Alchemy

Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects.

When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

In addition, choose one of the following packages:

Formulae

Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period.

Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half.

Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. When you first gain this package, you may learn any one (formulae) talent you qualify for.

Poison

You may create a special poison as a standard action, or a move action if you have access to an alchemist’s lab or alchemist’s crafting kit. This special poison forces the opponent to make a successful Fortitude save against it (saving throw DCs are determined using the normal formula for combat sphere talents but substituting ranks in Craft (alchemy) for base attack bonus) or become fatigued for 1 minute. This poison may be contact, ingested, inhaled, or injury (chosen when created), but you cannot increase its DC by using multiple doses.

Some (toxin) talents have additional effects when a creature fails multiple saving throws against a poison; these toxins can affect a creature who has already failed a saving throw against their effects if the target is exposed to additional applications of the same toxin on subsequent rounds, requiring an additional saving throw, though a single target cannot be affected by the same (toxin) more than once per round.

The necessary ingredients for creating poison are contained within an alchemy crafting kit or alchemist’s lab and are otherwise gathered over the course of a given day; there is no monetary cost to creating a poison. You may apply this poison to a weapon as part of the same standard or move action used to create it and do not risk poisoning yourself when doing so.

After creating a poison, you may make a melee touch attack against a target (if using a contact poison) or throw the poison (if using an inhaled poison) as a standard action. A poison remains potent until used or for 1 round +1 per 4 ranks in Craft (alchemy) you possess, whichever comes first. Inhaled poisons are considered splash weapons that fill up a 10 ft. cube when used.

(Toxin) talents modify your poison in some way, causing it to have a variety of different effects. You may apply a single (toxin) talent to your poison at the time of creation.

You cannot gain a (formulae) talent unless you possess the (formulae) package, nor a (toxin) talent unless you possess the (poison) package.


Alchemy Talents

Billowing Poison

Whenever you create an inhaled poison, the radius of its area of effect increases by 5 ft. For every 10 ranks in Craft (alchemy) you possess, its area of effect increases by an additional 5 ft.

Careful Poisoner

Whenever you create a poison, you can select 1 creature; that creature is immune to your poison. For every 4 ranks in Craft (alchemy) you possess, you can select an additional creature to be immune to your poison.

Careful Preparations

Whenever you apply an Alchemy sphere poison to a weapon, the poison remains on the weapon for 24 hours or until used, whichever comes first.

Controlled Rupture

Whenever you throw a splash weapon, you can select a number of squares equal to your practitioner modifier that are not affected by the splash damage from it. If the splash weapon misses, this talent has no effect.

Cluster Toss

You may expend your martial focus to use up to two alchemical items that can normally be used as a standard action as as part of the same standard action but you take a -2 penalty on your attack roll (if any) and creatures affected by the items gain a +2 circumstance bonus to their saving throws against their effects (if any); using this ability includes all actions necessary to use the items, including drawing them (but not creating them).

Your target must be within range of both items. When you have at least 10 ranks in Craft (alchemy), and again at 20 ranks, you may throw an additional alchemical item as part of the same action, taking an additional -2 penalty to your attack roll and increasing the circumstance bonus to affected creatures’ saving throws by an additional +2 per item added.

Delayed Poison

Whenever you create a poison, you can choose to delay the effects up to a number of minutes equal to 1/2 your ranks in Craft (alchemy). If you possess 10 or more ranks in Craft (alchemy), you may instead delay it a number of hours equal to 1/2 your ranks in Craft (alchemy).

Disabling Poison

Whenever a creature fails a non-harmless saving throw against a special poison which you have created, they gain the battered condition for 1 round. For every 5 ranks in Craft (alchemy) you possess, the creature is battered for an additional round.

Ingested Application

When you create an ingested poison and add it to any food or drink, it remains potent for up to 1 additional day (for a total of 48 hours) and becomes tasteless and odorless. If you have 10 or more ranks in Craft (alchemy), it instead remains potent for 1 week.

Lasting Application

Whenever you apply your poison to a weapon, the poison lasts for 1 additional strike before it is consumed. For every 5 ranks in Craft (alchemy) you possess, it lasts for an additional strike.

Master Chemist

You gain one (alchemy) package you do not currently possess, including all benefits it bestows.

Potent Poison

The duration of the effects of your poisons are doubled.

Risky Business

You gain a bonus equal to 1 + 1 per 4 ranks you possess in the Craft (alchemy) skill on saving throws against any alchemical item you use or create. In addition, whenever you and an adjacent creature would both be affected by one of your alchemical items, you can forego the normal bonus granted by this ability and apply it as a penalty to the creature’s AC or saving throws against the item’s effects or attacks made with the item.

