The Echelon Reference Series spells line presents a PDF for each spell list and spell level of that list, with a compendium to follow. The individual PDFs contain. Where can i find a list of Alchemist spells by level? There appears to be a button to see spells for other levels on the character editor screen, but when I click on it. Book Of Spells: Magic spells and notebook | witch | wizard | alchemist | spellcaster | enchantment | potions and powders | spellbound | charming | Spell books.
Alchemie symboleAn investigator uses the alchemist formula list to determine the extracts If a spell normally has a costly material component, that component is. archetypal research paths: Explosives, Biomimetics, Herbalism, and Engineering as well as two brand new spells that are unique to the alchemist spell list. The ALCHEMIST Class offers a new full class to your players that cross the Any chance of the Alchemist Class spell list being updated with spells found in.
Alchemist Spell List Other interesting sites VideoFull Metal Alchemist - How Does Alchemy Work? Monkey Fish : Gain a climb speed and a swim speed of 10 ft. Whenever Kiel Gegen NГјrnberg cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one Handspiel of the spell. Enshroud Thoughts. Each time you use this effect after the first, the DC increases by 5. At 6th level, you gain the ability to use Alchemist's Supplies to brew a Healthy Broth during a short rest. Free Swim : As freedom of movementbut only allowing a creature to move freely underwater Gaseous Form Y : Subject becomes insubstantial and can fly slowly. Because of all the chemicals you have consumed, Tw Audio B30 have become unappetizing to monsters. As long as you can spend the required time, you can reshape your homunculus at will, instead of when you gain a level. Once you cast either spell with this feature, you Luckyme Slots cast that spell with it again until you finish a long rest. You can Aizy Csgo 10 minutes advising another Play Wild Apk on better habits for healthy living. See below for Nightrush alchemist spell list. This potion holds its potency for 1 hour, after which it becomes inert. As delay poisonbut you may divide the duration among creatures touched. Dispels magical ability penalty or repairs 1d4 ability damage. You gain resistance to poison damage and advantage on saving throws to avoid the poisoned condition. At 14th level, your homunculus can be based on a creature of the Alchemist Spell Listdragon, or humanoid types. You must make all choices for the spell other than target when preparing the extract for example, choosing between Enlarge and Reduce. See below for the alchemist spell list. Preparing and Casting Spells. The Alchemist table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these alchemist spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Level 6: Beast Shape IV Dragonkind I Elemental Body III Eyebite Heal Legendary Proportions Transformation True Seeing. Preparing a new list of alchemist spells requires time spent reviewing notes and mixing components: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your alchemist spells, since you learn your spells through patient study and copious note-taking. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Alchemist Spells. Artificer Level. Alchemist Spells. 3rd. Healing Word, Ray of Sickness. 5th. Flaming Sphere, Melf's Acid Arrow. 9th. List of Alchemist Spells Mixtures Edit. Mixtures are explosive concoctions that must be created first by casting their corresponding spell, then Potions Edit. Alchemists are primarily defined by their ability to create potions and other consumable items that have a Direct Damage Spells Edit.
Phantom Blood : Gain temporary hp if Con loss would knock you out or kill you. Punishing Armor : Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
Recharge Innate Magic R : Regain a use of all 0-level and 1st-level spell-like abilities. Reduce Person Y : Humanoid creature halves in size. Scarify : Convert some lethal damage to nonlethal damage, causing massive scarring See Alignment : Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Shock Shield : A shield of force protects you until you dismiss it in an explosion of electricity. Skim : Read four times faster than normal Skin Tag M : Curse food or drink to gain afamilar connection to the creature Speechreader's Sight : Read lips from a distance Spirit Share : Grant beneficial liquids with a touch Starsight : Observe the night sky as if it were a clear and unobstructed night.
Stone Fist : Your unarmed strikes are lethal. Targeted Bomb Admixture : Empowers bombs you throw to deal more damage to a single creature.
Tears to Wine : Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink. Touch of the Sea : Swim speed becomes 30 ft.
Urban Grace R : Move through crowds and urban settings with ease. Vocal Alteration : Disguise target's voice.
Waterproof : Target becomes waterproof for the spells duration Wizened Appearance : Make a target appear as an older version of itself.
Youthful Appearance : Target appears younger. Acute Senses : Subject gains a bonus on Perception checks. Air Step : Tread unsteadily on air, with limitations.
Alchemical Allocation : Gain potion's benefits without consuming it. Animal Aspect Y : You gain some of the beneficial qualities of an animal.
