Alchemists - ROM, 21/Aug/05


Prime Requisite: WIS (13+), also INT 13+.

                    Det  Neutralise     Identify
Level  Experience   Poison   Par Acid   Potion
  1             0  20%  10%  15%   -       5%
  2         1,500  25%  15%  20%   -      10%
  3         3,000  30%  20%  25%  15%     20%
  4         6,000  35%  25%  35%  20%     25%
  5        12,000  45%  35%  40%  25%     35%
  6        25,000  55%  45%  45%  30%     45%
  7        50,000  60%  50%  55%  35%     50%
  8       100,000  65%  55%  65%  40%     60%
  9       150,000  75%  65%  75%  45%     70%
 10       300,000  85%  75%  85%  50%     80%
 11       450,000  95%  85%  95%  55%     85%
 12       600,000 100%  90% 100%  60%     95%
 13       750,000 105%  95% 105%  65%    100%
 14       900,000 110% 100% 110%  70%    105%
 15     1,050,000 115% 105% 115%  75%    110%
 16     1,200,000 120% 110% 120%  80%    115%
 17     1,350,000 125% 115% 125%  85%    120%
 18     1,500,000 130% 120% 130%  90%    125%
 19     1,650,000 135% 125% 135%  95%    130%
 20     1,800,000 140% 130% 140% 100%    135%
         +150,000  +5%  +5%  +5%  +5%     +5%

DMs unhappy with the required experience may use the (AD&D) Technologist experience tables, up to 9th level (225,000), then 225k thereafter.

Preparation of Potions by Level

                  Potions
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  3    1   -   -   -   -   -   -   -   -
  4    2   -   -   -   -   -   -   -   -
  5    2   1   -   -   -   -   -   -   -
  6    2   2   -   -   -   -   -   -   -
  7    3   2   1   -   -   -   -   -   -
  8    4   2   2   -   -   -   -   -   -
  9    4   3   2   1   -   -   -   -   -
 10    5   3   3   2   -   -   -   -   -
 11    5   4   3   2   1   -   -   -   -
 12    6   4   4   2   2   -   -   -   -
 13    6   5   4   3   2   1   -   -   -
 14    7   5   5   3   3   2   -   -   -
 15    7   6   5   4   3   2   1   -   -
 16    8   6   6   4   4   2   2   -   -
 17    8   7   6   5   4   3   2   1   -
 18    9   7   7   5   5   3   2   2   -
 19    9   8   7   6   5   4   3   2   1
 20   10   8   8   6   6   4   3   2   2
                    +1/2

Abilities

+2 save V poison                       1st
+2 save V non-magical paralysis        1st
Detect Poison                          1st
Neutralise Poison                      1st
Neutralise Paralysis                   1st
Identify Potion                        1st
Read Languages                         1st
Prepare poisons                        1st
Prepare drugs                          1st
Prepare antidotes                      1st
Prepare Delusion Potion                1st
Prepare Healing Balm                   1st
Preservation                           1st

Prepare potions                        3rd
Prepare acids                          3rd
Neutralise Acid                        3rd
Create Manikin                         3rd

Prepare Blade Venom                    5th

Prepare Contact Poison                 7th
Read Magic                             7th

Prepare potions from samples           9th

Manufacture alchemical magical items  14th

Create Golem                          15th

Alchemists are human and are Neutral in alignment. Their maximum armour class is 5 and they may only use one-handed weapons (bar magical swords) advancing in fighting skill as clerics. Saving throws are as fighters, and hit dice (and NWP) as clerics, with +1 hit point per level beyond 9th (Name Level). They may use all potions and magical items usable to All. In addition they may use any potion and any item, bar wands and staves, which can summon elementals. They may use the Manual of Golems.

Alchemists spend their time not making potions studying and meditating, and their combat skills come from their (frequently hidden) aim to achieve the secrets of spiritual perfection, through understanding the elements that make up the world. The reason for their avoidance of swords has probably to do with their ritual significance, as is their maximum AC as they need to remain 'open to the world', and their required alignment of Neutral to do with seeking an inner balance between Law and Chaos. DMs might allow non-human alchemists, but the alchemical path is not really appropriate to long-lived races, however see "Magic-users as Alchemists".

Anyone who becomes an alchemist could probably have become a magic-user or a cleric instead, and though they may initially just be drawn to the practice of making potions, they will often become drawn to the mystical side over time. Some alchemists are solitary, their only companions being an occasional single apprentice, and any manikins they may create. Some alchemists are part of an organisation, or provide services to one, but even then they may prefer to be left alone. They often have contacts with locals such as the Guard and the Thieves Guild, who generally try and ensure alchemists are not bothered, as they are so useful. Some alchemists are adventurers, at least at some point during their careers, or have a lot to do with adventurers. Low charisma alchemists often have an associate (or a manikin) who handles contact with those seeking their services.

If an alchemist reaches 17th-18th level they may become distanced from the world (player option), as they will be very close to achieving spiritual perfection, and many start pondering the ultimate secrets of the Philosophers Stone, and seeking the Water of Life needed to make one. Before reaching 21st level many alchemists will 'be complete', and will disappear mysteriously (but in an ordered, peaceful, fashion) a while latter. Some, for example those with WIS 17+, may stay around for a while, if they perceive a need for themselves. Some adventuring alchemists never come close to perfection, as they are in search of other things. In this case DMs might need to consider 10th level potions, which is probably most applicable to Manikin Creation.

Please note that this is a re-write of "A New D&D Character Class: The Alchemist", by Jon Pickens, published in Dragon #2, August 1976. This re-write drops the level names, drops the psionics ability note, drops notes on some new magic-items for Alchemists, and also drops a variant set of poison rules.

The reasons for the re-write vary, but came out of play-testing, and include objections to "Giant Strength" as a 1st level potion (all Giant Strength), a desire for some far more general Homonculi Creation rules (renamed "Manikin Creation"), a desire for greater than 6th level potions, and a desire to build on a basically very interesting set of rules. In some respects these rules helped inspire the "Technologist" character class, started in the mid-1970s, and still being tinkered with.

