@0    = ~Alchemist Workshop~

@1    = ~Begin workshop?~
@2    = ~Begin.~

@3    = ~Exit.~
@4    = ~Alchemy: Concoctions~
@5    = ~Apply Alchemist Kit~
@6    = ~Grenade~
@7    = ~Grenade +1~
@8    = ~Grenade +2~
@9    = ~Grenade +3~
@10   = ~Grenade +4~
@11   = ~Grenade +5~
@12   = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath at +3 or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 1d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -4.

Damage:  1D6
Damage type:  crushing/piercing
Speed Factor: 5
Requires: 9 Dexterity, 9 Intelligence~
@13    = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath at +2 or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 2d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -5.

Damage:  2D6
Damage type:  crushing/piercing
Speed Factor: 4
Requires: 9 Dexterity, 9 Intelligence~
@14     = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath at +1 or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 3d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -6.

Damage:  3D6
Damage type:  crushing/piercing
Speed Factor: 3
Requires: 9 Dexterity, 9 Intelligence~
@15     = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 4d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -7.

Damage:  4D6
Damage type:  crushing/piercing
Speed Factor: 2
Requires: 9 Dexterity, 9 Intelligence~
@16     = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath at -1 or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 5d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -8.

Damage:  5D6
Damage type:  crushing/piercing
Speed Factor: 1
Requires: 9 Dexterity, 9 Intelligence~
@17     = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath at -2 or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 6d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -9.

Damage:  6D6
Damage type:  crushing/piercing
Speed Factor: 0
Requires: 9 Dexterity, 9 Intelligence~
@18     = ~Poison Weapon~
@19     = ~
The same skills the Alchemist uses to create potions to soothe pain can also be used to inflict it. The Alchemist can apply a thin coating of poison to a weapon, directly injecting the toxin into the victim's bloodstream. Multiple strikes can further poison the target, but only one dose of poison can be applied to the weapon. Alchemists can develop deadlier poisons as they become more experienced.

For the next 2 rounds after using this ability, any creature the Alchemist attacks must make a saving throw or suffer poison damage for the next 5 rounds. The effects stack and vary based on level:

Level 1: 1d2 poison damage, plus 1 damage per round on a failed save vs. death at +4.
Level 4: 1d3 poison damage, plus 2 damage per round on a failed save vs. death at +3.
Level 7: 1d4 poison damage, plus 3 damage per round on a failed save vs. death at +2.
Level 10: 1d6 poison damage, plus 4 damage per round on a failed save vs. death at +1.
Level 13: 1d8 poison damage, plus 5 damage per round on a failed save vs. death.
Level 16: 1d10 poison damage, plus 6 damage per round on a failed save vs. death at -1.
Level 19: 1d12 poison damage, plus 6 damage per round on a failed save vs. death at -2.

The poison cannot be applied to a grenade.
~
@20     = ~Rainwater Brew~
@21     = ~
Cheap, efficient, and crude, this potion is a mix of rainwater, clay, ash, and roots from several plants. By themselves, the ingredients are worthless, but a clever alchemist can brew a healing elixir in almost any environment. This modest brew will restore 2d6 hit points to the drinker.

Alchemical Genius: An Alchemist gains an additional 1d3 hit points from this modest brew.

STATISTICS:

Heals 2d6 HP~
@22     = ~Sour Draught~
@23     = ~
Potent potions require less common ingredients, and this brew is no exception. Animal fat, bile, dried leaves, and fermented meat comprise this foul-smelling concoction, but a dying friend will not complain. This brew will restore 4d8 hit points to whoever is desperate enough to drink it.

Alchemical Genius: An Alchemist who forces him or herself to swallow this draught will regenerate 2 hit points per round for 4 rounds.

STATISTICS:

Heals 4d8 HP~
@24     = ~Sweet Elixir~
@25     = ~
One might mistake this sweet drink for white wine, but the gentle bite in the flavor comes not from alcohol, but transmuted quartz. Drinking this potion can soothe nearly any ailment, from common infection to lethal venom to an ugly hangover. The quartz binds to toxic substances and turns them into harmless salt, curing poison, disease, and intoxication. In case that is not enough to heal the sickly adventurer, the horse tears in the syrup will also restore 1d4 hit points to the user.

Alchemical Genius: As Alchemists have already developed immunities to poison, they use this elixir for a different purpose, turning the anti-venom properties into a +5% bonus to magic resistance for 10 turns.

STATISTICS:

Cures poison and disease
Heals 1d4 HP
Removes intoxication from alcohol-based potions
~
@26     = ~Alchemy: Concoctions~
@27     = ~
Given the right ingredients, an Alchemist can concoct any manner of potions and brews. The Alchemist can buy pure ingredients, or simply recycle them from previous concoctions. The process is similar to purchasing goods at a store, but the Alchemist can manage ingredients much more efficiently, making his or her concoctions much less expensive than a conventional apothecary's.

More experienced Alchemists can brew a broader variety of potions and manufacture stronger explosives. There is no limit on how many potions and grenades an Alchemist can create, provided he or she has the resources to make them.~
@28     = ~War Engine, Grade 1~
@29     = ~
Any Alchemist who fabricates this massive device is waging a war. With separate chambers for gaseous and liquid reagents and a well-crafted system of pumps to expedite the process, this device, when finally triggered, will produce a bloom of fire to rival the sun.

STATISTICS:

Everyone within a 30' radius is enveloped by the fire, suffering 20d6 fire damage with a save vs. breath at -4 for half damage. The force of the explosion knocks unconscious any creature who fails its save vs. breath.

The construction of this device is a monumental undertaking, immensely draining to the Alchemist both financially and personally. Aside from the cost in gold, the Alchemist invests 10,000 XP in the project, and the War Engine's components are so rare and so costly that the Alchemist could scour an entire region and only scrape together enough resources to build a few such devices.

Only an Alchemist of exceptional talent and preparation can properly use the device. Whether through magical modification or inherent ability, the Alchemist must possess 18 Intelligence to activate the device, which requires a full round of action to complete.

