Alchemical Items

Spontaneous Alchemy: Those utilizing the spontaneous alchemy variant crafting system found in Pathfinder Player Companion: Alchemy Manual, may utilize the recipe and crafting time listed for Alchemical Creations listed here. Players otherwise craft these using the crafting rules found in the Core Rulebook, pg 91-93.

Arcanis Venenum

Price 3,000 gp; Weight -
During cell transport of imprisoned spellcasters, guards may force-feed or contaminate the prisoner’s food with this poison which, while odorless, tastes of mold spores and is the color of rust. In liquid, the substance dissolves leaving an oily residue that floats on its surface. Placing this toxin in steaming liquid such as hot tea or coffee will cause the toxin to lose its potency, having no effect if not ingested within 1 round of contaminating the hot beverage.

Caster levels drained from this poison may be restored by the Restore Soul talent from the Life sphere (healing 1d2 caster levels per casting), or completely healed by any ability that removes energy drain (such as the Restore Mind and Body advanced talent from the Life sphere). Casters who have their caster level reduced to zero explicitly because of this poison are unable to cast any spells or use any sphere talents or abilities.
Type poison, ingested; Save Fortitude DC 17
Frequency 1/round for 6 rounds
Effect 1d6 caster levels drained; Cure 2 saves

Alchemical Recipe
Recipe (1,500 Cold Iron + 500 Realgar + 300 Quicksilver)/ Sublimation
Craft DC 17
Time 1 day
Tools retort
Type poison

Black Powder (20 doses)

Price 200 gp; Weight 1 lb.
Black powder is both an alchemical reagent and an important component for most firearms. Black powder, being an explosive, is dangerous in large quantities.

Alchemical Recipe
Recipe ((13 Darkwood) / Calcination) + (75 Saltpeter, 12
Sulfur) / fermentation))
Craft DC 15
Time 1 day
Tools Crucible, Mortar and Pestle
Type fuel (explosive)
Special Unlike other recipes, this recipe produces not 1, but 20 doses of black powder; sufficient enough to fill 2 powder horns.


Price 25 gp; Weight 1lb
A highly flammable substance often used as a propellent. May also be used as a very expensive alternative to oil as a fuel source for lanterns.

Alchemical Recipe
Recipe (40 Spirit of Wine) / Distillation
Craft DC 12
Time 1 day
Tools Retort
Type fuel (alcohol)

Fish Liver Grog

Price 50 gp; Weight
No one knows who thought trying to make a fermented beverage from fish guts was good idea, but it turned out to have some practical benefits. One round after drinking the grog, the drinker receives the benefits of a restore from the base Life sphere ability, but then immediately becomes nauseated for 2d6 rounds.

Alchemical Recipe
Recipe (20 Myrrh + 20 Quicksilver + 60 Spirit of Wine)/Fermentation
Craft DC 25
Time 1 day
Tools brewer’s kit
Type alchemical remedy
Spontaneous Alchemy: Those utilizing the spontaneous alchemy variant crafting system may utilize the recipe and crafting time listed above. Players otherwise craft Fish Liver Grog using the crafting rules found in the Core Rulebook pg 91-93.


Price 50 gp Weight —-
This rice wine appears to have a golden glow, and gives off the same amount of light as a lit candle for 1 minute while exposed to the open air before fading. It is for this reason that kuoki is usually kept sealed in kegs or bottles until ready for use, and honest merchants will not buy or sell kuoki that has lost its glow. Those that drink this wine find themselves seeing spirits as if under the effect of the Divination talent Spirit Sense for 1 hour.

Alchemical Recipe
Recipe (10 Dew of Lunary + 10 Magnesium + 25 Phosphorus) / Digestion
Craft DC 30
Time 1 day
Tools brewers kit
Type drug (alcohol)
Spontaneous Alchemy: Those utilizing the spontaneous alchemy variant crafting system may utilize the recipe and crafting time listed above. Players otherwise craft Kuoki using the crafting rules found in the Core Rulebook pg 91-93.

Liquid Life

Price 20 gp; Weight
The greatest invention of the alchemical world since transmuted bread, liquid life has what you need to perk yourself up when you’re knocked low. Liquid life gives the drinker 3d6 temporary hit points to the drinker and removes the fatigued condition. Liquid life can not grant more temporary hit points than the drinker currently has in damage. Temporary hit points granted by liquid life disappear after 1 hour. Some have reported mild addiction after prolonged use, or at least an inability to get out of bed in the morning without it.

Alchemical Recipe
Recipe (1 Keif + 2 Mugwort Extract + 5 Realgar)/Filtration
Craft DC 20
Time 10 minutes
Tools coffee pot, sieve, or filter
Type drug (coffee)
Spontaneous Alchemy: Those utilizing the spontaneous alchemy variant crafting system may utilize the recipe and crafting time listed above. Players otherwise craft Liquid Life using the crafting rules found in the Core Rulebook pg 91-93.

