The magical elements have fascinated intelligent creatures since before recorded history. Wizards and sorcerers strive to harness the mental command over nature, to control reality with a word and a gesture. Alchemists take a more practical approach; by working with and refining base materials, they can concentrate the magical elements within base substances. By mixing and applying these elements, they can work magic. They do this without actually channelling the power through themselves, through a process akin to science. Alchemists are spellcasters, but do not actually use spells in the ordinary sense. Rather, they prepare concoctions (just as a regular spellcaster prepares spells) and uses these alchemical substances to create magical effects. Alchemists work their magic through powders, explosions and sleight-of-hand. But these effects are still magical; they can be detected, dispelled and manipulated just like other magical effects.

Alchemists use natural substances and refine magical elements out of them. Mostly, this is normal materials like spring water, ash, a spring breeze or fermented dung. Through processes like dissolving, distillation, fermentation and heating, these substances are refined into magical materials. This is a part of the everyday spell preparation of the alchemist. But all alchemists dream of one day working with gold and precious metals, and alchemical spell research involved exotic experiments with expensive materials. The dream of many alchemists is the permanent transmutation of base metals into gold. An alchemist masters all forms of elemental magic, and the magic of change and substance. They can create, transform and manipulate the elements and their manifestations in physical objects and creatures. They can boost or stymie the abilities of other creatures. They are masters of potions, and very talented in the creation of all sorts of magical items. They can create life, and heal almost as well as clerics. They are masters at locating and analyzing magic and objects, but otherwise poor at divination.

Alchemy is a learned science, and most alchemists are trained at guilds and universities. A few grow up under the tutelage of a mentor. Some were placed into such institutions by ambitious guardians, but many alchemists are unable to get such privileged students, and pick up some intelligent stray they encounter to be their handyman and later their apprentice. Almost all alchemists are members of guilds, that tightly regulate the craft, teach spells, set the price of magic items and services and regulate the number of practicing alchemists in each area. A common reason for young alchemists to adventure is that there is no opening for them to set up shop in their home town. 

They can be of any race but are more commonly from the Araby countries.

Step 1: Attributes
Roll attributes as normal but an INT of at least 15 and DEX 14 is necessary. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Brew
Knowledge Herbalism
Knowledge Magic
Science Chemistry
Toxicology
Use Magic Device
Step 3: Abilities
Alchemists start with the following ability free;

Alchemical Concoctions - A potion is a magic liquid that produces its effect when imbibed. The Alchemist needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew and of course ingredients. All ingredients and materials used to brew a potion must be fresh and unused. The creator must have prepared the spell to be placed in the potion. The act of brewing triggers the prepared spell, making it unavailable for use until finished. Time required is one day multiplied by (the amount of enchantments + the amount of mana). Mana cost is 10 + the cost of each spell or enchantment.

Alchemists learn how to brew potions much like other mages learn new spells. Alchemists have Recipe Books that behave in all ways like a wizard's spellbook with the following exception, only Alchemists can prepare spells from Recipe Books. Alchemists can learn spells from other Alchemist's Recipe Books as well as from scrolls (after 2nd level) and wizards spellbooks. To learn a potion from a Recipe book the Alchemist needs to make an alchemy check and then write that draught in their recipe book. To learn a spell from a scroll or from a wizard's spellbook the Alchemist first needs to roll a successful spellcraft check as if they were a wizard learning that spell then, they need to roll a successful alchemy check to be able to properly turn that spell into a potion. Note, that wizards can also learn spells from an alchemist's recipe book but first with an alchemy check and then a successful spellcraft check to convert it into a spell. 

First the character must research the potion’s formula just like conducting spell research. It takes two weeks per potion mana to research the formula, at a cost of 500 denarii per potion mana point. The alchemist must roll learn spells to find out if he learned the spell before he can be considered successful in his research. Once a character has successfully researched a potion’s formula, he can produce one dose by investing 3D6 x 100 denarii in materials and spending one uninterrupted week in his laboratory. Again he must pass the learn spells check to see if he followed the directions correctly with a +1 bonus per character level. While the alchemist doesn’t have to adventure to acquire rare or unusual materials for potions, he may still have to take time to make arrangements for special requirements such as the delivery of unusual chemicals or glassware.

Bonuses - +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 2, 5, 9, 11, 13 and 17. +1 Sanity save at levels 7, 11, 15 and 19. +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20. +1 Spell Bonus at levels 1, 3, 6, 9, 12, 15 and 18. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally Alchemists start with 50 Points to spend on any of the following abilities. As they earn more experience they may buy or rebuy more abilities.

