Common Concoctions (SNS)

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The following concoctions are nonmagical in nature and can be manufactured by nearly any qualified apothecary. Each entry full y describes the concoction in question. 
Research Time: This is how long it takes to research this particular concoction's recipe. 
Research Cost: This amount is the cost of researching a formula. 
Batch Time: This is how long it takes to concoct a batch o f this material. 
Batch Cost: This amount represents the total cost of producing a batch of this concoction. 
Price Per Dose: This is h ow much the typical apothecary charges for a dose of this concoction. 
Note that many apothecaries traditionally co me up with snappy names for their products. For instance, Neiglub (the apothecary featured a t the end of this chapter) sells a relaxant under the name of Neiglub's Notable Napmaker. 
==Aphrodisiac==
Th is is a powder which dissolves in liquid. Less reputable suitors sometimes introduce this concoction into their companions' drinks. An aphrodisiac causes the user to believe that he or s he is more attractive and desirable. In effect, the user believes that he or s he possesses a Charisma score 3 points higher than the actual score. Of course, no actual Charisma increase takes place; the entire "bonus" is merely in the user's mind. The effect lasts 1d4 hours. 
Research Time: 9 days 
Research Cost: 270 gp 
Batch Time: 9 days 
Batch Cost: 90 gp 
Price Per Dose: 9 gp 
==Beauty Cream==
This is a thin, fragrant loti on that vanishes once rubbed into the skin. It softens the skin and restores a semblance of youth to the user's face and hands. Anyone who uses this cream gains + 1 to their Cha ris ma for an entire day. If used every day for 10 days, the beauty cream adds +2 to the user's Charisma. These bonuses apply as long as the user maintains the treatment. 
Beauty cream is usually a great source of income for an apothecary, as vain nobles habitually u se this concoction. Since the consumer must constantly use the cream in order to enjoy its benefits, the apothecary is sure to have a steady income. 
Beauty cream usually comes in tins containing seven doses, although apothecaries sell larger jars to their wealthy patrons. 
Research Time: 12 days 
Research Cost: 300 gp 
Batch Time: 2 days 
Batch Cost: 10 gp 
Price Per Dose: 2 gp (or 7 doses for 10 g p) 
==Chemical Light==
This concoction consists of two chemicals that, when mixed together, glow with enough light to read by. The two vials are usu,11ly swirled into a transparent glass globe, and the resultant gives off a sickly green glow. Those who regularly use these devices purchase a staff with a special attachment on which the glowing globe can be fastened. 
The light from this mixture renches out 20 feet from the globe and lasts 1d4+1 turns. The liquid slowly dims as it reaches the end of its duration.
Research Time: 4 days
Research Cost: 160 gp 
Batch Time: 2 days 
Batch Cost: 50 gp 
Price Per Dose: 10 gp 
Price for Special Staff: 3 gp 
==Emetic==
This liquid induces vomiting when ingested. This can be helpful if a character swallows some sort of poison (poison classes G through J). If administered before the poison fully enters the victim's system (usually about half the poison's onset time), the victim in question receives another saving throw. 
The victim suffers 0-2 (1d3-1) hit points of damage for every episode of induced vomiting. However, this method is probably the most effective way (besides magic) to treat victims of ingested poison, as the emetic ensures that the victim's belly is entirely emptied 
A bottle of emetic usually contains 2 doses, although it can be purchased in larger amounts.
Research Time: 1 week
Research Cost: 100 gp
Batch Time: 1 day
Batch Cost: 10 gp 
Price Per Dose: 2 gp 
==Healing Salve==
This is thick, sticky salve with a petroleum base. It causes wounds to heal at an advanced rate. After applying this material liberally to his wounds, an injured character heals 1 hit point per day, even if he's not resting. Also, the character will heal 1d4 hit points per day of rest and 1d4+2 hit points for each day of complete bed rest. Each dose is enough for a single day. A tin of healing salve usually holds 10 doses. 
Research Time: 1 week 
Research Cost: 200 gp 
Batch Time: 3 days 
Batch Cost: 50 gp 
Price Per Dose: 12 gp 
==Painkillers==
This superb pill relieves the user of any sort of pain-from the common headache to the agony associated with large gashes from an opponent's knife. Unfortunately, a painkiller does not actually heal the sufferer. It s imply allows the user to ignore the effects of the pain itself. 
