Alchemists are magic-users specialized in the use of rare ingredients and compounds, and the alteration of matter, energy or their own bodies. Their abilities are not spells but experiments requiring a laboratory. Experiments of the First Circle take 1d6 hours to accomplish, 2d6 hours for the Second, up to 5d6 hours for the Fifth. They must be uninterrupted to succeed (-5 % chance per minor interruption of a few rounds or less). Only one experiment can be attempted at a time.
An alchemist’s laboratory costs 5,000 dc per Circle (a High Master needs a 2 5, 000 dc laboratory), complete with beakers, retorts, balloons, crucibles, components, powders, liquids, crystals, balms, gases, ores, etc. Component replacement costs 500 dc per month, plus 1,000 dc per experiment conducted. In Glantri City, an alchemist spends about a week per 1,000 dc to search for and purchase equipment and components. In other places, it often takes twice as long.
In “field conditions” (dungeons and wilderness) an alchemist can use a “field laboratory” consisting of miniature equipment and a limited supply of basic alchemical substances. Such equipment costs 3,000 dc per Circle and is usable up to the Third Circle. It comes in a chest a man can easily carry. It can be used ten times after which the set runs out of components. Components cost 500 dc to replace. A field laboratory allows the same experiments as with a full laboratory, but the chances of success are halved (rounded down).
Find Components (First Circle): This operation defines all components within a non magical item (specific minerals, metals, basic substances, as well as known compounds: gases, liquids, vegetables, flesh, etc). This is ideal for detecting and identifying poisons, vegetables, bones, etc. A roll of 01 indicates a false interpretation.
Alchemical Preparation (First Circle): The alchemist concocts a powder, balm or liquid solution producing a specific effect. He must first ‘ research the formula in a laboratory before being able to produce the compound (see “Creating Spells and Magical Items”). Once the formula is known, it must be written in the Alchemist’s Codex (book of formulae). Alchemical preparations should be used rapidly because they only last 1d4 days. After this period, the components separate and decompose, becoming totally useless. Their effects are not magical, although they can imitate known spells, such as neutralize poison, cure disease, cure light wounds (1d6 hp per character, per day), purify food and water, etc. The alchemist can make other nonmagical substances, such as poisons, inflammable oil, smoking devices, etc. The DM makes the final judgment on which formulas can be discovered and what their effects are. The success of a preparation is known at the time it is used (the DM secretly rolls a d 100; a natural 01 indicates the presence of harmful components whose effects are up to the DM).
Find Magical Components (Second Circle): This experiment is similar to the Find Components of the First Circle, except it allows the identification of magical potions and items. In addition, the alchemist detects the kind of energy radiating from an item (electrical, Radiance, magical, and so forth). A roll of 01 indicates a false interpretation.
Magical Preparation (Second Circle): This ability works like the Alchemical Preparation, except it allows the creation of magical or clerical potions at half price. Alchemists do not need to know corresponding spells to make magical potions (see “Creating Spells and Magical Items”). Look at the normal chance for making potions and the alchemist’s success roll from the Mastery Chart, then use whichever is best. Preparations need not be liquid potions, but can be powders, balms, pills, or oils. Unlike true magical potions, these only last 1d4 days per level of the alchemist. A roll of 01 indicates a flaw in the magical compounds (effects up to the DM).
Transmute Matter (Third Circle): This changes the nature of a non-living object to another non-living matter, such as minerals , crystals, metals, gas, liquid, or dead organic matter like wood, hides, fur, bones, claws, etc. The alchemist can affect up to 10 cn of material per level of experience. This produces the same weight in minerals, metals, organic substances, etc., or I cu. ft. of gases (per level), or 1 quart of liquid (per level). Remaining matter burns during the operation. For example, a 36th level alchemist can reduce a wood chunk weighing 360 cn to a single gem of the same weight, or vice versa. The original material must be 2 single item. For example, one coin or one weapon can easily be changed but a portion of a wall or pile of coins cannot. The purity of material an alchemist can produce is worth I dc for each level of the alchemist, per cn of weight of the gem. The final shape of the transmuted material is up to the alchemist. Transmuting is dangerous business. A roll of 01 causes a fireball explosion inflicting id.6 points of damage per 10 cn of transmuted weight, destroying the laboratory (maximum 20d6 damage; save for half damage).
Transcend Energy (Fourth Circle): This enables the alchemist to focus energy into matter. Usable energies include a bolt from the sky during a storm, the Radiance (for members of the brotherhood), concentrated sunlight during a solar eruption, or spells causing 60d6 of damage (three lightning bolts or fireballs cast simultaneously). This ability is a way of recharging magical items, animating golems or constructs (1 HD per level of the alchemist), reversing the aging process (one week per level), or recalling to life a creature (dead no more than one day per level of the alchemist). A device to collect the energy and focus I t toward a specific area must be built in the laboratory. It requires a 12,000 dc component (a huge antenna, a giant magnifier, a large gem, etc). Each use destroys the component in a very spectacular way. A roll of 01 causes a Fireball explosion destroying the laboratory and all of its contents (1d6 per level of the alchemist, up to 20d6; save for half damage.).
Mutate Lifeform (Fifth Circle): The alchemist is able to alter part or all of his body (of a helpless man-sized victim’s). The affected living matter turns into a mineral, metal, gas, liquid, crystal or a living flesh of the alchemist’s choice. For example, the alchemist could change his hands into “living gold”, in effect creating a gold-based life form. He could change his -hole body’s molecular composition to that of a black pudding, or a fire elemental, thus gaining their innate abilities. Dragon flesh does not enable one to breathe fire, nor does troll flesh allow to one claw and bite as a troll, but the latter would allow regeneration, Only the alchemist’s appearance and consistency change (not his body shape, intelligence nor spell casting abilities). A living crystal alchemist would become AC 0 and be translucent. There are drawbacks to altered states (like rusting metals, excessive weight for minerals, etc.); the DM must keep track of all these. A roll of 01 causes the recipient to permanently turn into the matter or lifeform. For example, if he tried to obtain an ochre jelly molecular structure, he actually becomes this monster under the DM’s control; if he was trying to turn into gold, he then becomes an inert ‘ dead, statue of gold (he can only be wished back to life).