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The following system is a high risk, high reward system that can easily result in the death
or retirement of a PC that delves too deeply into it. It should very much be considered on par
with searching out “forbidden knowledge,” in that one could wind up being obliterated in an
explosion, frozen in a block of unmeltable ice, turned to stone, ripped apart by an Abyssal Slag,
dragged into the Far Realm to be enthralled and likely eaten by an Elder Evil, or worse. Even on
the lower end of things, one could easily wind up accidentally summoning storms in their own
alchemy lab, conjuring hostile elementals, or even see a hungry dire wolf emerge from their
concoction.
Yet the possible boons are numerous, from being able to craft bundles of flaming arrows,
to accessing new summoning lines, creating magical healing crystals, warpaints that impart
magical effects, and more.
At a Glance:
The system is based on reagents and recipes. There are two types of reagents: Base
Reagents and Key Reagents. Key Reagents are the most important, they grant you access to a
particular type of alchemy. An item with the “fire” subtype, for instance, would grant access to
fire alchemy. Base Reagents can either be things you have harvested from dead bodies, to loot
you’ve acquired, to items you’ve created through Alchemy. Everything created in alchemy can
be put back into the process to fuel further reactions. Base Reagents are the important bit, as it
always takes 3 Base Reagents to fuel an alchemical reaction, no matter how many key reagents
are used.
Unlike other skills, the DC is dependent not only on what you’re trying to do, but how
you try to accomplish it. A poor lab might not be able to delve particularly deep into alchemy
and may even risk being destroyed if something goes wrong. An enchanted laboratory might be
impervious to the damages associated with failures and not only give access to all forms of
alchemy but specialize in types of alchemy.
The time it takes to perform an alchemy check is based on what types of alchemy is being
performed. An alchemist might be able to perform up to four experiments with basic Alchemy in
an hour, but might need four hours to perform Fire Alchemy, or even a day or more to perform
Crystal or Time Alchemy.
Types of Alchemy:
Below is a quick look at all the different types of alchemy, from an alchemist’s first steps in Base
Alchemy all the way to the most dangerous types of alchemy that only a few alchemists every
thousand years manage to delve into (because all the others died in Tier 3 or 4).
It’ll list the name of the alchemy type, the key reagents required, and then a short description.
Tier 0 – Base DC: 20. Cost to Reduce DC: 1gp. Minimum value: 5gp.
Base Alchemy – Key: None – Basic alchemy provides few items of worth, and its main use is
the creation of key reagents for Tier 1 alchemy. It is likewise the least likely to kill anyone.
Tier 1 – Base DC: 25. Cost to Reduce DC: 10gp. Minimum value: 50gp.
Resin – Key: Resin - Jars of resin which, when thrown, explode into various magical effects,
often associated with the elements of water and earth.
Incense – Key: Phial of Aromatic Oil- When lit, the incense burns and, like Resin, produces
various magical effects. These typically deal more with the elements of fire and air.
Warpaint – Key: Paint Base - The shamans of orcish tribes often think this the pinnacle of
alchemy and gift their warriors an array of warpaints that enhance their abilities. Because it
produces no key reagents, few alchemists in civilized lands bother much with it.
Tier 2 – Base DC: 30. Cost to Reduce DC: 500gp. Minimum value: 1,000gp.
Fire – Key: Flammable Incense – Create a variety of explosive powders and substances.
Earth – Key: Earthy Resin – Create an array of small statues and magical rocks, most of which
enhance or fortify creatures and objects.
Water – Key: Frosty Resin – Harness the powers of Ice and Water to hinder one’s foes.
Air – Key: Volatile Incense – Storms and lightning are released from these magical phials.
Positivism – Key: Healing Incense – Create shards of crystal that contain the power of the sun.
Negativism – Key: Dusky Resin – Create concoctions of pure darkness that are anathema to life
itself.
Tier 3 – Base DC: 35. Cost to Reduce DC: 2,000gp. Minimum Value: 5,000gp.
Magma – Key: Fire and Earth reagents – The power of a volcano is yours to command.