Potions

     1st
 1 Healing
 2 Block Pain
 3 Purification Powder
 4 Sleep
 5 Block Sense
 6 Animal Control
 7 Slow Fall
 8 Water Breathing
 9 Infravision
10 Mnemonic
11 Speed
12 Dust of Sneezing
13 Flash Pellets
14 Tanglefoot Pills
15 Contraceptive
16 Sustenance
17 Preservation Fluid

     2nd
 1 Extra-Healing
 2 Neutralise Drug
 3 Remove Infection
 4 Wake
 5 Protection/Sleep
 6 Plant Control
 7 Levitation
 8 Strength
 9 Dexterity
10 See Invisible
11 Weakness
12 Dust of Paralysis
13 Dust of Sleep
14 ESP
15 Dust of Appearance
16 Extra-Sustenance
17 Preserver

     3rd
 1 Super-Healing
 2 Neutralise Paralysis
 3 Immunity/Drug
 4 Remove Exhaustion
 5 Resistance
 6 Human Control
 7 Fly
 8 Prevent Ageing
 9 Youthful Appearance
10 Youthful Metabolism
11 Heroism
12 See Ethereal
13 Giant Strength
14 Concentrate
15 Indefinite
16 Dust of Sneezing and Choking
17 Dust of Death
18 Clairvoyance/audience
19 Oil of Enchantment
20 Growth
21 Diminution
22 Invisibility
23 Block Mind Link
24 Preserve Spirit

     4th
 1 Total Healing
 2 Neutralise Poison
 3 Cure Disease
 4 Immunity/Paralysis
 5 Immunity/Lycanthropy
 6 Undead Control
 7 Quick Fly
 8 Resist Ageing
 9 Youthen
10 Giant Control
11 Superheroism
12 Manikin Creation I
13 Intensifier I
14 Dust of Invisibility
15 Invulnerability
16 Telepathy
17 Shield
18 Dimension Door
19 Polymorph (Fixed)
20 Anti Shock
21 Delayed Preserve Spirit

     5th
 1 Minor Regeneration
 2 Cloning Culture
 3 Immunity/Poison
 4 Immunity/Disease
 5 Ointment of Soothing
 6 Dragon Control
 7 Fast Fly
 8 Protection/Ageing
 9 Gaseous Form
10 Manikin Creation II
11 Intensifier II
12 Dust of Disappearance
13 Body Weaponry
14 General ESP
15 Mental Block
16 X-ray Vision
17 Polymorph

     6th
 1 Regeneration
 2 Resurection
 3 Longevity
 4 Stone-Flesh
 5 Cure Addiction
 6 3 Day Poison
 7 Ecstasy Drug
 8 Demon/Devil Control
 9 Oil of Etherealness
10 Manikin Creation III
11 Manikin Improvement I
12 Permanent
13 Neutralise
14 Mind Damp
15 Teleportation
16 Greater Polymorph
17 Shapeshift (Fixed)
18 Phase

     7th
 1 Major Regeneration
 2 Body Regeneration
 3 Delay Ageing
 4 Immunity/Polymorph
 5 Cure Insanity
 6 7 Day Poison
 7 Mimic
 8 Mind Lock
 9 Etherealness
10 Manikin Creation IV
11 Manikin Improvement II
12 Mixer I
13 Shapeshift (3)

     8th
 1 Vampirism
 2 Full Resurection
 3 Reverse Ageing
 4 Immunity/Petrification
 5 Restoration
 6 9 Day Poison
 7 Doppleganger
 8 Mind Mask
 9 Astral Form
10 Manikin Creation V
11 Manikin Improvement III
12 Mixer II
13 Shapeshift (5)

     9th
 1 Lichehood
 2 Reincarnation
 3 Youth/Maturity
 4 Philosophers Stone
 5 Immunity/Level Drain
 6 Dispossess
 7 13 Day Poison
 8 Doppleganger Creator
 9 Mind Split
10 Plane Walk
11 Manikin Creation VI
12 Manikin Improvement IV
13 Mixer III
14 Shapeshift (7)


Explanation of Abilities

Various of the abilities have a percentage chance of success, which on the tables goes up beyond 95%. If this is the case after any modifiers which reduce the chance of success (say a -25% very nasty poison), then every +5% beyond 95% only counts as +1%, and 99% is the limit whatever. For example at 17th Level have a 115% chance of Neutralise Poison, giving a 95%+(20%/5) for a 99% chance, or with a -10% poison 95%+(10%/5) for a 97% chance. Use of a workshop will give +15%, and extended analysis in a workshop (up to a day's work) a total of +25%, without any specific materials being used which would have a cost.

+2 save V poison: is against any form of poison. DMs may choose to treat this as Poison Resistance, giving -1 per dice of damage, against that sort of poison, and/or -30% duration, as poison's effects are thrown off more quickly.

+2 save V non-magical paralysis: is against only non-magical paralysis, typically a natural animal venom or a synthetic paralytic. DMs may choose to treat this as Paralysis Resistance, giving -1 per dice of damage, against that sort of paralytic, and/or -30% duration, as the paralytic effect is thrown off more quickly.

Detect Poison: may tell by examination whether or not an item or creature is poisonous, or whether a creature has been poisoned.
Level: 1st.

Neutralise Poison: may eliminate up to twice the Alchemist's own level in poison level (or dice). Usable once per creature per time poisoned, has no effect if the creature is already dead.
Level: 1st.

Neutralise Paralysis: cancels the effect of paralysis caused by creatures of hit dice up to twice the Alchemist's level (or treat as Neutralise Poison ability if this is more appropriate). It will not work on magical paralysis (e.g. caused by wands, staves, swords or spells).
Level: 1st.

Identify Potion: allows the near instant correct identification of potions, and other alchemical substances such as acids and drugs. If fail to identify a potion of Delusion re-check to see if it is identified incorrectly. Identification does not cost anything, but if a workshop is used then an alchemist frequently charges 5-10% of the standard potion price.
Level: 1st.

Read Languages: 80% chance (or DM choice 10%/level), one attempt per week per item.
Level: 1st.

Prepare poisons: at a cost of 50gp and one day per level, in an alchemical workshop. Strength level/dice may be up to equal to the Alchemist's level (optional limit 9th level/9 dice). A paralytic of equal strength may be made in a similar way. At 5th level poisons (or paralytics) may be made as if -2 levels, but be concentrated or in powder or pill form. If poison is being made at the same time as potions, it uses up half a first level potion making capability; round fractions down. Note the general attitude to poison and poisoners. A common price for minor poisons up to 3rd level/3 dice is 100gp per level, standard (above 3rd level) 200gp per level, and major (above 5th) at least 500gp per level; paralytics similar. Many alchemists are unwilling to sell poisons (or even paralytics) to anyone, particularly after they are well established.
Level: 1st.