Manaphage Poison

More commonly used by witchhunters and inquisitors, this poison has a mercurial appearance and seems to glow an eerie blue.
Price 100 gp; Weight -
Spell points lost explicitly from this poison recover at the same rate as ability damage, normally 1 spell point each day. Using sphere talents or abilities that heal or restore ability damage (such as the restore ability from the Life sphere) may also be used to recover spell points lost from this poison, recovering an equal number of spell points as ability damage that would be healed.
Type poison, injury; Save Fortitude DC 13
Frequency 1/round for 4 rounds
Effect 1 spell point lost; Cure 1 save

Alchemical Recipe
Recipe (55 Cold Iron + 50 Phosphorous + 50 Quicksilver)/Congelation
Craft DC 13
Time 10 minutes
Tools alchemist’s lab
Type poison

Shifter’s Bane

A bane of shapechangers, this toxin is often used by monster hunters and adventurers to weed out those with multiple forms.
Price 30 gp; Weight -
Essentially harmless to those who are not shapechangers, this oily substance will disrupt a polymorph effect (such as a shapeshift ability from the Alteration sphere) as well as a lycanthrope’s ability to assume animal or hybrid forms, suppressing it for no longer than 1 minute, after which time the toxin will wear off and any remaining duration (if any) will continue as normal. While under the effects of the toxin, polymorphing and lycanthrope shapeshifting is impossible.
Type poison, contact or ingested; Save Fortitude DC 15
Frequency 1/round for 1 minute.
Effect suppress polymorph effect; Cure 2 saves

Alchemical Recipe
Recipe (10 Cold Iron + 10 Silver + 10 Wolfsbane)/Distillation
Craft DC 15
Time 1 day
Tools retort
Type poison

Vine-Tether Canister

A small wooden vessel, often carved similar to a totem. When the lid is released via a latch mechanism, a tough sticky substance bursts outward, and then suddenly retracts.
Price 100 gp; Weight 1 lbs.

This consumable alchemical device is often utilized for a variety of uses anywhere from tethering opponents to reaching hard to reach places. Those wielding the canister may activate it as a standard action, making a ranged touch attack against a target within 20 feet. If the target weighs significantly less than the wielder (creatures of smaller size or density), the target is dragged toward the canister 10 ft. the first round, and another 10 ft. in the second round. If the target weighs significantly more than the wielder (a greater size or density), those wielding the canister are pulled toward the target 10 ft. the first round, and another 10 ft. in the second round. If both the target and the wielder of the canister are of mostly similar weight (the same size category and density), then both are pulled toward each other 5 ft. the first round, and another 5 ft. in the second round. After two rounds, the tether hardens and crumbles into dust. The tether has a hardness of 0, hit points of 2, and if severed will stop pulling the target and/or wielders of the canister. Teleporting while tethered will immediately break the tether.

Alchemical Recipe
Recipe (5 Brain Mold Spores + 45 Magnesium + 45 Urea)/Congelation
Craft DC 20
Time 10 minutes
Tools alchemist’s lab
Type weapon



Price 5 gp
A dose of this herb can be brewed into a bitter tea. Upon drinking and sleeping for 8 hours, the drinker heals one point of ability damage. Multiple doses taken in a 24 hour period do not have a cumulative effect.


Price 5 gp
Feyroot comes from one of several trees that naturally absorb magical energy. Any sphere caster can charge the root by spending a spell point. This is a full-round action that provokes attacks of opportunity. If eaten within 1 hour, the eater regains 1d10 hit points.


Price 2 gp
The shredded leaves of this plant can be added to any dish to give a slight sweet and savory flavor. If added to a potion in the proper quantity, the person adding the goodspice may make a Craft (alchemy) or Profession (herbalist or cook) to disguise the potion. The check to identify the potion increases to the result of this check if it is higher than the check would normally be. Those who try to identify the potion and fail believe the potion to be a potion of healing of roughly equal caster level to what it actually is.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Tempestarii Waking Sleeper
Alteration Conjuration Creation Dark
Death Destruction Divination Enhancement
Fate Illusion Life Light
Mind Nature Protection Telekinesis
Time War Warp Weather
Other Spheres
Bear Blood Fallen Fey Technomancy
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Admixture Anathema Chance Combat
Companion Counterspell Drawback Dual Sphere
Extra General Item Creation Metamagic
Necrosis Protokinesis Proxy Racial
Ritual Sphere-Focused Squadron Surreal
Teamwork Wild Magic
Get the Core Rulebook
Get Expanded Options Get Expanded Options 2
Alteration Handbook Conjuration Handbook Creation Handbook Dark Handbook
Death Handbook Destruction Handbook Divination Handbook Enhancement Handbook
Fate Handbook Illusion Handbook Life Handbook Light Handbook
Mind Handbook Nature Handbook Protection Handbook Telekinesis Handbook
Time Handbook War Handbook Warp Handbook Weather Handbook
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Dark Apocrypha
Destruction Apocrypha Light Apocrypha Nature (Air) Package Nature (Earth) Apocrypha
Nature (Fire) Apocrypha Nature (M/P/W) Apocrypha Nature (Spirit) Apocrypha Protokinesis Apocrypha
Other Spheres Products
Archetypes of Power The Bear Sphere The Blood Sphere The Fallen Fey Sphere
Items of Power Mythic Spheres of Power The Technomancy Sphere The Wraith Class
Wild Magic Woodfaring Adventures Worlds of Power
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.