Ability Cost Notes
Spellcast 5 each The cost is for each sphere of magic the Alchemist wants to learn from. The first sphere is free and must be Transmutanic, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 3 spells +3 per level. The spells can come from any sphere except Divine.

However; spells can only ever be embedded into potions or objects, never cast externally like other mages.

Alchemists can tap into the world’s natural mana at a rate of INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Create Scroll 5 The ability to impart a spell onto a scroll (including tablets, cloth, paper or any other written media) which can then be read out by anyone. A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell. 

To create a scroll the Alchemist must use writing implements and materials which are fresh and unused. The character must have prepared the spell to be scribed, the act of writing triggers it making it unavailable for casting until finished. Time required is one day multiplied by (the amount of enchantments + the amount of mana). Mana cost is 10 + the cost of each spell or enchantment.

Damage Bonus 10 +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere.
Enhanced Taste 5 Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons.
Extend Duration 10 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
Familiar Link 10 The Alchemist may summon and permanently psionically link with a companion of the character's choice, traditionally it is a small animal. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.
HP Bonus 10 CON +6 HP instead of 4, +6 per level.
Range Boost 10 +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere.
Save Bonus 10 This is the cost for each additional +1 added to the character's spell save.
True Sight 10 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.

Step 4: The Alchemist's Lab

As scientific characters alchemists will always maintain a large and well-equipped laboratory to pursue their experiments. The laboratory must be well-stocked with all kinds of materials, including samples of every metal or alloy imaginable, equipment such as burners, beakers and bottles, and natural curiosities like magnets, incendiaries, and other such things. An alchemist is assumed to begin play with an appropriate laboratory in his home town or base of operations, but building and outfitting a new laboratory costs at least 1000 denarii per character level, and existing laboratories require at least 50 denarii of materials a level per month to be functional. An alchemist without access to his laboratory loses the bonus alchemy spell he could normally memorize at each spell level, and can’t conduct research, make potions, or add new spells to his spellbook.

The alchemist’s whole work is based on the four classical elements of air, earth, fire, and water. In other words, the alchemist considers gold (for example) to be a combination of earth and fire. Alchemists are the most scientifically-minded wizards, and they experiment constantly in search of knowledge. In order to be an alchemist, a wizard must have an excellent education in the sciences and a steady hand for experimentation. 

Laboratory step 1: A step one laboratory consists of basic alchemic tools as few chemicals, pipettes, flasks and a stove. Cost of a step one laboratory is 1000 denarii. There is also a variant which is called the wandering laboratory: Cost is the same and it is small enough to be transported easily (weight is 10 lbs). Keep in mind that there are fragile pieces included. 

Laboratory step 2: A step two laboratory consists of all kind of alchemic tools and material including a hot fire place. Cost of a step two laboratory is 5000 denarii and it takes a 3rd level Alchemist one month to build it. 

Laboratory step 3: A step three laboratory consists of a step two laboratory plus a forgery plus enchanted tools to make it easier to feel and work with patterns. A step three laboratory is an enchanted place. Cost of a step three laboratory is 10,000 denarii and time required is at least six months under the supervision of an Alchemist of at least level 6.

Forgery: A forgery is no laboratory but required for some item creation. It contains a forgery plus working tools plus raw materials such as iron in small quantities. Cost of a forgery is 1000 denarii and it takes at least one month to build it. Material cost is determined by the item produced, GM decision.

Fine Forgery: A fine forgery is almost the same as an ordinary forgery except is contains magical tools and special equipment. Cost is 5000 denarii and it takes three months to complete it. A fine forgery lowers the difficulty number of all items by one.

 

Examples of normal potions
Acid Through careful distillation, alchemists can brew potent acid. A flask-full of acid can command anywhere from 50-100 denarii, while a vial might sell for 10-40 denarii.
Incendiaries These dangerous concoctions range from flammable oils and pitches to nasty stuff like naphtha or Greek fire. A flask of an incendiary substance usually costs 10-30 denarii.
Pyrotechnics Unlike the previous two substances, pyrotechnic mixtures are often powders. They can be used to create clouds of smoke of a variety of colours, or bright flashes of light when added to an existing fire. A vial of pyrotechnic mixture costs 5-20 denarii, while a flask costs anywhere from 10-30 denarii.

 

 

Ancient Classes