Prepare drugs: at a cost of 100gp and one day per level, in an alchemical workshop. Brewing is of a stupefying drug of level affecting up to the Alchemist's level of creature (i.e. 9HD if 9th level); save V poison at -2 and if fail become unconscious for 4 hours minimum, then make constitution/resurection survival chance to wake, if fail re-check every hour. If a natural 1 is rolled for the saving throw, then the DM may rule that the creature is allergic to this particular drug, and must make a system shock survival roll or die, or in any case be unconscious probably for several days (15-CON, minimum one). A single dose of drug might effect several creatures if it is powerful enough, for example a 9 dice drug in an orcish cooking pot might effect up to nine 1HD orcs. At 5th level drugs may be made as if -2 levels, but be concentrated or in powder or pill form. If drug is being made at the same time as potions, it uses up half a first level potion making capability; round fractions down. DMs may wish to introduce addiction rules for various varieties of drug, if this suits their campaign. A common price for drugs is 150gp per level, and alchemists are typically far more willing to sell these than poisons.
Level: 1st.

Prepare antidotes: is possible for a wide range of poisons, paralytics and drugs. There are known antidotes for almost all, and even the more difficult ones can be made simply, at a cost of 50gp and one day per level, in an alchemical workshop, and have a common price of 100gp per level. If the more difficult antidotes are being made at the same time as potions, they use up half a first level potion making capability; round fractions down. An alchemical workshop will have materials on the shelves which can be immediately used as antidotes for a wide range of poisons, paralytics and drugs, so most alchemists will have a ready antidote. For the most drastic poisons, see the various 'Neutralise' potions, and for non-poison substances, which are not even the equivalent of a 1st level potion, but which the DM rules can not be easily countered, a variant of Neutralise Drug will do. As a rule some unusual materials, such as an uncommon, powerful, plant or animal poison or venom, will have to be used as a poison, so that anything but an 'off the shelf' antidote is required. The most drastic poisons, such as the alchemical synthetics, will need a 'Neutralise' potion. There are some incredibly rare poisons where none of the normal antidote procedures will work, such as 3 Day Poison and Ecstasy Drug, but alchemists may not ever encounter these, even in a long lifetime.
Level: 1st.

Prepare Delusion Potion: at a cost of 50gp and 3 days, in an alchemical workshop. If an attempt is made to make this in an improvised workshop, or even a common kitchen, the DM should require a roll, based on the "Exceeding Preparation Limits" chance, and modified by how much care is taken. A common price for Delusion Potions (admitting what they are) is 250gp.
Level: 1st.

Prepare Healing Balm: at a cost of 100gp and 3 days, in an alchemical workshop, producing a batch of ten. If an attempt is made to make this in an improvised workshop, or even a common kitchen, the DM should require a roll, based on the "Exceeding Preparation Limits" chance, and modified by how much care is taken (taking a full week to make a batch helps a lot, as does doubling the cost; each of these halves the chance of failure). For example, given INT 13 and WIS 13 the 'push' chance is 60%, a 40% failure chance, so taking a full week at 200gp cost would give only a (40%/2/2) 10% failure chance. This is how some apprentice alchemists make enough money to be able to set up their own workshop. There are a number of varieties of balm, but all work by being rubbed onto wounds, have a mild antiseptic effect, wont work if other healing (potions, spells, regeneration, etc.) has already been used for this wound (i.e. have received any healing since this wound was taken), and stop all but the most major varieties of further bleeding; DMs may rule balm is ineffective in halting bleeding on otherwise untreated large wounds (10+ HP), and works best on small wounds, like scratches. All will only affect the wound they have been applied to, which can lead to the 'slap it on all over', using several portions of balm, approach to healing. One variety heals at one hit point per turn (minute), for a maximum of three hit points; assume this is the default (if it is separately named, it might be called Gradual Healing Balm). A second just immediately heals one hit point (Instant Healing Balm). A third heals at one hit point per turn (ten minutes), but does not have a maximum (Constant Healing Balm). A fourth heals 1D4 hit points at one hit point per turn if it is fresh (up to a week old), 1D3 hit points if it is up to three months old, and there after 1D2 hit points (Perishable Healing Balm). A fifth causes normal healing to be five time faster, for a day, but if no other healing is used an application may be used per day (Slow Healing Balm). Which variety an alchemist makes may depend on the ingredients they can obtain, and they might not be trained in the making of all these varieties (DM decision). DMs may allow a single balm to be smeared thinly across multiple wounds, but in this case it wont help stop bleeding, though it will heal the whole body rather than just one wound. Balm is often sold in a tray of ten wax-sealed, little, flat, pots, one application per pot. It may optionally be distinctively coloured, for example pink, and typically smells of medicinal herbs. If balm is being made at the same time as potions, it uses up half a first level potion making capability; round fractions down. It is believed that the first rules for Healing Balm were devised by Mark C Thomas, at LSU CWGS. A common price for Healing Balm is 50gp each, 500gp for a batch of ten. Weight 0.5gp per pot, hence 50gp for a batch of ten.
Level: 1st.

