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==Alchemical Items== '''Crocodile Tears''' The substance alchemists refer to as "crocodile tears" is incredibly rare and has virtually disappeared since the reign of the crocodile kings. It may be worth upwards of 750 gold an ounce. It has the following base properties, although there may be more obscure uses since lost to history: *Using one ounce while treating a dying person adds an automatic +15 to the roll and restores 1d4 hp as if magical healing had been applied within a round of suffering the injury. *Two ounces of crocodiles' tears will reduce the adventurers current age by 2d4 years, potentially restoring any attribute loss due to aging. However, there is a percent chance equal to the number of total years (from overall usage, not single doses) that a calamity is suffered. At the same time it will also restore a single negative level loss due to energy drain from undead. *Using two ounces adds +1 to the magical research throw. *Applying three ounces to a wound within one round of suffering the injury will remove any poisons or diseases (magical or otherwise) the adventurer has been subjected to. '''Bluestem''' Bluestem tea, if drunk, either acts as the Delay Disease spell or if used in conjunction with the spell (Player's Guide) will treble the duration of the spell to 72 hours. A target only benefits once in their lifetime from such a tea. The cerves have two doses of this, with each dose having an equivalent trade value of 20 gold. '''Koriko''' Those inhaling the smoke of the koriko grass must make a Save v. Poison. Those failing become violently ill for 1d6 hours, unable to take any actions. Those who succeed are still unable to move faster than a slow walk or make any physical attacks for one hour. For those who are not incapacitated by the smoke there is a 1-4 in 6 chance that the following spells gain these benefits: *Augury. Chance of success increased by 3%, can see into the future ten turns instead of the normal 3. *Commune. May ask one additional question. *Divination. Chance of success increased by 4%. *Trance. Range doubles to 240'. '''Firesand''' This alchemically treat dust will, if thrown into an existing fire of bonfire size of smaller, cause it to flare briefly to 150% its normal diameter and thrice its height, sending multicolored sparks flying in all directions. Creatures within the radius must make a Save v. Breath or take 1d6 points of damage and if it is done in relative darkness (such as around a campfire at night) all within thirty feet have a 1-3 in 6 chance of being semi-blinded for one minute. Semi-blinded characters can't read and suffer a -2 penalty to any throws requiring vision. Firesand is sold in doses that cost 10 gp/dose and must be stored in a specially prepared pouch. The pouch counts as one item towards encumbrance. If firesand gets wet, it becomes useless. Firesand can be thrown 10/20/30.
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