Alchemist Extracts

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Extract Level

Level 1 Alchemist Extracts

Spell Name School Spell Level Components Description
Adhesive Spittle Alchemist 1 Spit a tanglefoot bag at a creature.
Adjuring Step Alchemist 1 You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Ant Haul Alchemist 1 Triples carrying capacity of a creature.
Anticipate Peril Alchemist 1 Target gains a bonus on one initiative check.
Blend Alchemist 1 Gain a bonus to Stealth and make checks without cover or concealment. Elf only.
Blurred Movement Alchemist 1 As blur, but only while you are moving.
Body Capacitance Alchemist 1 Store electricity attacks used against you and release the energy as a touch attack.
Bomber's Eye Alchemist 1 Increases thrown weapon range; +1 attack.
Bouncy Body Alchemist 1 The target's flesh becomes flexible and rubbery.
Comprehend Languages Alchemist 1 You understand all spoken and written languages.
Crafter's Fortune Alchemist 1 Subject gains +5 on next Craft check.
Cure Light Wounds Alchemist 1 Cures 1d8 damage + 1/lvl (max +5).
Detect Metal Alchemist 1 You detect any metal objects or creatures within a 60-foot cone.
Detect Secret Doors Alchemist 1 Reveals hidden doors within 60 ft.
Detect Undead Alchemist 1 Reveals undead within 60 ft.
Disguise Self Alchemist 1 Changes your appearance.
Endure Elements Alchemist 1 Exist comfortably in hot or cold regions.
Enlarge Person Alchemist 1 Humanoid creature doubles in size.
Expeditious Retreat Alchemist 1 Your base speed increases by 30 ft.
Firebelly Alchemist 1 A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies).
Heightened Awareness Alchemist 1 Your recall and ability to process information improve.
Identify Alchemist 1 Gives +10 bonus to identify magic items.
Illusion of Calm Alchemist 1 You appear to be standing still, even when you take some actions.
Invisibility Alarm Alchemist 1 As alarm, but reacting only to invisible creatures.
Jump Alchemist 1 Subject gets bonus on Acrobatics checks.
Keen Senses Alchemist 1 Gain +2 Perception and low-light vision.
Linebreaker Alchemist 1 Gain +20 foot bonus to speed when charging and a +2 bonus to bull rush or overrun.
Long Arm Alchemist 1 Your arms lengthen, giving you extra reach.
Longshot Alchemist 1 Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Monkey Fish Alchemist 1 Gain a climb speed and a swim speed of 10 ft. for a time.
Negate Aroma Alchemist 1 Subject cannot be tracked by scent.
Phantom Blood Alchemist 1 Gain temporary hp if Con loss would knock you out or kill you.
Polypurpose Panacea Alchemist 1 Gain a relaxing or entertaining effect.
Recharge Innate Magic Alchemist 1 Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
Reduce Person Alchemist 1 Humanoid creature halves in size.
See Alignment Alchemist 1 Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Shield Alchemist 1 Invisible disc gives +4 to AC, blocks magic missiles.
Shock Shield Alchemist 1 A shield of force protects you until you dismiss it in an explosion of electricity.
Stone Fist Alchemist 1 Your unarmed strikes are lethal.
Targeted Bomb Admixture Alchemist 1 Empowers bombs you throw to deal more damage to a single creature.
Touch of the Sea Alchemist 1 Swim speed becomes 30 ft.
True Strike Alchemist 1 +20 on your next attack roll.
Vocal Alteration Alchemist 1 Disguise target's voice.
Youthful Appearance Alchemist 1 Target appears younger.