Preservation: allows living tissue, particularly blood, to be kept indefinitely. This costs 50gp and can be done in minutes, but requires access to an alchemical workshop. The actual process involves use of one of a number of powerful, unpleasant smelling, and even worse tasting, fluids, which are frequently quite poisonous, or on occasion salty or sickly sweet. Preserved material, which can include things like clone samples, any parts of creatures whether plant, animal, fungus or otherwise, is not actually alive, but for alchemical (and most magical) purposes, it will remain 'fresh', or as fresh as it was when initially preserved. This material will not decay, 'go off', and almost any animal will not even consider it as food, though it will still dry out, unless protected, for example with a varnish. A very careful process costing 50gp, taking hours, and involving lots of purified water, secret alchemical substances (for example, based on urea), in an alchemical workshop, makes preserved material ready to use, or a 2nd level potion, Neutralise Preservation, can be used; alternatively, Neutralise Poison effects also neutralise Preservation. At 7th level, using a Preserver potion, at an additional cost of 250gp (plus the cost of flasks), taking 3 weeks, using up a third level potion making capability, five flasks or vials may be made lined with a substance which will preserve tissue placed in them, and prevent it drying out, indefinitely, called Preservation Flasks. At 9th level, using a Preserver potion, at an additional cost of 500gp (plus the cost of flasks), taking 6 weeks, using up a fourth level potion making capability, five similar flasks or vials may made, which are however reusable, called Reusable Preservation Flasks. At 9th level, using a Preserver potion, at an additional cost of 500gp (plus the cost of the sack), taking 6 weeks, using up a fourth level potion making capability, a waxed bag or sack may be made which is lined with a substance which will preserve a single body placed in it, and prevent it drying out, indefinitely; this is reusable, and is called a Body Bag. At 11th level, using a Preserve Spirit potion, at an additional cost of 750gp (plus the cost of the sack), taking 9 weeks, using up a fifth level potion making capability, a similar bag or sack may be made which acts as a Preserve Spirit potion, reusable, and is called a Spirit Bag. Note that the sack could be larger, so something like an ogre or other monster could be placed in it (this doesn't increase any costs, bar that of the sack), or parts of several monsters placed in a single sack; for multiple bodies to be preserved in a single sack use multiple potions and pay the full cost for each preservation enchantment. Preservation Flasks are normally sold for 400gp each, though alchemists may give them free to adventurers so 'samples' will be brought back to them fresh. Reusable Preservation Flasks are 1200gp, Body Bags are 6000gp (the size is irrelevant), and Spirit Bags are 9000gp. All these prices assume the alchemist is providing the appropriate preserving potion, and that the cost of the container is not significant. Flasks and Bags are considered to be enchanted magical items.
Level: 1st.

Prepare potions: at a cost of 200gp and 1 week per level, in an alchemical workshop. Research costs for new potions are as magic-user spells. If are 9th level then a sample adds 40% to chance of successful research. Unless the potion lists special material requirements, assume the alchemist can readily obtain any required materials (but DMs may rule otherwise). No roll is needed to make a potion (or in fact drugs, poisons or acid, etc.) in a properly equipped workshop given the required materials; DMs may impose a roll if the Alchemist is more than trivially disturbed (an apprentice is useful to avoid this), usually related to the "Exceeding Preparation Limits" roll. A common price for lower level potions, particularly healing, is 500gp per level, generally including Neutralise Poison and Cure Disease. Above 3rd level potions are priced at least 1000gp per level, and above 5th at least 2000gp per level. Potions which restore life or reverse ageing are typically 10,000gp+, with modifiers upward for the alchemist supplying the required materials; potion prices rarely exceed 25,000gp. However, if DMs wish to extrapolate prices to above 7th being at least 3500gp per level, and and above 9th being 5000gp per level, they may do so. DMs may wish to make the prices of above third level potions (fourth level healing potions) considerably higher, in cash-rich campaigns, for example based on 50% of the price of Technological Devices (i.e. 4th 5k, 5th 15k, 6th 25k, 7th 50k, 8th 150k, 9th 250k, 10th 500k, 11th 1500k, 12th 2500k).
Level: 3rd.

Prepare acids: at a cost of 100gp and one day per level, in an alchemical workshop. Preparation is of acids of 1D6 strength per level of Alchemist (optional limit 9th level/9 dice), quantity produced is one gallon. DMs may allow production of lye, or other caustic or alkali substances, doing similar damage, but neutralising acid. At 7th level acid (or lye) may be made as if -2 levels, but be concentrated or in powder or pill form. Damage from acid (or lye) comes from the full amount being applied (e.g. one gallon), and half the damage takes effect immediately, one-quarter the next round, and one-quarter the round after that; if concentrated all the damage occurs in one round, if applied effectively. Neutralising acid already on someone prevents further damage, but does not remove damage already done (however, see Neutralise Acid ability). Bulk neutralising of acid with lye often produces a dangerous cloud of gas, doing (1-3)D6 damage to all in a 5' radius. If acid is being made at the same time as potions, it uses up a first level potion making capability. Acid is not typically sold by alchemists, but sometimes they sell dilute acid (for example for use in sieges; see DMG "Grenade-like Missiles") which costs them 100gp and one day per two gallons, for a price of 75gp per gallon.
Level: 3rd.

Neutralise Acid: cancels half of acid (or lye) damage. Only effective on living creatures, not on inanimate things.
Level: 3rd.

Create Manikin: involves using a Manikin Creation potion to construct an alchemical homonculus or manikin (the later are free willed). As a base only Manikin Creation I potion, 4th level, as made by a 9th+ level alchemist, may be used, which mainly allows construction of the classical magician's homonculus (see "Homonculous", in the "Monster Manual", etc.), but every two levels gained allows use of +1 Mark of potion; level of potion that an alchemist can make is equal to Mark of manikin that they can make. If a manikin is being made at the same time as potions, it uses up a potion-making capability equal to the Mark of manikin. Making a manikin requires the potion, 1D4 weeks per potion Mark, and at least one pint of blood per ten manikin Hit Points (minimum one pint). Essences, for various special abilities the manikin has, are fractionated from this blood. Alchemy can preserve living flesh, particularly blood, indefinitely, and alchemists of 3rd+ level may provide this means to adventurers, and pay well for interesting 'samples'; see Preservation Fluid, etc. Note that with this variety of homonculus made by the Alchemist character class, rather than the Alchemist NPC expert hireling, all the magic-user needs to provide is the blood, to be there when the homonculus is completed, and to pay for the Manikin Creation potion and the alchemist's time, though much more flexibility in exactly what the homonculus (or free-willed manikin) is capable of is acquired. Note that the manikin creation rules with the Manikin Creation potion explanation can be replaced by the short-form rules, or the full rules, both of which are separate specifications. Typical prices for manikins start at 4000gp, 5000gp is not unknown for a Manikin I, Manikin II starts at 7000gp, III at 15,000gp, IV at 25,000gp, V at 43,000gp, and VI at 54,000gp. This all assumes the alchemist supplies the Manikin Creation potion (of equal Mark to the Mark of manikin required) as part of the price, and there are no really exotic essences required. DMs may wish to base prices on the increased potion prices suggested above (I 6k, II 17k, III 30k, IV 63k, V 182k, VI 304k, VII 600k, VIII 1744k). If an alchemist is interested in the particular manikin design, or this is a good customer, then the starting price is far more likely, if not then the price can be +50%, if they dislike the customer, and are maybe dubious about the morality of the project (e.g. they suspect a free-willed manikin will effectively be a slave under unpleasant circumstances), the price may be +100%. Some alchemists wont make manikins for anyone where they don't receive firm, reliable, assurance that the manikin will be well treated. Some DMs have allowed manikins, generally in the range Mark III to Mark V, to be played as PCs.
Level: 3rd.

