Alchemist Spells in Zanova | World Anvil
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Alchemist Spells

Alchemist Spell List

Cantrips (0 Level)

  Acid Splash
Fire Bolt
Frostbite
Guidance
Light
Poison Spray
Ray of Frost
Resistance
Shocking Grasp
Spare the Dying

1st Level

Absorb Elements
Alarm (ritual)
Charm Person
Cure Wounds
Detect Magic (ritual)
Disguise Self
Faerie Fire
False Life
Grease
Healing Word
Jump
Longstrider
Purify Food and Drink
Ray of Sickness
Sanctuary
Sleep
 

2nd Level

Aid
Blur
Continual Flame
Darkvision
Enhance Ability
Enlarge/Reduce
Flame Sphere
Invisibility
Lesser Restoration
Levitate
Magic Weapon
Melf's Acid Arrow
Protection from Poison
See Invisibility
Spider Climb
Web
 

3rd Level

Blink
Catnap
Create Food and Water
Dispel Magic
Elemental Weapon
Fly
Gaseous Form
Haste
Mass Healing Word
Protection from Energy
Revivify
Water Breathing
Water Walk
 

4th Level

Blight

Confusion
Elemental Bane
Freedom of Movement
Locate Creature
Otiluke's Resilient Sphere
Phantasmal Killer
Sickening Radiance

Stone Shape
Vitriolic Sphere
   

5th Level

  Cloudkill
Contagion
Enervation
Greater Restoration
Skill Empowerment
Transmute Rock
Wall of Stone
 

Polypurpose Panacea


Prerequisite: 2nd level
As an action, you may channel 1 Essence, reach into your Alchemist's Satchel and pull out one of several different simple compounds. You may consume the compound as part of the action used to pull it out of your Alchemist's Satchel, or you may give it to someone else; they may consume it as an action. Choose one of the following:  
  • Analgesic: You do not feel minor aches and pains, such as from arthritis, a cold, or a hangover; for 1 hour. For the duration, you get +2 to Constitution saving throws against things that cause pain.
  • Clarity: You may add +1 to a single attack roll, saving throw, or skill check within 1 minute.
  • Hallucination: You have pleasant hallucinations for 1 hour, such as wandering lights, music, playful surreal animals, and so on. You can tell these are not real, but they are distracting, and you make all perception checks with disadvantage for the duration.
  • Intoxication: You feel comfortably intoxicated for 1 hour, as if you had a few alcoholic beverages.
  • Lucid Dream: If you take this compound within 1 hour of going to sleep, you have a lucid dream that is under your control and lasts for 1 hour.
  • Resistance: You gain +1 to all saves for one minute.
  • Sleep: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would normally begin sleeping at this time, when the compound wears off, you continue sleeping normally.
  • Sobriety: You become completely sober for 1 hour, negating any penalties to your actions for being drunk (see exhaustion). Magical and alchemical methods still detect you as inebriated. Time spent under the effect of this compound do not count toward the tie necessary to sober up.
  • Wakefulness: You remain awake for 2 hours without feeling sleepy, and without side effects such as jitteriness. If you would fall asleep due to hostile magic, you may instead make a Constitution Saving throw with advantage against the spell save DC of the caster. The use of this compound merely delays the need for sleep, and does not count as rest or sleep. You can use it multiple times in succession, but as each effect wears off, you are as tired as you would be had you not used the compound.
 
 

Pharmacist Formulae


       

Chaos Infusion


Prerequisites: Pharmacist Specialty
As an action, you may channel 1 Essence and pull a hypodermic needle filled with a swirling rainbow liquid out of your Alchemist's Satchel. Roll a d8 and consult the table below, noting the result:
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Radiant
As a bonus action, a creature can inject this formula. The needle vanishes. The creature gains a 10 foot radius of damaging energy of the noted type around them; whenever a hostile creature enters this aura for the first time each turn, or starts its turn in it, it must succeed a Dexterity saving throw against your Save DC or else it takes 1d6 damage of the noted type, taking half as much damage on a successful save. This effect lasts for 1 minute. You can't use this Alchemical Formula if the needle exists.
  Channeling More Essence. You may channel more Essence to improve this formula. You may channel Essence up to your Intelligence modifier, adding a d6 for each point of Essence channeled. If you channel 4 or more Essence, you may roll 2d8 when determining a damage type, and choose which result to use.    

Bravery Tonic


Prerequisite: 3rd level, Pharmacist specialty.
As an action, you may channel 1 Essence and reach into your Alchemist's Satchel and pull out a vial with a clear liquid that sparkles. A creature that drinks the vial gains temporary hit points equal to your Alchemist level + your Intelligence modifier and has advantage on Charisma checks for one minute. The vial then disappears. You can't use this Alchemical Formula as long as the vial exists. After the formula is consumed, you can't use it again for 1 minute.    

