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Alchemy Creations List

  Alchemists in the world of Bubblegum Grunge are practitioners of a meticulous and strategic craft. Their expertise lies not in an innate magical connection but in the art of alchemical potion crafting and the preparation of ritual circles. Through methodical processes, these adept alchemists distill elixirs that harness the potent essence of the world around them. Vials and flasks, each potion a tangible manifestation of their calculated concoctions.   Additionally, alchemists craft intricate ritual circles that pulsate with latent alchemical energy, ready to be unleashed at the opportune moment. In Bubblegum Grunge, the alchemists' magic is a deliberate fusion of science and artistry, where the tangible and the mystical intertwine with purposeful precision.  

Cantrips

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Evocation

  • Acid Splash: By carefully mixing volatile reagents, you create a small vial of acidic solution that you can hurl at your enemies. Upon impact, the vial bursts, splashing acidic liquid onto the target. The target must make a Dexterity saving throw or take 1d6 acid damage.
  • Fire Bolt: With the skill of an alchemical artisan, you conjure a small orb of fiery energy. When you release it, the orb streaks towards your target, searing anything it touches. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage.
  • Ray of Frost: Using alchemical precision, you channel the essence of cold into a freezing ray. A beam of icy blue light shoots from your hand towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
  • Thunderclap (Xanathar’s Guide to Everything): With a swift gesture and a concoction infused with explosive properties, you create a shockwave of thunderous force emanating from you. Each creature within range, other than you, must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and isn't pushed.
 

Transmutation

  • Mage Hand: Through alchemical means, you conjure a spectral, hand-like force imbued with the essence of your craft. This hand can manipulate objects, allowing you to perform tasks from a distance with ease.
  • Mending: Through your knowledge of alchemical bonding agents, you repair a single tear, break, or other damage to an object you touch. The object must be no larger than 1 cubic foot, and you must be within 5 feet of it. When cast, the object's damage is mended, leaving no trace of the former damage.
  • Prestidigitation: With deft alchemical manipulation, you create minor magical effects that can range from sensory effects to small illusions. This versatile spell allows you to perform various small tricks and tasks, enhancing your craft with magical flair.
  • Transmute Rock (Elemental Evil Player’s Companion): Utilizing your alchemical expertise, you alter the properties of natural rock formations within range. You can reshape nonmagical rock within a range into any shape that suits your crafting needs. This spell can be used to create barriers, ramps, or other useful structures, allowing you to manipulate the terrain to your advantage.
 

1st Level Spells

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Healing

  • Cure Wounds: With carefully prepared salves and tinctures, you administer potent healing magic to a creature in need. As you apply the alchemical concoction to their wounds, their injuries begin to close and mend. The target regains hit points equal to 1d6.
  • Goodberry: Through careful cultivation and enchantment of berries, you create a handful of magical fruit imbued with healing properties. Each berry contains a concentrated essence of life, allowing a creature to consume one and regain 1 hit point.
 

Evocation

  • Burning Hands: With a swift motion and a vial of flammable substances, you conjure a burst of flames that engulf your foes. A cone of fire erupts from your outstretched hands, scorching everything in its path. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.
  • Magic Missile: With a flick of your wrist and a prepared vial of arcane essence, you unleash a series of glowing darts that streak toward your targets unerringly. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range, dealing 1d4 + 1 force damage.
 

Transmutation

  • Bumper Jump: By placing a specially crafted bouncy bumper on the ground, when you or a creature jumps onto the bumper, they experience a sudden burst of the bumper, propelling them upward with extraordinary force. The target's jump height is tripled when they jump from the bumper.
  • Feather Fall: By releasing a specially prepared powder into the air, you create a magical aura around yourself or a creature you touch, allowing them to fall slowly and safely. Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends.
 