A War Engine can only be used once; nothing can be reused or recycled. When the smoke clears, there will be nothing left of the Alchemist's masterpiece but a glowing pool of molten glass and metal.
~
@30     = ~Electric Gel~
@31     = ~
This pale bluish gel emits a strange hum in its tightly-sealed brass container. When applied to a weapon, the gel triggers a painful electric discharge on contact, dealing 1d6 damage to the target and stunning it on a failed save vs. spell. The gel will lose its potency after 2 rounds of exposure to the air.

STATISTICS:

1d6 electrical damage on hit
Stun for 1 round on hit, save vs. spell negates
Duration: 2 rounds~
@32     = ~Radiant Philter~
@33     = ~
A viscous liquid shimmers inside this slender bottle. Brewed in a wax jar and leached through strips of magical parchment, this mixture of saltpeter, olive oil, chopped lizards, lye, mint leaves, and cinnamon can shield the user's skin from hostile energies.

By pouring the vial onto one's arm and speaking the command word, the user spreads a radiant prismatic liquid across his or her body, granting 25% resistance to fire, cold, acid, electricity, and magic damage. The liquid is enchanted to cling to the user's skin, but the effect will wear off after 20 rounds.

Alchemical Genius: An Alchemist receives double the normal benefits of this potion, gaining 50% resistance to energy damage.

STATISTICS:

25% resistance to fire, cold, acid, electricity, and magic damage
Duration: 20 rounds~
@34     = ~Black Mania~
@35     = ~
Not all of the Alchemist's brews are exactly medical. Some Alchemists turn their talents to producing narcotics, and make their living by peddling addictive poisons to the idle and restless.

This, however, is a more practical application of a narcotic blend. By heavily diluting the mixture and tweaking the recipe, the Alchemist can produce an energizing oil with only mildly addictive effects. Whoever drinks this oil finds it impossible to stand still, and their movements become violent and erratic.

In combat, Black Mania makes the user quick and unpredictable, doubling their attack and movement rates and granting +3 to save vs. breath and speed factor, as well as +2 to AC. But the mental effects are severe, penalizing THAC0, spellcasting speed, and save vs. spell by -2, and the user's shaking hands make it difficult to handle precise tasks, imposing a -2 penalty to missile weapon THAC0 and a -10% penalty to thieving skills.

The high is short-lived, however, and the effects will wear off after 3 rounds, leaving the user disappointed but thankfully not too thirsty for more.

Alchemical Genius: An Alchemist does not suffer any penalty to his or her save vs. spell when using this potion.

STATISTICS:

Double movement
Double attacks per round
+2 AC
+3 save vs. breath
+3 speed factor
-2 THAC0
-2 missile weapon THAC0
-10% to all thief skills
-2 spellcasting speed
-2 save vs. spell
Duration: 3 rounds~
@36     = ~Enchanted Silver~
@37     = ~
By melting a few pieces of cinnabar and pouring the resulting metal in a pewter bowl, an Alchemist can imbue several lumps of silver with a freezing aura. A warm thought will shield the user's hand from the cold, allowing him or her to throw 2 pieces of silver per round at +2 THAC0. The silver itself only deals 1d2 crushing damage, but the freezing aura will inflict 1d4 cold damage, with a 10% chance of dealing 1d10 instead.

The silver is blackened somewhat and the cinnabar is lost when the ball is thrown, but most of the silver remains intact, allowing the Alchemist to pick up the pieces, melt them down to remove the black rust, and save the metal for future use. Alchemists who don't recycle quickly go broke.

STATISTICS:

+2 THAC0
1d2 crushing damage, 1d4 cold damage (10% chance 1d10)
+1 attack per round
~
@38     = ~Bottle of Sludge~
@39     = ~
Concocting potions always leaves waste products, and not all can be recycled efficiently. Fortunately, an Alchemist with a mean streak can weaponize these chemicals. The process is as simple as filling a dirty bottle with an acidic solution and adding whatever waste the Alchemist happens to have on hand. The effects are weak and random because the toxins are not properly concentrated, but a bottle of sludge is a cheap way to make a weapon, and the glass can be easily recycled.

STATISTICS:

The bottle must be thrown against its target (with a +2 to hit), dealing 1d4 crushing or slashing damage from the broken glass. The acid splashes across the victim, dealing 2d4 damage with a save vs. breath for half damage and opening up the victim's skin, allowing the sludge to sink into the bloodstream. Since alchemical waste can consist of many different toxic substances, the effects vary, but all effects last for 6 seconds.

STATISTICS:

+2 THAC0
1d4 crushing/slashing damage
2d4 acid damage, save vs. breath for half
25% chance of inflicting 15% spell failure on a failed save vs. spell
25% chance of slowing the target on a failed save vs. polymorph
25% chance of poisoning the target on a failed save vs. death, dealing 3 damage over 6 seconds
25% chance of lowering the target's Strength by 1
~
@40     = ~Bonemeal Eyedrops~
@41     = ~
With a pinch of bonemeal, tomato or carrot juice, distilled water, a few drops of the user's own blood, and an eyeball from a bird of prey, an Alchemist can create a reddish solution capable of improving the user's eyesight. Aside from a light burning sensation, the user will suddenly find the world vastly more detailed, and they may even detect a subtle flicker betraying the presence of illusory magicks.

All classes will receive a +1 bonus to THAC0, as well as an additional +2 to missile weapon THAC0, +1 to damage with ranged attacks, and +2 to saves against illusion spells. Thieves, monks, and Shamans will also receive +10% to their Detect Traps and Detect Illusions skills. Finally, the potion will grant immunity to blindness. The eyedrops burn slightly, and so the user will gradually cry away the fluid, losing its benefits after 4 hours have passed.

The most potent effect, however, is much more short-lived. For 5 rounds after administering the drops, the user will be able to see through hostile illusions. Any foe hiding behind an illusory veil must save vs. spell or find themselves suddenly revealed.

