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Alchemy

Alchemy

The Alchemy tradition owes its existence to mortal pursuit of wonders. The pioneers sought to turn lead into gold, while oth ers hoped to arrest their aging. All believed the answers could be found in the natural world, through combinations of certain elements. The results of their work established an entire body of magic concerned with the nature of things. Spells from the tradition enable you to produce weird substances and to reshape the world you find around you.

Talents

Corrosive Globule: You can use an action to flick a globule of sticky acid from your hand. Target one creature or object within 5 yards. Make an Intellect roll against its Agility. On a success, the target takes 1d6 damage, 3d6 damage at level 3, or 6d6 at level 7. At the end of each round, the target takes 1d6 damage (luck ends). On a critical success, the tar get takes 2d6 damage at the end of each round.

Esoteric Substance: You can perform a ritual using an alchemist’s kit and 5 sp of rare ingredients to produce an esoteric substance. When you finish, expend the ingredients and produce one vial of acid, one dose of antitoxin, or one dose of poison. The substance retains potency until used or consumed.

Rapid Remedy: You can perform a ritual using an alchemist’s kit and 5 cp of common materials to produce an elixir. When you finish, expend the materials and fill one bottle with an Elixir of Healing. The consumable retains potency until consumed

Transmutation: You can perform a ritual using an alchemist’s kit and 5 sp of exotic materials to make a material alteration. Target one Size 1/2 or smaller ordinary object in reach. When you finish, expend the exotic materials and apply one of the following effects to the target. * The target regains 2d6 Health. * The target loses 4d6 Health. * The target becomes as hard as iron. * The target becomes as soft as clay. You change the material of the target from one to another, provided the new material is of the same kind as the old. You could turn an iron bar into one of gold, or the oak of a haft into something soft as balsa. The change lasts for 1 hour.

Novice Spells

Black Bile Poison

Black Bile Poison

Tradition: Alchemy

Rank: Novice

Castings: 3

Duration: Instantaneous

You fling black, noxious fluid from your hand. Make an Intellect roll against the target’s Agility. On a success, the target loses 3d6 Health, and becomes poisoned (luck ends).

2026/01/17 21:56 · 0 Comments

Calamitous Rust

Calamitous Rust

Tradition: Alchemy

Rank: Novice

Castings: 1

Duration: Instantaneous

You toss red flakes into the air. Any ordinary metal object in the target space that is neither worn nor carried drops to Health 0. A creature wearing or carrying such objects makes an Agility roll with 1 boon. On a failure, each ordinary metal object the creature wears or carries drops to Health 0

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Gooey Glue

Gooey Glue

Tradition: Alchemy

Rank: Novice

Castings: 1

Duration: 1 minute

Thick, viscous slime covers all exposed surfaces inside the target space. Such surfaces count as challenging terrain. Any creature in the space when you cast the spell, that enters it, or attempts to move through it makes a Strength roll. On a failure, the creature becomes held until the spell ends. A creature can overcome this effect with a successful Strength roll.

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Minor Animation

Minor Animation

Tradition: Alchemy

Rank: Novice

Castings: 1

Duration: 1 minute

The target twitches and shakes as the magic transforms it into a creation. The target becomes your controlled companion. The effect ends early if the target becomes incapacitated.

Defense: 6, Health: 10 Attributes: Strength 11 (+1), Agility 8 (–2), Intellect —, Will — Size: 1/4 to 1, Speed: 5 Immune: asleep, blinded, confused, deafened, impaired, poisoned, stunned, weakened Melee Attack—Body: Strength (+1) with 1 bane (1d6)

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Neutralize Toxin

Neutralize Toxin

Tradition: Alchemy

Rank: Novice

Castings: 1

Duration: 1 minute

You dispatch any poisons, venoms, and infectious agents. If you target a creature, the creature can make a Strength roll. On a failure, it loses any trait that bestows the poisoned affliction or that would expose a creature to infection for 1 minute. If the creature suffers from the effects of infection, the infection ends. Finally, if you target an object, any ordinary poison, toxin, or infection it contains is destroyed.

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Oil Slick

Oil Slick

Tradition: Alchemy

Rank: Novice

Castings: 1

Duration: 1 minute

Slippery oil covers all exposed surfaces inside the target space. Such surfaces count as challenging terrain. Any creature in the space when you cast the spell, that enters it, or attempts to move through it makes an Agility roll. On a failure, the creature falls prone. The oil is flammable. Any prone creature or object in the target space that takes damage from fire catches fire (luck ends).

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Expert Spells

Choking Dust

Choking Dust

Tradition: Alchemy

Rank: Expert

Castings: 1

Duration: Instantaneous

You fling a handful of dust that becomes a noxious cloud. The dust fills the target space with moderate obscurement. Each creature in the space when you cast this spell or that enters it makes a Strength roll with 1 bane. On a failure, the creature takes 4d6 damage, and becomes blinded, confused, and vulnerable (luck ends all).

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Liquid Fire

Liquid Fire

Tradition: Alchemy

Rank: Expert

Castings: 1

Duration: Instantaneous

You fling a bottle of red gooey substance that ignites when exposed to air and becomes difficult to extinguish. Make an Intellect roll against the target’s Agility. On a success, the bottle breaks, covering the target with the substance, such that the target catches fire and becomes vulnerable. Whenever the target takes damage from being on fire, it takes an extra 4d6 damage. The afflictions end only if a creature uses an action to smother them.

