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.
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.
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).
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
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.
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)
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.
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).
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).
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.
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)
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.
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.
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.
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)
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.
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.
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.
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.
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).