Repeated use is dangerous, as every dose of the eyedrops has a 1% chance of permanently blinding the user after the 4 hours is over. A simple Cure Disease spell, or a normal healing potion from the Alchemist who created the eyedrops (Rainwater Brew, Sour Draft, Sweet Elixir, or Bitter Tonic), will be enough to restore the user's eyesight, though only an Alchemist's potion will allow the user to benefit from the eyedrops again.

Alchemical Genius: An Alchemist will never be blinded by these eyedrops.

STATISTICS:

+1 melee THAC0
+3 missile THAC0
+1 missile damage
+2 to save vs. illusion spells
+10% Detect Traps and Detect Illusions
Immunity to blindness
Duration: 4 hours
1% chance permanent blindness~
@42     = ~Smoke Bomb~
@43     = ~
Anyone can start a fire and produce a small cloud of smoke, but creating a burst of smoke in one swift movement takes some art. By collecting typical campfire smoke in a special container and pressurizing the contents, an Alchemist can design a small canister of concentrated smoke that will quickly create an obscuring cloud when broken, hiding the user for 1d4+3 seconds depending on air currents and other factors.

The smoke itself may be cheap, but creating and destroying a complex pressurized device like a Smoke Bomb is a more expensive process. Most Alchemists nevertheless keep at least a few of these canisters on hand, in case they need to escape from prowling monsters, ambushing thieves, or unsatisfied customers.

STATISTICS:

Invisibility for 1d4+3 seconds~
@44     = ~Bitter Tonic~
@45     = ~
Finding ingredients for potions can be a risky enterprise. Often, the most critical ingredients can only be found in toxic swamps and the bellies of hostile monsters. Alchemists must take measures to protect themselves from these hostile environments.

This potion is a highly concentrated reddish mixture made from roots, clay, crushed pearls and oyster shells, blood, alcohol, a small blob of raw sewage, and the liver of a freshly dead humanoid (dwarves, of course, are best). The Alchemist must know in advance what kind of toxins he or she is expecting, and therefore has to choose which kinds of blood to include the mixture, whether mole, elf, dragon, beetle, or shark.

After intensive distilling and processing, the Alchemist produces a pale red solution capable of empowering the drinker's constitution and resilience. Bitter Tonic grants the drinker the ability to shrug off otherwise life-threatening poisons, diseases, and other ailments, improving his or her save vs. death and polymorph by 3 and providing an extra 5 hit points. These effects wear off after 30 rounds, but the drinker will still retain a bonus +1 to Constitution for 8 hours.

Alchemical Genius: An Alchemist using this tonic will receive an extra 5 hit points from this tonic.

STATISTICS:

+3 save vs. death
+3 save vs. polymorph
+5 HP
Duration: 30 rounds
+1 Constitution
Duration: 8 hours~
@46     = ~Brine Solution~
@47     = ~
Alchemy is just as demanding on the mind as it is on the body, and a wise Alchemist will take care of both. Often used in small doses to improve concentration during experiments, this solution will help the user focus on any task, no matter how large or small.

The Alchemist must take brain matter from an intelligent creature and process it into a drinkable solution. This usually entails harvesting a dolphin's brain and mixing it with whale oil and brine using an emulsifying agent (common soap will suffice) and adding quicksilver and greenstone as catalysts, with a pellet of transmuted quartz sealed in a thin layer of wax to neutralize the toxic quicksilver. Other brain types require different ingredients; sometimes the Alchemist must get creative.

Most of the brain's latent power goes to waste, since the workings of the mind are still poorly understood and the method behind this concoction is fairly crude. The brine still has subtle power, however, and banishes all distractions from the user's mind, both mundane and magical.

The user gains a +2 bonus to Intelligence, Wisdom, and saves vs. spell and wand for 50 rounds. With concentrated thought, the user can unlock more power from the potion: on a successful save vs. spell, he or she also gains +1 to luck, critical hit rolls, and caster level for 5 rounds.

Alchemical Genius: An Alchemist is especially accustomed to the effects of this potion, and gets an additional +1 to Intelligence and save vs. spell when using it.

STATISTICS:

+2 save vs. spell
+2 save vs. wand
+2 Intelligence
+2 Wisdom
Duration: 50 rounds

On a successful save vs. spell:
+1 luck
+1 critical hit rolls
+1 caster level
Duration: 5 rounds
~
@48     = ~Fine Perfume~
@49     = ~
An Alchemist's life is filled with arcane research, aggressive peddling, and the disturbingly bloody aftermath of violent explosions. Drama, danger, discovery, and most importantly, the ceaseless and soulless pursuit of profit.

But sometimes it's just nice to smell pretty. Whether made from flowers, fruits, resins, leaves, bark, wood, honeycombs, ambergris, or any number of other things, a bit of fine perfume will make you smell quite nice. And who wouldn't want that?

With the right dosage, an Alchemist's perfume can make the wearer much more appealing in social situations, improving their Charisma by 1 point for 12 hours. The messy business of concocting potions, however, will erase the effects of any perfume from an Alchemist.

Alchemical Genius: An Alchemist knows just how much perfume to apply, and so the smell is never too strong. This gives the Alchemist an extra +1 to Charisma.

STATISTICS

+1 Charisma
Duration: 12 hours~
@50     = ~Pressurized Gas~
@51     = ~
A bottle of sludge is not the only way to weaponize alchemical waste. The Alchemist can also trap gaseous waste in a pressurized bottle, much like a Smoke Bomb. This bottle is more complex, however, and requires more resources to make sure the resulting cloud spreads far and wide. Any breathing creature who is caught in the cloud is confronted with a nauseating stench that sinks deep into their nostrils and sticks in the back of their throat.

