Alchemical Charms
Devils, Demons and Vampires Beware
by Yury Pavlotsky, Dragon #331
Folklore and mythology brim with tales of charms, philters, amulets, and rituals to help ward off the influence of the supernatural. Garlic, holy symbols, and mirrors help against vampires and wolfbane protects against werewolves and their ilk. These items warded people against the fear of the unknown and provided a measure of security in a dangerous and mysterious world. As these tales spread, more and more items were added to the list of charms against the supernatural.
In D&D these horrors pose an all-too-real threat to both hearty adventurers and lowly peasants alike. With such monsters lurking about the power to combat evil becomes even more necessary, especially for those who cannot afford magic. Thus, people turn to alchemical and natural charms for aid. From major cities to tiny, isolated villages, the common folk use these items to ward against everything from diseases to devils.
Rules For Vulnerabilities
Alchemical charms are nonmagical items that protect their wearer from certain creatures and creature types. Charms protect the bearer by using a substance that harms or suppresses a creature's power. These creatures are considered vulnerable to the substance.
Creatures are vulnerable to any substance that repulses them or bypasses their damage reduction. If multiple substances can overcome a creature's damage reduction, that creature is vulnerable to charms of any material that overcomes its damage reduction - unless both are required to overcome its damage reduction (instead of one or the other). For example, a bearded devil has damage reduction 5/silver or good, making it vulnerable to either silver or good. A more powerful creature like a homed devil, which has damage reduction 10/good and silver, is only vulnerable to a charm that is both good and silver.
Behind The Curtain: Vulnerabilities
This article presents a straightforward vulnerability system which requires little integration to use with existing monsters. If a monster has the appropriate damage reduction, then it is vulnerable. DMs wishing to add more flavor to their world can assign these vulnerabilities to creatures without damage reduction. For example, cold iron traditionally harms fey, but the weaker varieties lack damage reduction. Feel free to assign the cold iron vulnerability to all fey, or assign one of the existing vulnerabilities to some other creatures. This article only uses substances and properties that already exist in the D&D rules; however, DMs are encouraged to add other vulnerabilities. Simple things like fire, salt, or other exotic components - like the hair of a chimera - can all serve to add a unique flair to the campaign world when used as the basis for charms.
Types of Items
These items are divided into two groups: charms and draughts. Small amulets used by common folk to drive off certain creatures, charms are used to perform a touch attack against vulnerable creatures, causing them to burn and blister in response to the contact. They are not considered magical items however, and thus do not take up an item slot. Charms must be drawn like any other weapon and boil away into nothingness when successfully used.
Alchemical potions, known as droughts, fortify the imbiber against a creature vulnerable to the draught's specific ingredients. Alchemists use a secret process to combine rare metals or liquids with herbs, oils, and other ingredients to create a potent concoction. Once imbibed, the draught lasts for 1 hour and provides the user a +2 alchemical bonus on saves versus the spells and abilities of creatures vulnerable to it. A person can only be under the effect of one draught at a time.
These items are listed below, sorted by material.
Anarchic Charm
The anarchic charm commonly looks like a swirling mass of ribbons tied to a colorful leather cord. An anarchic charm can be used to perform a touch attack against a creature vulnerable to chaos. This touch deals 1d6 points of damage to the creature and destroys the amulet. In addition, the target must succeed at a DC 14 Will save or be shaken for 1d4 rounds.
Anti-disease Tonic
Legends place the tongue of an otyugh on the ingredients list of this alchemical elixir, which fortifies the body to withstand disease. It provides a +5 alchemical bonus on the imbiber's saves against disease for one day.
Axiomatic Charm
The opposite of anarchic charms, axiomatic charms are usually geometric shapes secured to a fine steel chain. An axiomatic charm can be used to perform a touch attack against a creature vulnerable to law. This touch deals 1d6 points of damage to the creature and destroys the amulet. In addition, the target must succeed at a DC 14 Will save or be shaken for 1d4 rounds.