Skilled Applicator

You may apply poison to a weapon you wield or a creature as a swift action.

Snap Toss

You may expend your martial focus to use a single alchemical item that can normally be used as a standard action as a swift action that does not provoke attacks of opportunity; this includes all actions necessary to use the item, including drawing it (but not creating it).

Specialized Venom

You select 1 creature type (or subtype) from the ranger favored enemy list; your poisons may affect creatures of that type even if they would normally be immune to poison (or ignore any racial bonuses they may possess to saving throws against poison). For every 4 ranks in Craft (alchemy) you possess, you may select another creature type (or subtype).


Formulae Talents

Aligned Liquid (formulae)

Craft DC: 20

You create a vial of aligned liquid, imbuing it with the powers of its associated alignment (chaotic, evil, good, or lawful) chosen at the time the formulae is crafted. You may attack a creature with this liquid as a ranged touch attack with a range increment of 10 ft. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the liquid out onto the target. Thus, you can douse an incorporeal creature with aligned liquid only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. Aligned liquids have the following effects based on their associated alignment:

Good: A direct hit by a flask of good aligned liquid deals 2d4 points of damage +1d4 per two ranks in Craft (alchemy) you possess to undead creatures or evil outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.

Evil: A direct hit by a flask of evil aligned liquid deals 2d4 points of damage +1d4 per two ranks in Craft (alchemy) you possess to living creatures or good outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.

Chaotic: A direct hit by a flask of chaotic aligned liquid deals 2d4 points of damage +1d4 per two ranks in Craft (alchemy) you possess to constructs or lawful outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.

Lawful: A direct hit by a flask of lawful aligned liquid deals 2d4 points of damage +1d4 per two ranks in Craft (alchemy) you possess to elementals or chaotic outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.

You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 30, you would deal full damage to all affected targets within 5 ft. of the point of contact and 1 point of damage to all other affected creatures within 10 ft.).

Focusing Formula (formulae)

Craft DC: 15

You create a concoction you can draw and drink as a move action to restore your martial focus. You may also draw and administer this formulae to an ally within your reach as a standard action, granting them its benefits as though they had drunk it themselves. You can increase the Craft DC for this item in increments of 10; each time you do so, the focusing formula becomes more potent, allowing you to drink less for the same effects, giving you an additional use of the item before it is consumed.

Grease (formulae)

Craft DC: 20

You create a flask of alchemical grease that can be applied to yourself or a willing creature within your reach as a move action, or thrown as a splash weapon. When applied to a willing creature, they gain a +5 circumstance bonus on Escape Artist checks, and to CMB checks to escape a grapple. When thrown as a splash weapon, creatures directly hit by the attack take a -2 penalty to Acrobatics checks, CMD against disarm and trip attempts, and to Reflex saving throws against effects that deal fire damage or which cause a creature to catch fire on a failed saving throw; creatures within the splash radius of the weapon take the same penalties but reduce them by 50% (rounded down). In addition, any creature affected by this alchemical grease who falls prone must succeed on an Acrobatics check with a DC equal to the practitioner’s combat talent save DC when standing up or immediately fall prone again. A creature may end this effect by spending a standard action removing the grease.

This grease remains for 2 rounds. You can increase the Craft DC of this alchemical by 5 to increase the duration of the grease’s effects for 2 additional rounds, or to increase the bonuses and penalties granted by the alchemical grease by 1. You can apply both modifications to the same vial of grease but must apply the DC increases separately for each effect (so increasing the grease’s duration by 2 rounds and increasing the bonuses and penalties by 1 requires a total modification to the crafting DC of +10).

Improved Acid Flask (formulae)

Craft DC: 15

You create a flask of acid that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 acid damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of acid splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target). Targets who take at least 2 points of acid damage from the initial attack take half the total damage again on the following round.

You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 25, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).

Improved Alchemist Fire (formulae)

Craft DC: 20

You create a flask of alchemist’s fire that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 fire damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of fire splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target). All targets closer than the furthest splash damage ring catch fire and suffer an additional 1d6 points of fire damage again on each subsequent round. Affected targets can use a full-round action to attempt to extinguish the flames before taking this additional damage with a successful Reflex save; rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.

You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 30, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).

Improved Bottled Lightning (formulae)

Craft DC: 25

Improved bottled lightning unleashes a small bolt of lightning toward an enemy within 20 ft. of you. This is a ranged touch attack that deals 1d8 points of electricity damage, plus 1d8 per 2 Craft (alchemy) ranks you possess. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage plus 1 point per rank in Craft (alchemy) you possess from the terrific clap of thunder the bolt generates.

You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range increases by 10 ft. and the sonic damage dealt to creatures in the line of effect increases by 1d6.