Ant Haul, Communal : As ant haul , but you may divide the duration among creatures touched. Beloved of the Forge : Gain an innate sense of the direction to your home or last-used crafting area.
Bestow Weapon Proficiency : Grants a creature proficiency in a single weapon for short period of time. Blistering Invective Y : Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Blood Armor : Your blood hardens when you are wounded, increasing your AC. Blood Blaze R : Ignite the blood of those who come near you.
Blood Transcription : Learn a spell from the target's blood. Catatonia : Make a willing target appear to be dead.
Daggermark's Exchange : Transmute one poison into another of equal or lesser value Darkvision : See 60 ft. Deathwine : Turn a potion into a pool of necromantic energy.
Defensive Shock : Electricity damages your attackers. Delay Disease R : Grant the target temporary immunity to disease.
Diminished Detection : Reduce the areas of divination spells for the purpose of targeting you Dongun Shaper's Touch : Temporarily reshape nonmagical materials Dragonvoice : Emulate the vocal inflections of dragons.
Elemental Touch : Gain energy damage touch attack. Empower Holy Water : Empower holy water to deal more damage to the undead.
Enchantment Sight : See enchantment spells active on creatures Enshroud Thoughts : Ward yourself against thought detection and memory alteration. Extreme Buoyancy : Alter creature's buoyancy so that it swiftly rises to the surface Extreme Flexibility : Gain a bonus to AC, on Escape Artist checks, and when grappling.
Fiery Runes : Charge a weapon with magical fiery runes. Fire Breath : Exhale a cone of flame at will. Fire Sneeze : Sneeze flame to set your enemies on fire and knock them prone.
Fire's Friend R : Cloak yourself in flames that harm nearby enemies. First World Revisions R : As ancestral regression but for disguising a wayang as a gnome.
Fleshy Facade : Alter your appearance to appear living. Focused Scrutiny : Gain skill bonuses when interacting with the target.
Full Pouch M : Divide a consumable alchemical item into two nearly identical copies. Fungal Blisters R : Develop a small number of fungal growths which burst as you take damage, choking your enemies with harmful spores.
Ghostly Disguise : You look like a ghost of yourself. Grasping Vine R : Sprout a ft long vine that can assist with numerous tasks.
Heroic Fortune F M : Grant a temporary hero point. Identifier's Eye : As per detect magic , except affecting a creature you touch Ignoble Form : Transform the target into a half-elf form.
Imbue With Addiction : Target becomes addicted to a drug. Investigative Mind : Roll twice and take the higher roll when using certain mental skills.
Invigorating Poison : Transform the negative effects of a poison into positive ones. Invisibility Y : Subject is invisible for 1 min.
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Delay Disease. Gain immunity to disease for 24h. Delay Poison. Detect Thoughts. Dream Shield. Elemental Touch. Gain energy damage touch attack.
Empower Holy Water. You empower a vial of holy water to deal additional damage to undead creatures. Enshroud Thoughts. Extreme Flexibility.
Gain a bonus to AC, on Escape Artist checks, and when grappling. False Life. Fiery Runes. Fire Breath. Fire Sneeze. First World Revisions.
As ancestral regression , except as noted. Focused Scrutiny. Full Pouch. You cast this spell as you draw out a consumable alchemical item to use. The object must be an alchemical item, but not a dose of disease , a poison , a magic potion , or another type of consumable item.
The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality.
Ghostly Disguise. Heroic Fortune. Hidden Blades. Render a target weapon or up to 50 pieces of ammo invisible, granting the wielder a bonus on Sleight of Hand checks made to conceal the weapon or ammunition and to Bluff checks to feint with the weapon or ammo.
Human Potential. The bonus confers the usual benefit to skills and abilities based on the ability enhanced, but does not affect bonus spells or skill ranks.
Ignoble Form. Imbue With Addiction. The target immediately becomes addicted to the drug used during the casting of the spell see drugs and addiction.
If the target was ever addicted to the drug at any point in the past, it takes a —4 penalty on its saving throw. Investigative Mind.
Subject is invisible for 1 min. Kinetic Reverberation. Languid Venom. Merge with Familiar. Minor Dream. As dream but messenger is you or a gnome , and the message cannot be longer than 20 words.
Perceive Cues. Pouncing Fury. Protection from Arrows. Quick Change. Use change shape as a swift action and surprise foes. Resist Energy.
Restoration, Lesser. Dispels magical ability penalty or repairs 1d4 ability damage. Scale Spikes. When the target is affected by this spell, its scales grow jagged spikes.