The cloud lasts for 4 rounds before dissipating. Anyone in the area of effect must make a successful save vs. death or suffer 1 poison damage per second for 1 round, as well as spasms of retching that cause a -2 THAC0 penalty and -1 to casting time. The penalties from nausea do not stack, but the poison damage is cumulative.
~
@52     = ~Blizzard Wand~
@53     = ~
A chromium plating over a steel tube forms the body of this shimmering wand. A pale blue mists surrounds the metal, giving it a distinctive sheen. By packing the wand with salt and a few shards of ice encased in wax, the Alchemist can devise an alchemical wand capable of producing a blast of freezing air, dealing 6d4 damage with a save vs. wands for half. The blast is especially hostile to living targets, as the brutal cold slows their movements for 2 rounds on a failed save.~
@54     = ~War Engine, Grade 2~
@55     = ~
Any Alchemist who fabricates this massive device is waging a war. With separate chambers for gaseous and liquid reagents and a well-crafted system of pumps to expedite the process, this device, when finally triggered, will produce a bloom of fire to rival the sun.

STATISTICS:

Everyone within a 30' radius is enveloped by the fire, suffering 30d6 fire damage with a save vs. breath at -5 for half damage. Even creatures normally immune to fire cannot fully resist the blast, as their fire resistance will only work at 75% its normal value. The force of the explosion knocks unconscious any creature who fails its save vs. breath.

The construction of this device is a monumental undertaking, immensely draining to the Alchemist both financially and personally. Aside from the cost in gold, the Alchemist invests 20,000 XP in the project, and the War Engine's components are so rare and so costly that the Alchemist could scour an entire region and only scrape together enough resources to build a few such devices.

Only an Alchemist of exceptional talent and preparation can properly use the device. Whether through magical modification or inherent ability, the Alchemist must possess 18 Intelligence to activate the device, which requires a full round of action to complete.

A War Engine can only be used once; nothing can be reused or recycled. When the smoke clears, there will be nothing left of the Alchemist's masterpiece but a glowing pool of molten glass and metal.
~
@56     = ~War Engine, Grade 3~
@57     = ~
Any Alchemist who fabricates this massive device is waging a war. With separate chambers for gaseous and liquid reagents and a well-crafted system of pumps to expedite the process, this device, when finally triggered, will produce a bloom of fire to rival the sun.

STATISTICS:

Everyone within a 30' radius is enveloped by the fire, suffering 50d6 fire damage with a save vs. breath at -6 for half damage. Even creatures normally immune to fire cannot fully resist the blast, as their fire resistance will only work at 50% its normal value. The force of the explosion knocks unconscious any creature who fails its save vs. breath.

The construction of this device is a monumental undertaking, immensely draining to the Alchemist both financially and personally. Aside from the cost in gold, the Alchemist invests 50,000 XP in the project, and the War Engine's components are so rare and so costly that the Alchemist could scour an entire region and only scrape together enough resources to build a few such devices.

Only an Alchemist of exceptional talent and preparation can properly use the device. Whether through magical modification or inherent ability, the Alchemist must possess 18 Intelligence to activate the device, which requires a full round of action to complete.

A War Engine can only be used once; nothing can be reused or recycled. When the smoke clears, there will be nothing left of the Alchemist's masterpiece but a glowing pool of molten glass and metal.
~
@58     = ~War Engine, Grade 4~
@59     = ~
Any Alchemist who fabricates this massive device is waging a war. With separate chambers for gaseous and liquid reagents and a well-crafted system of pumps to expedite the process, this device, when finally triggered, will produce a bloom of fire to rival the sun.

STATISTICS:

Everyone within a 30' radius is enveloped by the fire, suffering 100d6 fire damage with a save vs. breath at -7 for half damage. Even creatures normally immune to fire cannot fully resist the blast, as their fire resistance will only work at 25% its normal value. The force of the explosion knocks unconscious any creature who fails its save vs. breath.

The construction of this device is a monumental undertaking, immensely draining to the Alchemist both financially and personally. Aside from the cost in gold, the Alchemist invests 100,000 XP in the project, and the War Engine's components are so rare and so costly that the Alchemist could scour an entire region and only scrape together enough resources to build a few such devices.

Only an Alchemist of exceptional talent and preparation can properly use the device. Whether through magical modification or inherent ability, the Alchemist must possess 18 Intelligence to activate the device, which requires a full round of action to complete.

A War Engine can only be used once; nothing can be reused or recycled. When the smoke clears, there will be nothing left of the Alchemist's masterpiece but a glowing pool of molten glass and metal.
~
@60     = ~Burning Oil~
@61     = ~
Simple to make but expensive to produce, this mixture of blackpowder and highly refined oil and gas will ignite when it breaks against a target. As soon as the bottle hits the ground, a small capsule of pure sodium and another capsule of water will break open. The sodium catches fire on contact with the water, setting the rest of the mixture alight.

A weak grenade inside the bottle then causes the flaming oil to expand rapidly, spreading the flame across all creatures within a 30 foot radius. Anyone caught inside the burst will suffer 4d6 points of damage with a save vs. breath for half.~
@62     = ~Musk Wine~
@63     = ~
Brewed from fermented plums and the musk of several animals (cattle, oxen, horses, donkeys, and buffalo, depending on the region), this strong wine has a peculiar noxious scent despite its sweet taste. Taken with a bit of Ankheg acid and some lime (the base, not the fruit) to neutralize the acid, this potion grants the drinker +3 to Strength and movement rate for 8 hours. Alchemists often use this potion when crossing through especially dangerous areas, both to fight off hostile creatures and to escape the area as quickly as possible.

Alchemical Genius: An Alchemist gains an additional +2 to Strength and movement rate when using this wine.

STATISTICS:

+3 Strength
+3 movement rate
Duration: 8 hours
~
@64     = ~Lime Juice~
@65     = ~
Most mages would consider Alchemists to be kindred spirits in their pursuit of the arcane, but research brings progress, progress commands respect, and sometimes respect devolves into envy, resentment, and finally enmity. A successful Alchemist may earn powerful enemies through no fault of their own. Perhaps the Alchemist's colleagues are jealous, or perhaps it's because the wandering Alchemist happened to sell a poison that somehow ended up on a certain dagger when a local political figure, by complete coincidence, happened to be assassinated.

Baseless accusations aside, an Alchemist must protect him or herself from other masters of the Art. This potion, a tart mix of lime juice, scorpion venom, peppers, and a few drops of dwarf or gnome blood, will grant the drinker 15% magic resistance for 10 rounds, evening the odds against spellcasting foes.

