Alchemist

The philosopher’s stone can defeat death, transmute base materials into precious metals, and cure any ailment. Despite the name, many believe the “stone” exists in the mind only or as some unformed substance, as indescribable as it is impossible. Peril stands on either side of the road to attaining the stone, but the threat of insanity, maiming, and death has so far failed to dissuade you from your goal. The stone might lie out of reach for now, but it will be yours. Of that you are certain. Once you discover the secrets of immortality from your philosopher’s stone, you immediately arrest the aging process. Upon completing your last quest, your body henceforth retains the appearance it had when you discovered the stone, and you show no further sign of aging.

Level 7 Alchemist

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Alchemical
Traditions: Alchemy, Spells: One master
Homunculus (Magical): You have the service of a magical simulacrum of yourself. The homunculus is a permanent com- panion. It is a creation made from clay, your blood, and your breath. It has a natural Defense of 16, Health equal to half your Health, Strength 6 (–4), Agility 14 (+4), and uses your Intellect and Will scores. It’s Size is 1/4 and its Speed is 5.
The homunculus speaks with your voice and can make use of your talents and spells, expending uses and castings from them. The homunculus has no weapons and deals no damage on attacks it makes. If the homunculus becomes incapacitated, you become stunned (luck ends). After 1 hour, if you are still alive, the homunculus reforms in a space you can reach, hav- ing regained all Health and healing all damage.

Level 8 Alchemist

Health: +6
Spells: One master
Alchemical Production (Magical): You can produce a consum- able. Choose one from those found in Chapter 3. You perform a ritual using an alchemist kit and expending rare ingredients worth half the consumable’s price. When you finish, you have one dose of the consumable. Transmute any
Object (Magical): You can change the substance from which an object is made. Target one Size 1 or smaller object within reach. Then perform a ritual with an alchemist’s kit and expending rare ingredients whose value depends on the desired substance as described below.

When the effect ends, the object immediately returns to its original substance. At level 10, you need spend only half the required cost to bring about the effect, and the effect lasts 1d6 times as long.

Level 10 Alchemist

Health: +6
Spells: One master
Philosopher’s Stone (Magical): You discover the secrets of the philosopher’s stone. You become immune to the harmful effects of exposure and infection, as well as to all impaired afflictions and the poisoned affliction. You also stop aging and your appearance never changes no matter how long you live.
In addition, when you die, you can make a luck roll. On a success, you return to life a number of hours later equal to the number you rolled. When you do so, you regain all your lost Health and you heal all damage. On a failure, the philosopher’s stone disappears and you lose this talent forever, even if you are later restored to life by other means.