The subject is automatically considered proficient with these scale spikes. See Invisibility. Reveals invisible creatures or objects.
Shadow Bomb Admixture. Empowers bombs you throw to cover the target with a shadowy substance that grants it concealment and limits its vision.
Shifted Steps. Spider Climb. Tattoo Potion. Touch Injection. You can deliver an infusion, elixir, poison, or potion as a touch attack.
Transmute Potion to Poison. Spit poison onto weapon after drinking potion. Undetectable Alignment. Conceals alignment for 24 hours. Vine Strike.
Vomit Swarm. Produces a spider swarm that fights for you. Waters of Maddening. Absorb Toxicity. You become immune to diseases and toxins, absorb one, and then spread it to others.
Absorbing Touch. Adjustable Disguise. As disguise self , but you can change the disguise as a swift action. Age Resistance, Lesser. Air Breathing.
Amplify Elixir. Empowers or extends the effects of any potion or elixir. Anchored Step. When the process is finally complete, the gnome sits back in his chair, smiling broadly.
He reflects that all that effort was worth it, as his gaze locks on his first ever Philosopher's Stone. Alchemists are students of the natural sciences, the laws that govern the physical world, and the arcane mysteries that pervade them both.
They learn through careful study how to combine various material components, rare ingredients, and special reagents to create Extracts, which are like spells in liquid form, similar to potions but unique to the Alchemist.
The path of the Alchemist is one of dedicated study and hard work. What attracted your character to the natural sciences? When did you get your first set of alchemist's supplies?
Were you perhaps apprenticed to a wizard or potionmaker? Intelligence should be your highest ability score, followed by Dexterity or Strength if you plan to focus on the Bull's Strength Mutagen.
Alchemists use a blend of magic and science to perform feats which are very similar to spellcasting. All Alchemist spells including cantrips have a Material component, even if the spell usually does not, and are cast by mixing these components into an Extract, which is then usually drunk, though it can be smeared or thrown, depending on the spell.
You know three cantrips of your choice from the Alchemist spell list. You learn an additional Alchemist cantrip of your choice at 4th level and again at 10th level.
You use Cantrips the same way you use extracts of 1st level and higher, but you don't have to prepare them ahead of time. Each time you gain an Alchemist level, you can add two Alchemist spells of your choice to your Formulaebook.
These spells must be of a level for which you can prepare extracts, as shown on the Alchemist table. On your adventures, you might find other spells that you can add to your Formulaebook see the "Your Formulaebook" sidebar.
The Alchemist table shows how many levels of extracts you can have prepared at a time, as well as the maximum level of extract you can prepare.
For example, at 3rd level you can have any number of extracts prepared whose combined total spell levels are less than or equal to six, each of which can be 1st- or 2nd-level.
At 11th, 13th, 15th, and 17th level you gain the ability to prepare additional extracts that don't count against this amount. For example, at 13th level you can have 23 total levels of extracts prepared at a maximum of 5th-level each, plus one 6th-level extract and one 7th-level extract.
You can prepare extracts at the end of a short or long rest; you must spend at least 30 minutes of the rest in concentration with your Formulaebook and Alchemist's Supplies in order to do so.
When you prepare an extract, you can prepare it at a higher level so that when it is used the spell is cast as though using a higher level spell slot.
If you prepare more extracts than your allowed maximum, a number of your extracts of your choice immediately become inert and useless so that you only have your allowed number of extracts prepared.
Once you prepare an extract at 6th-level or higher, you can't prepare another extract at that level until you finish a long rest.
All spell components must be provided when the extract is prepared, after which the spell is ready to be cast at any time.
You must make all choices for the spell other than target when preparing the extract for example, choosing between Enlarge and Reduce.
Extracts detect as magical as though they were potions. Extracts that deal damage also detect as poisons. The spell is cast by using the extract as an action, which usually requires drinking it, smearing it on a creature or object, or throwing it at a target as indicated in the Alchemist spell list.
Using an Extract counts in all ways as casting a. The user uses their own game statistics for throwing or smearing, but the spell is cast using your game statistics no matter who uses the extract.
The spells that you add to your Formulaebook as you gain levels reflect the alchemical research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the physical world.
You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find an Alchemist spell of 1st level or higher, you can add it to your Formulaebook if it is of a level for which you can prepare extracts and if you can spare the time to decipher and copy it.
Copying a spell into your Formulaebook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the spellcaster who wrote it.
