Chapter III · Magic Traditions

Alchemy — a school of magic —

The Alchemy tradition owes its existence to the mortal pursuit of wonders. The pioneers sought to turn lead into gold, while others 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 reshape the world you find around you.

02 of 33 Common Class Has Talents
Sigil Nº 02
Class Common
Alchemy Magic Traditions
[ sigil plate · alchemy ]
The Spellbook Magic Traditions

Alchemy Spells listed by level

Reference during play

Alchemy Talents

CORROSIVE GLOBULE (Magical): 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 target takes 2d6 damage at the end of each round. ESOTERIC SUBSTANCE (Magical): 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 (Magical): 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 (Magical): 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 on 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 Alchemy Spells


Black Bile Poison

Calamitous Rust

Gooey Glue

Minor Animation

MINOR ANIMATED OBJECT

DEFENSE: 6, HEALTH: 10 ATTRIBUTES: Strength 11(+1), Agility 8 (-2), Intellect -, Will – SIZE: 1/4 to 1/2, SPEED: 5 IMMUNE: asleep, blinded, deafened, impaired, poisoned, stunned, weakened MELEE ATTACK – BODY: Strength (+1) with 1 bane (1d6)

Neutralize Toxin

Oil Slick

Expert Alchemy Spells


Choking Dust

Liquid Fire

Moderate Animation

MODERATE ANIMATED OBJECT

DEFENSE: 6, HEALTH: 40 ATTRIBUTES: Strength 11(+1), Agility 8 (-2), Intellect -, Will – SIZE: 2 SPEED: 5 IMMUNE: asleep, blinded, deafened, impaired, poisoned, stunned, weakened MELEE ATTACK – BODY: Strength (+1) with 1 boon (2d6)

Reckless Enhancement

Royal Water

Temporary Reinvigoration

Master Alchemy Spells


Major Animation

MAJOR ANIMATED OBJECT

DEFENSE: 5, HEALTH: 70 ATTRIBUTES: Strength 15(+5), Agility 10 (+0), Intellect -, Will – SIZE: 3 or 4 SPEED: 5 IMMUNE: asleep, blinded, deafened, impaired, poisoned, stunned, weakened MELEE ATTACK – BODY: Strength (+5) with 1 boon (4d6)

Produce Slimes

Revive the Dead

Steal Form From Substance

Thicken Air

Trap in Amber