[ Alchemy & Poisons ]
Alchemy is the skill of combining ingredients to produce alchemical substances. An alchemist usually knows a few other skills as well, such as crafting potteryand glassblowing in order to create the containers the substances are held within or the equipment needed.
The magical elements have fascinated intelligent creatures since before recorded history. Wizards and sorcerers strive to harness the mental command over nature, to control reality with a word and a gesture. Alchemists take a more practical approach; by working with and refining base materials, they can concentrate the magical elements within base substances. By mixing and applying these elements, they can work magic. They do this without actually channeling the power through themselves, through a process akin to science. Alchemists are spellcasters, but do not actually use spells in the ordinary sense. Rather, they prepare concoctions (just as a regular spellcaster prepares spells) and uses these alchemical substances to create magical effects. Alchemists work their magic through powders, explosions and sleight-of-hand. But these effects are still magical; they can be detected, dispelled and manipulated just like other magical effects.
Alchemists use natural substances and refine magical elements out of them. Mostly, this is normal materials like spring water, ash, a spring breeze or fermented dung. Through processes like dissolving, distillation, fermentation and heating, these substances are refined into magical materials. This is a part of the everyday spell preparation of the alchemist. But all alchemists dream of one day working with gold and precious metals, and alchemical spell research involved exotic experiments with expensive materials. The dream of many alchemists is the permanent transmutation of base metals into gold. An alchemist masters all forms of elemental magic, and the magic of change and substance. They can create, transform and manipulate the elements and their manifestations in physical objects and creatures. They can boost or stymie the abilities of other creatures. They are masters of potions, and very talented in the creation of all sorts of magical items. They can create life, and heal almost as well as clerics. They are masters at locating and analyzing magic and objects, but otherwise poor at divination.
Alchemy is a learned science, and most alchemists are trained at guilds and universities. A few grow up under the tutelage of a mentor. Some were placed into such institutions by ambitious guardians, but many alchemists are unable to get such privileged students, and pick up some intelligent stray they encounter to be their handyman and later their apprentice. Almost all alchemists are members of establishments, that tightly regulate the craft, teach spells, set the price of magic items and services and regulate the number of practicing alchemists in each area. A common reason for young alchemists to adventure is that there is no opening for them to set up shop in their home town.
Creations per day
Boost to Create
Requirements to Advance
|Novice||d20||0||0||0||0||Apply for alchemy regs and be accepted.|
|Apprentice||d35||1||1d6 reparation/dmg ||0||Alchemical Creation of 1-Use Items||Choose a mentor of Journeyman rank or above.|
|Journeyman||d50||1||1d8 reparation/dmg||0||Break Curse||Go on a quest and successfully bring back items to make a substance. (This may be done on the message board). Make the substance under supervision of your mentor. Own a Level One or above Laboratory.|
|Adept||d70||2||1d10 reparation/dmg||+1||Decipher, Make Poisons||Create an alchemical substance of your own.|
Own a Level Two or above Laboratory.
|Alchemist||d85||3||1d12 reparation/dmg||+2||Familiar Link||Publish your own tome of alchemical substances (no less than 10), they must all be substances you have made in your career successfully.|
|Master Alchemist||d90||4||1d15 reparation/dmg||+3||Make/Modify Weapons & Armor||Add more substances (no less than 5) to your alchemical tome, as well as train an apprentice to Journeyman rank. Own a Level Three or above Laboratory.|
|High Alchemist||d91||5||1d20 reparation/dmg||+4||Create 3-use items||Purchase a store to sell your wares or arrange for a current shopowner to sell your items. Make every item in your alchemical tome to stock your store (or have one of every item already made, and unused).|
|Elder Alchemist||d95+||5||1d25 reparation/dmg||+5||Create 5-use items||Gain acceptance into the rank by the High Chancellor and Alchemy Coord. Own a Level Four Laboratory. Have at least 20 alchemical substances made.|
Alchemical Creation - You have the knowledge to create alchemical substances, and sell or use them.
Break Curse - An alchemist can break the curse on any item (but not a person).
Decipher - An alchemist is able to decipher spells, symbols and artifacts.
Make Poisons - An alchemist at this level may craft poisonous alchemical substances.
Familiar Link - An alchemist at this level may summon and permanently psionically link with a small animal of the character's choice. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. You must reg your familiar under the familiar's charter to gain the benefits of a familiar in other circumstances. It would be considered a magically linked familiar.
Make/Modify Weapons & Armor - Repair, modify and construct all forms of standard weapons, armor and ammunition.
Create 3-use Items - In one substance creation (SC) your substance has 3 uses instead of 1.
Create 5-use Items - In one substance creation (SC) your substance has 5 uses instead of 1.
Gaining your Alchemy Regs
Send this to the Alchemy Coordinator
1. Screen Name and Name of Character
2. Race of Your Character
3. Character's Age
4. Character's Alignment (can be any alignment)
5. UV FL # or UV Guild
6. UV Dice and XP
7. Name of Mentor if already chosen (must be Journeyman rank)
8. Attach mock substance creation (SC) --
Gaining Rank Request Form
Send this to the Alchemy Coordinator
1. Screen Name and Character Name
2. UV FL# or UV Guild
3. Name of Mentor
4. Rank Requested
6. Alchemist Reg #
7. Attach logs/receipts of necessary items for rank gain.
Use of Substances
Send this to the Alchemy Coordinator
Due to some questions and arguments that have arisen of late, when you use an alchemy item in a spar, or in simple rp, it is now MANDATORY that you send in a log of its usage to the Alchemy Coordinator. That way we can verify that people are using it correctly. If you fail to send in the log of it's use within a week of using it, then you will be docked 1000xp. If you have a second offense, then you risk having all alchemy rank stripped. You will go down to Novice and have to work your way from scratch up again if it is found out that you are not turning in your uses. A third time, you lose your alchemy registration entirely and cannot gain it again.
1. Screen Name
2. Alchemy Reg#
3. Substance Used & It's Reg Number
4. Date it was Used
5. Log of it's Use
1. Screen Name
2. Alchemy Reg#
6. Issue #
7. Quantity In Stock
Person Receiving Items:
9. Screen Name
10. Cost / Gift?
Creating your Alchemical Substance
Substance Creation (SC)
• You may only create or use a certain number of alchemical substances per day, per chart.
• Substances you create may be sold or given to others, be sure you give them a receipt (see above).
• You use your full dice when creating a substance, plus any boosts that you hold for rank.
• Substances created have one (1) use. When you gain High Alchemist rank, your SC may produce 3-use items. When you reach Master Alchemist, you may create 5-use items with one SC.
• Every substance you create will have it's own issue #, which should be stated when the substance is used.
• You can make substances that have the effects listed on the chart, or any combination of your limit. Such as a poison on a blade, that will deal +1 damage for five or six rounds; or +2 for 3 rounds instead of a one time thing.
• You may not create death-inducing poisons without an AA registration.
(Reg# - Substance Creation - Date and Time)
(Alchemist: SN - Rank: rank)
(Strength: dice. Boost: x)
Roleplay the substance creation
(Add Boost, total)
(Successful creation or failed creation, time)
Exalted Emerald: (AL001 - Substance Creation (SC) - 1/19/05 at 4:24pm EST)
Exalted Emerald: (Alchemist: Exalted Emerald - Rank: Journeyman)
Exalted Emerald: (Strength: 4d95 - Boost: 0)
Exalted Emerald: (HtC=23. Substance: Gash Glue)
Exalted Emerald: ::Emmarie stood within her laboratory, glass tubes and beakers bubbling over. She was at the moment crushing the plant called old man's friend, and adding the crushed bits to the large beaker that was bubbling over a blue flame.
Exalted Emerald: Bits of powdered snail's shell, and the smelly substance of powdered sulfur as well, as she then added liquid and stirred the substance as it bubbled over the heat. More liquid was added as she performed the process of ceration upon
Exalted Emerald: it, allowing it to become soft, glue-like. As the substance ascended, she used a dipper to skim the top and put it in another dish, allowing the gash glue to cool. A smile, as she looked at the grey, gluey substance.::
OnlineHost: Exalted Emerald rolled 4 95-sided dice: 82 14 65 58
Exalted Emerald: [ Exalted Emerald rolled 34 hit points. ]
Exalted Emerald: (34/23. Substance created successfully at 4:34pm EST)
REMEMBER: You must have a contract in order to use death-effect poisons. You may not "kill" someone in a normal spar or outside of AA's/DM's.