Stonefist Tincture


As an action, you may channel 1 Essence and reach into your Alchemist's Satchel and pull out a tincture in a small bottle that, when consumed as a bonus action, makes a person's hands as hard as stone for one minute. The drinker may have their unarmed attacks deal 2d6 + your Intelligence modifier in magical bludgeoning damage instead of the normal amount. After this formula is consumed, you can't use it for one minute. You can't use it while the bottle exists.
Channeling More Essence. When you use this formula, you may channel more Essence to add additional d6s to the roll, spending 2 Essence (3d6), 4 Essence (4d6), or 8 Essence (5d6)      

Internalist Formulae


 

Chameleon Oil


As an action, you may pull a bottle filled with a color-changing oil from your Alchemist's Satchel. You may apply the oil on your skin. Applying the oil takes 10 minutes. The bottle then vanishes. When it is applied, you may shift your facial features around and change the apparent color and texture of your skin to change your appearance. You gain the effect of the disguise self spell. You can't use this Alchemical Formula if the bottle exists.  

Fleshknit Tonic

Prerequisite: 13th level As an action, you may channel 2 Essence and pull a bottle filled with a green liquid with various herbs and a whole dead snake suspended in it out of your Alchemist's Satchel. You may drink this as a bonus action. It then vanishes. If you do, you gain the following benefit: while conscious, you regenerate hit point equal to half your alchemist level, rounded down, at the start of your turn as long as you are above 0 hit points. Your speed also decreases by 10 ft. You may only benefit from this Alchemical Formula once per long rest. This benefit lasts until you take a short or long rest or until you flush it from your system as an action.
Channeling More Essence. You may channel more Essence to increase this healing. You may channel 4 Essence to regenerate hit points equal to your alchemist level, and you may channel 8 Essence to regenerate hit points equal to 1.5 times your alchemist level, rounded down.  

Mutagen of Brutal Strength


As an action, you make channel 1 Essence and pull a bottle filled with a wicked, smoking blood-red from your Alchemist's Satchel. You make drink it as a bonus action to increase your Armor Class by 2 if you're wearing Light or Medium armor, as well as increasing your Strength by 2 and decreasing your Intelligence by 2. This transformation lasts until you take a short or long rest, or until you flush it from your system as an action. You can't use this Alchemical Formula if the bottle exists. After using this formula, you can't do so again until you take a short or long rest.
Channeling More Essence. You may channel more Essence to increase the Strength bonus, though this will also increase the amount of Intelligence lost by the same amount. You may channel 2 Essence to raise your Strength by 4, 4 Essence to raise it by 6, 8 Essence to raise it by 8. This also increases your AC by 3, 4, and 5 respectively.   Prerequisite: Chemistry of the Mind class feature
As an action, you may channel 1 Essence and pull a vial filled with a bright, ice-blue liquid, arcing with purple electricity. You may drink it as a bonus action to increase your Intelligence by 2 and decrease your Strength by 2, as well as double your Proficiency bonus in one of the following skills: Arcana, History, Investigation, Nature, or Religion. You can't use this Alchemical Formula if the bottle exists. This transformation lasts until you take a short or long rest, or until you flush it out of your system by using an action.
Channeling More Essence. You may channel more essence to increase the Intelligence bonus, though this also will increase the amount of Strength lost by the same amount. You may channel 2 Essence to raise your Intelligence by 4, 4 to raise it by 6, and 8 to raise it by 8. This also allows you to double your proficiency for 2, 3, or 4 of the listed skills, respectively.   Mutagen of Endless Brutality Prerequisite: 13th level
As an action, you may channel 2 Essence and pull a bottle shaped like a fist, filled with a bubbling, red liquid, hot to the touch, out of your Alchemist's Satchel. As a bonus action, you may drink this liquid. If you do, your eyes cloud over with a red haze. You have resistance to all types of damage except psychic damage. You may also make a weapon attack as a bonus action on your turn. The only action you can take on your turn is the attack action. This transformation lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since the. You can't use this Alchemical Formula if the bottle exists. After using this formula, you can't do so again for 1 minute.   Mutagen of the Forked Tongue Prerequisite: Chemistry of the Mind class feature
As an action, you may channel 1 Essence and pull a vial filled with a bright purple liquid that seems to whisper softly to you. You may drink it as a bonus action to increase your Charisma by 2 and decrease your Constitution by 2 (this decrease in Constitution doesn't decrease your Max Health), as well as you may double your proficiency bonus in one of the following skills: Deception, Intimidation, Performance, Persuasion. You can't use this Alchemical Formula if the bottle exists. This transformation lasts until you take a short or long rest, or you flush it out of your system as an action. After using this formula, you can't do so again until you take a long or short rest.
Channeling More Essence. You may channel more Essence to increase the Charisma bonus, though this also will increase the amount of Constitution lost by the same amount. You may channel 2 Essence to raise your Charisma by 4, 4 Essence to raise it by 6, and 8 Essence to raise it by 8. This also allows you to double your proficiency for 2, 3, or 4 of the listed skills, respectively.  