Level 2 Alchemist Extracts

Spell Name School Spell Level Components Description
Ablative Barrier Alchemist 2 Surrounds the target with layers of force.
Acute Senses Alchemist 2 Subject gains a bonus on Perception checks.
Adhesive Blood Alchemist 2 Attackers' weapons stick to your gluey blood.
Aid Alchemist 2 +1 on attack rolls and saves against fear, 1d8 temporary hp +1/lvl (max +10).
Air Step Alchemist 2 Tread unsteadily on air, with limitations.
Alchemical Allocation Alchemist 2 Gain potion's benefits without consuming it.
Alter Self Alchemist 2 Assume form of a Small or Medium humanoid.
Animal Aspect Alchemist 2 You gain some of the beneficial qualities of an animal.
Ant Haul, Communal Alchemist 2 As ant haul, but you may divide the duration among creatures touched.
Barksin Alchemist 2 Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance Alchemist 2 Subject gains +4 to Con for 1 min/lvl.
Bestow Weapon Proficiency Alchemist 2 Grants a creature proficiency in a single weapon for short period of time.
Blistering Invective Alchemist 2 Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Blood Armor Alchemist 2 Your blood hardens when you are wounded, increasing your AC.
Blood Blaze Alchemist 2 Aura that makes injured creatures spray burning blood.
Blood Transcription Alchemist 2 Learn a spell from the target's blood.
Blur Alchemist 2 Attacks miss subject 20% of the time.
Bull's Strength Alchemist 2 Subject gains +4 to Str for 1 min/lvl.
Catatonia Alchemist 2 Make a willing target appear to be dead.
Cat's Grace Alchemist 2 Subject gains +4 to Dex for 1 min/lvl.
Certain Grip Alchemist 2 You gain a +4 competence bonus on Acrobatics, Might, and Movement checks to climb and to your Maneuver Defense.
Cure Moderate Wounds Alchemist 2 Cures 2d8 damage + 1/lvl (max +10).
Darkvision Alchemist 2 See 60 ft. in total darkness.
Deathwine Alchemist 2 Turn potion into temporary pool of necromatic energy.
Defensive Shock Alchemist 2 Electricity damages your attackers.
Delay Disease Alchemist 2 DF Gain immunity to disease for 24h.
Delay Poison Alchemist 2 Stops poison from harming target for 1 hour/lvl.
Detect Thoughts Alchemist 2 Allows "listening" to surface thoughts.
Eagle's Splendor Alchemist 2 Subject gains +4 to Cha for 1 min/lvl.
Elemental Touch Alchemist 2 Gain energy damage touch attack.
Empower Holy Water Alchemist 2 You empower a vial of holy water to deal additional damage to undead creatures.
Enshroud Thoughts Alchemist 2 You are warded against the mental prying of others.
Extreme Flexibility Alchemist 2 Gain a bonus to AC, on Escape Artist checks, and when grappling.
False Life Alchemist 2 Gain 1d10 temporary hp + 1/lvl (max +10).
Fiery Runes Alchemist 2 You charge a weapon with a magic rune of fire.
Fire Breath Alchemist 2 Exhale a cone of flame at will.
Fire Sneeze Alchemist 2 Launch flaming, forceful loogies at your enemies.
Focused Scrutiny Alchemist 2 Gain skill bonuses when interacting with the target.
Fox's Cunning Alchemist 2 Subject gains +4 to Int for 1 min/lvl.
Ghostly Disguise Alchemist 2 You look like a ghost of yourself.
Heroic Fortune Alchemist 2 M The target gains 1 temporary hero point.
Investigative Mind Alchemist 2 Roll twice and take the higher roll when using certain mental skills.
Invisibility Alchemist 2 Subject is invisible for 1 min/lvl or until it attacks.
Ironskin Alchemist 2 DF/M Your skin hardens and takes on the color and texture of rough iron.
Kinetic Reverberation Alchemist 2 Channels the force of an enemy's attack back into its weapon.
Levitate Alchemist 2 Subject moves up and down at your direction.
Merge with Familiar Alchemist 2 Your familiar merges harmlessly into your body.
Minor Dream Alchemist 2 As dream but messenger is you or a gnome, and the message cannot be longer than 20 words.
Owl's Wisdom Alchemist 2 Subject gains +4 to Wis for 1 min/lvl.
Perceive Cues Alchemist 2 +5 Perception and Sense Motive 10 min/lvl.
Protection from Arrows Alchemist 2 Subject gains DR 10/magic against ranged attacks.
Resist Energy Alchemist 2 Ignores first 10 (or more) points of damage per attack from specified energy type.
Restoration, Lesser Alchemist 2 Dispels magical ability penalty or repairs 1d4 ability damage.
Scale Spikes Alchemist 2 DF/M When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes.
See Invisibility Alchemist 2 Reveals invisible creatures or objects.
Shadow Bomb Admixture Alchemist 2 Empowers bombs you throw to cover the target with a shadowy substance that grants it concealment and limits its vision.
Skinsend Alchemist 2 Animate and possess your own skin as if it were a separate creature.
Spider Climb Alchemist 2 Grants ability to walk on walls and ceilings.
Squeeze Alchemist 2 The target becomes flexible regardless of its actual size and mass. It can move through areas at least half its size with no penalty for squeezing. Vishkanyas only.
Tattoo Potion Alchemist 2 M Turn a potion into a spell tattoo.
Touch Injection Alchemist 2 You can deliver an infusion, elixir, poison, or potion as a touch attack.
Transmute Potion to Poison Alchemist 2 Spit poison onto weapon after drinking potion.
Undetectable Alignment Alchemist 2 Conceals alignment for 24 hours.
Vine Strike Alchemist 2 Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target.
Vomit Swarm Alchemist 2 Produces a spider swarm that fights for you.
Waters of Maddening Alchemist 2 M Create a more potent unholy water.

