Alchemist's Ice


Homebrew and House Rules


i had an idea of an alchemical weapon much like alchemist fire but it would kind of function like liquid nitrogen, it would function the same way an alchemists fire does but do frost damage instead.

the one thing im thinking of is that it has the potential to freeze water or other liquids but im not sure how much it could freeze area wise.

any thoughts or ideas.


i also would like to know if anyone has any other ideas for some minor alchemy items

Grand Lodge

I would allow one flask to freeze a five foot area, no problem. Maybe allow adjacent squares to be frozen as well, but that is iffy.

Dark Archive

The Eberron Campaign Setting has both cold and electrical variants on Alchemist's Fire (called Alchemist's Frost and Alchemist's Spark, IIRC).

The Scarred Lands setting also has an electrical version called 'Lethene's Kiss,' after the name of a storm-goddess in that setting. (And that one's Open Content.)

For inspiration, there's a *ton* of stuff in published books;

Spoiler:
Places to check for Alchemy stuff;

PHB 3.5 (p 70-71, 128-129)
Acid
Alchemist's Fire
Antitoxin
Smokestick
Sunrod
Tanglefoot Bag
Thunderstone
Tindertwig

Book of Vile Darkness (p 41-44
Feather Powder
Festering Bomb
Weeping Stone
Agony (Liquid Pain)
Baccaran
Devilweed
Luhix
Mordayne Vapore (Dreammist)
Mushroom Powder
Redflower Leaves
Sannish
Terran Brandy
Vodare

Libris Mortis (p 73-74)
Brittlebone
Embalming Fire
Ghostoil
Liquid Night

Races of the Dragon (p 122-123) *No Craft DCs listed*
Bitterleaf Oil
Ditherbomb (strong, weak or wyrm)
Fire Beetle Lamp
Sundark Goggles

Races of the Wild (p 168)
Leafweave Armor (also requires Craft (armorsmithing))

Races of Stone (p 159-161)
Blasting Pellets
Blister Oil
Hearthfire
Spiderlily Essence

Complete Mage (p 134-135)
Auran Mask
Crackle Powder
Fast Torch
Screaming Flask
Weeping Flask

Complete Adventurer (p 118-122)
Blend Cream
Focusing Candle
Catstink
Fareye Oil
Flash Pellet
Freeglide
Hawk's Ointment
Healer's Balm
Keenear Powder
Lockslip Grease
Nature's Draught
Softfoot
Suregrip
Antitoxin Capsule
Ironman Capsule
Leap Capsule
Stability Capsule
Strongarm Capsule
Swiftstride Capsule
Ghostblight
Quickflame
Quickfrost
Quickspark
Quicksilver

Draconomicon (p 116-117) *requires Dragoncrafter feat*
Blood Elixir

Lords of Madness (p 114-115) *requires Grell Alchemy feat*
Grell Crystal
Lightning Lance (magic item, requires Alchemy)
Greater Lightning Lance (magic item, requires Alchemy)
Silver Spear (magic item, requires Alchemy)

Heroes of Battle (p 134-137)
Acid Stone
Alchemist's Stone
Holy/Unholy Stone? (should require a priest, not an alchemist)
Tanglefoot Shot

Stormwrack (p 108)
Stinkpot

Frostburn (p 78-79)
Armor Insultation
Freeze Powder
Frostbite Salve
Ice Chalk
Melt Powder
Polar Skin
Razor Ice Powder
Whale Grease

Sandstorm (p 101-103)
Armorbright
Blackeye
Deep Draught
Ironthorn Extract
Keepcool Salve
Shapesand
Slumber Sand
Sunshade Lotion

Special: Oleum (no Alchemy Craft DC, but it seems like it should be craftable)

Arms & Equipment Guide (p 32-35) *some repeated in Cadv*
Bladefire
Acid Bullet
Flame Bullet
Focusing Candle
Restful Candle
Clearbreath
Darkvision Powder
Defoliator
Dehydrated Food
Dwarfblind
Farflame Oil
Fleetfoot
Ghostoil
Gravebane
Hawk’s Ointment
Instant Rope
Longbreath
Motelight
Nature’s Draught
Polar Skin
Signal Torch
Sparkstone
Stonebreaker Acid
Verminbane
Vicious Bleeder

Savage Species (p 46-48)
Breathing Mask
Flashtube
Frostfire
Sculpter’s Slime

Eberron Campaign Setting (p 120-121)
Acidic Fire
Alchemist’s Frost
Alchemist’s Spark
Noxious Smokestick

Magic of Eberron (p 139-140) *no Alchemy Craft DCs*
Bloodspike (defiling)
Bloodspike (glowbug)
Bloodspike (spatter)
Bloodspike (tempo)
Bloodspike (thickener)

Faiths of Eberron (p 153-154) *no Alchemy Craft DCs*
Breath of the Devourer
Euphoric Sacrament
Flayskin
Mordrei’in
Silverburn