Alchemical Genius: The Alchemist can squeeze an extra 5% magic resistance from this bubbling concoction.

STATISTICS:
+15% magic resistance
Duration: 10 rounds~
@66     = ~Vial of Scales~
@67     = ~
Alchemists generally eschew tavern brawls, but potions like these are essential when traveling in hostile climes. Composed of powdered rust, beetle shells, bonemeal, and oak bark, this alcohol-based mixture conjures a barrier of jagged metal scales over the user's skin. For 20 rounds, the drinker gains +3 AC and can negate the first 1d3 attacks that come his or her way, much like the Stoneskin spell, frustrating an adversary's attempts to do the user harm.

Alchemical Genius: Alchemists can tweak the recipe to make it more effective on their own person, making the scales grant an additional +1 to AC for the vial's creator.

STATISTICS:

+3 AC
1d3 stoneskins
Duration: 20 rounds~
@68     = ~War Engine, Grade 5~
@69     = ~
Any Alchemist who fabricates this massive device is waging a war. With separate chambers for gaseous and liquid reagents and a well-crafted system of pumps to expedite the process, this device, when finally triggered, will produce a bloom of fire to rival the sun.

STATISTICS:

Everyone within a 30' radius is enveloped by the fire, suffering 150d6 fire damage with a save vs. breath at -10 for half damage. Fire resistance grants no protection from the blast. The force of the explosion knocks unconscious any creature who fails its save vs. breath.

The construction of this device is a monumental undertaking, immensely draining to the Alchemist both financially and personally. Aside from the cost in gold, the Alchemist invests 1,000,000 XP in the project, and the War Engine's components are so rare and so costly that the Alchemist could scour an entire region and only scrape together enough resources to build a few such devices.

Only an Alchemist of exceptional talent and preparation can properly use the device. Whether through magical modification or inherent ability, the Alchemist must possess 18 Intelligence to activate the device, which requires a full round of action to complete.

A War Engine can only be used once; nothing can be reused or recycled. When the smoke clears, there will be nothing left of the Alchemist's masterpiece but a glowing pool of molten glass and metal.
~

@70     = ~Refined Ectoplasm~
@71     = ~
Graveyard dust, rainwater, mashed blackbirds or nightcrawlers, and the dried blood of a small child are only the first ingredients an Alchemist will need to brew this bitter, earthy potion. To complete the brew, the Alchemist must extract the ectoplasm from a ghost or specter, whether by killing a wandering spirit or scraping the material from the throat of a medium, necromancer, or diviner contacting the dead. Left out at night over the course of 1-7 days (depending on the available moonlight), this potion will put the drinker in a spectral state, granting the powers and immunities one might expect of a ghost or spirit.

The drinker will gain 15% magic resistance, 40% cold resistance, and immunity to poison and disease. Nonmagical weapons will pass right through the drinker's body, which turns translucent for the next 10 rounds. For the next 2 rounds, the drinker cannot have his or her ability scores either boosted or drained, and if the user makes a save vs. death at -5, he or she also cannot die from damage for the next 12 seconds. Further, for the next 5 rounds, the drinker will be treated as an undead creature, becoming immune to the effects of spells such as Hold Person but vulnerable to effects such as a cleric's Turn Undead ability. Since the user's brain remains unaffected, there are some immunities the user will not gain. The transformation is very draining, however, and the drinker will suffer 2d6 damage and a -5 penalty to his or her save vs. death with every drink.

Alchemical Genius: The Alchemist suffers no damage when drinking this potion and only suffers a -4 penalty to save vs. death.

STATISTICS:

+15% magic resistance
+40% cold resistance
Immunity to poison and disease
Immunity to nonmagical weapons
-5 save vs. death (cumulative)
2d6 magic damage
Duration: 10 rounds

User's type is changed to undead
Duration: 5 rounds

User is immune to ability score changes
Duration: 2 rounds

On a successful save vs. death at -5:
User cannot drop below 1 HP
Duration: 2 rounds
~
@96     = ~Haunted Ether~
@97     = ~
Both complex engineering and mystical study are necessary to create this bottle of enchanted gas. The Alchemist must first invest in a fractional distillation column to collect the necessary gas from the atmosphere. Once the gas is collected, it must be infused with one or more hostile spirits. Reciting blasphemies in a graveyard is sufficient if the Alchemist is well-versed in Abyssal or is familiar with the teachings of the most popular deity among the dead; otherwise the Alchemist must resort to graverobbing, and conduct various illegal and unpleasant rituals with exhumed corpses.

If the Alchemist successfully enrages the local spirits, he or she may bind them to the collected gas. Delivering repeated electrical charges to the imprisoned spirits will gradually disorient them, allowing the bottle to be thrown just like a grenade. When the bottle shatters, the spirits will lash out at the closest living creatures they can find, dealing 4d12 magic damage with a save vs. death for half and inflicting fear on any victim who fails a save vs. spell. Victims who fail a save vs. wand at -2 are also shaken by the spirits' attack, suffering a -1 penalty to all of their saving throws for 5 rounds.

STATISTICS:

4d12 magic damage
-1 penalty to all saving throws for 5 rounds, save vs. wand at -2 negates
Fear for 5 rounds, save vs. spell negates
~
@72     = ~Elf Tendon Wand~
@73     = ~
Alchemists do not normally specialize in wand lore, but a bit of experimentation and creativity can prove very rewarding--provided that the Alchemist isn't shy about using unorthodox methods. This greasy, squishy, and disturbingly twitchy wand, composed primarily of leg tendons from elves and half-elves, is an excellent example.

Drenching the tendons in pig blood, sewing them together with copper wire, and delivering a slight electric charge will keep the wand stiff while the Alchemist adds necromantic enchantments to the flesh. After a series of careful massages and remarkably vivid nightmares over the next couple of days, the Alchemist creates a wand that can deliver a bolt of necromantic energy to any living target. The bolt leeches from the target, healing the user and sapping the target's strength on a failed save vs. wand at -3. The loss of energy can also briefly paralyze or even kill weaker targets.