You may use ONE alchemical substance per combat match! When using in a match, roleplay it's dispersal and state it's substance #, name, and it's effect. Don't forget to send the log of it's use to the Alchemy Coordinator!
NOTE: Because alchemist substance creation is based on the skill of the alchemist, you base your hits to create (HtC) on your own dice.
|20-29 = 5|
|30-39 = 7|
|40-49 = 9|
|50-59 = 10|
|60-69 = 12|
|70-79 = 15|
|80-89 = 18|
|90-94 = 20|
|95-99 = 23|
|100 = 25|
Alchemy XP Chart
|Substance Creation (SC)||850xp||250xp|
|Quest/Storyline/Adventure to gather Items for SC||1000xp (above any quest/SL xp)||n/a|
|30+ line (5 full posts) write up about how you've gathered an item/s for your SC (please post on the message board)||500xp||n/a|
|Using a Substance||100xp||n/a|
Alchemists are experts concerning poisons and venoms and have several characteristics that define their chosen area of expertise:
• They can always identify a poison from a sample.
• They can always identify a poison from a victim's symptoms.
• They have a proficiency when concocting and administering an antidote to a poisoned victim (i.e. healing them). They gain +5 on their healing roll when dealing with poisons or venoms.
• They can concoct poisons and their antidotes. (Natural occuring poisons cannot be made, but a toxicologist is familiar with their use and antidotes).
• They know how to use the different types of poisons: ingestive, inhalant, gases insinuative, and contact-- as well as their antidotes.
Types of Poisons
These poisons are usually liquids, but can be powders and are only toxic if swallowed. Ingestive poisons are usually added to drinks or foods. Most ingestive poisons have some taste or smell that often allows the victim to detect the poison before they are affected by the poison. Though, sometimes by using certain foods or drinks, these scents or tastes (often bitter tastes, sometimes extremely sweet) can be camouflaged quite effectively. There are a few ingestive poisons that are relatively odorless, colorless and tasteless.
These are similar to a gas poison, but are usually in powder form which can be blown at a victim (very dangerous for the poisoner) or tossed by hand. Sometimes, the powder is placed in vials which are hurled at the victims. Usually they come in small packets, for easy dispersal.
This is the most dangerous type of poison for both the victim and the poisoner, for a gas effects everything in the vicinity. A sealed vial, when broken, will produce the cloud of poison gas radiating outwards from where it was broken. It's dangerous for the toxicologist or alchemist to even make such poisons, and these will be quite expensive.
These poisons are used to coat weapons such as the blade of a sword or dagger, darts, arrowheads, tips of other weapons and come in liquid (oil or thin liquid) or gel-like paste. Care must be taken by the person carrying the poisoned weapon not to poison himself while carrying around the weapon in normal times. Insinuative poisons only last one day on normal weapons, and must be applied every day for the poison to be effective.
One of the more dangerous and expensive poisons as just contact will cause the venom or poison to take effect. These can take any form, and can be used to make some of the other types of poisons. These are usually natural poisons such as venoms from creatures, or plant poisons that are toxic just by touching them.
Antidotes can be made within one mun day's time (24 hours) if a sample of the poison is on hand or provided. If no sample of the poison or venom is on hand, an antidote can be made from the victim's blood, but this takes 3 days (72 hours).
Issuing an Antidote
All toxicologists are required to hold healer's regs within UV. When giving an antidote for a poison or venom, you would follow all the rules for a healing attempt (HA) though you are giving them the antidote rather than magically healing a wound.
Remember, that once someone comes to you for an antidote, if you do not have a sample of the poison on hand (a toxicologist would not have samples of all poisons on hand at all times, poisons do not last long usually) or they do not bring you one, you must take a sample of their blood and create an antidote and wait 3 days before you perform the HA on them. If you have the sample or they provide the sample, it still takes time to prepare the antidote, and you would perform the HA on them in 24 mun hours.
Also note, that holy water has the use to slow down toxins in the systems of creatures giving an extra day each day they imbibe a dose. This will help if you have someone with a fast acting poison and you need a day to create an antidote. They will be very ill, but at least they will be alive until you can create the antidote. Note that, unholy water speeds up toxins.
Penalties for Poisoning Someone
If you are caught poisoning someone malevolently (this excludes the use of certain poisons used by choice for their hallucinatory effects) you will be prosecuted within UV. You will be fined anywhere from 1000gp up to 20,000gp, half of which will go to the victim for damages incurred.
If you hold a PAA contract, then there are no penalties for carrying out the assassination attempt using poisons.
Your Personal Tome of Alchemy
You are required to gain certain rank, to have a personal tome of your own alchemical substances. The following information is required for each substance. Be sure to put the effect including dice effects. Include your SC with your tome entry.
Name of Substance:
Type of Substance:
As scientific characters, alchemists will always maintain a large and well-equipped laboratory to pursue their experiments. The laboratory must be well-stocked with all kinds of materials, including samples of every metal or alloy imaginable, equipment such as burners, beakers and bottles, and natural curiosities like magnets, incendiaries, and other such things. An alchemist is assumed to begin play with an appropriate small laboratory in his home town or base of operations, but as they gain rank, that laboratory may be moved to a bigger and better place, or merely expand. An alchemist without access to his laboratory cannot conduct research, make substances, or add new alchemy substances to their Alchemy Tome.
The alchemist’s whole work is based on the four classical elements of air, earth, fire, and water. In other words, the alchemist considers gold (for example) to be a combination of earth and fire. Alchemists are the most scientifically-minded wizards, and they experiment constantly in search of knowledge.
Please send in a roster or proof of gold when you are purchasing your laboratory.
You should submit a list of ingredients you have on hand.
Level One Laboratory:
A level one lab consists of basic alchemic tools such as a few chemicals, pipettes, flasks and a stove. There is also a variant which is called the wandering laboratory: Cost is the same and it is small enough to be transported easily (weight is 10 lbs). Keep in mind that there are fragile pieces included.
Level Two Laboratory:
A level two laboratory consists of all kind of alchemic tools and material including a hot fire place.
Level Three Laboratory:
A level three laboratory consists of a level two laboratory, a forge, and enchanted tools to make it easier to develop substances. A level three laboratory is an enchanted place.
Cost: 5,000gp + Level Two Laboratory
Level Four Laboratory:
A level four laboratory consists of a level three laboratory, a fine forge, and enchanted tools to make it easier to develop substances. You have at least one assistant, it can be a golem, NPC or PC. A level four laboratory is an enchanted place.
Cost: 5,000gp + Level Three Laboratory
A forge is not a laboratory, but required for some item creation. It contains a forge plus working tools and raw materials such as iron in small quantities.
A fine forge is almost the same as an ordinary forgery except it contains magical tools and special equipment. A fine forge allows a +1 on all creations.
--------------Mines and Farms
If you own an herb garden (registered with the Agriculture Dept. of UV), you can register that garden with the Alchemy Dept, by sending a list of every herb you grow.
You may purchase a mine through the Agriculture Dept. of UV.
Beeyurt- Beeyurt is a tangy black powder that tastes bitter to (demi)humans. It is a favored spice among Goblins, Orcs, Half-orcs and Kobolds, since it preserves meat as well as adding a spicy flavor to it for them. It is made out of common mineral elements and things too disgusting to speak of, including dried maggot paste.
If a human ingests it, after 15 minutes they begin to feel increasingly painful stomach cramps, then vomiting, culminating in a high fever, delirium, abdomenall cramps, blurred vision, vomiting and a 50% chance of acute appendicitis. Elves in particular are susceptible to this venom, needing to roll a 2d20 save each 24 hours against their throat closing. It takes 2 days for full symptoms to take place and lasts a total of 5 days.
Brown Mold Oil - Ground brown mold neutralized by a compound of lime and algae. When exposed to air, the compound turns gummy and inert, allowing the brown mold to revive for one round to cause cold damage to any creature it touches. A flask or podskin of brown mold oil has a range of 10 feet and is used as a thrown splash weapon. A direct hit deals nonlethal cold damage.
