Advanced Dungeons and Dragons Wizard class: Specialists in Schools of Thaumaturgy: Alchemist
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Alchemist

The alchemist’s whole work is based on the four classical elements of air, earth, fire, and water. In other words, the alchemist considers gold (for example) to be a combination of earth and fire. Alchemists are the most scientifically-minded wizards, and they experiment constantly in search of knowledge.
In order to be an alchemist, a wizard must have an excellent education in the sciences (minimum Intelligence/Knowledge of 15) and a steady hand for experimentation (Dexterity/Aim of 14). The school of alchemy is opposed by the schools of illusion and necromancy.
The alchemist must maintain a large, well-equipped laboratory. The character is assumed to begin play with a suitable facility in his home town or base of operations, but building and equipping a new laboratory costs at least 1,000 gp per character level, and existing laboratories cost 50 gp per level each month to maintain. An alchemist without a laboratory loses access to the bonus spell provided by specialization and can’t conduct research, make potions or add new spells to his spellbook.
Alchemists enjoy the normal benefits of specialization, and receive a +2 bonus to all saving throws vs. poison. Unlike other specialists, the saving throws of victims of their specialist spells are not penalized and the alchemist receives no bonus to saving throws vs. spells of the school of alchemy.
At sixth-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 (round up). 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/Reason (see Table 1.07 : Intelligence/Reason). A character with an Intelligence/Knowledge 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.
Bordun the Chemist wishes to create a potion of fire resistance, since his thief friend wants to pilfer a dragon’s hoard. The potion has an XP value of 250, so it must be researched as a 3rd-level spell. This requires six weeks, and costs a total of 1,500 gp — Bordun’s alchemical research is more difficult than normal potion research, but requires no unusual materials. Bordun makes his learn spells check, and his research is productive!
Having concluded his research, Bordun sets out to brew a potion of fire resistance from his formula. This takes one week, and costs him 3d6 x 100 gp (the DM rolls a 15, for 1,500 gp—ouch!) He must attempt a second learn spells check to execute the formula correctly, with a +7% bonus (he’s a seventh-level wizard), and he succeeds again. Bordun now has one potion of fire resistance and can brew more without conducting his research all over again.
Alchemist also have a special ability to enhance the performance of magical items related to the school of alchemy (at the DM's discretion). For example, following are the enhanced effects that an alchemist can produce with several of the better known alchemical items:
  • Alchemy Jug — The alchemist can cause the jug to produce double the normal amount of fluid; this requires twice the normal pouring time;
  • Beaker of Plentiful Potions — This items always produces five doses of five potions in the hands of an alchemist;
  • Cloak of Poisonousness — An alchemist has a 15% chance per level of recognizing the true nature of such a cloak. He has an equal chance to negate the poison and render the cloak harmless. If he fails to negate the poison, he must save or suffer its effects;
  • Crucible of Melting - In the hands of an alchemist, the crucible only has a 1% chance to explode;
  • Philosophers' Stone — In the hands of an alchemist, the philosopher's stone transmutes double the normal amount of metal. If the interior of the stone contains green crystals the alchemist can use them to make 1d4+1 potions of longevity instead of the normal 1d4. If the stone contains white powder, the alchemist may use it to restore life to two creatures instead of one;
  • Philosopher's Egg - An alchemist who uses this items to create a potion or other magical liquid receives a +10% bonus to his chance for success;
  • Potion Cauldron — When used by an alchemist, the chance for this cauldron to produce a cursed potion is reduced to 5%;
  • Tenser's Portmanteau of Frugality — The alchemist adds 2d10 to the normal number of duplications that can be performed with this item.
The alchemist has access to a small number of attack and defense spells, but he excels in enchantments that alter or analyze materials. Note, the spells of the school of alchemy are considered to have no verbal component when cast by an alchemist, since they consist of combinations of reagents prepared by the wizard — an alchemist has little to fear from a silence 15’ radius spell. In addition, unlike other wizards, an alchemist may use an identify spell to discern the nature of any magical liquid.

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