STATISTICS:

7d4 poison damage, save vs. breath for half (HP transferred to caster)
-1 Strength, Dexterity, and Constitution for 5 rounds, save vs. wand at -3 negates
Paralysis for 6 seconds, save vs. polymorph negates
Death, save vs. death at +6 negates
~
@74     = ~Murky Liquor~
@75     = ~
With the right ingredients, a skilled Alchemist can alter the very nature of a living being. By dissolving rock salt and frog juice in an alcohol-based solution and adding the remains of a deer or antelope digested in a crocodile's stomach, the Alchemist can concoct a smoky potion that transmutes the drinker's body into a semi-liquid state.

The drinker retains all of their normal functions, but the liquid state cushions the impact of enemy attacks and ruins any attempts to transmute or disintegrate the drinker's body. This grants the drinker a +15% resistance to all physical damage, but the danger of freezing imposes a -50% weakness to cold damage.

Alchemical Genius: Alchemists can retain a more resilient and saltier liquid state, gaining an additional +10% physical damage resistance and only suffering -25% to their cold resistance.

STATISTICS:

+15% resistance to crushing, slashing, piercing, and missile damage
-50% resistance to cold damage
Immunity to petrification, disintegration, and hostile polymorph effects
Duration: 10 rounds
~
@76     = ~Blood Nectar~
@77     = ~
Contrary to what one might expect from a potion called "Blood Nectar," this deep red, blood-flavored concoction does not, in fact, contain any nectar. It is primarily blood.

Sweetened with honey and apple juice and brewed with ginseng and hummingbird feathers, this potion grants the drinker a sudden burst of energy, banishing all trace of level drain and fatigue and temporarily empowering his or her attacks, increasing attack rolls by +2 and making all weapons strike as if they were of +3 enchantment. If the drinker makes a successful save vs. death, he or she also gains an extra 1/2 attack per round. The energy even transfers to the drinker's spells, which are cast at 3 levels higher than would normally be possible. Finally, the energy rush adds an extra few inches to every stride, granting a +4 bonus to movement rate.

Alchemical Genius: An Alchemist has stronger control over the Blood Nectar's energy, and gains an extra +1 bonus to casting time from this potion.

STATISTICS:

+3 caster level
+2 THAC0
+4 movement rate
Cures level drain and fatigue
Duration: 10 rounds

+2 saving throws
All weapons strike as +3
Duration: 5 rounds

On a successful save vs. death:
+1/2 attack per round
Duration: 10 rounds
~
@78     = ~Purified Ichor~
@79     = ~
Ichor can come from many sources, but the most convenient source is the bloodstream of a Bhaalspawn. In its unaltered state, the blood is little different from any other--extracting its true power is a complex process.

First, the Alchemist must conduct research into the parent deity and design a ritual to activate the hidden potential of the ichor. From there, the essence must be filtered out by leeching the blood with mummy wrappings, distillation, and precipitation in a centrifuge, producing a sweet-smelling golden liquid... or, in the case of ichor from evil deities, a foul mixture of grease and coarse dust.

Consuming the resulting substance is usually fatal; the purified ichor must be diluted and adapted to the user's system to have any positive effect. The exact method depends on the user, and requires intensive research and testing to discover. If the user is lucky, the method might be as harmless as crushing up some pearls and mixing the ichor with pumpkin juice and butter to produce an odd-flavored but perfectly drinkable potion.

If the user is unlucky, administering the dose might require vivisection.

Regardless of the method, the final result is a violent twisting of the digestive tract and the spread of the ichor through the user's body. The process is immensely painful and draining, permanently lowering the user's Constitution by 1 and dealing 10d10 poison damage with a save vs. death at -4 for half damage. If the user survives the process, he or she gains +1 to Strength, Dexterity, Intelligence, Wisdom, and Charisma as the divine ichor suffuses their system.

If the user dies in the process, he or she may try again after being resurrected, but once the attempt is successful, further doses will have no affected on the imbued character.

Alchemical Genius: An Alchemist may tweak the recipe to ease the burden on their system, negating the Constitution penalty and resisting the damage entirely.

STATISTICS:

+1 Strength, Dexterity, Intelligence, Wisdom, and Charisma
-1 Constitution
Duration: Permanent
~
@80     = ~Plasma~
@81     = ~
A crackling blue gas buzzes inside this small glass container. By collecting energy from various sources and transferring the latent power to an inert gas, the Alchemist can create a safe and useful form of plasma.

The user must open the bottle and inhale deeply, holding the gas in their lungs until the plasma is absorbed into the bloodstream. The plasma adds a special boost to every strike the user makes in combat, granting a +15% bonus to all physical damage dealt and inflicting 1d8+1 additional magic damage with every hit with a melee weapon, or 2d8+2 damage with every unarmed attack. The plasma quickly dissipates, however, and the effects will vanish within 5 rounds.

Alchemical Genius: Alchemists can use the plasma to hasten their movements, granting an additional attack per round for the duration.

STATISTICS:

+15% physical damage dealt
1d8+1 magic damage on hit (2d8+2 for unarmed attacks)
Duration: 5 rounds
~
@82     = ~UNUSED Bog Vapor~
@83     = ~UNUSED
STATISTICS:

Drain 1 level for 5 rounds on a failed save vs. death
50% chance of petrifying weaker creatures on a failed save vs. polymorph:
  Level 1-4: save at -5
  Level 5-8: save at 0
  Level 9-12: save at +5
  Level 13+: immune
~
@84     = ~Bog Vapor~
@85     = ~
A blend of eldritch magic and noxious gases, this bottle of smoky greenish vapor is dense with enchantments. The gas itself is nothing but simple air and water extracted from a bog, but the enchantments are more complex. The bottle is lined with residue from slain Will o' Wisps and toxic mushrooms, and the gas imbued with the souls of fallen treants.

The wielder may throw the bottle much like a grenade. Any living creature unfortunate enough to breathe in the fumes will suffer a -2 penalty to saving throws and -20% to magic resistance as the enchantment seeps into their system, rendering them vulnerable to hostile spells. The effect is short-lived, however, and will wear off after a single round.