2nd Level Spells

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Healing

  • Cure Serious Wounds: With a carefully brewed concoction of rare herbs and alchemical essences, you administer potent healing magic to a creature in dire need. As you apply the alchemical mixture to their wounds, their injuries close and mend at an accelerated rate. The target regains hit points equal to 3d8 + your spellcasting ability modifier.
  • Lesser Restoration: Through the careful application of alchemical remedies and restorative elixirs, you can neutralize poisons and cure diseases afflicting a creature. With skilled hands, you touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
 

Evocation

  • Aganazzar’s Scorcher (Sword Coast Adventurer’s Guide): By harnessing the power of alchemical fire, you unleash a line of roaring flame emanating from you in a direction you choose. Each creature in a 30-foot line must make a Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much damage on a successful one.
  • Scorching Ray: With a swift motion, you craft and launch fiery projectiles toward targets within range. You create three fiery projectiles and hurl them at targets you can see within range. Each projectile streaks towards its target and explodes upon impact, engulfing the target in flames. Make a ranged spell attack for each projectile. On a hit, the target takes 2d6 fire damage.
  • Shatter: With a specially crafted resonating crystal and a blast of alchemical force, you create a sudden, loud noise that painfully reverberates through the air. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw, taking 3d8 thunder damage on a failed save, or half as much damage on a successful one.
  • Melf’s Acid Arrow: By crafting a vial of volatile acid, you create a shimmering green projectile of acid. You hurl the vial at a target within range, and upon impact, it bursts in a spray of acid, corroding everything in its path. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn.
 

Transmutation

  • Enhance Ability: With the use of alchemical serums and enchanted potions, you infuse a creature with heightened abilities for a short period. Choose one of the following effects: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom. The target gains the effect of the chosen ability for the duration of the spell.
  • Spider Climb: With the application of an adhesive solution, you grant a creature the ability to climb walls and surfaces with ease. Until the effect ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
 

3rd Level Spells

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Healing

  • Mass Cure Wounds: With a carefully brewed concoction of rare herbs and alchemical essences, you unleash a wave of healing energy that washes over your allies. A soothing mist infused with revitalizing properties emanates from you in a 30-foot radius. Each creature of your choice within range regains hit points equal to 3d8 + your spellcasting ability modifier.
  • Revivify: Through the precise mixture of alchemical reagents, you restore life to a recently deceased creature. You touch a creature that has died within the last minute, infusing it with a surge of revitalizing energy. The creature returns to life with 1 hit point.
 

Evocation

  • Fireball: Crafting a potent mixture of alchemical reagents and igniting them, you create a blazing sphere of fire. A bright streak flashes from your pointing finger to a point you choose within range, then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
  • Lightning Bolt: By channeling raw energy through a specially prepared conduit, you release a bolt of lightning that crackles through the air. A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
  • Sleet Storm: Through the careful mixing of alchemical components, you create a freezing storm of sleet and hail. Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. Each creature in the cylinder when the spell is cast must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.
 

Transmutation

  • Blink: Through the careful application of an alchemical solution and a quick twist of your wrist, you momentarily phase in and out of the Ethereal Plane. At the end of each of your turns, roll a d20. On a roll of 11 or higher, you vanish from your current plane of existence, leaving behind a faint shimmering residue, and appear in the Ethereal Plane. While in this state, you are partially out of phase with the material world, rendering you invisible and intangible to creatures on that plane. At the start of your next turn, or when the spell ends, you reappear in an unoccupied space of your choice within 10 feet of your previous location, seamlessly reintegrating with the material plane.
 

4th Level Spells

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Healing

  • Cure Critical Wounds: With a potent elixir brewed from rare herbs and alchemical components, you administer a powerful healing draught to a creature in need. The target regains 4d8 + your spellcasting ability modifier hit points.
  • Death Ward: Through the careful application of a protective ointment infused with rare alchemical substances, you grant a creature temporary immunity to death's grasp. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
 

Evocation

  • Ice Storm: Crafting a specialized mixture of alchemical reagents and conjuring a swirling vortex of icy energy, you unleash a frigid storm upon your foes. Hailstones, sleet, and freezing rain pelt down in a 20-foot-radius, 40-foot-high cylinder centered on a point you choose within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
  • Fire Shield: By infusing your clothing or armor with a reactive alchemical solution, you shroud yourself in a protective barrier of flames. Flames wreath your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
  • Storm Sphere (Xanathar’s Guide to Everything): Through the precise blending of alchemical reagents and the release of magical energy, you summon a sphere of crackling lightning and swirling winds. A 20-foot-radius sphere of whirling air and crackling lightning appears centered on a point you choose within range and lasts for the duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
  • Vitriolic Sphere (Xanathar’s Guide to Everything): With a carefully concocted mixture of volatile alchemical compounds, you create a sphere of corrosive acid that you hurl at a point of your choosing. You conjure a sphere of acidic fluid that splashes across a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw, taking 10d4 acid damage on a failed save, or half as much damage on a successful one.
 