Prepare Blade Venom: at a cost of 100gp and 3 days per level, in an alchemical workshop. This is preparation of a special poison to apply to cutting weapons, of strength level/dice up to half the Alchemist's level rounded down (optional limit 9th level/9 dice). One batch is enough for three hits with a weapon or three arrows. A paralysis venom of equal strength may be made in a similar way, hence if 5th 2D6 poison or paralysis venom is possible. Note that venom is effectively already concentrated. If blade venom is being made at the same time as potions, it uses up a second level potion making capability. Alchemists are even more careful about selling this than normal poison, and up to 3rd level/3 dice is priced at 250gp per level, up to 5th 500gp per level, and more than 5th at least 1000gp per level; paralytics similar.
Level: 5th.

Prepare Contact Poison: at a cost of 200gp and 1 week per level, in an alchemical workshop. This is allows preparation of a special poison which works by touch (passes skin or hide but not hard shell or thick scales). The strength is of level/dice up to a quarter of the Alchemist's level rounded down (optional limit 5th level/5 dice). One batch is enough to effectively cover 1 square yard. A paralysis contact venom may be made similarly. Note that contact venom is effectively already concentrated. If contact venom is being made at the same time as potions, it uses up a third level potion making capability. Alchemists almost never sell, or even admit to being able to make, this, but if they do the price is at least 1000gp per level.
Level: 7th.

Read Magic: allows reading of magical writings and hence Scrolls as a Thief of 10th+ level (or with a base 70% chance at 7th level, +5% per level).
Level: 7th.

Prepare potions from samples: up to two batches from one sample may be made. Potions made in this way may not be used to increase research chances. This ability may optionally be disallowed.
Level: 9th.

Manufacture alchemical magical items: allows magical items that the DM rules are alchemical to be made as if the alchemist was a magic-user of three levels less, i.e. initially 11th level. Alternatively 14th and higher level alchemists may use the non-specialist Spell Smith rules at double normal non-specialist enchantment time but half cost. Exactly what magic items an alchemist can make is up to the DM, but protective rings and amulets, particularly for things like poison, fire, and other elemental effects, are most common, as well as items which detect alchemical properties, such as poison. The Preservation ability, above, includes some specialist forms of enchantment, and the Manikin Creation ability, above, could also be considered a sort of enchantment. In addition gain the ability to identify alchemical, and possibly related, magical items, at a base 55%, +5% per level (i.e. (level-3)x5%), possibly modified by INT and WIS.
Level: 14th.

Create Golem: at a cost of 10,000gp and taking one week per ten hit points, in an alchemical workshop. However, a magical tome and the various spells are not required. The basic variety that can be made is the Flesh Golem, standard 40 HP (i.e. 40,000gp and four weeks), but all the required flesh is grown, similar to Manikin Creation III or better, rather than collected from dead humans. Additionally all the sculpting and preparation of a Clay Golem, standard 50 HP, may be done with the assistance of a lawful good cleric capable of the Raise Dead spell, the cleric doing the final animation ritual that makes them the master. DMs may also permit lesser golems to be made of (once) living materials, such as wood. (It may even be possible to make such things as Bread, Cloth or Wax Golems at -2 Level, i.e. only need to be 13th; standard 20 HP.) At +2 Level (i.e. 17th) are capable of Stone Golems, standard 60 HP, and possibly golems of non-living natural materials, such as snow. At +4 Level (i.e. 19th) are capable of Iron Golems, standard 80 HP, and possibly golems made of any material, i.e. non-living manufactured materials, such as acid. Alchemists are capable at no extra cost of making a talisman with a (non-clay) golem, which identifies the wearer (generally the original alchemist, or a magic-user) to a golem as its master. Generally a short spoken ritual is required when the talisman is put on, to make the wearer actually the master of the golem. Otherwise for (non-clay) golems the creating alchemist will be the master.
Level: 15th.

Bonuses

Ability:
 Detect Poison        - INT
 Neutralise Poison    - WIS
 Neutralise Paralysis - WIS
 Neutralise Acid      - WIS
 Identify Potion      - INT
 Read Languages       - INT
 Read Magic           - INT

WIS   NPo  NPa   NAc
 16    +5%  +5%  +5%
 17   +10% +10% +10%
 18   +15% +15% +15%
 19   +20% +20% +20%

 20   +25% +25% +25%
 21   +30% +30% +30%
 22   +35% +35% +35%
 23   +40% +40% +40%
 24   +45% +45% +45%
 25   +50% +50% +50%

 INT   DPo   IP   RL   RM
14-15   +5%  +5%  +5%  +5%
 16    +10% +10% +10% +10%
 17    +15% +15% +15% +15%
 18    +20% +20% +20% +20%
 19    +25% +25% +25% +25%

 20    +30% +30% +30% +30%
 21    +35% +35% +35% +35%
 22    +40% +40% +40% +40%
 23    +45% +45% +45% +45%
 24    +50% +50% +50% +50%
 25    +55% +55% +55% +55%

An Alchemist can take NWP slots in Potion Identification, each of these taken gives a +5% to Identify Potion; as a rule no more than three may be taken at 1st level to give at most a +15% bonus. DMs may allow more specialised NWP slots, such as Healing Potions, Dusts, or Control Potions, which give +10% per slot. It is recommended that no more than two specialised NWP slots which apply in a particular area be allowed to be taken at 1st level, and that the total bonus possible from standard and specialised slots which apply at one time not exceed +35% at 1st level (+5% per extra level).

Similarly a Poison Lore NWP could be taken, which would apply to drugs, poisons or paralytics, and improve the Identify and Neutralise rolls by +5% per slot, maybe with specialisations such as Plant, Animal or Synthetic Poison Lore giving +10% per slot. Alchemical Workings as a NWP might give +10% per slot at Neutralise Acid (and lye), and +5% per slot to Identify potions made by Alchemists (rather than some sort of Enchanter). Again a total bonus limit at 1st level of +35% is recommended, and note that Neutralise Acid (or lye) is not allowed until 3rd level.