Improved Flash Powder (formulae)

Craft DC: 20

You create a single use bag of improved flash powder that can be thrown as a ranged touch attack with a range increment of 20 ft. Creatures within a 10-ft. radius burst of the point of contact are blinded for 1 round unless they succeed at a Fortitude saving throw against this effect. You can increase the Craft DC for this item in increments of 10; each time you do so, the radius increases by 10 ft. and the duration of the blindness increases by 1 round.

Improved Fuse Grenade (formulae)

Craft DC: 25

An improved fuse grenade may be lit and thrown into an unoccupied square capable of supporting an object within 60 ft. as a standard action. 1d3 rounds after being lit, the grenade explodes, dealing 2d6 points of bludgeoning damage and 2d6 points of fire damage in a 20-foot-radius burst (Reflex halves). For every 3 ranks in Craft (alchemy) you possess, both the bludgeoning and fire damage from this item increase by an additional 1d6. You can increase the Craft DC for this item in increments of 10; each time you do so, the radius increases by 10 ft. and the Reflex save DC increases by +1.

Improved Itching Powder (formulae)

Craft DC: 25

You create a single use bag of fine gray powder you can throw as a ranged touch attack with a range increment of 10 ft. that causes targets to suffer from uncontrollable itching until they spend at least 1 round cleaning it off. Anyone standing on the square of impact or in adjacent squares must make a Fortitude save; targets 10 ft. away must also succeed at a Fortitude save but gain a +5 circumstance bonus. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks until they wash the powder off. This is a poison effect. You can increase the Craft DC for this item in increments of 10; each time you do so, the area of effect improves by 5 ft., and all saving throw DCs increase by +2.

Improved Sneezing Powder (formulae)

Craft DC: 25

You create a single use bag of coarse yellowish-red powder that can be used as a range touch attack with a range increment of 10 ft. Anyone standing in the square of impact or an adjacent squares must make Fortitude saves; creatures within 10 ft. of the point of impact must also make Fortitude saves, but gain a +5 competence bonus on the save. Creatures who fail their initial save are staggered for 1 round as they succumb to uncontrollable sneezing, and must make a Fortitude save each round for 1d4+1 rounds thereafter or continue to be staggered.

A successful save ends the effect. This is a poison effect. You can increase the Craft DC for this item in increments of 10; each time you do so, the area of effect improves by 5 ft., and all saving throw DCs increase by +2.

Improved Tanglefoot Bag (formulae)

Craft DC: 25

You create a single use bag that can be thrown at a creature as a ranged touch attack with a range increment of 10 ft.; on a successful attack, the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A flying creature is not stuck to the floor, but it must make a Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. Improved tanglefoot bags do not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a Strength check or by dealing 20 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell with a somatic component, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 3d4 rounds, cracking apart and losing its effectiveness; any penalties imposed by this effect end at that time as well. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

You can increase the Craft DC for this item in increments of 10; the first time you do so, all creatures within 5 ft. of the original target must make a Reflex save or suffer the effects of having been hit by an improved tanglefoot bag. For every additional 10 by which you increase the DC, the radius of this effect increases by an additional 5 ft.

Improved Thunderstone (formulae)

Craft DC: 25

You create an alchemical stone that can be used as a ranged attack with a range increment of 10 ft. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-ft.-radius spread must make a Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

You can increase the Craft DC for this item in increments of 10; each time you do so you increase the duration of this ability by 1 hour, add 1d6 sonic damage to all creatures within the effect’s radius (creatures who pass their saving throw against this item take half damage), and increase the radius of the effect by 10 ft.

Panacea (formulae)

You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:

  • DC 20: Deafened, fatigued, shaken, sickened.
  • DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
  • DC 40: Frightened, blinded, deafened, paralyzed, stunned.

Salve (formulae)

Craft DC: 15

You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.

You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.


Toxin Talents

Anesthetic Dosage (toxin)

Instead of causing fatigue, your poison makes the target numb (this talent cannot be used with a contact or inhaled poison). Those who are under the effects of this poison can convert the next 2 hit points of lethal damage they take to nonlethal damage; this effect last for 1 minute or until expended. For every rank in Craft (alchemy) you possess, the creature can convert an additional 2 hit points of lethal damage into nonlethal damage. The creature also gains a +2 circumstance bonus against spells and abilities with the (pain) descriptor, +1 for every 4 ranks in Craft (alchemy) you possess. A creature cannot benefit from an Anesthetic Dosage more than once per hour.

Drowsy Venom (toxin)

Creatures who fail two consecutive saving throws against your poison are exhausted instead of fatigued. Creatures who fail three consecutive saving throws lose consciousness and fall asleep. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Frightening Hallucinogen (toxin)

You may choose for your poison to make the creature shaken instead of fatigued. Creatures who fail two consecutive saving throws against this poison are instead frightened, and creatures who fail three consecutive saving throws become panicked. This is a fear effect.

