This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== 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 ===== {{page>weird-wizard:spells:Black_Bile_Poison&link&doindent}} {{page>weird-wizard:spells:Calamitous_Rust&link&doindent}} {{page>weird-wizard:spells:Gooey_Glue&link&doindent}} {{page>weird-wizard:spells:Minor_Animation&link&doindent}} {{page>weird-wizard:spells:Neutralize_Toxin&link&doindent}} {{page>weird-wizard:spells:Oil_Slick&link&doindent}} ===== Expert Spells ===== {{page>weird-wizard:spells:Choking_Dust&link&doindent}} {{page>weird-wizard:spells:Liquid_Fire&link&doindent}} {{page>weird-wizard:spells:Moderate_Animation&link&doindent}} {{page>weird-wizard:spells:Reckless_Enhancement&link&doindent}} {{page>weird-wizard:spells:Royal_Water&link&doindent}} {{page>weird-wizard:spells:Temporary_Reinvigoration&link&doindent}} ===== Master Spells ===== {{page>weird-wizard:spells:Major_Animation&link&doindent}} {{page>weird-wizard:spells:Produce_Slimes&link&doindent}} {{page>weird-wizard:spells:Revive_the_Dead&link&doindent}} {{page>weird-wizard:spells:Steal_Form_From_Substance&link&doindent}} {{page>weird-wizard:spells:Thicken_Air&link&doindent}} {{page>weird-wizard:spells:Trap_in_Amber&link&doindent}}