Exceeding Preparation Limits

Alchemists may attempt to prepare potions beyond their normal limit at double the normal cost and with only a chance of success. The basic chance is (WIS+INT/2)x3% if they are only one level of experience short of being able to prepare the potion, halved for every level below this and zero if more than three levels below the required level. The number of all potions that can be simultaneously prepared is halved (round down) while making the attempt. For example a 8th level Alchemist with INT 14 and WIS 13 attempts to prepare a Manikin Creation I potion (4th level); this takes 28 days and costs 1600gp with a 60% ((13+14/2)x3%) chance of success, and only two 1st level and one 2nd level potions may be prepared in parallel. If the roll fails by up to 10% the potion may work but be flawed in some way, only determined by use. This is sometimes called "Pushing Your Level", and potions made in this way are described as "pushed". DMs are at liberty to make and record all "push" rolls secretly; a 1% roll may indicate something new and interesting has been learned.

However if a potion can be made at the next level up from the maximum that an Alchemist is capable of, then acting as one level of experience higher enables some aspect of this potion (other than its principle aspect) to be used. For example are 12th level and can therefore (reliably) make a Manikin Creation II+ potion, whereas a Manikin Creation II potion requires 11th level, and a Manikin Creation III 13th. This most obviously applies to Manikin Creation, and would allow, for example, adding the extra special(s), or the Physical Stats, or the Mental Stats, or the Hits and AC and Move. It also applies to Manikin Improvement.

Establishing a Workshop

Setting up a workshop in an area where alchemy is established costs (locally) 1000gp to outfit it and takes 4-8 weeks (3+1D5), the value of a workshop should be at least 1000gp times the highest level potion to be prepared in it, e.g. to prepare 4th level potions 4000gp. They are named after the maximum potion that may be made in them, so an (Alchemical) Workshop III allows up to 3rd level potions. A workshop which is only usable for manikin creation, given ready-prepared Manikin Creation potions, costs 500gp instead of 1000gp, and should be at least 500gp per mark of manikin to be made in it, e.g. to prepare Mark IV manikins (from a Manikin Creation IV potion, level 7th) 2000gp. Other specialist workshops might be possible, such as for poison brewing, or healing work.

A Alchemist must be at least 3rd Level to reliably set up a workshop. DMs might allow a workshop to be set up by a 1st or 2nd level with an (WIS+INT/2)x3% chance. An alchemist is assumed to have all the craft skills needed to set up a workshop, including things like glass working and furnace building, though they will need someone to do the carpentry if benches, cupboards and shelves need to be made.

Workshops contain lots of glassware, typically a high quality alchemical source of light, small furnaces (not suitable for armoury), generally good cooling and heating with venting for fumes, sometimes reinforced areas with loose roofs for dangerous workings, reference material, notebooks, lots of storage space, and almost invariably a stuffed crocodile suspended from the ceiling. A purely manikin creation workshop would have more limited equipment, e.g. growth vats, feeding systems, and blood fractionation equipment. In general, workshops are safe places to move around in, if you don't touch anything.

Alchemists may sell completely equipped alchemical workshops, to other alchemists, or those who wish to buy them, like nobles. Typically no more than a Workshop IV is sold - Workshop I has a typical price of 4000gp, Workshop II 7000gp, Workshop III 8500gp, and Workshop IV 13,000gp. On occasion, compact workshops may be built suitable to go into the back of a large wagon. Though, these should not be used while the wagon is in motion (else broken glass and nasty spills), and some workings, such as those needing to use furnaces, may need to be set up in a covered area outside the wagon, before use. These are usually referred to as "Folding Workshops", and are double cost to establish, being typically priced as standard workshops, with the extra cost added on, e.g. a Folding Workshop II is 9000gp.

Workshop Hire (and maintenance)

A Alchemist may hire out a workshop if it is not in use, local hire fee is about a quarter of the workshop's value (not its price) per week. Workshop maintenance is assumed to be part of the cost of potion preparation.

Magic-users as Alchemists

Magic-users may be allowed to prepare potions in almost all respects as Alchemists of -4 levels, given sufficient study. However, only if at least 8 WIS, and only from 7th Level (i.e. as 3rd Level Alchemist). DMs may restrict this to only Wizards (11th+ Level), on the basis that this is a form of Enchantment. DMs may rule that 'sufficient study' involves at least one month's intensive study of the (reasonably common) non-magical tome "Alchemy for Wizards". DMs may choose to allow Wizards to Identify Potion, as an Alchemist of -4 levels, as well. An Alchemical Workshop will be required, but a Wizard is capable of setting one of these up for themselves.

DMs often rule that there is a 'cap' on the maximum level of Alchemist that a magic-user can act as, and this is generally 10th. However, they are allowed to use the 'Exceeding Preparation Limits' rules, above, so as to act as +3 levels, and hence, very unreliably, reach 13th level, and 6th level potions. DMs might say that Arch Mages (18th+ level magic-users) get an automatic +1 level when they do this sort of 'push'.

Effect of Alchemical Substances

There are two main sort of alchemical substance, those that require a saving throw (generally against poison) or they take (generally immediate) effect, and those that have automatic effect (frequently in dice of damage), possibly with a saving throw for reduced effect. The saving throw may be waived by the person taking it, particularly if they don't think it is harmful...

The simplest kind of poison to DM requires an immediate saving throw against poison or die, immediately on being taken, say as food or drink, breathed in, insinuated through some sort of injury, or absorbed through the skin. The next simplest kind to DM does a given number of dice of damage (D6), again immediately, with a saving throw against poison for half damage.

DMs may optionally wish to give a general delay to standard poisons of 1D4+1 rounds before they take any effect. Paralytics could work similarly.

In general alchemically made poison has a number of dice effect, takes effects immediately, and allows a standard saving throw against poison for half damage. Its great advantage is that it is not obviously poison (until it takes effect), except to an alchemist (or someone else knowledgeable about poisons and potions) who successfully identifies it. Hit points lost to (alchemically made) poison are recovered naturally twice as fast as normal hit points lost; hit points lost to paralytics four times as fast. Some potions are effectively more elaborate kinds of poison.

Variations cause effects such as sleep, weakness, sneezing (possibly followed by choking to death), paralysis, and may have a gradual effect, or a time delay before they effect, and may have a more difficult (or even easier) saving throw. Major variants are much more difficult to neutralise, may have a specific or even unique antidote, or have side effects such as addiction, intense pleasure, or even longevity. Other variants are poisons that are in two parts, harmless unless taken together, and poisons that are harmless as long as a specific antidote is taken regularly.