Burn Salve - The boiled leaves from the musk muddle plant (swamp, marsh), form an integral part of burn salve, an excellent remedy for even severe burns. As its name implies, the salve mitigates some of the effects of fire damage. The white salve can heal burns from fire, but not burns from other sources (acid, etc).
Cra'anic- This bitter, greyish concotion is a liquid that tastes bitter and of burnt acorns, and smells vile. The formulae for this concotion is a carefully guarded secret passed from mid-wife to mid-wife, although a few assassin guilds have managed to gain knowledge of it.
This venom induces artificial labor, and is often used to abort unwanted babies. If the woman is not pregnant, she suffers terrible abdomen cramps and begins her menstraul cycle within 1d4 minutes of drinking the solution.
For men, however, this venom is even worse. Powerful abdomenal cramps will cause massive damage every minute (1d8) and if the die roll is maximum (Eight) than one of the lower ribs has cracked due to the intense muscle cramps.
The effects of this venom lasts for 2d4 hours. Long enough for an unwanted fetus to be flushed from the body, or for a man to die of internal bleeding. Artificially induce menstraul cycles last for some 1d4+2 days.
Dragon Brew - Spotty dragonfire (rare, only grows around red dragon lairs) is used in making dragon brew, which increases stamina and numbs pain for one hour.
Devil's Soap- The insides of a stygian pumpkin (rare) are used to make a foul smelling, black paste called devil's soap. It's a favorite of blacksmiths and those that work with fire, as an application of devil's soap gives resistance to fire for one hour.
Ectogamict- This venom is crafted on the ethereal plane from the venom of Phase Spiders, milked on the Ethereal Plane, he distilled cerebral fluids of dead Githyanki, and the essence of a ghost, mixed with Ethereal Substance where it borders with the Positive Energy Plane for a base.
This venom will appear as vague, misty tendrils that are a virulent green. It is light, wispy, and tastes of the last meal the victim ate, and smells of the last living smell the victim smelled.
It attacks the nerve endings, searing along nerve cords until it reaches the brain and begins burning them out. It is exceedingly rare, developed by Zanatose to deal with a Ghostly nemesis that had once been a living foe. To the surprise of the divine necromancer, it worked against undead, searing into their essence with the positive energy infused vapors, causing extreme pain and eventually an agonizing death. It is an extremely rare venom, and is rarely found. When it is, it is held in a clear crystal bottle, seemingly full of pinkish vapor, and stoppered with a piece of bone from a wight.
Elf Hazel - The sap of the elven willow (tree by river, common) is the main component in a fluid called elf hazel. If elf hazel is applied to any scar from a healed wound, the scar slowly vanishes. It takes a week of application for the scar to vanish completely.
Frost Lotion - The silvery edges of tyrant's sword (tundra, rare) can be boiled and used to make a porridge-like substance called frost lotion. The pleasant smelling topical heals injuries caused by extreme cold.
Gash Glue - Old Man's Friend (common, in temperate, sunlit areas) can be crushed and mixed with other substances to produce a thick, gray glue called gash glue. Soldiers often carry around gash glue to seal a fallen companion's wounds quickly. One application of gash glue stabilizes a dying creature.
Goblin Ink - The juice of the goblin rouge berry (common, only bears fruit in autumn) can be used in the creation of high quality, waterproof ink. The waterproof goblin ink cannot be smeared or distorted by water after it dries. It is popular for use in spellbooks, public notices and other works that will be exposed to the elements.
Icewalker Oil - The ice lotus (very rare, arctic) is the key ingredient in the powerful alchemical substance icewalker oil. If properly treated with alchemical reagents, ice lotus petals yield a thin blue liquid that grants uncanny ability to walk and climb on ice. It lasts 10 minutes.
Journeyman Serum - Wolfweed (common), when prepared carefully, forms the integral part of the concoction called journeyman serum. This gives great constitution and is used by armies to keep their soldiers from wearing out during long marches.
Lantern Stars - Cave star (yellow lichen found in caves, common) does not shed sufficient light on its own for giving light, but when placed in fist-sized glass globes and soaked with other reagents, the lichen sheds light equal to a torch for four hours. They do not give off heat or smoke, and the light is constant and unwavering.
Liquid Night - It's main ingredient is moonflower. When spread upon a daylight-sensitive undead creature, the dark sticky fluid provides temporary protection from the sun's deadly rays for one hour. It has the distinct odor of moonflower.
Memorybind - Pixie table (mushroom, common) is a crucial element in a red liquid called memorybind. The thin liquid is famous among wizards, clerics and other spellcasters who must prepare spells. Memorybind increases mental prowess.
Night Venom - (poison) The root of the orticusp (Very rare, ancient forests) is pulped and mixed with poison to make a potent additional effect. If the victim of a night-venom enhanced poison fails the initial PA, they must make an additional save against falling into fitful slumber.
Oakdeath - (poison) The bark of the dwarven oak (common) can be used to create a viscous brown liquid that can be added to any poison to increase it's toxicity.
Oil of Nausea - Odorous resins and slimes are used to create oil of nausea. Flasks and podskins of the oil have a range of 10 feet and are used as a thrown splash weapon. Those directly struck by the oil must make a saving throw against nausea or be nauseated for 15 mun minutes. All those in a 5 foot splash radius feel slight, passing nausea.
Purebalm - Cotsbalm (common) sap is extracted and used as a base for a clear, syrupy substance called purebalm. When applied to the skin of someone who has been poisoned by an injury or contact poison, purebalm turns black as it absorbs the poison out of the victim's system.
Senses - Using the leaves of the prickly tea bush (common), an alchemist can distill the tea into a powerful drink that is stronger than normal prickly tea, and more foul tasting, known to some as "senses". Senses sharpens the imbiber's eyes, nose and ears, increasing their sense of smell, sight and hearing.
Shinewater - The heads of halfling thistle (common) are used to create shinewater, a rust remover and polisher. Metal objects left in a bath of shinewater overnight shed all rust and corrosion and look highly polished after being dried and rubbed lightly with a soft cloth. Each bath is only good for one use.
Shovurt Venom- This pale yellow liquid has the faint scent of lime, and is slightly sweet to the taste, with an aftertaste of earwax.
When this poison takes effect, it starts as a ringing in the ears and temporary partial deafness by oversensitization of the hairs in the cochlea.. If the fortitude save is failed at this point, the sensitivity of the cochlea increases until the victim is nearly paralyzed by sounds. Something like a dragon's roar would cause pemanent deafness, and a comatose state from shock.
This venom was discovered by an alchemist looking for a cure for deafness, and is often used in limited dosage by thieves looking to pick a particularly tough tumbler lock, or sentries worried about sneaking foes.
Titan Gum - Darkroot (common, damp areas) is used in great quantities by alchemists in the production of titan gum, a particularly strong and fast setting type of glue. Titan gum bonds something completely and can support 500 lbs of weight before breaking.
Vine Oil - Living sand vine (seaweed, rare, found in warm climates) can be cut and its juices squeezed out, and combined with other ingredients to form a weak local anesthetic called vine oil. When spread on bare skin, it numbs the area allowing the user to withstand great amounts of pain. Vine oil effects last for one hour, and one must be careful for many die using this, because they don't realize the extent of their injuries and do not get healing fast enough. It smells faintly of fish.
White Sanguine - (poison) Powdered meadow giant stem (weed, common) is the principle ingredient in white sanguine, a milky, viscous substance smeared on assassin's blades to prevent blood clotting. Wounds inflicted by a weapon covered in white sanguine often fail to clot.
Poison & Venom Reference
[Submit your poisons to the reference, by writing it up in the form below and mailing it to the Alchemy Coordinator. If accepted, it will be added to the reference.]
A standard paste-like poison used by assassins, that attacks the nervous system.
Onset: Immediate, lasts no more than 4 hours.
Effects: Causes a person to babble, and also to speak truthfully any question asked.
Onset: Within 3 hours
Effects: The first time a victim ingests the poison, their pupils dilate, they are disoriented and their vision blurs. The second dose (must be ingested during the first 3 hours) causes hallucinations, a loud, audible heart beat, aggressive behavior and rapid pulse. The third dose (must be ingested within the second 3 hours) causes convulsions, and coma leading to death.