Level 3 Alchemist Extracts

Spell Name School Spell Level Components Description
Absorb Toxicity Alchemist 3 You become immune to diseases and toxins, absorb one, and then spread it to others.
Absorbing Touch Alchemist 3 Caster absorbs an item for 1 day/lvl.
Adjustable Disguise Alchemist 3 As disguise self, but you can change the disguise as a swift action.
Age Resistance, Lesser Alchemist 3 Ignore penalties from middle age.
Air Breathing Alchemist 3 The transmuted creatures can breathe air freely.
Amplify Elixir Alchemist 3 Empowers or extends the effects of any potion or elixir.
Anchored Step Alchemist 3 Vines beneath your feet stabilize you but slow you down.
Animal Aspect, Greater Alchemist 3 As animal aspect, but you gain two animal qualities.
Arcane Sight Alchemist 3 Magical auras become visible to you.
Aura Sight Alchemist 3 Alignment auras become visible to you.
Battle Trance Alchemist 3 Gain ferocity monster special ability, temporary hit points, and a morale bonus against mind-affecting effects.
Beast Shape I Alchemist 3 You take the form and some of the powers of a Small or Medium animal.
Blood Scent Alchemist 3 Gain scent ability against injured creatures.
Blood Sentinel Alchemist 3 Bond an animal to you as if were a Familiar.
Bloodhound Alchemist 3 Enhances sense of smell and grants the caster the scent special ability.
Burrow Alchemist 3 Target gains a burrow speed of 15.
Burst of Speed Alchemist 3 You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Countless Eyes Alchemist 3 Extra eyes give all-around vision.
Cure Serious Wounds Alchemist 3 Cures 3d8 damage + 1/lvl (max +15).
Darkvision, Communal Alchemist 3 As darkvision, but you may divide the duration among creatures touched.
Delay Poison, Communal Alchemist 3 As delay poison, but you may divide the duration among creatures touched.
Disable Construct Alchemist 3 Touch attack makes a construct helpless for 1 rnd/lvl.
Displacement Alchemist 3 Attacks miss subject 50% of the time.
Draconic Reservoir Alchemist 3 Subject can absorb energy damage and enhance melee attacks with it.
Elemental Aura Alchemist 3 Creates and aura of energy around you.
Endure Elements, Communal Alchemist 3 As endure elements, but you may divide the duration among creatures touched.
Eruptive Postules Alchemist 3 Acid boils burst when you are attacked.
Fire Trail Alchemist 3 Trail of flame that follows your movements and deal 1d6+1 per CL (max +10).
Fly Alchemist 3 Subject flies at speed of 60 ft.
Gaseous Form Alchemist 3 Subject becomes insubstantial and can fly slowly.
Haste Alchemist 3 One creature/lvl moves faster, +1 on attack rolls, AC, and Reflex saves.
Heroism Alchemist 3 Gives +2 bonus on attack rolls, saves, skill checks.
Lightning Lash Bomb Admixture Alchemist 3 Empowers bombs you throw with a ward that deals lightning damage each time those damaged by the bomb move more than 5 feet.
Marionette Possession Alchemist 3 As magic jar, but limited to line of sight.
Monstrous Physique I Alchemist 3 Take the form and some of the powers of a Small or Medium monstrous humanoid.
Nauseating Trail Alchemist 3 Creature leaves a trail of stinking cloud squares.
Nondetection Alchemist 3 M Hides subject from divination, scrying.
Orchid's Drop Alchemist 3 M Heal 2d10 points of damage when you drink a mutagen, gain +2 bonus on saves.
Prehensile Pilfer Alchemist 3 Use tail to make a dirty trick or steal combat maneuver as a swift action when making full-attack action.
Protection from Arrows, Communal Alchemist 3 As protection from arrows, but you may divide the duration among creatures touched.
Protection from Energy Alchemist 3 Absorbs 12 points/lvl of damage from one kind of energy.
Rage Alchemist 3 Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Remove Blindness/Deafness Alchemist 3 Cures normal or magical blindness or deafness.
Remove Curse Alchemist 3 Frees object or person from curse.
Remove Disease Alchemist 3 Cures all diseases affecting subject.
Resinous Skin Alchemist 3 You gain DR 5/piercing and +4 to Maneuver Defense against disarm attempts.
Resist Energy, Communal Alchemist 3 As resist energy, but you may divide the duration among creatures touched.
Seek Thoughts Alchemist 3 Detects thinking creatures' thoughts.
Spider Climb, Communal Alchemist 3 As spider climb, but you may divide the duration among creatures touched.
Thorn Body Alchemist 3 Those attacking you take 1d6+1 damage/lvl.
Tongues Alchemist 3 Speak and understand any language.
Undead Anatomy I Alchemist 3 Take the form and some of the powers of a Small or Medium undead.
Water Breathing Alchemist 3 Subjects can breathe underwater.

