; some letters share one glyph and it includes a mark that ends a sentence.
- MarsAstrological sign for Mars, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
- MercuryAlchemical shorthand sign standing for mercury; the book offers these as optional flavor or as substitutes for written abbreviations.
- MercuryAstrological sign for Mercury, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
- Metal GolemA metal giant harmed only by electrical spells, armored like plate.
- MinimAlchemical shorthand sign standing for minim; the book offers these as optional flavor or as substitutes for written abbreviations.
- Minim / fluid dramLiquid measure: sixty minims make a fluid dram.
- Minor Magic Items (devices of spell storing)Items 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.
- MirthThe drinker laughs, giggles and grins throughout the effect.
- MoonAstrological sign for Moon, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
- MummificationEmbalming 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).
- Mutated Species TablePercentile results for a mutant homonculous, ranging from a talking blob to extra heads, extra arms or bonus powers.
- Necromantic BellA 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.
- Necromantic GolemsA 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.
- Neutralize ToxinsPoured onto food, drink or mixtures, it renders any poison in them harmless.
- New Life Forms tablePercentile results for creating a wholly new kind of creature, where the best outcomes can also produce a murderous, uncontrollable being.
- Night VisionLets the drinker see in darkness.
- Ogre StrengthGives the drinker an ogre's strength.
- OilAlchemical shorthand sign standing for oil; the book offers these as optional flavor or as substitutes for written abbreviations.
- OrichalcGolden ingots that, forged into weapons or armor, give them magical bonuses up to +3.
- OunceAlchemical shorthand sign standing for ounce; the book offers these as optional flavor or as substitutes for written abbreviations.
- Ounce / poundSolid weight: twelve ounces make a pound.
- PainVictims who fail to resist are crippled by agony.
- Pint / gallonLiquid measure: eight pints make a gallon.
- PiscesZodiac sign for Pisces, offered for talismans or for flavor in the campaign.
- PlatinumAlchemical shorthand sign standing for platinum; the book offers these as optional flavor or as substitutes for written abbreviations.
- Poison AntidoteWorks like the insect venom antidote but against any poison or venom.
- Poison Needle RingA ring whose stones, pressed correctly, release a tiny needle from the palm or back side that can be coated with venom.
- PoppyA dram in food or drink leaves victims badly intoxicated, with a small addiction risk.
- PossessionA cursed rune for shackles or fetters that forces anyone bound by them to obey the maker; Remove Curse cancels it.
- Potions of ControlLets the drinker dominate a few creatures of one chosen type, who turn bitterly hostile once it wears off.
- Potions of Cursed (or Reversed) EffectTurns any potion into a cursed or reversed version that is hard to identify by testing or magic.
- Powder of False DeathDrops victims into a coma that looks like death; healers may notice they still live, others rarely will.
- Powder of HallucinationInflicts terrifying hallucinations that prevent fighting or spellcasting and risk lasting madness.
- Powder of Ill FortuneCurses victims with worse saves for a day.
- Powder of NauseaDisables victims with violent nausea.
- Powder of ParalysisLeaves victims unable to move or talk.
- Powder of SleepSends victims into deep drugged sleep shortly after contact.
- Powder of SlownessHalves the victim's movement and attack rate, like a Slow spell.
- Powder of Temporary AmnesiaWipes the victim's memory for a short time.
- Powder of Uncontrollable ItchingMaddening itching that can break concentration each minute.
- Powder of VertigoCauses severe dizziness; a victim who stays on his feet may topple over.
- Powders of ConjurationThe material component required for all conjuring spells; any dead creature yields only seven drams regardless of size.
- PremonitionTells the drinker whether an area holds danger to him and roughly where, but not what.
- PrismsA polished polyhedral crystal through which an alchemist can study light to expose illusions.
- ProtectionAdds a point of defense against physical attacks to shields, armor, bracers or amulets.
- Protection from EvilGuards the drinker against physical attacks from evil summoned or invoked creatures.
- Puzzle LocksCustom locks whose design is left to the player or alchemist.
- Quick LimeAlchemical shorthand sign standing for quick lime; the book offers these as optional flavor or as substitutes for written abbreviations.
- Rare EarthsAlchemical shorthand sign standing for rare earths; the book offers these as optional flavor or as substitutes for written abbreviations.
- ReceiverAlchemical shorthand sign standing for receiver; the book offers these as optional flavor or as substitutes for written abbreviations.
- RecklessnessThe drinker acts with no fear or caution whatever the situation.