Generally acid does a given number of dice of damage, immediately, on contact, with a saving throw against poison for half effect, and lye has a similar effect. Both have noticeably unpleasant smells. They also have the effect of being non-regenerable, and if take below zero hit points may leave very nasty scars.

Paralysis takes immediate effect, with a saving throw against poison for no effect. Where paralysis is caused by a creature then the creature's hit dice is taken to be the strength, to tell whether an alchemist can neutralise it. A variation is where paralysis does a given number of dice of damage (D6), again immediately, with a saving throw against poison for half damage. This is a variety of poison damage, which when total hit points remaining reaches zero causes paralysation. DMs might require a system shock survival roll to not die, from say heart failure, after taking massive paralytic damage (say, more than CON or hit points negative, use greater).

Yet another variant is paralytic subdual damage, where become incapable when the total paralytic damage equals hit points, but maybe before this if a roll is made under the percentage of paralytic damage taken. For example, if have 20HP, and take 15HP paralytic damage, then have a 75% chance of becoming incapable. A re-roll against total paralytic damage taken is required, every time take more of it. Those not reduced to zero hit points may recover after a few rounds (say 1D4+1), sufficient to crawl away. In this case paralytic damage is kept track of separately to 'real' damage, but might be relevant if an attempt was being made to subdue, rather than to kill.

Alchemists could almost certainly make more elaborate poisons than are listed as standard, but they do not want to get a reputation as poisoners, due to society's attitude to them, and there is only so much you can learn from poisons. They might be able to research poisons specific to a given person or family, given a sample of their blood, or even race of creatures, or poisons causing effects such as slow mental destruction, but will almost always keep well clear of this sort of thing, and not even hint that it might be possible.

If a poison or other alchemical substances comes into common use, it is likely most alchemists will have a ready antidote to it, for the most drastic ones see the various 'Neutralise' potions, and for non-poison substances which are not even the equivalent of a 1st level potion, but which the DM rules can not be easily countered, a variant of Neutralise Drug will do.

Alchemy and Healing

The obvious way to use alchemy with healing is to just give someone a healing potion of some sort. While this is effective, it can be a very expensive approach, and past a certain point there may be complaints that someone now has more healing potion than blood in their system! Where rapid healing is not absolutely necessary, then using alchemy to assist natural healing, rather than forcing healing to take place, may be more sensible. Using a Remove Infection swab (200gp), rather than a Cure Disease potion (2000gp) may be a good idea, and one of the varieties of Healing Balm (50gp), in particular the one that just speeds up normal healing five times, may be enough.

Sometimes it is desirable to minimise the use of alchemy even more. Healing NWP is one way of doing non-magical healing, in particular in conjunction with Herbalism. Alchemists already have many of the preparatory skills which are part of the Herbalism NWP, so this only cost them one rather than the usual two NWP slots (but, many alchemists don't bother with this skill, preferring to have someone else do the herb gathering). Further, even if they don't have Herbalism, an alchemist, acting as an apothecary, given access to an alchemical workshop or other source of alchemical materials, can supply non-magical potions, poultices, powders, balms, salves, ointments, infusions and plasters. These will rarely cost more than 5gp, 10gp at most, for the materials (typically priced at 7.5gp, 15gp at most), and will substitute for a user of Healing NWP also having Herbalism.

Where the Healing NWP is used for the diagnosis of disease, and it is desired to gain the bonuses for also using Herbalism, while instead using alchemical materials, it would have to be the alchemist that had the Healing NWP (which would cost them two NWP slots), so they do the diagnosis, rather than them just providing healing supplies to someone else. Typically such 'healing alchemists' are quite uncommon, as the study of alchemy is quite complex enough, without adding an interest in applied healing.

Note that alchemists have a number of abilities that can be used for healing, in particular their Detect Poison, Neutralise Poison, Neutralise Paralysis, and Neutralise Acid abilities. If these are combined with a healer who can detect disease, and maybe a magic-user who can detect curses, most things can be treated. Though, typically there is little that can be done for mental illness (bar Cure Insanity potion, 14,000gp (12,000gp for a specific insanity)), or hereditary conditions (bar Reincarnation potion, 18,000gp (optionally 27,000gp)), though if it is an age-related problem, Longevity potion (10,000gp) might help.

Explanation of Potions

Potions are assumed to have an effect lasting 6+1D6 turns (one turn equals 10 mins), unless noted otherwise. This differs from standard magic-item table potions (4+1D4 turns, except under D&D), but it is assumed that these are made by enchantment, rather than alchemy, by magic-users, and are not as effective. One dose of a liquid potion (including container) is assumed to weigh/encumber 5gp (1/2lb). For simplicity, no 'shelf life' is given for potions, and they are assumed to last before use indefinitely, but DMs may choose to make 'old' potions, those more than a few years, less effective in some way.

1st Level

Healing: repairs 1D6+1 points of damage on a creature at the rate of one point per round. Duration: permanent.
Level: 1st.

Block Pain: prevents the feeling of pain, the sense of touch still works but damage taken may not be noticed. DMs may allow continued function even beyond the normal point of collapse, generally to at least -10HP, but may require a system shock roll when the potion wears off, or collapse, and possibly die if below 0HP.
Level: 1st.

Purification Powder: when sprinkled on bad food or water makes them fit to consume. No effect on poison or drugs. Makes 10 packets.
Level: 1st.

Sleep: as spell, one tenth of a dose to effect 1st level, one eighth a 2nd level, one quarter a 3rd and one dose 4th+. Those above 4th have a save V poison. Duration: 4D4 turns.
Level: 1st.

Block Sense: shuts off one sense specified in brewing, i.e. sight, hearing, touch, taste, smell, balance; including extraordinary senses, e.g. infravision, telepathy, sense evil, sense magic. Duration: 8hrs.
Level: 1st.

Animal Control: allows control of 3D6 small animals, or 2D8 medium-sized ones, or 1D6 large animals unless they save V magic. Range: 12".
Level: 1st.

Slow Fall: may control fall to between 0 and 48".
Level: 1st.

Water Breathing: allows breathing of water for air-breathers and conversely the breathing of air by water breathers. As a second level potion this has an 8hr duration.
Level: 1st.

Infravision: allows seeing by means of infra-red light, 6" range. Duration: 8hrs.
Level: 1st.