You must practice the formula until you understand the steps and ingredients required, then transcribe it into your Formulaebook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it.
Once you have spent this time and money, you can prepare the extract just like your other spells. You can follow this same process to reverse engineer a potion you find, spending the same amount of time and gold to reverse engineer the formula for preparing that potion as an extract, assuming it has an equivalent Alchemist spell.
Replacing the Book. You can copy a spell from your own Formulaebook into another book - for example, if you want to make a backup copy of your Formulaebook.
This is just like copying a new spell into your Formulaebook, but faster and easier, since you understand your own notation and already know how to brew the extract.
You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your Formulaebook, you can use the same procedure to transcribe the extracts that you have prepared into a new Formulaebook.
Filling out the remainder of your Formulaebook requires you to find new spells to do so, as normal. For this reason, many Alchemists keep backup Formulaebooks in a safe place.
The Book's Appearance. Your Formulaebook is a unique compilation of alchemical formulae, with its own decorative f1ourishes and margin notes.
It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous Formulaebook in a mishap.
Mind Bomb. You can choose to have your bombs inflict psychic damage instead of the standard types of damage your bombs can inflict.
Snare Bomb. In addition to doing damage, you can cause your bomb to force the target to make a Strength saving throw or be restrained until it is freed by another character using their action to free it, or until it succeeds in a Strength check.
A snare bomb does not affect formless creatures, or those capable of incorporeal movement. You can use this feature three times, regaining all spent uses after a short or long rest.
In the end, your studies lead to the perfection of destruction. Starting at 14th level, you gain the ability to create the ultimate explosive.
As an action, you can expend a spell slot to craft and throw an emperor bomb. When thrown, this bomb has a short range of 40 feet and a long range of feet.
All creatures within a foot radius of the bomb must make a Dexterity saving throw. On a failure, the target is stunned until the end of its next turn and takes 4d6 damage per level of the spell slot expended to craft this bomb.
On a successful save, the target takes half damage and is not stunned. You can choose for the emperor bomb to deal acid, fire, lightning, or poison damage.
Finally, you can use any number of bomb-related discoveries you possess on the Emperor Bomb, unless one discovery contradicts another.
The study of knowledge itself, the nature of what is known and knowable, is an important part of the alchemical tradition. Some hold that the concept of transforming lead to gold is a metaphor for the development of mind.
While alchemists do literally transform lead to gold so as to make money, many also pursue loftier goals through meditation and self-awareness.
At 2nd level, your mindfulness allows you focus all your attention on a certain subject, for good or ill. You can, as a bonus action , enter an enlightened state in which you gain advantage on all checks and saving throws made with one of your mental ability scores Intelligence , Wisdom or Charisma , as well as resistance to psychic damage.
However, this hyperfocus comes at a cost, as you suffer from disadvantage on all checks and saving throws made with a different mental ability score Intelligence , Wisdom , or Charisma.
You choose the ability scores which are affected by this ability each time you enter the state. You remain in this enlightened state for 1 minute, unless you choose to end it early as an action.
At 6th and 10th levels, your studies of the science of illumination allow you to discover secrets of the mind. Additional Perceptions.
When in your enlightened state, you gain advantage with all checks and saving throws made with two of your mental ability scores.
You can use this to cancel out the drawback of your enlightened state. Master of Minds. You can add dominate person to your alchemist spell list.
Psychic Gifts. You can add detect thoughts to your alchemist spell list. Quick Study. When in your enlightened state, you may take an action to temporarily gain proficiency with any tool, lasting until the enlightened state ends.
Your long climb towards universal knowledge is not over, but you have achieved such a height that the true summit is now visible to you. At 14th level, while in your enlightened state you gain temporary proficiency in all skills associated with your enlightened ability score, as well as proficiency with all saving throws including those in which you have disadvantage and immunity to being charmed.
Alchemists can enhance their own, often less-than robust physiques so as to rival their more muscular colleagues. Of course, nothing comes without a cost….
At 2nd level, on choosing this science, you learn how to brew a special, personalized potion, called a concoction, which enhances your physical abilities at the cost of slightly diminished mental capacities while it is active.
You can create a dose of your concoction at the end of a long rest, or as part of any downtime day activity. The dose will remain viable for up to 10 days before it ceases to have any effect.
If any other character drinks your concoction, they must make a Constitution saving throw against your spell save DC or become poisoned for 1 minute.
When you take an action to drink your concoction, you gain the following abilities and hindrances:.