All portions of the plant are poisonous, including the fruit (purple-black berries), flowers (summer-early fall) roots and leaves.
This poison causes hemorraghing of the victim, within minutes of a successful poisoning, the victim will begin to have blood flow from their eyes, ears, nose and mouth. It effects the blood vessels, causing bruises to develop all over the victim's body before he dies. The active ingredient is very rare.
Onset: Within 5 minutes, lasting only 30 minutes
Clear liquid which smells like honey. Slowly causes disorientation, the longer it stays in the victims system the more disoriented they become, until it runs it's course in about 30 minutes.
Effects: Extreme pain, inability to cast spells which require concentration.
When ingested, this poison causes the victim to immediately feel a warmth spread throughout his body, which quickly turns into an extremely painful, raging burning sensation within their body. There is a slight cinnamon smell and taste to this poison.
Onset: Immediate, lasting 1 hour.
A blue liquid used to coat darts, needles and arrowtips, and sometimes daggers. It must be injected to work, and only works on humanoids, including elves. It causes a deep sleep.
Onset: Immediate, lasting 1 day
Effects: Loss of magical abilities and dizziness.
A thick syrup usually added to a drink.
Onset: Immediate, lasting 5 days
Effects: Loss of magical abilities, dizziness and headache.
A more potent form of Claria.
Onset: 30 minutes
Type: Ingestive and Insinuative
Effects: Causes muscle spasms so severe a person is debilitated.
Effects: Convulsions and death.
Cyanide occurs naturally in a number of fruit seeds and pits, such as apples. It has a slight bitter-almond odor, and in various forms can be a contact, inhalant or ingestive poison.
Onset: 1 day
Effects: Nightmarish hallucinations
Effects: The victim falls asleep, and has pleasant dreams while dying.
Black or white liquid, tasteless with a slight flowery scent.
Lethal only to elves.
Onset: Immediate, lasting 15 minutes.
Type: Gas or Inhalant
Effects: Causes convulsions in the victims, causing them to twitch uncontrollably.
This green, odorless liquid can be made into a gas. If used as a liquid, it is used as an insinuative, it must be injected into the victim.
Onset: Immediate, lasting 24 hours.
Effects: No pain or sensations can be felt, damage to neural system.
This glossy black liquid causes the pupils of the eyes to go black, though it does not effect vision at all. Slight damage is caused to the neural system, but no pain is felt, as this poison causes the victim to feel no pain or sensations for a period of 24 hours. After which the eyes become normal. This is sometimes used voluntarily before torture or battle. It tastes like bitter walnuts, and is hard to disguise.
Black Lotus Dust
Effects: Death. There is no antidote for this poison.
The victim falls unconscious, and if their saving throw fails, they die instantly. If they pass, they still remain unconscious for 6 hours.
Green Lotus Dust
Onset: Immediate, lasting 12 hours.
If the victim fails their saving throw, they are paralyzed for 12 hours. If they pass it, they are still paralyzed for one hour.
Brown Lotus Dust
Onset: Immediate, lasting 2 weeks
The victim, if they fail their saving throw, has mental lethargy, much like a feeblemind spell. If they pass their throw, they recover in one hour. A neutralize poison spell instantly removes all trace of the effects.
Red Lotus Dust
Onset: Immediate, lasting 6 hours to permanent
Nightmarish hallucinations are caused by this when inhaled. These hallucinations are so strong, they cause temporary insanity in the individual. If another PA is made and is successful with the dust within 1 hour of the first PA, the madness is permanent.
Onset: Immediate, lasting 1 hour
Type: Inhalant, Gas
This poison can be used like chloroform and is a clear, citrus smelling liquid.
Onset: 1 hour, lasting 3 days.
This brown powder dissolves quickly in liquid, and smells like honey-almond. It causes temporary blindness.
Effects: Severs the connection between body and spirit.
Effects: Prevents blood clotting.
Often used by assassin's on their blades, this milky viscous substance prevents blood clotting. Wounds made by a weapon covered in white sanguine, refuse to close and continue to bleed profusely.
Velkyn Ogglin This rare poison is taken from the toxin sacs of the uncommon *dakhree* fish that swims in certain Underdark lakes. The brewer must remove the sacs with gloves on his hands if he wishes to avoid being poisoned himself. The sacs are located all over the fish's six-inch body, and are tiny, requiring a steady hand and delicacy to remove effectively, hence the rarity. The *dakhree* fish hunts by rubbing against its prey, releasing the toxin onto its victim. On most fish, the effect is instantaneous, though humanoids take longer. At the time of onset, the poison causes the victim to convulse as the potent substance attacks his nervous system. The victim begins grand mal seizures and suffers spinal damage, his back arching and twisting violently as his body jerks involuntarily. If the poison is not neutralized before it has run it's course, the victim will require a *cure serious wounds* spell to recover from the nervous system damage: bed rest alone is not sufficient to cure him of the debilitating aftereffects. *Khaless* *Belbol d'Elghinn* This powerful poison, greatly prized by drow nobles for assasination, is also known as *Elash Elghinn*, "Silent Death", after the venomous water serpent of the same name. The venom takes effect immediatelty, causing damage to the victim's blood vessels and causing dramatic and extensive hemorrhaging. Within minutes, the victim will gush blood from his mouth, eyes, nose and ears. He will have time to develop bruises all over his body before he mercifully dies. Drow find death caused by this venom to be particularly entertaining. However, there are certain individuals who seem to be immune to *Belbol d'Elghinn*, and upon whom it has no effect at all. However, when it does work it causes a spectacular (if regrettably short) show. *Orbb'st Ssrin* This poison is brewed from venoms of five different spiders. As all spiders are sacred to Lolth, the venoms must be carefully harvested without killing the spiders. All of the spiders used are huge in size, allowing for more easy harvest of the venom. The collected venoms are then dried to a powder and added to a strongly-flavored food or drink, as it does have a slight sour taste. The poison causes chills, fever and prostration for several hours, and, if not halted by a *neutralize poison* spell, does permanent damage to the body's immune system. This makes the victim more susceptible to disease and poison in the future (-2 to all poison saves and Constitution/Health checks vs. disease), a weakness that can only be counteracted later by use of a *heal* spell. *Golhyrr del'Ilharess* This poison is the flesh of the rare *krashyll* mushroom. Successful administering of this poison to one's enemies is seen as quite a victory of *cuel'a'cul* (the drow ritual of slowly, over time, destroying one's enemy while remaining blameless). It must be given in six stages, its poison slowly building in the body, in doses no more than a two tendays apart. Since drow are a suspicious race, it is easy to see why success with this poison is greatly admired, worthy of the twisted, centuries-long plots of the Matron Mothers. It's name also suggests that it requires the power and subtlety of a Matron Mother to use effectively. After administering the sixth dose, death will strike its victim in half an hour, causing the throat to suddenly close up in massive anaphylactic shock. The victim dies of asphyxiation within minutes unless an antidote or *neutralize poison* spell is used. Note that while choking to death, a priestess cannot cast any spells! *Jal wun Jivvin* Compared to some of the other poisons used by drow, this is no more than a gentle warning. It is not directly fatal, though the poisoned one might wish it were otherwise. It could become lethal if the poisoner is able to strike while his victim is weakened. The poison is brewed from the venom pouch of the *rakhyrr*, a blind species of underground toad. The victim is plagued by intense nausea, vomiting, fever, chills and malaise. A *neutralize poison* spell will take care of it immediately, limiting its usefulness against the priestesses of Menzoberranzan. *Rathrae Dos* This is a poison greatly favored by Matron Mothers for use in their torture chambers. Brewed from the venom of the *ghostyk*, a strange insectoid creature that resembles a praying mantis, it attacks the central nervous system, rendering its victim completely incapable of movement, though fully capable of feeling pain. Why it should be so prized by the drow should be obvious. Note that this is a biological, not magical or terror-induced effect: elves are fully susceptible. *Haszak* This is not strictly speaking a poison, but a very potent alchemical creation. Using a certain nerve cluster in the brain of an illithid, the potion is magical in nature. It's cost reflects both the rarity of its active ingredient and its unusually long duration. It is an effective, if expensive, toxin to use against a spellcaster, as it acts in almost all respects as the *feeblemind* spell. It does have an interesting variation, though: rather than reduce the victim to a state of retardation, it causes hallucinations and paranoid delusions for its entire duration, punctuated only by interludes of catatonia. This is a potion dearly loved by the sadistic drow.