- RefusalThe drinker rejects every suggestion or proposal put to him.
- RegenerationHeals the drinker a little every minute while it lasts.
- Relieve FeverBrings body temperature back to normal.
- Relieve PainEases pain of any kind.
- Relieve Skin IrritationsSoothes itching and skin irritation.
- Remove CurseLifts a minor curse or malediction.
- Remove FearDispels fear, magical or natural.
- Restore SpeechRestores the ability to speak.
- RetortAlchemical shorthand sign standing for retort; the book offers these as optional flavor or as substitutes for written abbreviations.
- RootsAlchemical shorthand sign standing for roots; the book offers these as optional flavor or as substitutes for written abbreviations.
- Rune magic (general rules)Runes 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.
- Sacred ArticlesWell-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.
- SagittariusZodiac sign for Sagittarius, offered for talismans or for flavor in the campaign.
- SaltAlchemical shorthand sign standing for salt; the book offers these as optional flavor or as substitutes for written abbreviations.
- SandAlchemical shorthand sign standing for sand; the book offers these as optional flavor or as substitutes for written abbreviations.
- SaturnAstrological sign for Saturn, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
- ScorpioZodiac sign for Scorpio, offered for talismans or for flavor in the campaign.
- Scorpion VenomDeals damage every minute for ten minutes.
- ScrollsA 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.
- ScrupleAlchemical shorthand sign standing for scruple; the book offers these as optional flavor or as substitutes for written abbreviations.
- Scruple / dramSolid weight: three scruples make a dram.
- Secret Compartment RingA ring with a hinged lid hiding a hollow big enough for one dose of toxic powder or similar.
- SedativePuts the user into restful sleep and doubles the benefit of any healing taken with it, but waking early leaves the sleeper groggy.
- ShrubAlchemical shorthand sign standing for shrub; the book offers these as optional flavor or as substitutes for written abbreviations.
- SilenceVictims who fail to resist lose the power of speech.
- SilverAlchemical shorthand sign standing for silver; the book offers these as optional flavor or as substitutes for written abbreviations.
- Slow PoisonGiven in tiny daily doses in food or drink, it wears down the victim's Constitution until he is bedridden and finally dies.
- SlownessHalves the drinker's speed and movement.
- Snake VenomDeals damage every minute for twenty minutes.
- Solution (Mixing Fluids)Alchemical shorthand sign standing for solution (mixing fluids); the book offers these as optional flavor or as substitutes for written abbreviations.
- SorrowThe drinker is overwhelmed by grief and weeps without stopping.
- Speak With The DeadLets the drinker put three questions to someone who died within the last day; answers are truthful though possibly cryptic.
- SpeedDoubles the drinker's Speed and attacks but ages him a year per dose.
- Spider VenomDeals heavy damage every minute for ten minutes.
- Spirit's BaneAs Demon's Bane, but harms spirit beings.
- Spy GlassA small telescope of two lenses in a metal tube that anyone can use.
- Standard Life Forms tablePercentile results for creating a homonculous of an existing creature type, from moldy failure to a genius that may turn on its maker.
- StealthMakes the drinker almost perfectly silent when moving.
- SteelAlchemical shorthand sign standing for steel; the book offers these as optional flavor or as substitutes for written abbreviations.
- Stone GolemA stone giant harmed only by stone-affecting spells, armored like chain mail.
- Stone-to-FleshReverses petrification caused by flesh-to-stone attacks.
- StrengthTemporarily raises Strength.
- SublimationAlchemical shorthand sign standing for sublimation; the book offers these as optional flavor or as substitutes for written abbreviations.
- SulfurAlchemical shorthand sign standing for sulfur; the book offers these as optional flavor or as substitutes for written abbreviations.
- SunAstrological sign for Sun, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
- Symbols (general rules)Symbols 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).
- TaurusZodiac sign for Taurus, offered for talismans or for flavor in the campaign.
- The Accursed TempleBuilt 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.
- The AludelThe alchemist's 'philosophical vase', a sealable fired-clay urn needed for the most advanced alchemical substances.
- The AthanorThe alchemist's 'philosophical furnace', built like the aludel on a larger scale and cured by a month of continuous firing.
- The Power of Elemental AirGrants gliding flight in any breeze and immunity to falling damage, plus the Air Elemental tongue.
- The Power of Elemental EarthGrants peak human strength while standing on earth or stone, plus the Earth Elemental tongue and normal sight in underground darkness.