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Moderate Animation

Moderate Animation

Tradition: Alchemy

Rank: Expert

Castings: 1, you can expend a casting of this spell to cast Minor Animation

Duration: 1 minute

The target shudders as the magic gives it the semblance of being alive. If you use this spell to cast Minor Animation, the spell’s duration becomes 1 hour. In any case, the target becomes your controlled companion. The effect ends early if the target becomes incapacitated.

Defense: 6, Health: 40 Attributes: Strength 11 (+1), Agility 8 (–2), Intellect —, Will — Size: 2, Speed: 5 Immune: asleep, blinded, confused, deafened, impaired, poisoned, stunned, weakened Melee Attack—Body: Strength (+1) with 1 boon (2d6)

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Reckless Enhancement

Reckless Enhancement

Tradition: Alchemy

Rank: Expert

Castings: 1

Duration: 1 minute

You blow powder into the target’s face. The target can make an Agility roll with 1 bane. On a success, the target ignores this effect. Otherwise, the target increases its Health by 10, makes Strength and Agility rolls with 1 boon, and its attacks deal an extra 2d6 damage. At the end of the round, the target makes a Will roll. On a failure, the target takes 1d6 damage, and becomes confused until the end of the next round.

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Royal Water

Royal Water

Tradition: Alchemy

Rank: Expert

Castings: 1

Duration: Instantaneous

You toss a corrosive fluid from a specially-prepared vessel. The target loses 4d6 Health. Then, make an Intellect roll against the target’s Agility. On a success, the target loses 4d6 Health and becomes vulnerable (luck ends). The target makes the luck roll to end the affliction with 1 bane. Each time the target gets a failure on the luck roll, it loses an additional 4d6 Health.

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Temporary Reinvigoration

Temporary Reinvigoration

Tradition: Alchemy

Rank: Expert

Castings: 1

Duration: 1 minute

You blast the target with a special powder that reinvigorates it. The target increases its Health by 30. When the spell ends, the target makes a Strength roll. On a failure, the target loses 1d6 Health.

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Master Spells

Major Animation

Major Animation

Tradition: Alchemy

Rank: Master

Castings: 1, you can expend a casting of this spell to cast Minor Animation or Moderate Animation

Duration: Instantaneous

Dust falls from the target as it becomes a creation. If you use this spell to cast Minor Animation, the spell’s duration becomes 8 hours. If you use this spell to cast Moderate Animation, the spell’s duration becomes 1 hour. In any case, the target becomes your controlled companion. The effect ends early if the target becomes incapacitated.

Defense: 5, Health: 70 Attributes: Strength 15 (+5), Agility 10 (+0), Intellect —, Will — Size: 3 or 4, Speed: 5 Immune: asleep, blinded, confused, deafened, impaired, poisoned, stunned, weakened Melee Attack—Body: Strength (+5) with 1 boon (4d6)

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Produce Slimes

Produce Slimes

Tradition: Alchemy

Rank: Master

Castings: 1

Duration: Instantaneous

You flick globules of sticky slime to land in the target space. Each swells until it becomes a sentient flesh-eating slime. You can produce up to four slimes. Each is a creature under the Sage’s control. The slimes regard all creatures, including you, as their enemies.

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Revive the Dead

Revive the Dead

Tradition: Alchemy

Rank: Master

Castings: 1

Duration: Instantaneous

You smear a drop of your blood on the target and breathe into its mouth to restore it to life. The target regains 3d6 Health, but becomes confused and weakened (luck ends both). Each time the target gets a failure on the luck roll, the target loses 1d6 Health.

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Steal Form From Substance

Steal Form From Substance

Tradition: Alchemy

Rank: Master

Castings: 1

Duration: Instantaneous

You extend your hand toward the target to draw away that which gives it form and shape. The target loses 10d6 Health. Then, make an Intellect roll against the target’s Strength. On a success, the target loses an additional 20d6 Health, and becomes weakened until it returns to its normal Health. On a critical success, the target loses an additional 4d6 Health. If the target drops to 0 Health, it collapses into a formless puddle that evaporates a few hours later. If not, the target makes a luck roll at the end of each round. If the target gets a success, it regains 5d6 Health.

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Thicken Air

Thicken Air

Tradition: Alchemy

Rank: Master

Castings: 1

Duration: 1 hour

Thick, gray fog spreads throughout each space and then hangs there, unmoving. The fog fills each target space with heavy obscurement and challenging terrain. Any creature in a target space becomes confused, slowed, vulnerable, and weakened for as long as it remains in the space.

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Trap in Amber

Trap in Amber

Tradition: Alchemy

Rank: Master

Castings: 1

Duration: Instantaneous

You toss a pellet into the target space. When the pellet lands, it cracks to release a billowing orange cloud that instantly hardens into an amber-like substance. Each creature within 1 yard of the edge of the target space can make a luck roll. On a success, the creature falls prone in the nearest empty space. Otherwise, the creature becomes trapped in the substance. The entire space becomes a Size 5 object. Each Size 1 section of the space has Defense 0 and Health 20. Destroying a section causes it to crumble and disappear.

A creature fully trapped inside has total cover, while a creature larger than the target space has partial cover. A creature trapped inside becomes subject to suffocation (see Chapter 2).

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