Number of Doses: 3
Type: M, Contact, Neurotoxin
Onset: 1d4 minutes
Damage/Result: 20 fail, 5 save
Frequency of Active Ingredient: Rare
Cost Per Dose: 175 gp in Underdark, as much as 800 elsewhere
Number of Doses: 12
Type: D, Injected, Neurotoxin
Onset: 1-2 minutes
Damage/Result: sleep as in wizard spell (fail), no effect (save)
Frequency of Active Ingredient: Uncommon
Cost per Dose: 15 gp in Underdark, as much as 50 elsewhere
This is the famous sleep-poison of the drow, used on their crossbow bolts to immobilize an enemy so that he can be killed at leisure. The active ingredient comes from the spores of the *oloth'arr* mushroom. While the mushroom itself is fairly common, harvesting the spores is not an effortless chore. Still, it is common enough to be almost trademark. The poison attacks the central nervous system, causing the victim to fall asleep as per the wizard spell for 20 rounds. Unlike the magical version, elves are vulnerable to this effect, as it is biological and not magical.
("Gift of Death")
Number of Doses: 2
Type: F, Injected, Hemotoxin
Damage/Result: Death if fail, none if save
Frequency of Active Ingredient: Very Rare
Cost per Dose: 300 gp in Underdark, as much as 1,400 gp elsewhere
Number of Doses: 2
Type: I, Ingested, Septicemic
Onset: 2d6 minutes
Damage/Result: 30 if fail, 15 if save
Frequency of Active Ingredient(s): Uncommon to Rare
Cost per Dose: 150 in Underdark, as much as 500 elsewhere
("Trap of the Matron")
Number of Doses: 1 (6 parts)
Type: J, Ingested, Cumulative Irritant
Damage/Result: Death if fail, 20 if save
Frequency of Active Ingredient: Rare
Cost per Dose: 400 gp in Underdark, as much as 1,800 gp elsewhere
("All in Fun")
Number of Doses: 4
Type: P, Injected, Debilitative Irritant
Onset: 1d3 hours
Damage/Result: All ability scores reduced by half for 1d3 days, no effect if save
Frequency of Active Ingredient: Uncommon
Cost per Dose: 25 gp in Underdark, as much as 60 gp elsewhere
Number of Doses: 5
Type: O, Injected, Neurotoxin
Onset: 2d12 minutes
Damage/Result: Victim is completely paralyzed for 2d6 hours, no effect if save
Frequency of Active Ingredient: Uncommon
Cost per Dose: 25 gp in Underdark, up to 75 gp elsewhere
Number of Doses: 1
Type: Injected, Special
Damage/Result: As the 5th-level wizard spell feeblemind for 1d6 days, save as spell
Frequency of Active Ingredient: Very Rare
Cost per Dose: 1,500 gp
This rare poison is taken from the toxin sacs of the uncommon *dakhree* fish that swims in certain Underdark lakes. The brewer must remove the sacs with gloves on his hands if he wishes to avoid being poisoned himself. The sacs are located all over the fish's six-inch body, and are tiny, requiring a steady hand and delicacy to remove effectively, hence the rarity. The *dakhree* fish hunts by rubbing against its prey, releasing the toxin onto its victim. On most fish, the effect is instantaneous, though humanoids take longer. At the time of onset, the poison causes the victim to convulse as the potent substance attacks his nervous system. The victim begins grand mal seizures and suffers spinal damage, his back arching and twisting violently as his body jerks involuntarily. If the poison is not neutralized before it has run it's course, the victim will require a *cure serious wounds* spell to recover from the nervous system damage: bed rest alone is not sufficient to cure him of the debilitating aftereffects.
This powerful poison, greatly prized by drow nobles for assasination, is also known as *Elash Elghinn*, "Silent Death", after the venomous water serpent of the same name. The venom takes effect immediatelty, causing damage to the victim's blood vessels and causing dramatic and extensive hemorrhaging. Within minutes, the victim will gush blood from his mouth, eyes, nose and ears. He will have time to develop bruises all over his body before he mercifully dies. Drow find death caused by this venom to be particularly entertaining. However, there are certain individuals who seem to be immune to *Belbol d'Elghinn*, and upon whom it has no effect at all. However, when it does work it causes a spectacular (if regrettably short) show.
This poison is brewed from venoms of five different spiders. As all spiders are sacred to Lolth, the venoms must be carefully harvested without killing the spiders. All of the spiders used are huge in size, allowing for more easy harvest of the venom. The collected venoms are then dried to a powder and added to a strongly-flavored food or drink, as it does have a slight sour taste. The poison causes chills, fever and prostration for several hours, and, if not halted by a *neutralize poison* spell, does permanent damage to the body's immune system. This makes the victim more susceptible to disease and poison in the future (-2 to all poison saves and Constitution/Health checks vs. disease), a weakness that can only be counteracted later by use of a *heal* spell.
This poison is the flesh of the rare *krashyll* mushroom. Successful administering of this poison to one's enemies is seen as quite a victory of *cuel'a'cul* (the drow ritual of slowly, over time, destroying one's enemy while remaining blameless). It must be given in six stages, its poison slowly building in the body, in doses no more than a two tendays apart. Since drow are a suspicious race, it is easy to see why success with this poison is greatly admired, worthy of the twisted, centuries-long plots of the Matron Mothers. It's name also suggests that it requires the power and subtlety of a Matron Mother to use effectively. After administering the sixth dose, death will strike its victim in half an hour, causing the throat to suddenly close up in massive anaphylactic shock. The victim dies of asphyxiation within minutes unless an antidote or *neutralize poison* spell is used. Note that while choking to death, a priestess cannot cast any spells!
*Jal wun Jivvin*
Compared to some of the other poisons used by drow, this is no more than a gentle warning. It is not directly fatal, though the poisoned one might wish it were otherwise. It could become lethal if the poisoner is able to strike while his victim is weakened. The poison is brewed from the venom pouch of the *rakhyrr*, a blind species of underground toad. The victim is plagued by intense nausea, vomiting, fever, chills and malaise. A *neutralize poison* spell will take care of it immediately, limiting its usefulness against the priestesses of Menzoberranzan.
This is a poison greatly favored by Matron Mothers for use in their torture chambers. Brewed from the venom of the *ghostyk*, a strange insectoid creature that resembles a praying mantis, it attacks the central nervous system, rendering its victim completely incapable of movement, though fully capable of feeling pain. Why it should be so prized by the drow should be obvious. Note that this is a biological, not magical or terror-induced effect: elves are fully susceptible.
This is not strictly speaking a poison, but a very potent alchemical creation. Using a certain nerve cluster in the brain of an illithid, the potion is magical in nature. It's cost reflects both the rarity of its active ingredient and its unusually long duration. It is an effective, if expensive, toxin to use against a spellcaster, as it acts in almost all respects as the *feeblemind* spell. It does have an interesting variation, though: rather than reduce the victim to a state of retardation, it causes hallucinations and paranoid delusions for its entire duration, punctuated only by interludes of catatonia. This is a potion dearly loved by the sadistic drow.
Some information revised and used from the Poison Netbook by A. Mills.
Contributors to the poison listing: exaltedemerald, ayaraeltwilite
http://www.3rd1000.com/alchemy/alchemyterms.htm - Dictionary of Alchemy
The following is a listing of metals, gemstones, animal ingredients, herbs and plants used in various magical/alchemical operations. If purchased from a shop, all such materials will be fully prepared (dried, ground into powder, etc.) and ready for use. All prices present the average costs for these ingredients, and may be subject to considerable modification. GM/QMs may raise or lower prices to the relative availability of specific substances with regard to locale, climate, season, etc.