Cold Iron Charm
Cold iron lends itself well to charms and draughts used against fey or demons. Often shaped like a horseshoe, a cold iron charm can be used to perform a touch attack against a creature vulnerable to cold iron. This touch deals 1d6 points of damage to the creature and destroys the amulet. In addition, the target must succeed at a DC 14 Will save or be shaken for 1d4 rounds.
Cold Iron Draught
This elixir combines small amounts of cold iron with rare herbs and oils. It has a bluish tinge to it and an unpleasant metallic aftertaste. A cold iron draught provides the imbiber a +2 alchemical bonus on saves made against the spells and abilities of creatures vulnerable to cold iron. This effect lasts for 1 hour.
Combination Charm
Charms like silver holy symbols combine the properties of an alchemical metal (silver or cold iron) with the power of an aligned charm (anarchic, axiomatic, holy, or unholy). A combination charm can be used to perform a touch attack against a creature vulnerable to either one or both of the charm's properties. This touch deals 1d6 points of damage to the creature and destroys the amulet. In addition, the target must succeed at a DC 14 Will save or be shaken for 1d4 rounds. The wealthy turn these symbols into elaborate affairs encrusted with jewels and inlaid with gilt runes.
Combination Draught
A potent blend of two draughts, the combination draught provides the best of both worlds, protecting the imbiber against creatures vulnerable to both an alchemical metal (silver or cold iron) and the power of an alignment (anarchic, axiomatic, holy, or unholy). A combination draught provides the imbiber a +2 alchemical bonus on saves made against the spells and abilities of creatures vulnerable to either or both of its components. This effect lasts for 1 hour.
Garlic Charm
The simplest of charms, this item is usually nothing more than a braided strand of garlic bulbs brushed with holy water. It serves as a potent defense against vampires and other creatures repulsed by the herb, making it quite common in areas beset by these undead. A garlic charm can be used to perform a touch attack against a creature repulsed by garlic. This touch deals 1d6 points of damage to the creature and destroys the amulet In addition, the target must succeed at a DC 14 Will save or be shaken for 1d4 rounds.
Garlic Draught
A flavorful brew of garlic and holy water, the garlic draught provides the repelling power of garlic in liquid form. Although hardly a boon in social situations, it proves itself invaluable when combating vampires. A garlic draught provides the imbiber a +2 alchemical bonus on saves made against the spells and abilities of creatures repulsed by garlic. This effect lasts for 1 hour.
Holy Charm
The standard wooden holy symbol of the sort worn by clerics and paladins is also effective against evil creatures such as demons and undead when properly consecrated by one of faith. In addition to serving as a divine focus, a holy charm can be used to perform a touch attack against a creature vulnerable to good. This touch deals 1d6 points of damage to the creature and destroys the symbol. In addition, the target must succeed at a DC 14 Will save or be shaken for 1d4 rounds.
Holy Draught
A mixture of rare herbs and specially prepared holy water, the holy draught serves as a staple for those who battle the undead. It tastes sweet, almost cloyingly so. A holy draught provides the imbiber a +2 alchemical bonus on saves made against the spells and abilities of creatures vulnerable to good. This effect lasts for 1 hour.
Silver Charm
Alchemists use silver in charms and draughts as protection against devils and the like. A silver charm can be used to perform a touch attack against a creature vulnerable to silver. This touch deals 1d6 points of damage to the creature and destroys the amulet. In addition, the target must succeed at a DC 14 Will save or be shaken for 1d4 rounds.
Silver Draught
This swirling mix of silver and rare minerals offers the protection of a silver charm in a draught. Frequently imbibed by lycanthrope hunters, it also protects against weaker devils. A silver draught provides the user a +2 alchemical bonus on saves made against the spells and abilities of creatures vulnerable to silver. It also applies to saves against contracting lycanthropy. This effect lasts for 1 hour.
