Wizard
Base Class: Wizard

Alchemical Magic revolves around practicing and studying the transmutation aspects of alchemy. As the craft of alchemy requires a full understanding of chemistry, physics and ancient alchemical theory, alchemical wizards are closer to scientists than magicians, but the ability to perform alchemy is also tied to an inherent talent for manipulating matter and energy, so not all people can become competent alchemical wizards merely by studying.

Though essentially scientists, alchemical wizards' abilities are incredibly practical and can be applied to the simple enhancement of normal life in the form of quick, relatively effortless repair of objects that ordinarily take a good deal of time and energy to fix. As such, alchemical wizards are revered as productive members of society.

Despite their obligation to the people, alchemical wizards are also careful to keep the secrets of their research out of the hands of the general public so as to prevent abuse of that knowledge and power by those with less-than-noble intentions. As such, alchemical wizards generally keep their research notes coded so that only they, or other like-minded alchemical geniuses, may understand them.

Alchemical Stone

At 2nd level when you choose this subclass, you can take 8 hours to magically create a Tiny stone in your free hand. This magic stone is an essential aspect of most all of your alchemical abilities, as it naturally stores transmutation magic. While it is on your person, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

The stone has a number of charges equal to your character level, charges are often expended to power your other alchemical abilities. When the stone runs out of charges, it disappears, forcing you to create another one.

Minor Alchemical Rituals

At 2nd level, you can take 10 minutes and expend 1 charge on your alchemical stone, requiring it to be on your person, to perform a minor ritual of alchemical magic. The minor rituals you can perform are listed below:

- Transmute Mundane Object: You transform one nonmagical object within 5ft of you into a different object that is of equal or lesser value and is of equal size to the original object. The object remains transformed for 1 hour, after which the object reverts to its original form. You can expend another charge at the end of the transformation to extend it by another hour.

- Transmute Basic Materials: You transform up to one cubic foot of similar, nonmagical material within 5ft of you into a different material that is of equal or lesser value to the original material. The material remains transformed for 1 hour, after which the material reverts to its original form. You can expend another charge at the end of the transformation to extend it by another hour. If a material transformed was living, then its new form is also considered living.

- Grant Object Life: You transform one nonmagical medium sized object within 5ft of you into a mimic currently disguised as that object. The object remains transformed and acts as an ally to you and your companions for 1 hour, after which the object reverts to its original form. You can expend another charge at the end of the transformation to extend it by another hour.

Law of Equivalent Exchange

At 6th level, you gain the knowledge of how to exploit the universe's laws for your own benefit. You can now substitute your own hit points for the value of a something when you perform an alchemical ritual on it, at a rate of 1 hit point per 10 gp value, you can substitute it's size category, if any, as well, at a rate of 1 size category per 50 gp value, with it shrinking the number of sizes that you exchanged, or you can substitute your stone's charges as well, at a rate of 1 charge per 100 gp value.

If you transmute something into something with a lesser value than what it started out as, then if it must be equal in size to its original form, it can now be a certain number of sizes larger, depending on the value gap, at a rate of 1/7 original gold value lost per size larger from what it started out as.

The universe will not hesitate to punish you however for making a mistake on calculating its desires. As such, if you attempt to transform something into something that you don't intend to support the value for, then your HP will be taken to support the value of the exchange, regardless of whether you are willing to have this happen or not, and if you don't have enough to support the exchange, then it will fail and you will die, being unable to be resurrected as your soul is literally vaporized to rebalance the universe. In addition, if you choose to sacrifice exactly all of your HP to complete a ritual, then the ritual will complete but you will still die, but you can still be resurrected from this.

Major Alchemical Rituals

At 10th level, you can take 10 minutes and expend 5 charges on your alchemical stone, requiring it to be on your person, to perform a major ritual of alchemical magic. The major rituals you can perform are listed below:

- Mass Transmute Objects: You transform up to 10 common objects within 5ft of you into different object(s) that are of equal or lesser value and are of equal size to the original objects added together. The objects remain transformed for 1 hour, after which the objects revert to their original form. You can expend another charge at the end of the transformation to extend it by another hour.

- Transmute Complex Materials: You transform up to one cubic foot of any combinations of materials within 5ft of you into a different combination of materials that are of equal or lesser value to the original combination of materials. The materials remain transformed for 1 hour, after which the materials revert to their original form. You can expend another charge at the end of the transformation to extend it by another hour. If a material transformed was living, then its new form is also considered living.

- Panacea: You remove all curses, diseases, and poisons affecting a creature within 5ft of you.

- Restore Life: You cast the raise dead spell on a creature within 5ft of you. You must expend enough resources, including the first 5 charges used to perform the ritual in the first place, to balance out their value according to their max HP converted via the Law of Equivalent Exchange into gp value. If the spell would be guaranteed to fail on a target that you attempt it on, then you will be considered unable to support the exchange, thus suffering the effects of this fact according to the Law of Equivalent Exchange.

- Transmute Life: You alter the creature type of a creature within 5ft of you. The creature's type remains altered for 1 hour, after which the creature's type reverts to its original state. You can expend another charge at the end of the alteration to extend it by another hour.

Living Alchemy

At 14th level, you learn how to use your body as a living alchemical stone. Your body counts as an alchemical stone for you, but cannot use charges, only granting the passive effects of having the stone, not the stone's charges. Whenever you do not possess a stone however, you gain the ability to substitute 10 HP or any spell slot as an alchemical stone charge. You can also now perform alchemical rituals as an action, rather than taking 10 minutes to perform them.

In addition, you can cast the polymorph and alter self spells at will, without expending a spell slot. When you do so, you can target only yourself, and must expend a charge on your alchemical stone to be able to cast them.

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