It should be noted that few types of ingredients are available everywhere; in fact, the GM/QM should make certain animal ingredients impossible to find in any type of shop, in order to keep their players active. Shops which may carry alchemical ingredients (such as herbalists, apothecary shops, alchemical shops, etc.) are usually found only in large cities. Alchemist's guilds will occasionally have excess common ingredients in stock because they are always being used by resident alchemists.
NOTE: Plants found in the wild should seldom yield more than one or two drams of useful (or ready-to-use) ingredients per plant. A large patch of herbs or plants should only rarely be found by any player character, with the usual “find' being limited to 1-4 (d4) plants of any given type.
Properties of Elements & Metals
AVG. COST per ounce/8 drams
Stasis, magical resistance
Organic and elemental activators
Magical activator +1
* Although all alchemists are able to locate and isolate rare earths from common soil or sand, some may occasionally wish to purchase ready-made quantities of such substances in order to save time.
Properties of Gemstones
|NAME||INNATE PROPERTIES||AVG. COST per ounce/8 drams|
|Agate||Truth, immunity to poison|
|Amber||Immunity to disease|
|Amethyst||Emotional influence, immunity to drunkenness|
|Black Sapphire||Night vision|
|Carnelian||Immunity to black magic|
|Chrysoprase||Aids in escape|
|Coral||Immunity to drowning|
|Diamond||Light, true seeing|
|Emerald||Spiritual protection, luck|
|Fire Opal||Immunity to fire|
|Jade||Longevity, life force|
|Malachite||Influence over water, sea|
|Moonstone||Cold, ice, visions of the future|
|Sapphire||Influence over air, wind|
|Topaz||Immunity to magical influence|
|Turquoise||Influence over earth, stone|
|Zircon||Protection from spirits|
Properties of Animal Ingredients
|NAME||INNATE PROPERTIES||AVG. COST per ounce/8 drams|
|Basilisk's Eye||Flesh to stone|
|Bat's Wing||Curse or reverse effect|
|Black Cat's Hair||Curse or reverse effect|
|Demon's Heart||Magic resistance|
|Djinni's Hair||Gaseous form|
|Dragon's Blood||Petrification antidote|
|EIf's Blood||Night vision|
|Fly||Curse or reverse effect|
|Gargoyle's Horn||Immunity to petrification|
|Ghost (thread of garment)||Aging|
|Gnome’s Blood||Pass through earth, stone|
|Goblin's Blood||Night vision|
|Gorgon's Tooth||Flesh to stone|
|Kraken's Ink||Used in creation of magical inks|
|Imp's Blood||Detect magic|
|Jann's Hair||Pass through earth, stone|
|Leopard's Heart||Courage, strength|
|Lion's Heart||Courage, strength|
|Lycanthrope's Blood||Change of form|
|Marid's Hair||Fast reflexes|
|Mummy's Flesh||Immunity to cold|
|Nymph's Hair||Silent movement|
|Peacock's Feather||True seeing|
|Saint’s Hair (or Bones)||Protection from evil|
|Salamander's Scale||Immunity to fire|
|Satyr's Pipe||Sleep (magical)|
|Sidhe's (Faery's) Hair||Invisibility|
|Snake's Venom||Poison||1 gp|
|Tiger's Claw||Immunity to surprise|
|Triton's Scale||Water breathing|
|Unicorn's Horn||Immunity to poison|
|Vampire's Blood||Gaseous form|
|Wight’s Skull||Immunity to magical influence|
|Yeti's Hide||Immunity to cold|
|Zombie's Bones||Immunity to magical influence|
Herbs can be purchased in a variety of shops and marketplaces, and may also be found growing in a number of different terrain types. Because characters may also seek to locate herbs and plants in the wilds, a terrain key has been provided for this purpose.
|Herb & Plant Terrain Key|
|R - Roadsides||SW - Swampland|
|S - Slopes||RB - Riverbanks, stream beds|
|F - Field, meadows||C - Cultivated areas|
|W - Woods||RU - Ruins|
|B - Beaches||G - Graveyards, barrows|
|D - Desert, dry plains||U - Underground|
|J - Jungle||M - Mountain|
Properties of Healing Plant & Herbs
|NAME||PROPERTIES||TERRAIN||COST PER OUNCE/8 DRAMS|
|Adder's Tongue||Removes minor curses||W F RV|
|Agrimony||Cures blood diseases||F W R|
|Alkanet||Poison antidote||F W|
|All-heal||Quickens healing||F R|
|Anemone||Cures eye disorders||F W S M|
|Angelica||Cures lung disorders||B SW|
|Asarabaca||Cures violent tendencies (antipathy)||C F|
|Asparagus||Cures paralysis||C RU|
|Balm||Antidote for depression||C F|
|Barberry||Cures burns||F C|
|Bindwood||Eases pain||R F RB|
|Bishop's Weed||Cures apathy, instills purpose||F|
|Bittersweet||Removes minor curses||W SW|
|Borate||Removing fear||RB C S|
|Bryony||Healing||F D M|
|Coriander||Cures mental disorders||F C|
|Flax-Weed||Cures skin irritations||R F|
|Fumitory||Cures melancholia||F C|
|Gladwyn||Cures paralysis||W S|
|Grounsel (Mountain)||Relieves pain||R|
|Hellebore||Cures love sickness||W|
|Hellebore (Black)||Root causes madness||W|
|Lavender||Restores speech||C W|
|Moonwort||Heals bruises, broken bones||M S|
|Moss||Heals burns||W SW J|
|Peony||Cures insanity||C W|
|Plantain||Relieves skin irritations||F R S C|
|Rose||Cures eye disorders||C M|
|Rosemary (Marsh)||Promotes healing||F C|
|Sage||Restores memory||W S|
|Self-heal||Promotes healing||F C|
|Shepherd's Purse||Heals burns||F R S C|
|Thistle||Poison antidote||F W R|
|Trefoil||Antidote for insect bites||SW RB|
|Whortle||Relieves fever||F W|
|Yarrow||Mild sedative||F R|
Properties of Magical Plants and Herbs
|NAME||PROPERTIES||TERRAIN||COST PER OUNCE/8 DRAMS|
|Almond||Carelessness, indiscretion||F W|
|Aloes Wood||Evokes spirits||F W|
|Angelica||Magic resistance||B SW|
|Anise||Evokes spirits||F D|
|Artemesia||Detect spirits||R S RB|
|Black Myrrh||Banishes spirit presences||F|
|Black Poppy||Visions of future||F|
|Camphor||Protection from disease||F W|
|Caraway||Aphrodisiac||RB S C|
|Chickory||Friendship||R RU F|
|Cinquefoil||Charisma||R F W|
|Cinnamon||Used in summoning rituals||F W|
|Crocus||Happiness, attracts spirits||F W|
|Dill||Aphrodisiac||F W C|
|Draconium||Protection from serpents||F W|
|Elder||Witchcraft resistance||W SW RU|
|Fennel||Protection from spirits||C|
|Fern||Invisibility||W F RU SW|
|Flag||Protection from passion||F W|
|Flax||Detects spirits||R F S|
|Frankincense||Aids in summoning rituals||W|
|Gall-oak||Ingredient in magical inks||W|
|Garlic||Protection from vampires||F C|
|Gentian||Protection from disease||M|
|Heather (White)||Protection from passion||F|
|Hemlock||Flying||SW RB W S|
|Holly||Good Luck||F W|
|Jonquil||Desire, longing||RB SW|
|Juniper||Neutralizes toxins||F W|
|Laurel||Protection from lightning||W M|
|Linden||Compliance, gentleness||F W|
|Linseed||Precognition||R F S|
|Lobelia||Hostility, aggression||F W|
|Locus||Speak with dead||F W|
|Mustard Seed||Indifference, apathy||F R|
|Myrrh||Aids in summoning rituals||F|
|Nettle||Protection from evil||F S W RU M|
|Parsley||Protection from evil||R S F C|
|Purslane||Detect illusion||R W F|
|Sesame||Protection from evil||J|
|Tansy||Protection from magical influence||F W|
|Whortleberry||Treachery, betrayal||F W|
|Wolfbane||Protection from lycanthropes||W|
Properties of Toxic Plants and Herbs
|NAME||PROPERTIES||TERRAIN||COST PER OUNCE/8 DRAMS|
|Black Lotus||Hallucinogenic narcotic||SW|
|Black Thorn||Bad luck||F W|
|Cyclamen||Causes nausea||F W|
|Darnell||Mild narcotic, causes sleep||F|
|Mandrake||Deadly poison||W F|
|Marsh Crow's Foot||Causes skin irritation||RB SW|
|Nightshade (Common)||Causes hallucinations||W|
|Nightshade (Deadly)||Deadly poison||W SW|
|Purple Foxglove||Mild poison||S|
|Saffron (Meadow)||Causes sleep||D|
|Skullcap||Deadly poison||G SW RU|
|Spotted Hemlock||Poison||SW RB W|
|Sneeze Wort||Causes sneezing||F|
|Water Hemlock||Powerful sedative||SW RB|
|Yage||Causes terrifying hallucinations||J|
|Yellow Melilot||Causes vertigo||W|
|Cadmia, which was also called Tuttia or Tutty, was probably zinc carbonate.|
Philosophers' Wool, or nix alba (white snow). Zinc oxide made by burning zinc in air. Called Zinc White and used as a pigment.