Mind Venom (toxin)

You may choose for your poison to make the creature confused instead of fatigued.

Nerve Venom (toxin)

You may choose for your poison to make the creature sickened instead of fatigued. Creatures who fail two consecutive saving throws against this poison are instead nauseated.

Painful Venin (toxin)

In addition to making the target fatigued, the target also suffers damage equal to 1/2 your ranks in Craft (alchemy) (minimum 1). This damage happens before resolving the effect of the poison.

Performance Enhancer (toxin)

You may choose for your poison to not cause fatigue, but instead to enhance the physical aptitude of those subjected to it (this talent cannot be used with a contact or inhaled poison). Those who are under the effects of this poison gain a +2 alchemical bonus to either their Strength, Dexterity, or Constitution (chosen upon creation) and a -2 penalty to one of the creature’s mental scores for 1 minute. If this enhances the creature’s Strength, it applies a penalty to their Intelligence. If it enhances the creature’s Dexterity, it applies a penalty to their Wisdom. If it enhances the creature’s Constitution, it applies a penalty to their Charisma. At the end of this talent’s duration, the creature must make a successful Fortitude save or be sickened for 10 minutes. If you possess at least 10 ranks in Craft (alchemy), this bonus increases by +2. A creature cannot benefit from an Performance Enhancer more than once per hour.

Psychotropic Hallucinogen (toxin)

You can choose for your poison to not cause fatigue, instead causing it to alter the thought process of those subjected to it (this talent cannot be used with a contact or inhaled poison). Those who are under the effects of this poison can select a single Intelligence, Wisdom, or Charisma-based skill, gaining a +2 alchemical bonus to the next check they make with that skill within 1 minute. Those under the effects of this poison suffer a -5 penalty to Initiative checks for 1 minute. For every 5 ranks in Craft (alchemy) you possess, this bonus increases by +2. A creature cannot benefit from a Psychotropic Hallucinogen more than once per hour.

Talentless Poison (toxin)

Instead of becoming fatigued, the target suffers a -4 penalty on all skill checks. When creating a talentless poison, the duration is increased from 1 minute to 1 hour. For every 4 ranks in Craft (alchemy) you possess, this penalty increases by -2.


Legendary Talents

Elixir of Immortality (formulae)

Prerequisites: Alchemy sphere, Craft (alchemy) 12 ranks.

You may create a special elixir that restores a creature to its starting age as a young adult. All penalties to Strength, Dexterity, and Constitution the drinker may have suffered as a result of advanced age are removed, but all bonuses to Intelligence, Wisdom, and Charisma that result from advanced age remain (although as the character ages again into middle age and beyond, he does not gain any of these bonuses a second time). Unlike a standard formulae, it takes 1 month to brew an elixir of immortality, and it costs an additional 50,000 gp in materials to create.

Necrotic Poison (toxin)

Prerequisites: Alchemy sphere, Craft (alchemy) 10 ranks.

Whenever a creature fails their Fortitude saving throw against this poison, they gain 1 temporary negative level that lasts for 24 hours, making another save at that time or the negative level becomes permanent. Additionaly, if they fail their saving throw against this poison, they must pass another Fortitude save at the beginning of their next turn or gain another temporary negative level and need to save the following round or gain another. If a creature dies due to the effect of this poison, they rise 1 minute later as a zombie. This talent is a death effect.

Petrifying Poison (toxin)

Prerequisites: Alchemy sphere, Craft (alchemy) 10 ranks.

You may choose for your poison to make the creature staggered instead of fatigued. Creatures who fail two consecutive saving throws against this poison are instead immobilized and cannot move from the location they were in when they failed their saving throw, and creatures who fail three consecutive saving throws become petrified. A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.

Philosopher’s Stone (formulae)

Prerequisites: Alchemy sphere (formulae) package, Craft (alchemy) 20 ranks

Oncer per month with one day of work, you may create a philosopher’s stone.

A philosopher’s stone appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity is revealed at the stone’s heart. This cavity is lined with a magical type of quicksilver that enables any character with at least 10 ranks in Craft (alchemy) to transmute base metals (iron and lead) into silver and gold. A single philosopher’s stone can turn up to 5,000 pounds of iron into silver (worth 25,000 gp), or up to 1,000 pounds of lead into gold (worth 50,000 gp). However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period.

The quicksilver found in the center of the stone may also be put to another use. If mixed with any cure potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell or Greater Resurrection sphere effect (if using Spheres of Power) for any dead body it is sprinkled upon.


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