Unholy Charm
Unholy charms function exactly like holy charms but in reverse, allowing a touch attack against creatures vulnerable to evil. This touch deals 1d6 points of damage to the creature and destroys the amulet. In addition, the target must succeed at a DC 14 Will save or be shaken for 1d4 rounds. Unholy charms are often fashioned as unholy symbols, or sometimes merely as a disturbing image, such as a demonic skull.
Unholy Drought
Unholy draughts function exactly like holy droughts but in reverse, granting a +2 alchemical bonus on saves made against the spells and abilities of creatures vulnerable to evil for 1 hour.
Wolfsbane
Also called belladonna, this toxic plant allegedly repels lycanthropes. In addition to its standard effect in curing an afflicted lycanthrope, wolfsbane can also repel a lycanthrope if used as a weapon. Striking a lycanthrope with the plant requires a reasonably fresh sprig (picked within the last week), and a successful touch attack. The creature must then make a DC 14 Will save or flee for 1d4 rounds, as if affected by the spell cause fear. A successful use of the plant destroys it.
Crafting Alchemical Items
Creating charms uses the standard Craft rules. The DC for creating the items presented in this article are provided on the included table. Like any alchemical creation, charms require alchemical equipment and a spellcaster to craft. Wolfsbane does not require any alchemical treatments, but the plant must be reasonably fresh to function (picked within the last week). A DC 15 Knowledge (nature) or Survival check is required to find and harvest wolfsbane in the wilderness correctly.
Item | Craft Skill | Craft DC |
Garlic Charm | Alchemy | 15 |
Anarchic charm*, axiomatic charm*, cold iron charm, garlic draught, holy charm*, silver charm, unholy charm* | Alchemy | 20 |
Anarchic draught*, anti-disease tonic, axiomatic draught*, cold iron draught, combination draught*, holy draught*, silver draught, unholy draught* | Alchemy | 25 |
Combination draught* | Alchemy | 30 |
*In addition, ingredients for these items must be blessed by a divine spellcaster of the appropriate alignment to function. This involves a simple prayer, not an actual spell. |
Item | Cost | Weight |
Anti-disease tonic | 100 gp | - |
Charm, axiomatic/anarchic | 30 gp | 1 lb. |
Charm, cold iron | 30 gp | 1 lb. |
Charm, combination | 40 gp | 1 lb. |
Charm, garlic | 5 gp | 1 lb. |
Charm, holy/unholy | 30 gp | 1 lb. |
Charm, silver | 30 gp | 1 lb. |
Draught, axiomatic/anarchic | 50 gp | - |
Draught, cold iron | 75 gp | - |
Draught, combination | 150 gp | - |
Draught, garlic | 50 gp | - |
Draught, holy/unholy | 50 gp | - |
Draught, silver | 75 gp | - |
Wolfsbane | 5 gp | - |
Ecology And Society
In a society where alchemical charms exist, people rely on charm sellers to protect them against both real and supposed dangers. Almost every village and hamlet possesses a simple wise-woman or knowledgeable hermit, an elder versed in the use of charms and amulets. A DC 20 Knowledge (arcana), Knowledge (religion), or bardic knowledge check reveals the properties of the common, nonmagical charms. The typical village alchemist has ranks in one or more of these skills, and perhaps some Craft (alchemy) ranks to create the items, although that role might rest with a separate, regional alchemist.
Nearly every charm peddler in any fantasy city sells common charms. In addition, temples commonly sell holy symbols as a means to protect people from evil. More obscure charms and magic versions of common charms usually remain out of reach for all but the rich and powerful. While sages and nobles publicly scoff at the public use of charms, quite a few privately acknowledge some value to this practice.
Let the style of your campaign determine how practitioners of divine magic see these items. In some worlds, clerics view these items as beneficial, driving away evil and other dangerous creatures. However, these items infringe on religions' traditional role of protecting the people, and as such some religions might view charms as a form of competition.