New Alchemical Reagents and Recipes for other items


Homebrew and House Rules


Platinum 10 gp:
platinum is silver-white rarer then gold. As an alchemical reagent it is used as a catalyst to make other reaction stronger and for electricity,
Power component 1 dose: 1 point of electrical damage spells electrical descriptor.

Mortuum 5gp:
This foul smelling substance is the horrific residue of death. It alchemical purposes include diseases and the creation of alchemical undead.
Power component 1 dose; 1 point of negative damage or +1 hp on created undead.

Prima materia- 200gp:
Prima Materia is the essence of all and the pinnacle of many alchemists careers. It can be used to replace any other reagent worth up to 200gp. Only one type of reagent can be replaced this way. Power component 1 dose. +2 spell level to any spell of Creation evocation transmutation schools.

So i have been doing some theatrical Alchemy since i got the new spontaneous alchemy rules and this is the fruits of my Great work so far. What do you all thing and what stuff have you come up with?

Liquid Ice Urea 5 + spirit of wine 6
Ghast Retch Flask 8 Mortuum(one of my made up ones) + 28 salt + 30 spirit of wine
Cytiliesh Stun Vial 15 magnesium+12 cytillegh spores

Alchemical Goads from Krazy Kragnar Alchemical Surplus Shop
Lesser 30 salt+8 Platinum
Greater 30 salt+15 platinum
Sovereign 30 salt+35 platinum


Worked on a few more.

Bottled lighting
Cold Iron 21+ Silver 21+ Spirit of Wine 20 process Ceration

Liquid Blade 20 cold Iron+ 20 Quick silver process of sublimation

I for got to add the Process for the last post so I will now

Liquid Ice Congelation
ghast Retch Ceration
Cytiliegh Sun Vial Calcination
Alchemical Catalyst Calcination


Spontaneous alchemy rules?
Sounds interesting but I'm missing context I guess.


it is in the new alchemy manual. you can create alchemy items much faster if you have the right reagents. and there is a feat that let's you create alchemy items as a standard action. it does not give you the formula for all the alchemy items but enough to figure out more.

Dark Archive

Wait where is this book? Can I get a linky please.


it's the latest book from the player companion line Alchemy manual


Huh.. so the feat basicaly a better version of a high lv alch class skill?

Well I'mma keep an eye on this link since I don't have the book access to comment... but that content sounds quite interesting!


it not a feat it is a whole new way of doing alchemy. Each item takes 10 minutes an hour or a Day. There is a feat that lets you do anything that takes 10 mins take a standard action an hour becomes 10 minutes and a day becomes an hour. but over all ya it is a better version of high lvl alchemy class ability


I have some more item recipes for every one let me know what you think.

Lava Stones (From 3.5 Dungeonscape)
Salt 28 + urea 24 Process Earth

Troll Styptic (seeker of secrets)
I pint of Troll Blood (not a reagent just troll blood)+50 myrrh+ 5 gold Process Distillation

Weapon Blanchs
Adamantine 20 cold Iron + 10 salt
Cold Iron 4 cold iron + 10 salt
Ghost salt 40 mortuum (or silver 200 if you dont want to use my made up stuff) + 10 salt
Silver 3 silver + 10 salt
Process Calcination


But they are way more expensive than regular alchemy though.


it is about 30% more but you have more flexibility. I am going to allow my players to craft reagents with the normal rules which will off set the costs and keep the flexibility.

Scarab Sages

Regular alchemy: Pay 33% of the market price for raw materials, spend a few weeks making stuff, then sell it at 50% market price. This system makes a profit, but it requires a large investment of time (unless you have 5 or more levels of the Alchemist class).

Spontaneous alchemy: Spend 110% to 120% of the market price on reagents, spend a couple of hours to a couple of days making things, then go use those things against your enemies. This system would run at a loss if you sold the products, but it creates those products in a fraction of the time required under the regular system.

The smitter wrote:
I am going to allow my players to craft reagents with the normal rules which will off set the costs and keep the flexibility.

Under your system, spontaneous alchemy costs 10% to 20% more than regular alchemy (Market price times (1.1 to 1.2) divided by 3, instead of market price divided by 3). Under the system as written (buying reagents instead of spending 33% to make them), spontaneous alchemy costs 3.3 to 3.6 times more than regular alchemy. Your system is a bargain. I doubt your players will ever use the regular system again.


I am not going to let them sell what they make with spontaneous alchemy I just want to encourage them to use it. if they want to make extra money they well use the regular craft rules

Scarab Sages

That makes sense from a game balance perspective.

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