Crystal – Key: Flawless Quartz Crystal, Positive – Crystals have exceptional
Law – Key: Statuette of the Justiciar – Utilize the majesty of Mechanus, plane of law and
constructs.
Good – Key: Statuette of the Benefactor – The light of the upper planes crashes into evil and
unnatural creatures and can dispel most forms of sorcery.
Chaos – Key: Statuette of the Anarchist – Dangerous and unpredictable, the magics of the Slaadi
call forth armies of their kind.
Evil – Key: Statuette of the Malefactor – Insidious forces which confuse, torment and slay those
they encounter.
Tier 4: Base DC: 75. Cost to Reduce DC: 3,000gp. Minimum Value: 20,000gp
Time – Key: Justiciar, Negative, Earth and Water – Slow, stop, hasten and move through time.
Metal – Key: Justiciar, Fire and Earth reagents – Shape, create and destroy metals of such purity
and qualities that even the wealthiest dwarven smith would weep in awe over.
Blood – Key: Benefactor, Malefactor, Healing Incense – The powers of blood both synthesizes
the blood of various creatures and creates special concoctions that, when ingested, bestow
significant and long-term bonuses.
The following call forth powers and creatures associated with the four planes of angels and
fiends.
Celestialism – Key: Benefactor, Justiciar
Eladric – Key: Benefactor, Anarchist
Infernal – Key: Malefactor, Justiciar
Abyssal – Key: Malefactor, Anarchist
Tier 5: Base DC: 100. Cost to Reduce DC: 5,000gp. Minimum Value: 100,000gp.
Alienism – Key: Benefactor, Malefactor, Anarchist, Negative, Amorphous Crystal
Alchemy of the Far Realm, calling upon powers of madness, mutation and domination.
Few who delve into this for any length of time retain their sanity.
Divinity – Key: Benefactor, Malefactor, Anarchist, Justiciar
Alchemy that draws upon the realms the gods themselves walk, where mortals are
normally forbidden from viewing, much less accessing. Those who delve into this are typically
cut off from the gods afterward for stealing their secrets and hunted by all their faithful.
Magic – Key: Draconic Blood, Elven Blood, Dwarven Blood, Power Crystal
Alchemy of the Weave, which allows even one with no magical talent to wield the
powers of an archmagi.
Life – Key: Benefactor, Fire, Earth, Water, Air, Positive
The Alchemy of Life, allowing one to achieve immorality, or access to the forbidden arts
of Animancy.
Creation Table:
At the end of an alchemical experiment, the Alchemist makes a single Craft (Alchemy)
roll. The results of this roll determine if their recipe was a success or a failure. Should they
succeed, the DM rolls a 1d10 to determine what happens.
Roll Result
1-3 Nothing Happens
4-8 Item Created
9 Creature Summoned
10 Catastrophe
Note that if the alchemist has already succeeded on a particular recipe before, the same
thing that happened then happens again. So, if an alchemist performing fire alchemy rolls a 5,
and the result is that they create a bundle of fire arrows, then every time they successfully
complete that recipe they will create fire arrows.
If they happen to fail the DC of the Craft (Alchemy) check, the DM rolls a d6 and
compares to the result to the following table.
Roll Result
1-3 Nothing Happens
4-5 Creature Summoned
6 Catastrophe
“Creature Summoned” and “Catastrophe” depends on the field of alchemy being studied.
In either case, when this occurs, a d6 is rolled again, and compared to the following table.
Roll Result
1-3 Minor
4-5 Moderate
6 Severe
On each field of alchemy’s description in the pages ahead, there will be a list of what
each severity entails, including creature statistic blocks or references to the Monster Manual.
About Recipes:
Alchemy in this system is a powerful field of magic. It can only be used if trained and
even then, only with the appropriate tools. It does not rely on spells, and one does not need even
an ounce of magical talent to practice it. Rather, through the use of the alchemical lab, items are
torn apart to their base magical essence and recombined into something entirely new.