Mutagen of Terrible Swiftness


As an action, you may channel 1 Essence and pull a bottle filled with a vile, fizzling acid-green liquid from your Alchemist's Satchel. You may drink it as a bonus action to increase your Speed by 30 ft., as well as increasing your Dexterity by 2 and decreasing your Wisdom by 2. This transformation lasts until you take a short or long rest, or until you flush it from your system using an action. You can't use this Alchemical Formula if the bottle exists. After using this formula, you can't do so again until you take a short or long rest.
Channeling More Essence. You make channel more Essence to increase the Dexterity bonus, though this also will increase the amount of Wisdom lost by the same amount. You may channel 2 Essence to raise your Dexterity by 4, 4 Essence to raise it by 6, and 8 Essence to raise it by 8. This also increases your Speed by 40, 50, and 60 ft. respectively.    

Mutagen of Unbreakable Will

Prerequisite: 17th level
As an action, you may channel 4 Essence and pull a bottle shaped like a brain filled with a thick, chunky pinkish-gray liquid out of your Alchemist's Satchel. As a bonus action, you may drink this liquid. If you do, you feel a sharp pain in your head as your brain grows, and you gain the ability to assert your will over weaker minds. As an action, you may force a creature within 60 feet that you can see to make a Wisdom save. If they succeed, they take 8d6 psychic damage and are stunned, and are immune to your use of this feature for 24 hours. If they fail, they're Charmed by you, as the spell dominate person, except it doesn't require concentration. This transformation lasts until you take a short or long rest, or until you flush it from your system by using an action. The number of people you can control at once is equal to your Intelligence modifier. You can't use this Alchemical Formula if the bottle exists.  

Mutagen of Unnerving Insight

Prerequisite: Chemistry of the Mind class feature
As an action, you may channel 1 Essence and pull a vial filled with a bright, chartreuse liquid that gives you the uncomfortable feeling of being watched. You may drink it as a bonus action to increase your Wisdom by 2 and decrease your Dexterity by 2, as well as automatically knowing whenever someone within 30 feet of you is lying. You can't use this Alchemical Formula if the bottle exists. This transformation lasts until you take a short or long rest, or until you flush it out of your system by using an action. After using this formula, you can't do so again until you take a short or long rest.
Channeling More Essence. You may channel more Essence to increase the Wisdom bonus, though this also will increase the amount of Dexterity lost by the same amount. You may channel 2 Essence to raise your Wisdom by 4, 4 Essence to raise it by 6, and 8 Essence to raise it by 8. If you raise your Wisdom by 4, you gain the ability to see through Magical Darkness. If you raise your Wisdom by 6, you can also see invisible creatures 10 feet into the Ethereal Plane. If you raise your Wisdom by 8, you can also read creatures' thoughts as the spell detect thoughts.    

Oil of the Ironskinned


As an action, you may reach into your Alchemist's Satchel and pull out a vial of a shiny black metallic-smelling oil. You may spend 10 minutes applying the oil to your skin. If you do, your skin takes on the appearance of iron; this transformation lasts for 8 hours. After applying the oil, the vial vanishes.   As long as the transformation lasts, you may channel different amounts of Essence as a bonus action to gain other effects. These effects last for 1 minute unless otherwise noted.
  • You may channel 1 Essence to have your AC be equal to 13 + your Dexterity Modifier as long as you're not wearing any armor. This transformation last until the Oil wears off.
  • You may channel 2 Essence to deal piercing damage equal to your Alchemist level to any creature who hits you with a melee weapon attack, melee spell attack or unarmed attack as spikes grow from your skin.
  • You may channel 4 Essence so you may roll a d6 in place of the normal damage of your unarmed strike. This is considered magical bludgeoning damage.
  • You may channel 8 Essence to gain resistance to bludgeoning, piercing and slashing damage from nonmagical, nonadamantine sources.

Slimebone Solution

Prerequisite: 7th level
As an action, you may channel an Essence and reach into your Alchemist's Satchel and pull out a skull-shaped bottle filled with a black, chalky liquid. As a bonus action, you may drink it. The bottle vanishes. If you do, your bones soften and become much more flexible. You gain advantage on Dexterity checks, and can fit through small cracks and openings. You also have disadvantage on Strength saving throws. Any equipment you are currently holding or wearing also benefits from this transformation. This transformation lasts until you take a short or long rest, or until you flush it from your body using an action.

Torrents of Blood

Prerequisite: 17th level
As an action, you may channel 4 Essence and pull a vial filled with a red vapor from your Alchemist's Satchel. As a bonus action, you may open and inhale the contents. If you do, you feel pressure building in your hands and you feel your stomach churn. Your body has begun producing alarming quantities of blood. As an action, you may fire a torrent of hot mutated blood in a 60 ft long, 10 ft wide line originating form either hand or your mouth. All creatures caught in the line must make a Dexterity saving throw. They take 8d6 + 50 necrotic damage on a failed save, or half as much damage on a successful save. This transformation lasts for one minute.

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