Alchemy
Alchemy Ideas:
Oiled Bowstring(string for one bow)
- Cold Fire(torch or flask)-a cold flame that does not burn what it touches and is only used for light.
- Elven Wine(one bottle-when drunk my elves grants a plus to fortitude, but when by non-elves instant drunkness for a long time.
- Ironwood balm(flask, one use)-when applied to a wooden staff it strengthens it making it a harden weapon, turning it to "steel" giving it a bonus of some type to show it's power increase.
- Fey Spirits(one bottle-when elves drink it they are granted a fey type of gift (decided later) but when non-elves drink it they hallucinate.
- Chameleon Paint(flask, one application-applied to the face (looses wear position) but grants a limited hide.
- Glow Wand(1 stick)-um duh
- Faerie Dust(bag)-Must be thrown on a mob right away and makes a large explosion within a set time or else player will take damage from holding it too long after activating it.
- Bottled Mist(jug, one use)-when thrown into the air outdoors it causes a fog to develop hiding all players from mob's view. (think the fog in nightmare before x-mas)
- Gossamer Thread(per garment-secret thread, spun from a mix of spider's web and beams of moonlight, prime materials for cloaks of elvenkind, grants some kind of bonus since it is hard to create/come by.
- Liquid Light(vial, 6 doses)-crytal clear substance that grants light when it comes in contact with exterior air, every hour uses one dose in the container, if thrown on a mob it does no damage but grants +1 hitroll to player.
- Spidersilk (glue)(120 ft)-originally a Drow invention, is an adhesive in a stringy form and can be thrown on mobs to keep them from fleeing.
- Sleeping Mist(jug, one use)-Same as bottled mist but puts mobs to sleep as well.
- Naphtha(flask)-can only be used underground, is a fire substance and cannot be put out till it dies on it's own. 1d6 damage to ALL people standing there, lasts 1d6 rounds.