White vitriol. Zinc Sulphate. Described by Basil Valentine. Made by lixiviating roasted zinc blende (zinc sulphide).
Calamine. Zinc carbonate.
Corrosive sublimate. Mercuric chloride. first mentioned by Geber, who prepared it by subliming mercury, calcined green vitriol, common salt and nitre.
Calomel. Mercurous chloride. Purgative, made by subliming a mixture of mercuric chloride and metallic mercury, triturated in a mortar. This was heated in a iron pot and the crust of calomel formed on the lid was ground to powder and boiled with water to remove the very poisonous mercuric chloride.
Cinnabar. Mercuric sulphide.
Turpeth mineral. A hydrolysed form of mercuric sulphate. Yellow crystalline powder, described by Basil Valentine.
Mercurius praecipitatus. Red mercuric oxide. Described by Geber.
Cinnabar or Vermillion. Mercuric sulphide.
Mosaic gold. Golden-yellow glistening scales of crystalline stannic sulphide, made by heating a mixture of tin filings, sulphur and salammoniac.
Tin salt. Hydrated stannous chloride.
Spiritus fumans. Stannic chloride, discovered by Libavius in 1605, through distilling tin with corrosive sublimate.
Butter of tin. Hydrated stannic chloride.
Galena. Plumbic sulphide. Chief ore of lead.
Lead fume. Lead oxide obtained from the flues at lead smelters.
Massicot. Yellow powder form of lead monoxide.
Litharge. Reddish-yellow crystalline form of lead monoxide, formed by fusing and powdering massicot.
Minium or Red Lead. Triplumbic tetroxide. Formed by roasting litharge in air. Scarlet crystalline powder.
Naples yellow, or Cassel yellow. An oxychloride of lead, made by heating litharge with sal ammoniac.
Chrome yellow. Lead chromate.
Sugar of Lead. Lead acetate, Made by dissolving lead oxide in vinegar.
White lead. Basic carbonate of lead. Used as a pigment.
Venetian White. Mixture of equal parts of white lead and barium sulphate.
Dutch White. Mixture of one part of white lead to three of barium sulphate.
Antimony. From latin 'antimonium' used by Constantinius Africanus (c. 1050) to refer to Stibnite.
Glass of Antimony. Impure antimony tetroxide, obtained by roasting stibnite. Used as a yellow pigment for glass and porcelain.
Butter of Antimony. White crystalline antimony trichloride. Made by Basil Valentine by distilling roasted stibnite with corrosive sublimate. Glauber later prepared it by dissolving stibnite in hot concentrated hydrochloric acid and distilling.
Powder of Algaroth. A white powder of antimonious oxychloride, made by by precipitation when a solution of butter of antimony in spirit of salt is poured into water.
Stibnite. Antimony trisulphide. Grey mineral ore of antimony.
Pearl white. Basic nitrate of bismuth, used by Lemery as a cosmetic.
Chrome green. Chromic oxide.
Chrome yellow. Lead chromate.
Chrome red. Basic lead chromate.
Chrome orange. Mixture of chrome yellow and chrome red.
Green Vitriol. Ferrous sulphate.
Rouge, Crocus, Colcothar. Red varieties of ferric oxide are formed by burning green vitriol in air.
Marcasite. Mineral form of Iron disulphide. Oxidises in moist air to green vitriol.
Pyrites. Mineral form of iron disulphide. Stable in air.
Cobalt. Named by the copper miners of the Hartz Mountains after the evil spirits the 'kobolds' which gave a false copper ore.
Zaffre. Impure cobalt arsenate, left after roasting cobalt ore.
Nickel. Named by the copper miners of Westphalia the 'kupfer-nickel' or false copper.
Copper glance. Cuprous sulphide ore.
Aes cyprium. Cyprian brass or copper.
Cuprite. Red cuprous oxide ore.
Blue vitriol or bluestone. Cupric sulphate.
Verdigris. The green substance formed by the atmospheric weathering of copper. This is a complex basic carbonate of copper. In more recent times the term 'verdigris' is more correctly applied to copper acetate, made by the action of vinegar on copper.
Resin of copper. Cuprous chloride. Made by Robert Boyle in 1664 by heating copper with corrosive sublimate.
Lunar caustic, lapis infernalis. Silver nitrate.
Fulminating silver. Silver nitride, very explosive when dry. Made by dissolving silver oxide in ammonia.
Horn silver, argentum cornu. A glass like ore of silver chloride.
Luna cornea. The soft colourless tough mass of silver chloride, made by heating horn silver till it forms a dark yellow liquid and then cooling. Described by Oswald Croll in 1608.
Purple of Cassius. Made by Andreas Cassius in 1685 by precipitating a mixture of gold, stannous and stannic chlorides, with alkali. Used for colouring glass.
Fulminating gold. Made by adding ammonia to the auric hydroxide formed by precipitation by potash from metallic gold dissolved in aqua regis. Highly explosive when dry.
Quicklime. Calcium oxide.
Slaked lime. Calcium hydroxide.
Chalk. Calcium carbonate.
Gypsum. Calcium sulphate.
Natron. Native sodium carbonate.
Soda ash. Sodium carbonate formed by burning plants growing on the sea shore.
Caustic marine alkali. Caustic soda. Sodium hydroxide. Made by adding lime to natron.
Common salt. Sodium chloride.
Glauber's Salt. Sodium sulphate.
Wood-ash or potash. Potassium carbonate made from the ashes of burnt wood.
Caustic wood alkali. Caustic potash. Potassium hydroxide. Made by adding lime to potash.
Liver of sulphur. Complex of polysulphides of potassium, made by fusing potash and sulphur.
Sal Ammoniac. Ammonium Chloride. Described by Geber.
Sal volatile, Spirit of Hartshorn. Volatile alkali. Ammonium carbonate made from distilling bones, horns, etc.
Caustic volatile alkali. Ammonium hydroxide.
Nitrum flammans. Ammonium nitrate made by Glauber.
Brimstone (from German Brennstein 'burning stone'). Sulphur.
Flowers of sulphur. light yellow crystalline powder, made by distilling sulphur.
Thion hudor (Zosimus refers to this as the 'divine water' or 'the bile of the serpent'). A deep reddish-yellow liquid made by boiling flowers of sulphur with slaked lime.
Milk of sulphur (lac sulphuris). White colloidal sulphur. Geber made this by adding an acid to thion hudor.
Oil of Vitriol. Sulphuric acid made by distilling green vitriol.
Realgar. red ore of arsenic. Arsenic disulphide.
Orpiment. Auri-pigmentum. Yellow ore of arsenic. Arsenic trisulphide.
White arsenic. Arsenious oxide. Made from arsenical soot from the roasting ovens, purified by sublimation.
Aqua tofani. Arsenious oxide. Extremely poisonous. Used by Paracelsus.
King's Yellow. A mixture of orpiment with white arsenic.
The separation of a component by removing the upper part, sometimes by skimming it off the surface or by wicking it up using a feather or cloth.
The making of the matter in the alchemical work become white.
The purification of a substance by successive washings with a liquid.
Formation of an amalgam, or alloy, of a metal with mercury. This term is sometimes extended to mean any union of metals.
