School of Alchemy
Alchemists are the most scientifically-minded wizards, and they experiment constantly in search of knowledge.
Acquired Powers
At 6th level, the alchemist gains the ability to create potions.
- This is a special chemical process that doesn’t involve magical materials or processes, but it tends to be longer and more tedious than normal potion brewing.
- First, the character must research the potion’s formula, just like conducting spell research; consider the potion’s level to be equal to its experience point (XP) value divided by 100. For example, a potion of clairaudience (250 XP) is treated as a 3rd-level spell for this purpose, while a potion of longevity (500 XP) is equivalent to a 5th-level spell. It takes two weeks per potion level to research the formula, at a cost of 500 gp per potion level.
- The alchemist must roll learn spells to find out if he learned the spell before he can be considered successful in his research.
- The maximum number of potion formulae he can know is limited by the maximum number of spells per level score that is determined by his Intelligence. A character with an Intelligence of 15, for example, can know up to 11 potion formulae.
- Once a character has successfully researched a potion’s formula, he can produce one dose by investing 3d6 x 100 gp 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.
Spell Analysis
Abjuration spells are specialized protective spells designed to banish some magical or nonmagical effect or creature. Protection from evil is an example of an abjuration spell, since it creates a barrier that evil or supernatural creatures are reluctant to cross.
Spell List
1st Level
2nd Level
3rd Level
Protection From Evil 10' Radius (Protection from Good 10' Radius)
Protection from Normal Missiles
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
Specialist Name
Alchemist
House
House Aetius
Alliance
Thaumaturgic Alliance
Appollonian Leadership Tier
First
Opposed School(s)
School of Illusion and School of Necromancy
Leader
Praetor Mamercus
Initial Funds
(d4+1) x 10 gp
Minimum Ability Scores
Intelligence 15, Dexterity 14; Prime Req. Intelligence, Dexterity
Race(s) Allowed
Human (Other races may be alchemists, however, the formal Appollonia School may not allow them to be a member.