Alchemical Fields
Base Alchemy:
Time: 15 minutes
Failure Consequences:
Minor – None
Moderate – Fireball (Caster Level 1, DC 14 Reflex Save, 1d6 damage) or hostile Chicken
Severe – Fireball (Caster level 3, DC 16 Reflex Save, 3d6 damage) or hostile Dog
Chicken: 1hp, +1 AB, 1d3-2 damage, Fort: -2. Reflex: 0. Will: -4.
Dog: 5hp, +3 AB, 1d6+1 damage, Fort: +2. Reflex: +2. Will: 0.
Creations: Roll a d8
1: Phial of Aromatic Oil – Key Reagent
2: Resin – Key Reagent
3: Paint Base – Key Reagent
4: Alchemist’s Hooch – Strong spirits with 25% chance of permanently blinding someone unless
they make a DC 12 fortitude save if ingested.
5: Antitoxin – Provides a +4 on saves against poison for one hour if ingested.
6: Herbal Poultice – Functions like a masterwork healer’s kit for one use.
7: Moss Porridge – Rations for a day.
8: Aqua Regia – Acid capable of melting gold and other precious metals normally immune to
such things, functions as an Acid Flask (1d6 damage with 1 damage splash in 5 feet if thrown).
Resin Alchemy
Time: 30 minutes
Failure Consequences
Minor – Spike Growth (lasts 5 hours, 40 ft. radius, deals 1d4 damage, DC 15 reflex save or have
move speed reduced to ½ until healed), Wolf
Moderate – Spike Growth (same as Minor, but 1d12 damage) Brown Bear
Severe – Scintillating Sphere (DC 15 fort save vs deafness for 1 day. DC 15 reflex save vs 5d6
shock damage), Dire Wolf
1: Dusky Resin – Key Reagent. Throw (ranged touch attack) to deal 2d6 negative energy
damage. Heals undead.
2: Earthy Resin – Key Reagent. Can be thrown as a light hammer (1d6 damage, 20ft range
increment).
3: Frosty Resin – Key Reagent. Can be shaped into the form of a dagger and functions just the
same as one.
4: Opaque Resin – Can be thrown up to 30 feet. On its jar shattering, operates as the spell
Darkness.
5: Corrosive Resin – Functions as the spell Melf’s Acid Arrow.
6: Striped Resin – Functions as the spell Color Spray, but only affects one target and only if
thrown at them (ranged touch attack).
Incense Alchemy
Time: 30 minutes
Failure Consequences
Minor – Spike Growth (lasts 5 hours, 40 ft. radius, deals 1d4 damage, DC 15 reflex save or have
move speed reduced to ½ until healed), Wolf
Moderate – Spike Growth (same as Minor, but 1d12 damage) Brown Bear
Severe – Scintillating Sphere (DC 15 fort save vs deafness for 1 day. DC 15 reflex save vs 5d6
1: Flammable Incense – Key Reagent. Can be lit and thrown to function as a fiery version of
Melf’s Acid Arrow, caster level 5.
2: Volatile Incense – Key Reagent. Can be thrown to function as a Gust of Wind spell, caster
level 5.
3: Healing Incense – Key Reagent. Can be lit to heal 1d4+1 damage to everyone within 10 feet
per round for 5 rounds. Can be thrown up to 30 feet, but must be done as a standard action on a
proceeding turn. Damages undead.
4: Pungent Incense – Can be lit and thrown. Radius 10 feet. Creatures face DC 15 fortitude save
or become dazed.
5: Sparkling Incense – Can be lit and thrown up to 30 feet to function as a Glitterdust spell,
caster level 5.
6: Improved Flammable Incense – Lit and thrown up to 100ft. Functions as Fireball, caster level
5.
Warpaint Alchemy
Time: 1 hour
Failure Consequences
Minor – Spike Growth (lasts 5 hours, 40 ft. radius, deals 1d4 damage, DC 15 reflex save or have
move speed reduced to ½ until healed), Wolf
Moderate – Spike Growth (same as Minor, but 1d12 damage) Brown Bear
Severe – Scintillating Sphere (DC 15 fort save vs deafness for 1 day. DC 15 reflex save vs 5d6
Wolf: Monster Manual 283
Brown Bear: Monster Manual 269
Dire Wolf: Monster manual 65
Note: Applying a Warpaint is always a full round action. The character splashes the paint on
themselves and it forms into the appropriate runes and patterns on its own. However, only one
warpaint can be active at a time. Applying a new warpaint dispels the old one.