Oriental Adventures (p 78)
Eggshell Grenades (dust, flashpowder, pepper, poison smoke)
Flash Paper (moeragara)
Jade Powder
Liquid Smoke (ekitai kemuri)
Sleeping Fire (hinemuri)

Forgotten Realms Campaign Setting (p 96-97)
Alchemical Sleep Gas
Disappearing Ink
Scentbreaker

Dungeonscape (p 34-37)
Acid Neutralizer
Bottled Air
Firmament Stone
Ghostwall Shellac
Lava Stones
Lockslip
Trollbane

Drow of the Underdark (p 93-94)
Bile Droppings
Darkvision Powder
Dwarfblind Stone
Shedden
Spelunker's Oil
Stoneburn Acid
Vilegrip

Dragon magazine 280, article Better Living Through Alchemy, has some great stuff. Issue 301 also has a large article on Alchemy, but I don't recall it specifically. Quite a few (perhaps even all of them) seem to be reprinted in the Dragon Compendium.

Places checked;
PHB 3.5 (p 70-71, 128-129)
Book of Vile Darkness (p 41)
Libris Mortis (p 73-74)
Races of the Dragon (p 122-123)
Complete Mage (p 134-135)
Complete Adventurer (p 118-122) quite a lot of ‘em
Draconomicon (p 116-117) requires Dragoncrafter feat (only 1 item)
Lords of Madness (p 114-115) requires Grell Alchemy feat (only 3 items)
Heroes of Battle (p 134-137) alchemical siege shot
Stormwrack (p 108)
Frostburn (p 78-79)
Sandstorm (p 101-103)
Arms & Equipment Guide (p 32-35) quite a few, some repeated in CA
Savage Species (p 46-48)
Faiths of Eberron (p 153-154)
Eberron Campaign Setting (p 120-121)
Magic of Eberron (p 139-140)
Oriental Adventures (p 78)
Forgotten Realms Campaign Setting (p 96-97)
Drow of the Underdark (p 93-94)

Of 3rd party stuff, the best one I’ve seen for a meaty and balanced selection is the Kingdoms of Kalamar Players Guide (p 113-116).

While it pains me to speak ill of it, since I like the writer's other works, Bastion Presses Alchemy & Herbalists is darn near worthless for this sort of thing. Le sigh.

Stuff that 'fits' would be;
alchemical versions of cold and electricity damage, as mentioned above,
some sort of itching powder (-2 to certain checks for 1 minute?),
some sort of grease slick / instant ice-slick effect (5 ft. square grease effect for 2d4 rounds?),
'alkahest' or 'alchemical acid' that does continuing damage like alchemical fire,
some sort of stinkpot that causes sickness to normal targets and can cause nausea to those with Scent if they blow a save (as well as blinding their ability to track via scent for X amount of time),
a glowing liquid that splashes onto a target and 'paints' it like faerie fire for X number of rounds,
an oil that temporarily hardens wood, allowing for the crafting of darkwood armor and weapons,
an oil that permanantly hardens bone, allowing a culture that lacks metal (or won't use it for religious reasons) to craft armor and weapons from bone,
a salve that protects against the effects of environmental cold (cold resist 5, but only vs. nonlethal damage from cold, +4 to Fort checks to avoid same),
a salve that protects against the effects of environmental heat (same deal, but reversed),
a special oil that you can soak a cloth in, and then place over your mouth, allowing you to hold your breath for 4x Con rounds underwater, as it alchemically filters oxygen out of water to sustain you, popular with pearl divers and shipwreck salvagers,
a metallic-colored dye that you can soak normal clothing in, to give it the consistency of fine wire, giving it the same stats as Cloth Armor (and requiring a proficiency to avoid Armor Check Penalties applying to attack rolls, just as if it was now Light Armor), but retaining it's normal appearance as Traveler's Clothes or a Royal Outfit or whatever,
'alchemical caltrops,' a flask of freezing liquid that you splash into a square and it forms into steel-hard icicles that point upwards, acting as caltrops for X number of rounds until they melt away.


Don't for get Lightning and Acid!


Eyolf The Wild Commoner wrote:
Don't for get Lightning and Acid!

+1 with this.

I've went ahead and just made all spells and effects with all elements in mind beyond just fire. Every level spell and alchemical idea has an alternative for sonic, acid, cold, electrical, etc. version.

I based my idea from the psionic energy ray where each energy type has a pro and con as to use but provides a nifty use in certain situations.

Dark Archive

DarkArt wrote:
Eyolf The Wild Commoner wrote:
Don't for get Lightning and Acid!

+1 with this.

I've went ahead and just made all spells and effects with all elements in mind beyond just fire. Every level spell and alchemical idea has an alternative for sonic, acid, cold, electrical, etc. version.

Yeah, I mentioned lightning up there, and should have mentioned improved acid (must have forgotten it). But I don't like the idea of a sonic alchemical preparation. Sonic is second only to force for unresistability, and, more importantly, IMO, doesn't feel as thematically appropriate.

Scarab Sages

A Concussive, Sonic and Subdual

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