Level 4 Alchemist Extracts

Spell Name School Spell Level Components Description
Absorbing Inhalation Alchemist 4 Inhale a gas removing it from the area without harm and use it as a breath weapon.
Adjustable Polymorph Alchemist 4 As alter self, but you can change the shape as a swift action.
Age Resistance Alchemist 4 Ignore penalties from old age.
Air Walk Alchemist 4 Subject treads on air as if solid (climb or descend at 45-degree angle).
Arcane Eye Alchemist 4 Invisible floating eye moves 30 ft./round.
Beast Shape II Alchemist 4 You take the form and some of the powers of a Tiny or Large animal.
Caustic Blood Alchemist 4 Any time you take piercing or slashing damage, a spray of acidic blood spurts from your body in a 10-foot line, in the direction of the opponent who inflicted the wound, dealing 1d6 points of acid damage per caster level (maximum 15d6, Reflex half). This damages the first creature or object it touches, with no splash damage.
Cure Critical Wounds Alchemist 4 Cures 4d8 damage + 1/lvl (max +20).
Darkvision, Greater Alchemist 4 See 120 ft. in total darkness.
Death Ward Alchemist 4 Grants bonuses against death spells and negative energy.
Detonate Alchemist 4 M Inflicts 1d8/lvl energy damage to all creatures within 15 ft.
Discern Lies Alchemist 4 Reveals deliberate falsehoods.
Dragon's Breath Alchemist 4 Gives you a dragon's breath weapon.
Duplicate Familiar Alchemist 4 You create a duplicate of a familiar.
Earth Glide Alchemist 4 Gain the ability to pass through stone, dirt and earth.
Echolocation Alchemist 4 Sonic sense gives you blindsight 40 ft.
Elemental Body I Alchemist 4 Turns you into a Small elemental.
Enchantment Foil Alchemist 4 Trick opponents who try to cast enchantments on you.
Eyes of the Void Alchemist 4 See 60 ft. in darkness, including magical darkness.
False Life, Greater Alchemist 4 Gain 2d10 temporary hp + 1/lvl.
Fire Shield Alchemist 4 Creatures attacking you take fire damage; you're protected from heat or cold.
Fluid Form Alchemist 4 Gain DR 10/slashing, increases reach 10 ft., and breathe water.
Freedom of Movement Alchemist 4 Subject moves normally despite impediments to movement.
Healing Warmth Alchemist 4 As protection from energy, but can spend 12 points of energy absorption to heal 1d8.
Invisibility, Greater Alchemist 4 As invisibility, but subject can attack and stay invisible.
Miasmatic Form Alchemist 4 M As gaseous form except your turn into a stinking or poison cloud.
Monstrous Physique II Alchemist 4 Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Mutagenic Touch Alchemist 4 You can pass a weaker version of your mutagen to another creature.
Neutralize Poison Alchemist 4 Immunizes subject against poison, detoxifies venom in or on subject.
Persistent Vigor Alchemist 4 Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Restoration Alchemist 4 M Restores level and ability score drains.
Rubberskin Alchemist 4 Bludgeoning and falling damage you take is converted into nonlethal damage.
Scale Spikes, Greater Alchemist 4 DF/M As scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass damage reduction aside from magic.
Scorching Ash Form Alchemist 4 M As gaseous form, except you become a swirl of ash.
Spell Immunity Alchemist 4 Subject is immune to one spell per 4 levels.
Stoneskin Alchemist 4 Grants DR 10/adamantine.
Tongues, Communal Alchemist 4 As tongues, but you may divide the duration among creatures touched.
Touch of Slime Alchemist 4 Touch infests a target with green slime.
Unbearable Brightness Alchemist 4 Your glowing body dazzles or blinds others.
Universal Formula Alchemist 4 M Acts as any extract 3rd level or lower.
Vermin Shape I Alchemist 4 Take the form and some of the powers of a Small or Medium vermin.
Viper Bomb Admixture Alchemist 4 Empowers bombs you throw to summon poisonous biting vipers that bite those hit or splashed by the bomb.
Vitriolic Mist Alchemist 4 As fire shield, except acid damage.