Fire Alchemy
Time: 3 hours
Minor: Fireball (5d6 fire damage, DC 15 Reflex for half), Fire Elemental, Large
Moderate: Fireball (9d6 fire damage, DC 18 Reflex for half), Fire Elemental, Huge
Severe: Fire Storm (13d6 fire damage, DC 21 Reflex for half), Fire Elemental, Elder
1: Phlogiston – The alchemist creates a vial of Phlogiston. They are able to throw it up to 60 feet,
whereupon the invisible substance shatters and coats everything nearby (creatures with True
Seeing receive a DC 18 reflex save as they are able to see the substance’s true form). This
substance acts like a Cure Critical Wounds spell on any fire subtype creatures, healing them for
up to 4d8+10 health even if they are undead, and has no further effects on them. Furthermore, it
causes all creatures to take double damage from fire spells and effects. Creatures normally
immune to fire damage who do not have the Fire subtype lose their fire immunity. This also
permits fires to burn underwater, dealing normal damage.
2: Fire Arrows – The alchemist creates 10 fire arrows, +1 for every point they beat the Craft DC
by. These arrows function as +1 Flaming arrows (+1 enhancement bonus with +1d6 fire
damage).
3: Spellcinder Cannister – Grants access to Fire Elemental summon theme. Can cast Fireball
2/day at character level of Alchemist who creates it.
4: Concentrated Alchemist’s Fire – A purer form of Alchemist’s fire, which also contains
phlogiston to improve its burning effect. When it hits, it explodes, dealing 1d8+2 fire damage to
everything within 10ft, without a save, due to the intense heat of the explosion. Those who fail a
DC 18 reflex save are hit by the flames, taking an additional 1d8+2 damage per round until they
make the save. If it directly hits a target (ranged touch attack), they get no save and suffer an
immediate 3d8+6 damage, and each round thereafter must make a DC 18 reflex save to
extinguish the fires or take 1d8+2 damage. Submersion in water does not extinguish the flames
but provides a +4 on reflex saves. Being doused in water provides a +2.
Special:
100% Fire Immunity. 50% Cold Vulnerability. Immunity: Sneak Attacks/Criticals. Immunity:
Mind Affecting.
Level 1-3: Any enemy hit by a fire elemental must make a DC 15 reflex save or take 1d10 fire
damage.
Level 4-6: Any enemy hit by a fire elemental must make a DC 18 reflex save or catch fire, taking
2d6 fire damage each round until they make their save.
Level 7-9: Any enemy hit by a fire elemental must make a DC 18 reflex save or catch fire, taking
4d6 fire damage each round until they make their save.
Base Summon Theme
To make conjuring monsters not suck (it sucks), here’s some standardized statistics for Summon
Monsters I-IX. If a player wants to summon something from the PHB instead, that’s up to them.
These are meant to be good additions to the player’s team. Why? Because in most campaigns, a
wizard is better off firing cantrips and magic missiles than even casting Summon Monster III.
D&D is yet another game that miserably fails conjurors and necromancers, leaving them near
useless.
The main issue with this is that summons barely last any time at all, and are individually very
weak. A conjuror would have to spend all their time summoning hordes of weak enemies to pose
a threat to any competent foe.
As such, the following changes are recommended. All the following creatures are in the Monster
Manual, and this should be considered the default summon line for all conjurors. This is not a
flat buff, however. If the conjuror chooses to use these creatures, they are nerfed in that they can
only have a single summon out at a time. Further summonings dispel old summonings.
Summon Monster I
Dire Badger (Page 62)
Summon Monster II
Brown Bear (269)
Summon Monster IV
Dire Bear (63)
Summon Monster V
Hydra, 8-Headed (4 bites only, though, on a full attack, 2 bites as standard action) (155)
Summon Monster VI
Black Pudding, Elder (Reduce HP to 150) (201)
Summon Monster IX
Titan (242)
Necromancy System
Like with Conjuration, Necromancy is shit in D&D on its own. It’s there primarily for villains to
provide cheap fodder for the PC’s to go through, not for any PC’s to actually engage in.