Besides its obvious day-to-day utilizations (healers often use these pills as an anesthetic), painkillers can be of great use to an adventurer. The pill takes one turn to take effect. After that, the user can ignore any effects of pain- including that associated with torture. In addition, a character reduced to 0 hit points o r less can remain conscious. When the character hits -10 hit points, though, he dies. 
The effects of the pill last 1d3+1 hours. Once the painkiller starts to wear off, the user can simply take another pill to extend the benefits another 1d3+1 hours. However, prolonged use of a painkiller may result in a permanent constitution loss. If an adventurer uses this pill more than three times in a week, he must make a saving throw versus poison or lose 1d4 constitution points. The adventurer must then make this saving throw every subsequent time he uses a painkiller. 
Research Time: 13 days 
Research Cost: 300 gp 
Batch Time: 1 week 
Batch Cost: 100 gp 
Price Per Dose: 15 gp 
==Poison==
Apothecaries can m ake all kinds of poisons, but only truly evil alchemists manufacture them for sale. A good-aligned apothecary never intentionally concocts poisons of any type, as possession of poisons is a serious crime in most societies. Even neutral or evil apothecaries hesitate to produce such illegal concoctions. In any event, production of poison is definitely an evil action. Good and neutral apothecaries who produce such mixtures are subject to severe penalties-including an alignment change. 
As noted in the DUNGEON MASTER Guide, poison exists in many different forms— sixteen classes are listed in that book alone. The effects of these poisons are fully described in the DMG. Th e cost, both in time and money, for developing each of these poisons can be found on Tab le 6: Poison Creation. 
Keep in mind that these costs vary greatly according to demand , legality, and numerous other factors. Most of these factors ca use the prices to soar. 
 Table 6: Poison Creations Table
PoisonClass	ResearchTime(days)	ResearchCost(gp)	BatchTime(days)	BatchCost(gp)	Price PerDose(gp)
A 	3 	50 	2 	30 	10
B 	5 	80 	4 	50 	25
c 	8 	125 	7 	90 	40
D 	12 	200 	10 	125 	75
E 	21 	400 	14 	250 	200
F 	18 	340 	12 	20 	150
G 	4 	60 	2 	50 	20
H 	6 	75 	4 	75 	25
I 	9 	120 	7 	100 	50
J 	16 	350 	14 	300 	200
K 	2 	25 	3 	40 	20
L 	5 	45 	4 	60 	30
M 	8 	75 	6 	75 	50
N 	28 	1,000 	28 	750 	300
0 	3 	60 	3 	40 	20
p 	3 	50 	2 	35 	20
==Poison Antidote==
Apothecaries have an old saying, "For every poison, there is an antidote." This is quite true. For this reason, most apothecaries keep sufficient quantities of antidotes close at hand. Antidotes work in one-third (round down) the minimum onset time of the poison they counteract. These antidotes cost (in terms of time and gold) just as much as their respective poison to research and make. 
However, most apothecaries sell them for half the cost of their corresponding poison .
==Relaxant==
This is a simple medicine that helps the user relax and go to sleep. It generally comes in a pill form that can easily be ground into a water solvent powder. The relaxant puts a user to sleep in 3d4 rounds. The user remains asleep for 2d4 hours. An unwilling user receives a saving throw versus poison to avoid falling asleep. However, he must continue to make a saving throw every turn until he falls asleep or the medication expires. 
This medicine is considered a poison; priestly spells such as slow poison and neutralize poison counteract the effects of a relaxant. 
Research Time: 6 days
Research Cost: 120 gp
Batch Time: 1 week
Batch Cost: 30 gp
Price Per Dose: 6 gp 
==Stimulant==
A stimulant is a medicine designed to keep the user awake and alert. While a person may normally need to sleep six to eight hours a day, anyone who ingests this pill can put off the need to sleep for 1d6+6 hours with no ill effects. In fac t, the stimulant is so powerfu l that the user cannot go to sleep.
The user must make a saving throw versus poison every hour he wishes to remain awake after the pill's d uration. Failure means that the user fa lls asleep. However, if a person remains awake for more than 72 hours, he begins to hallucinate. For every hour after 72 that the user remains awake, he suffers a -1 penalty to his Wisdom. Once a person's Wisdom reaches 0, he becomes a raving lunatic. For every hour the user sleeps, he regains one point of Wisdom.
This medication can counteract the effects of a relaxant for as long as the stimulant is still active. The effects of the two drugs balance each other out, so the user can go to sleep if he so desires.
Research Time: 8 days
Research Cost: 170 gp
Batch Time: 5 days
Batch Cost: 200 gp 
Price Per Dose: 10 gp