STATISTICS:

-2 to all saving throws
-20% magic resistance
Duration: 1 round
~
@86     = ~Fairy Oil~
@87     = ~
Fey creatures are tricky to find and harder to catch, but an Alchemist who manages to capture enough of them can steal those powers, if only for a short time. The liquid itself is nothing more than peat and crushed buttercups mixed with olive oil, but if the Alchemist can convince a group of fairies to bestow the oil with their magic--or if the Alchemist mixes the oil with the fairies' blood and powdered bones--this potion will enshroud the drinker with a small cloud of illusory magic, which creates up to 3 mirror images of the drinker every round. This potion also grants a persistent phasing effect, which will cause the drinker to constantly teleport to his or her foes (whether the drinker wants to or not!). The magic addles the user's mind, however, and there is a 10% chance every round that the user will go catatonic for 2 rounds on a failed save vs. spell at -10.

Alchemical Genius: The Alchemist can will the illusory magicks to hide him or her entirely, rendering the Alchemist invisible per the Improved Invisibility spell.

STATISTICS:

1d3 Mirror Images per round
Drinker will teleport to nearby enemies
Duration: 10 rounds
10% chance each round of going catatonic on a failed save vs. spell at -10
Duration: 2 rounds
~
@88     = ~Magnetic Fluid~
@89     = ~
Despite its viscous nature, this fluid is actually an alloy of chromium and iron, kept in its liquid form by powerful transmutations. By heating and cooling the alloy in the presence of magnets and using a magical fire to burn other rare metals in its presence, the Alchemist can add a powerful magnetic field to the liquid alloy which only activates when the fluid is drunk.

The magnetic field is incredibly dangerous to the drinker, as it pulls weapons directly to the drinker's body, imposing a -4 penalty to AC against melee weapons and -6 AC against missile weapons. The drinker's own weapons, likewise, are pulled close to his or her body, forcing the drinker to make all melee attacks at a -4 penalty, and all ranged attacks at a -6 penalty. These penalties also apply to the drinker's weapon damage. The magnetism also decreases the user's electrical resistance, if any, to half its normal value.

However, the drinker can will this magnetic field to produce a violent backlash against his or her attackers. This backlash inflicts 1d4 damage per level and also knocks back and stuns the opponent for 1 round. A successful save vs. spell can negate the stun effect and a save vs. breath can halve the damage and negate the knockback. The backlash harms the user as well, dealing 1d2 electrical damage per level and stunning the user on a failed save vs. spell. The magnetic field only possesses so much power, however, and there is a 10% chance that the fluid's effects will dissipate after every hit the drinker suffers. Thus, the fluid will produce about 10 backlashes on average before the magnetic field vanishes. After 10 rounds, the field will fade away regardless of how many times the drinker is struck.

Since Beastmasters and Monks eschew nearly all metal equipment and devices, they do not suffer any THAC0 or damage penalties when using their normal weapons. They also only suffer only half the normal AC penalties and their electrical resistance is only reduced to 65% of its normal value, instead of 50%.

Alchemical Genius: The Alchemist has greater control of the magnetic field, and has only a 5% chance of losing its effects when struck. In addition, the Alchemist suffers the same decreased penalties as a Beastmaster or Monk.

STATISTICS:

Magnetic Backlash: Attackers suffer 1d4 damage per level of the drinker and are knocked back and stunned for 1 round on a failed save vs. spell. The user suffers 1d2 electrical damage per level and is stunned for 1 round on a failed save vs. spell.
Electrical resistance reduced to half its normal value
-4 melee THAC0 and damage, -6 missile THAC0 and damage
-4 AC against melee weapons, -6 AC against missile weapons
Duration: 10 rounds
~
@90     = ~Burning Syrup~
@91     = ~
This thick reddish syrup, composed of the nectar and sap of several flowers and trees, burns with anti-magic energy. By pouring the syrup over a magical item and then destroying it, the Alchemist may infuse the syrup with disruptive forces. This may require destroying multiple magical items depending on their power.

When drunk, the syrup creates a fiery anti-magic field around the user's body. The field blocks hostile magic, dealing 2d4 fire damage to nearby enemies and granting +25% resistance to magic, cold damage, and magic damage. The field also interferes with the user's own spells, if any, increasing spell failure (both arcane and divine) by 15% and dispelling all dispellable effects currently on the drinker, no matter their level. The field continues to dispel magical effects on the drinker every round for the next 5 rounds.

The anti-magic field doesn't stray far from the drinker's body, but it is wide enough to affect the drinker's melee attacks. Every successful melee hit the drinker manages to land with dispel all dispellable effects on his or her target on a failed save vs. spell.

Those who wish to use this syrup to even the odds against hostile spellcasters should exercise caution, however. The anti-magic field only lasts for 5 rounds, and when it finally dissipates, the drinker will be bereft of his or her defenses, and cannot benefit from another dose of the syrup for another 5 rounds afterwards.

Alchemical Genius: Alchemists are more familiar with the syrup's anti-magic properties and suffer no spell failure. In addition, Alchemists gain an extra 10% magic resistance from the syrup.

STATISTICS:

Dispels all dispellable effects on the drinker
Dispel Magic on melee hits, save vs. spell negates
+25% resistance to magic, cold, and magic damage
Deals 2d4 fire damage to close melee attackers
+15% spell failure
Duration: 5 rounds
~
@92     = ~Snake Lymph~
@93     = ~
Yuan-ti alchemists use a special blend of venom and assorted herbs to transform humanoid captives into histachii slaves. The process is irreversible and destroys the victim's mind, but it grants them unusual powers that make them helpful servants for their Yuan-ti masters.

Humanoid Alchemists unfortunately lack the same resources as their Yuan-ti counterparts, but an inability to create mindless slaves does not mean Yuan-ti alchemy has nothing else to offer. An Alchemist may concoct a special version of the histachii brew from Yuan-ti lymph and mandrake root that will grant the drinker a few limited powers at the cost of some minor brain damage.