First, there are three types of undead. Skeletons, Zombies and Ghosts.
Skeletons and Zombies are created from Animate Dead, while Ghosts must come from living
subjects who are ritualistically sacrificed and then immediately hit with Animate Dead.
Skeletons must have a full skeleton to start off with, and so many necromancers use fresher
corpses and burn or strip the flesh from the bones. They tend to be fragile to some forms of
attack, but tough to hit. Zombies can be made from any corpse, so long as at least 50% of it
remains. They’re easy to hit but have high HP. Ghosts are incorporeal but very vulnerable to
whatever can affect them.
All undead have AB and Reflex and Will saves they had in life. As undead, they do not have a
constitution score or fortitude save.
Skeletons retain the move speed of whatever they were in life, are proficient with simple and
martial weapons, as well as all types of armor and shields. They gain +6 Natural Armor AC.
They take double damage from bludgeoning attacks and have 50% the HP they had in life.
Zombies move at half the speed they did in life, and are proficient with simple weapons, but not
armor or shields. They gain +50% HP. They take a -4 Dodge AC and Reflex penalty and have a
50% Fire Vulnerability.
Ghosts retain true sentience, but are enslaved to whoever bound them. They retain all abilities
and proficiencies they had in life. They are incorporeal and so can only equip items they had in
life or special weapons intended for their use.
Necromancers can further augment undead, sacrificing either their own life force or the life force
of another living being to imbue them with power. Each of the following will drain 1d4+1
Constitution. This can be recovered with any spell of the Restoration spell line, as well as Heal.
Undead necromancers, such as liches, cannot augment undead as they have no life force to
sacrifice, and so must seek out living sacrifices. Each augmentation is permanent but requires 1
hour to perform. Up to 2 of each augmentation can be performed, or 4 with Spell Focus
(Necromancy), or 6 with Greater Spell Focus (Necromancy).
Undead with 2 or more augmentations begin to glow with an unholy light, shedding a dim 5 foot
light. Animals must succeed on a DC 15 will save become shaken, trying to flee. Should they be
serving as a mount, their riders must succeed on a DC 20 Ride check if their mounts are trained
for battle. If their mounts are not trained for battle, or if the rider fails the check, their mounts
flee and the rider must make a DC 20 ride check or be unhorsed.
GENERAL RECHARGE SPELLS
Spells that have general recharge times are those cast in combat, those with longer casting times, and those with an
experience point or expensive material component. Once a character has cast a general recharge spell, he can’t cast
another spell of that level until a number of rounds have passed. Table 5–6: General Recharge Times tells how
many rounds must pass after the casting of a general recharge spell before another spell of that level becomes
available.
For example, Mialee is a 4th-level wizard. Her 2nd-level spells (the highest possible level she can cast) and 1st-level
spells (the second highest possible level she can cast) take 1d6+1 rounds to recharge, and her 0-level spells (the
third highest possible level she can cast) take 1d4+1 rounds to recharge. When she attains 5th level, her 3rd-level
and 2nd-level spells take 1d6+1 rounds to recharge and her 1st- and 0-level spells take 1d4+1 rounds to recharge.
(Specific recharge spells have their own recharge times that don’t match these values.)
Another example: Hennet the 10th-level sorcerer casts fireball in the first round of a fight. Once he casts the spell, he
rolls 1d4 to determine his recharge time. He rolls a 2, so he must wait 2 rounds before he regains access to 3rd-
level spells. In the following round, he casts teleport, one of his highest-level spells. Rolling a 4 on 1d4, Hennet is
dismayed to learn he must wait 5 (1d4+1) rounds before he can teleport again. In the next round, he casts magic
missile, rolling 1d3 afterward and getting a result of 1 for a 1-round recharge time. In the following round, Hennet
regains access to his 3rd-level spells, so he can cast another fireball if he likes, or he can cast magic missile again
(because the 1-round recharge time for his 1st-level spells has elapsed).