Transmutation

  • Stone Shape: With a prepared solution, you mold a stone or earthen surface as if it were clay. You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
  • Dimension Door: With a prepared alchemical solution and a swift gesture, you open a shortcut pathway that bridges two points within the area. By applying the prepared solution to the air and tracing a brief sigil, you create a shimmering portal-like doorway. This pathway leads to another similar door, appearing within range at a location you specify. You and any creatures you choose can then step through this shortcut, traverse the distance as if it was 5 feet between the two points for a real world space up to 30 feet.
 

5th Level Spells

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Evocation

  • Cone of Cold: By releasing a burst of frigid energy from a vial of potent alchemical frost, you create a cone of freezing air and ice crystals. Each creature in a 60-foot cone originating from you must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
  • Immolation (Xanathar’s Guide to Everything): With the application of a specially prepared alchemical solution, you ignite a creature in flames, causing excruciating pain. A creature you can see within range must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
  • Cloudkill: By releasing a vial of alchemical poison into the air and channeling your magic, you create a noxious cloud of poisonous vapor. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until strong wind disperses the cloud, ending the spell. When a creature enters the spell's area for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one.
 

Transmutation

  • Passwall: With the application of an alchemical solvent, you create a passage through wooden, plaster, or stone walls. A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface, such as a wall, a ceiling, or a floor, within range. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
 

6th Level Spells

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Healing

  • Regenerate: By applying a powerful alchemical tonic and performing a complex ritual, you stimulate a creature's natural healing abilities, allowing it to regrow lost body parts. The target regains 4d8 + 15 hit points at the start of each of its turns for 1 minute. If the creature has severed body parts, they are restored after 2 minutes. If the creature is missing any parts, it regrows them in 2 minutes.
 

Evocation

  • Chain Lightning: By releasing a vial of alchemical energy, you unleash a bolt of lightning that arcs between multiple targets. You create a bolt of lightning that arcs toward a target of your choice that you can see within range. It then arcs to another target, which must be within 30 feet of the first target. A target can be a creature or an object. A creature targeted by this spell must make a Dexterity saving throw, taking 10d8 lightning damage on a failed save, or half as much damage on a successful one. The lightning can arc to a number of additional targets equal to your spellcasting ability modifier (minimum of 1), and each target must be within 30 feet of the last target. The target's arced to can't be more than 30 feet away from the previous target.
  • Wall of Ice: With the manipulation of specially prepared alchemical ice, you create a barrier that blocks movement and vision. You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
 

Transmutation

  • Flesh to Stone: By administering a specially prepared alchemical solution and focusing your will, you attempt to turn a creature's flesh into stone. The target must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden.
 

7th Level Spells

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Transmutation

  • Etherealness: By imbibing a rare alchemical elixir and murmuring the incantations, you step into the Border Ethereal, where everything is in shades of gray and you can see only creatures and objects in the Border Ethereal. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
  • Phase Door: By preparing a specialized alchemical solution and marking a surface, you create an ethereal passage through solid objects. You create an invisible passage through the wood, plaster, and stone, starting from a point you can see on a surface within range and entering a space on the other side of the surface, which can be up to 20 feet deep. The passage lasts for the duration.
 

8th Level Spells

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Evocation

  • Incendiary Cloud: By crafting a volatile alchemical mixture and invoking your magic, you create a swirling mass of intense fire and smoke. A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
  • Sunburst: By blending a rare alchemical elixir, you create a blazing explosion of light. Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw, taking 12d6 radiant damage on a failed save, or half as much damage on a successful one. Undead and oozes have disadvantage on this saving throw.
 

Transmutation

  • Mind Blank: By brewing a rare alchemical potion, you shield a creature's mind from magical scrying and mental assault. Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
  • Antipathy/Sympathy: By crafting a specialized alchemical mixture, you project powerful emotions to influence the behavior of others. This spell attracts or repels creatures of your choice. You create either a compelling attraction or a powerful repulsion effect. The amount of creatures affected depends on their Hit Dice
  • Control Weather: By preparing a complex alchemical solution, you take control of the weather within a certain radius. You change the weather conditions, which are determined by the table below. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
 

9th Level Spells

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Evocation

  • Gate: By crafting a precise alchemical formula and utilizing advanced scientific principles, you create a portal linking your location to a precise spot on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts until it is removed.
 

Transmutation

  • Imprisonment: By utilizing complex alchemical processes and ancient knowledge of containment, you create a magical prison. You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.

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