Level 5 Alchemist Extracts

Spell Name School Spell Level Components Description
Age Resistance, Greater Alchemist 5 Ignore any penalties from venerable age.
Air Walk, Communal Alchemist 5 As air walk, but you may divide the duration among creatures touched.
Ancestral Memory Alchemist 5 Gain insight into current situation.
Beast Shape III Alchemist 5 You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Contact Other Plane Alchemist 5 Lets you ask question of extraplanar entity.
Delayed Consumption Alchemist 5 Extract doesn't come into effect until you want it to.
Dream Alchemist 5 Sends message to anyone sleeping.
Dust Form Alchemist 5 You become an incorporeal creature of dust for a short period of time.
Elemental Body II Alchemist 5 Turns you into a Medium elemental.
Elude Time Alchemist 5 M Puts you in temporary suspended animation.
Half-blood Extraction Alchemist 5 M/DF Transform an half-orc into a full-blooded orc.
Languid Bomb Admixture Alchemist 5 Empowers bombs you throw to cause fatigue in those directly hit or splashed by the bomb.
Magic Jar Alchemist 5 F Enables possession of another creature.
Monstrous Physique III Alchemist 5 Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
Nightmare Alchemist 5 Sends vision dealing 1d10 damage, fatigue.
Overland Flight Alchemist 5 You fly at a speed of 40 ft. and can hustle over long distances.
Planar Adaptation Alchemist 5 Resist harmful effects of one plane.
Plant Shape I Alchemist 5 Turns you into a Small or Medium plant.
Polymorph Alchemist 5 Gives one willing subject a new form.
Resurgent Transformation Alchemist 5 M Gain second wind when close to death.
Sending Alchemist 5 Delivers short message anywhere, instantly.
Spell Resistance Alchemist 5 Subject gains SR 12 + level.
Stoneskin, Communal Alchemist 5 M As stoneskin, but you may divide the duration among creatures touched.
Transplant Visage Alchemist 5 You add or remove a creature's face to or from your own.
Undead Anatomy II Alchemist 5 Take the form and some of the powers of a Tiny or Large undead.
Vermin Shape II Alchemist 5 As vermin shape, but Tiny or Large.

Level 6 Alchemist Extracts

Spell Name School Spell Level Components Description
Analyze Dweomer Alchemist 6 F Reveals magical aspects of subject.
Beast Shape IV Alchemist 6 You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Caging Bomb Admixture Alchemist 6 Your bombs create a cage of force that traps creatures inside the bomb's splash radius.
Elemental Body III Alchemist 6 Turns you into a Large elemental.
Eyebite Alchemist 6 Target becomes panicked, sickened, and comatose.
Form of the Dragon I Alchemist 6 Turns you into a Medium dragon.
Giant Form I Alchemist 6 Turns you into a Large giant.
Heal Alchemist 6 Cures 10 points/lvl damage, all diseases and mental conditions.
Magnetic Field Alchemist 6 You create a spherical magnetic field that surrounds you to a range of 30 feet and follows you for the duration of the spell.
Mislead Alchemist 6 Turns you invisible and creates illusory double.
Monstrous Physique IV Alchemist 6 As monstrous physique III, with more abilities.
Plant Shape II Alchemist 6 Turns you into a Large plant creature.
Shadow Walk Alchemist 6 Step into shadow to travel rapidly.
Sonic Form Alchemist 6 Turn yourself into a creature of semisolid sound.
Statue Alchemist 6 Subject can become a statue at will.
Transformation Alchemist 6 M +4 enhancement bonus to Str, Dex, and Con, +4 natural armor, +5 to Fortitude saves, increased base attack bonus
True Seeing Alchemist 6 M Lets you see all things as they really are.
Twin Form Alchemist 6 Creates controllable duplicate of you.
Undead Anatomy III Alchemist 6 Take the form and some of the powers of a Diminutive or Huge undead.
Walk through Space Alchemist 6 You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Wind Walk Alchemist 6 You and your allies turn vaporous and travel fast.