- The Power of Elemental FireMakes the alchemist immune to fire and heat and able to superheat his body and held metal weapons, but weaker against cold and water.
- The Power of Elemental WaterLets the alchemist breathe and walk on water, swim tirelessly at a shark's speed, and shrug off cold, but weaker against heat and fire.
- The UzatAn eye-shaped amulet of onyx and gold that a necromancer spends a month creating to hold protective and cursing spells.
- TinAlchemical shorthand sign standing for tin; the book offers these as optional flavor or as substitutes for written abbreviations.
- TravelKeeps the bearer from getting lost in unfamiliar land by always knowing where north is.
- TreacheryThe drinker will betray the first person whose name he hears at the earliest chance; the Game Judge decides the form of betrayal.
- TreeAlchemical shorthand sign standing for tree; the book offers these as optional flavor or as substitutes for written abbreviations.
- True (Fixed) LeadA 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.
- True CopperAn amber liquid that grants a worn item a point of defensive bonus per week of dousing, up to four.
- True GoldA shimmering yellow fluid that, after four weeks of dousing, makes a rod, staff or wand able to hold many spells of one type.
- True IronA peacock-colored liquid that gives a weapon (or up to 20 missiles) bonuses by the same weekly process as True Copper.
- True PlatinumAn 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.
- True SilverA clear liquid that turns a ring into a rechargeable spell-storing item after two weeks of dousing.
- TruthActs as a truth serum on whoever drinks it.
- Type I Poison PowderToxic dust dealing steady damage over several minutes.
- Type II Poison PowderStronger toxic dust dealing steady damage over several minutes.
- Type III Poison PowderThe deadliest poison powder; survivors are still laid low for an hour.
- VariableAlchemical shorthand sign standing for variable; the book offers these as optional flavor or as substitutes for written abbreviations.
- Variable MercuryA 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.
- VenusAstrological sign for Venus, usable on talismans or for flavor; the book points out its kinship with the alchemical metal signs.
- ViolenceThe drinker turns violent and attacks the first person whose name he hears.
- VirgoZodiac sign for Virgo, offered for talismans or for flavor in the campaign.
- VisionExtends the drinker's sight enormously.
- VitriolA glassy bonding agent that permanently fuses stone to stone or stone to metal; only alchahest can dissolve it once set.
- VoraciousnessThe drinker is seized by a bottomless hunger, eating everything in sight or dropping everything to go find food.
- Votive CandlesA candle burned in someone's name gives that person a save bonus wherever they are while it burns.
- Wand of PhosphorescenceA glass wand that glows in the dark and is recharged by sunlight.
- WarImproves a weapon's attack and damage by one.
- Ward vs ArrowsShields the warded area from arrows and crossbow bolts.
- Ward vs Death MagicGuards against every kind of death spell.
- Ward vs DemonsBars demons from physically entering or crossing the warded area.
- Ward vs DevilsWorks like the demon ward but keeps out devils.
- Ward vs ElementalsWorks like the demon ward but keeps out elementals.
- Ward vs Insanity & Magical InfluenceProtects against magical control, influence and madness.
- Ward vs IntrudersSilently alerts the caster, wherever he is, when anyone trespasses into the area.
- Ward vs Magical EnergyBlocks magical energy attacks such as Power Bolt, Word of Power and Mystic Bolt.
- Ward vs ScryingShields against scrying and divination.
- Ward vs SpiritsWorks like the demon ward but keeps out spirit beings.
- Ward vs SwordsShields against swords of every kind.
- Ward vs ThievesPlaced on doors or chests to foil lock-picking and knock spells.
- Ward vs UndeadWorks like the demon ward but keeps out undead.
- WaterAlchemical shorthand sign standing for water; the book offers these as optional flavor or as substitutes for written abbreviations.
- Water BreathingLets the drinker breathe underwater.
- Waters of SulfurA sparkling liquid that revives someone dead less than an hour when poured into the mouth, or fully heals and cures a living drinker.
- WaxAlchemical shorthand sign standing for wax; the book offers these as optional flavor or as substitutes for written abbreviations.
- Winged Iron HorseA flying iron horse that is grounded once badly damaged.
- WoodAlchemical shorthand sign standing for wood; the book offers these as optional flavor or as substitutes for written abbreviations.
- Wyvern VenomKills within minutes; a successful save still costs half of remaining hit points.
- YageMay 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.
- YewEngraved on a staff or wand, it converts the item into a runestaff or runewand that can hold up to three further runes.