It was a beautiful clear night when suddenly the stars vanished. The Magic Alchemist and his little cat Precious face their biggest challenge! Will you help them. 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. archetypal research paths: Explosives, Biomimetics, Herbalism, and Engineering as well as two brand new spells that are unique to the alchemist spell list.
Alchemie symbolearchetypal research paths: Explosives, Biomimetics, Herbalism, and Engineering as well as two brand new spells that are unique to the alchemist spell list. Find what's lost spell: something to say while I'm looking for my misplaced keys or Alchemy Symbols and Their Meanings - The Extended List of Alchemical. It was a beautiful clear night when suddenly the stars vanished. The Magic Alchemist and his little cat Precious face their biggest challenge! Will you help them.
Alchemist Spell List Navigation menu VideoPathfinder Top 5 Uses for Alchemy
Aber beim Spielen Alchemist Spell List geht es nur Alchemist Spell List um die. - Find out more about Tribality:These PDF files are digitally watermarked to signify that you are the owner. Darkvision, Communal : As darkvisionbut you Msn De Sport divide the duration among creatures touched. Stone Fist. Adjustable Polymorph. You add greater restoration to your alchemist spell list. You can copy a Moutet from your own Formulaebook into another book - for example, if you want to make a backup copy of your Formulaebook.
The following tables contain all damaging single target spells available to alchemists that are cast IE; not from potions. The following table contains all single target debuffs available to alchemists that are cast IE; not from potions.
The following table contains targetable buffs available to alchemists that are cast IE; not from potions.
The following table contains special self only buffs available to alchemists that are cast IE; not from potions. They are quest rewards. The following table contains special self only buffs available to Knack Path alchemists that are cast IE; not from potions.
They are a reward for completing path quests. The following table contains all root spells available to alchemists that are cast IE; not from potions.
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Alchemist [ edit ] You were born without the ability to use magic, but that won't hold you back. Alchemist Spell List [ edit ] Level 1: one cantrip and one first level spell from each school Level 3: one second level spell from each school Level 5: one third level spell from each school Level 7: one fourth level spell from each school Level 9: one fifth level spell from each school As an example, if you wanted to specialize in evocation wizard and life cleric you could choose burning hands and cure wounds at first level.
Crafty Hands Starting at 1st level, You can spend an hour and 10 gold, to infuse any liquid with the property of any spell you know. Specialized Crafter Also at 1st level, you gain proficiency in the Performance Skill.
Master Crafter Starting at 6th level drinking a potion only takes a bonus action, however you can only drink one per turn. Snake's Resilience At 10th level, you gain resistance to poison and advantage on saves against being poisoned.
Expert Crafter Beginning at level 14, your Charisma is increased by 2, to a maximum of Pact Boons Pact of the Chain: If you choose this pact, in addition to being able to cast a familiar as a ritual, as an attack action, you can magically teleport one potion into the possession of your familiar.
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When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table.
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch.
Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level.
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Neutralize Poison. Persistent Vigor. Gain fast healing 2, immunity to bleed , and faster recovery from diseases and poisons.
Rune of Ruin. You curse a magic item, such as magical clothing, a suit of armor , or a weapon. Scale Spikes, Greater. This bonus does not allow the spikes to bypass damage reduction aside from magic.
Scorching Ash Form. As gaseous form , except you become a swirl of ash. Spell Immunity. Tail Strike. You grow a draconic tail clothing and armor adjust as necessary , or if you already have a tail, it takes on a draconic appearance.
Touch of Slime. Touch infests a target with green slime. Tongues, Communal. As tongues , but you may divide the duration among creatures touched.
Umbral Infusion. You infuse the target mindless undead creature with power drawn from the Shadow Plane. Unbearable Brightness.
Universal Formula. Vermin Shape I. Take the form and some of the powers of a Small or Medium vermin. Viper Bomb Admixture.
Empowers bombs you throw to summon poisonous biting vipers that bite those hit or splashed by the bomb. Vitriolic Mist.
As fire shield , except acid damage. Age Resistance, Greater. Air Walk, Communal. As air walk , but you may divide the duration among creatures touched.
Ancestral Memory. Beast Shape III. You take the form of a Diminutive or Huge animal , or Small or Medium magical beast.
Claim Identity, Greater. Contact Other Plane. Lets you ask question of extraplanar entity. Delayed Consumption. Dust Form. You become an incorporeal creature of dust for a short period of time.
Elemental Body II. Turns you into a Medium elemental. Elude Time. Fey Form II. Assume the form of a Tiny or Large fey creature.
Glimpse of Truth. Gain true seeing for 1 round. Grand Destiny. Half-blood Extraction. Transform an half-orc into a full-blooded orc. Languid Bomb Admixture.
Empowers bombs you throw to cause fatigue in those directly hit or splashed by the bomb. Magic Jar. Mask From Divination. Monstrous Physique III. Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
Sends vision dealing 1d10 damage, fatigue. Ooze Form I. Assume the form of a Small or Medium ooze creature. Overland Flight. Planar Adaptation.
Plant Shape I. Turns you into a Small or Medium plant. Resurgent Transformation. Temporarily change a target into an animal, humanoid , or monstrous humanoid.
Spell Resistance. As stoneskin , but you may divide the duration among creatures touched. Swallow Poison. Protect yourself from ingested poison , then spit it out in a cone.
Transplant Visage. Undead Anatomy II. Take the form and some of the powers of a Tiny or Large undead. Unerring Tracker. Vermin Shape II. As vermin shape , but Tiny or Large.
Analyze Dweomer. Baleful Shadow Transmutation. Beast Shape IV. You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Caging Bomb Admixture. Elemental Body III.