Drinking the snake lymph brew will bestow incredible reflexes and coordination on the drinker, increasing his or her Dexterity by 1 point. The changes to the drinker's biology also grant +1 to all saving throws and an additional +1 to saves against Enchantment, Necromancy, and Transmutation spells. The toxins in the snake lymph will sicken the drinker, however, permanently lowering his or her maximum HP by 10, and the transformation will reduce Intelligence by 1 point.

Alchemical Genius: The Alchemist may tweak this potion to match their unique chemistry, allowing him or her to avoid suffering any penalty to their maximum HP.

STATISTICS:

+1 to all saving throws
+1 to saves against Enchantment, Necromancy, and Transmutation spells
+1 Dexterity
-1 Intelligence
-10 HP
Duration: Permanent
~
@94     = ~Vampire Milk~
@95     = ~
Brewing healing potions is an Alchemist's primary responsibility, but without divine magic to aid them, they cannot channel positive energy directly. Instead, they must learn to control negative energy.

This freezing bottle of bluish liquid is a mix of flour, blueberries, fine cheeses, and the breast milk of a slain vampire, wight, or bodak. Partly fermented and treated with lime and salt, this potion becomes a bitter fluid indistinguishable from paint. The concoction is extremely toxic when drunk normally, so the would-be drinker must build up a tolerance by taking small sips of the milk over the course of several days. Violent seizures, fits of vomiting, and terrifying hallucinations are typical side effects of the process.

Once the user adjusts to the toxins, however, he or she may use the negative energy in the vampire milk to close their wounds, healing 6d10 hit points with every bottle. The drinker can also channel the negative energy into their movements, gaining +1 to Stength, Dexterity, and saving throws and +3 to their movement rate. The vampire milk can even allow the drinker to take on a partial mist form, freeing them from physical impediments and granting +1 to saving throws. Finally, the negative energy extends to the drinker's melee attacks, which deal 2d6 magic damage to the target and heal the drinker in turn. If the victim fails its save vs. death, it will also lose 1 level for 5 rounds.

Alchemical Genius: Alchemists have greater control over the negative energy in this potion, allowing them to shrug off the effects of level drain as long as the potion lasts. Their melee attacks also drain twice as many levels and hit points from their opponents.

STATISTICS:

Heals 6d10 HP
Drain 1 level on melee attacks for 5 rounds, save vs. death negates
Drain 2d6 HP on melee attacks, save vs. death for half
+1 to saving throws
+1 Strength
+1 Dexterity
Free Action
+3 movement rate
Duration: 5 rounds
~

@101     = ~UNUSED Fire Wand~
@102     = ~UNUSED
STATISTICS:

2d6 fire damage, save vs. breath for half
Strikes twice
Can target two creatures at once
~
@98     = ~Moldy Poultice~
@99     = ~
Not all of the Alchemist's more advanced concoctions are disgusting or disturbing. This poultice is a small jar of very fertile soil topped with a lush green moss. The Alchemist must take special care when cultivating this moss, constantly making sure it has just the right amount of water and nutrients to thrive. Singing lullabies, burning incense, and paying compliments to the moss are all critical parts of the process.

Nurtured with love and blessed with plenty of exposure to moonlight, this moss will develop a faint glow. If the Alchemist has treated it well, the moss will gladly spend its precious energy to bring a dead creature back to life.

Its power spent and its personality sacrificed for the sake of the Alchemist's fallen comrade, the moss will lose its glow. The Alchemist is well advised to throw the moss away--keeping it around tends to make one somber, and the moss wouldn't want its best friend to be sad.

STATISTICS:

Resurrects one creature
Makes the Alchemist sigh and look wistfully into the distance every now and then
~
@100     = ~Alchemist Kit~
@103     = ~(sighs and looks wistfully into the distance)~
@104     = ~Regeneration~
@105     = ~
Constant experimentation with potions and toxins gives the Alchemist great insight into his or her biology, allowing an Alchemist to concoct a potion that will boost their healing rate. After choosing this ability, the Alchemist will gain permanent regeneration, healing 1 hit point every 2 seconds.~
@106     = ~Resist Magic~
@107     = ~
This ability allows the Alchemist to shrug off the effects of hostile magic. For 5 rounds, the Alchemist gains an additional 25% magic resistance, on top of any magic resistance that he or she currently possesses.
~
@108     = ~Set Time Trap~
@109     = ~
This ability allows the Alchemist to set a magical trap that casts a weaker version of the high-level Time Stop spell. For 6 seconds, the flow of time slows for all but the Alchemist.

The Alchemist may select this ability 3 times.
~
@110     = ~Set Special Snare~
@111     = ~
This ability sets a trap in the chosen location when no hostile creatures are in sight. When a hostile creature comes close enough, the trap will trigger, dealing 2d20 acid and 2d20 piercing damage and slowing every enemy in range for 2 rounds, with a save vs. breath at -2 to negate the slow effect and reduce damage by half.

The Alchemist may only set 5 traps at a time.
~
@112     = ~Use Any Item~
@113     = ~
Alchemists dabble in numerous disciplines in the pursuit of their craft, and learn how to make use of almost any resource, no matter how complex or obscure. This ability allows the Alchemist to use any item, even those that are typically restricted to one class. In addition, Alchemists will not suffer any penalties when using weapons that are usable by thieves.
~
@114     = ~Business Connections~
@115     = ~
Alchemy is a very expensive but very rewarding endeavour. By expanding his or her business contacts, the Alchemist can get resources faster and cheaper. Selecting this ability expands the Alchemist's gold supply by 10,000 pieces.~
@116     = ~Purity of Body~
@117     = ~
An Alchemit quickly learns the value of good health when dealing with toxic substances. A keen understanding of one's own system allows the Alchemist to brew a potion that will strengthen and purify his or her body. After choosing this ability, the Alchemist will gain +1 Strength, Dexterity, and Constitution, along with +10 to his or her maximum hit points.~
@118     = ~Alchemist Workshop~
@119     = ~~