When the active or subtle part rises up in the flask, usually by heating.
The reduction of a substance to a dry ash by roasting.
The breaking down of a substance by fierce heating and burning usually in an open crucible.
Acting upon a substance by mixing it in layers with a powdered (often corrosive) material, such as lime. This mixture is then be made to react and weld together by heating to a high temperature in a cementing furnace.
The making of a substance to soften and appear like wax. This is often accomplished by continually adding a liquid and heating.
The reduction of a substance to ashes by heating.
The purification of a substance by a circular distillation in a pelican or closed distillation apparatus. Through heating the liquid component separates, is condensed and descends again to the substance in the flask.
Another term for coagulation.
The conversion of a thin liquid into a solid mixture through some inner change, as with the curdling of milk. This can be accomplished by a variety of means - by the addition of a substance, by heating or cooling.
The cooking or heating of a substance at a moderate heat for an extended period.
The frequent removal of the moist component of a substance by heating. Often the moist component (or some other liquid) is added and the process continued.
The conjuction or melting together of two fusible substances.
Tinging a substance by adding a dye or coloured tincture. Colouring can by either by tinging the whole body or by producing a surface coating.
The burning of a sustance in the open air.
The reduction of a substance into a powder, either by grinding, pulverising, or forcing it through a sieve.
The joining together of two different substances.
The marriage or union of the male and female aspects of substances.
The cooking or heating of a mixture of substances at a moderate heat for an extended period.
The conversion of a thin flowing liquid into a congealed thick substance, often by heating.
The conversion of a substance into a gluey mass, often by a putrefaction.
The joining of two opposite components, often seen as the union of the male and female, the subtle and gross, or even the elements.
The reduction of a substance into powder only by means of fire.
A conjunction, or joining of two opposite components, seen through the metaphor of the union of the male and female, or the union of the fixed and the volatile.
The eating up of a substance by an acid, alkali or corrosive material.
The reduction of a substance to a powder by forcing through a sieve or mesh.
The formation of crystals out of a solution of the substance usually in water, either by their gradual formation from the liquid, or by evaporation of the liquid.
The making of the black substance of the alchemical process become brilliant white.
The digestion of a substance in the flask without the addition of any other material.
The crackling and spliiting apart of substances, for example common salt, on heating.
The reduction of a solid placed in a damp place to a liquid by its absorbing water from the air.
When the subtle or active part of a substance is made to go down to the bottom of a flask, rather than ascend as a vapour.
The drying or removal of all the moisture in a substance.
The explosive burning of substances on heating, for example substances mixed with nitre.
The slow modification of a substance by means of a gentle heat.
The breaking down or dissociation of a substance into different parts.
The dissolving or transforming of a dead substance into a liquid.
The breaking down or disintegration of a substance into different parts.
The dissolving or transforming of a substance into a liquid.
The separation of a volatile component from a substance by heating so as to drive off the component as a vapour which is condensed and collected in a cooler part of the apparatus.
An exhalation of dry vapours from a substance, which can occur at different degrees of heat.
The separation of a substance into its elements.
An effervescence produced through fermentation.
The washing of a salty substance till all the salts are removed.
The general term for the process of separating the pure from the impure, and leading a sustance towards perfection, which can be done through a variety of means and processes.
The raising of the subtle parts of a substance upwards, away from the bodily residues, into the upper parts of the vessel.
The conversion of a substance into an elixir.
The removal of the watery part of a substance by gentle heating, or being left a long time in a dry place.
An operation by which a substance is raised into a purer and more perfect nature.
The release of a gas or air from a substance.
Extraction of juices by means of a press.
The preparation of the subtler and purer parts of a substance, usually by macerating it in alcohol. The extract can then be separated from the residue.
The rotting of a substance, usually of an organic nature, often accompanied by the release of gas bubbles.
The process or removing the grosser parts of a substance by passing through a strainer, filter or cloth.
The make a volatile subject fixed or solid, so that it remains permanently unaffected by fire.
The making some substances puff up in layers, like leaves lying on top of one another, usually undertaken by heating.
The preparation of a fulminate or explosively unstable form of a metal. Sometimes applied to any process in which a sudden eruptive event occurs.
The alteration of a substance by exposing it to a corroding smoke.
The joining of powdered substances together, or the conversion of a substance into a new form, by means of an extremely high degree of heat, sometimes using a flux.
Turning a substance into a gluey, glutinous mass.
The gradual purification of a substance, often through a series of stages.
The reduction of a substance to grains or powder. There are various means of doing this - pounding, grinding, using thermal shock by heating and rapid cooling, and many others.
The reduction of substances to a powder, usually through the use of a mortar and pestle.
A process by which humidity is given to the substance, usually not by the direct additon of liquid, but by a gradual process of absorbing moisture.
The self-calcination of a substance by it burning itself in a crucible.
The feeding of a process by the gradual and continuing addition of some substance.
When the matter undergoing putrefaction thickens or congeals into the consistency of molten black pitch.
The alchemical process is sometimes paralleled with the gestation of a child. Thus impregnation follows from the union or copulation of the male and female, and leads to the generation of a new substance.
The making of a substance into a soft waxy consistency, usually by combining it with water.
The conversion of a substance to ashes by means of a powerful fire.
The mingling of mixed bodies into a conglomerate mass.
This occurs when substances combine in such a manner that they cannot afterwards be separated.
To bury under the earth, sometimes used to mean any process that buries the active substance in a dark earthy material. Also applied to placing a flask in the warm heat of a dung bath.
The turning of a solid material into a liquid, either by melting or dissolving.
The oxidation of sulphide ores by exposing them to air and water. This forms vitriols.
The sealing of a flask or other apparatus through the use of a lute, or resinous paste which once applied sets hard and produces an airtight seal.
A general term applied to identify the appearance of a degree of perfection in the work.
The reduction of a metal or substance to a liquid through heating.
Here the substance undergoes a kind of death, usually through a putrefaction, and seems to have been destroyed and its active power lost, but eventually is revived.
The operation by which the powder of projection has its power multiplied.
The descent of a substance out of a solution. The precipitate descends to the bottom of the flask.
The process by which superfluous substances are removed from the matter and that which is wanting is added to it.
The throwing of a ferment or tincture onto a substance in order to effect a transformation of the substance.
The separation of a substance into a subtle and more coarse part by the thinning or rarefaction of the subtler parts of the substance, rather than the coarsening of the earthy part.
The breaking down of a substance to smaller fragments through being repeatedly struck with a blunt instrument, such as a hammer, or mallet.
The purging or purifying of a sustance by it casting forth a gross part.
The rotting of a substance, often under a prolonged gentle moist heat. Usually the matter becomes black.
91. Quinta Essentia
The making of a quintessence, or highly elevated form of a substance.
The making of a substance extremely subtle or thin and airy.
The purification of the matter by means of repeated distillations, the distillate being again distilled.
The repetition of a process, particularly applied to circular distillation, in which the distillate is returned to the vessel, and the process continued for many cycles.
This occurs when substances which are mixed together become violently separated by being placed into a solution. Thus milk is in this sense resolved by vinegar. This process is similar to coagulation.
Here a substance at white heat is brought to perfection by being quenched in an exalting liquid.
An ignition or calcination at a high temperature, in a reverberating furnace.
The bringing of a mortified matter back to life, or reactivating it.
The making of the matter in the alchemical process from white to red.
The separation of a composite substance into its parts.
The making of two opposite components separate from each other. Often alternated with the conjunction process.
An operation which produces layers in the substance in the flask.
The separation of abstraction downward of the subtle part, as in filtration.
This occurs when a solid is heated and gives off a vapour which condenses on the cool upper parts of the vessel as a solid, not going through a liquid phase. An example is sal ammoniac.
The separation of the subtle part of a substance from the gross.
This occurs if the essence appears to sweat out in drops during a descending distillation.
The reduction of a substance to a powder, not necessarily by the use of grinding, but by the application of heat.
The making of a substance into a glass but strong heating and sometimes the addition of lime.
The making of a vitriol. Most often from a metal by the direct action of oil of vitriol, but sometimes by a more indirect route.
Information gleaned and used from various sources including issues of the Dragon Magazine and The Realm of Evil.
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