Mnemonic: aids memory, +10% chance initial learning of a spell (max 95%); aids recall, 75%+ (improved by study) accurate visual memory. May accelerate mental learning, e.g. of languages, and some NWP/skills, ten times. One dose is sufficient for one language etc., given at least average intelligence, i.e. 9+; a sip per day and the remaining potion left once learning is complete. More than one dose in 23-CON days and memory is effected unless save V poison, causing -10% spell learning/recall per day until successfully save; effect lasts 23-CON weeks. Effects removed by a tenth dose per week for 2xCON weeks, then 2x dose for same period, then 4x etc. Full after effects are removed by a special Neutralise Drug (3rd level).
Level: 1st.

Speed: move at +25% speed getting +25% attacks, as a 2nd level potion +50% and as 3rd +100%.
Level: 1st.

Dust of Sneezing: save V poison at -2 or sneeze uncontrollably for 2D4 rounds. Makes 10 packets. Effects a 1" radius.
Level: 1st.

Flash Pellets: create a bright, blinding flash on hard impact with something, if unexpected all directly looking in a dim area have a 90% chance of blindness (save is 19 or 20, luck applicable, but little else) for 2D4 rounds. Makes 5 pellets.
Level: 1st.

Tanglefoot Pills: on impact covers a 1"square with rubbery tentacles. Men require 3 rounds to force their way through, giants one. The tendrils dissipate after one hour. Makes 2.
Level: 1st.

Contraceptive: blocks fertility in male or female of any normal creature for a period set in brewing e.g. 1 day, week, month, year, indefinitely. Effects are removed by a special Neutralise Drug (2nd level).
Level: 1st.

Sustenance: need no food or drink for 1D4+2 days. May be mixed with elven wine, if made into waybread drink is still required.
Level: 1st.

Preservation Fluid: allows indefinite preservation of living tissue, particularly blood, similarly to how an alchemist can do this in an alchemical workshop; see Preservation, above. The liquid must be carefully applied to the whole surface of the tissue, and will seep in; careful shaking of it with the material in a water-proof container will often do. As a rule this is not suitable for the preserving of whole bodies, unless they are quite small, or the skills of a healer (or an embalmer) are used. This has an unpleasant smell, a vile taste, and is obviously quite poisonous. If this was forced down someone's throat it will do 1 hit point/turn for 2D2 turns, with a save vs poison to vomit it up so that it only does one point of damage. Duration: indefinite. Makes 5 doses.
Level: 1st.

2nd Level

Extra-Healing: repairs 3D6 points of damage on a creature at the rate of two points per round. Duration: permanent.
Level: 2nd.

Neutralise Drug: the basic form neutralises the alchemical Drug, however specialised forms which neutralise specific potions may be made. These may be a different level of potion, a potion to neutralise another will generally be at least one level higher. Duration: permanent, unless the drug/potion has been made permanent then 6+1D6 turns.
Level: 2nd.

Remove Infection: kills any normal infection on surface of skin or in a wound. As a 3rd level potion effects Advanced Leprosy. Makes 5 swabs.
Level: 2nd.

Wake: wakes stunned, slept or unconscious creatures. Immune Sleep for 2D6 turns.
Level: 2nd.

Protection/Sleep: immune Sleep spell/potion, and may not sleep normally. Prolonged use of this is unhealthy. Duration: 8 hours.
Level: 2nd.

Plant Control: allows control of plants and fungi, 1D6 large or 1"square if small unless they save V magic. Range: 12".
Level: 2nd.

Levitation: as spell, speed 6", maximum range 14".
Level: 2nd.

Strength: as spell. Duration: 8 hours.
Level: 2nd.

Dexterity: as Strength but most effective if DEX is prime requisite and clerics are least effected class. Duration: 8 hours.
Level: 2nd.

See Invisible: may see invisible creatures and objects line-of-sight knowing that they are invisible. Also provides Ultravision.
Level: 2nd.

Weakness: unless save V poison become weaker at 10%/turn until loose 50% of physical and magical strength. Remove by Neutralise Poison.
Level: 2nd.

Dust of Paralysis: unless save V poison are paralysed for one hour (6 turns). Makes 10 packets. Effects a 1" radius.
Level: 2nd.

Dust of Sleep: unless save V poison causes light sleep for one hour. Requires one Yellow Lotus flower. Makes 5 packets. Effects a 1" radius.
Level: 2nd.

ESP: as spell, range 6".
Level: 2nd.

Dust of Appearance: coats invisible creatures or objects thus making them visible, as a 3rd level potion also coats ethereal and out-of-phase things, 4th level astral and otherwise totally invisible things. Makes 10 packets. Effects a 1" radius.
Level: 2nd.

Extra-Sustenance: as Sustenance but for 2D4+4 days.
Level: 2nd.

Preserver: allows indefinite preservation of living tissue, particularly blood, similarly to how an alchemist can do this in an alchemical workshop. This liquid sinks into the material or dead body so it reaches all parts; it will not do this with living tissue. In addition it will prevent loss of water, indefinitely, as well as preventing decay, and making obviously inedible to almost any animal (animals that do eat preserved material will not get any food value from it). This has a pleasant smell, and taste, and can be drunk by, and pass through, living creatures without any ill effects, except indigestion. To remove its effect requires at least a 3rd level alchemist in an alchemical workshop, or a 3rd level potion, Neutralise Preserver; some form of Neutralise Poison may alternatively be used. Duration: indefinite.
Level: 2nd.

3rd Level

Super-Healing: repairs 4D6+4 points of damage on a creature at the rate of three points per round. Duration: permanent.
Level: 3rd.

Neutralise Paralysis: cures any form of paralysis. A version which will only cure a specific form of paralysis may be made at one level less. Duration: permanent.
Level: 3rd.

Immunity/Drug: the basic form protects from the alchemical Drug, however specialised forms which protect from specific potions may be made. These will usually be a potion of one level higher that the corresponding specialised Neutralise Drug. There is a 1% chance of the effect of the thing being protected from, e.g. Immunity/Weakness causes Weakness; with no saving throw. Duration: one month.
Level: 3rd.

Remove Exhaustion: as the illusionist spell Dispel Exhaustion, giving a temporary illusion of full health, fitness and stamina. The effects when this wears off can be unpleasant, and depending on how much exhaustion was hidden the DM may require a system shock roll to not be completely incapacitated, requiring several days complete rest to allow recovery, unless a specialised Neutralise Drug potion (Neutralise Remove Exhaustion, 4th level) is used before the Remove Exhaustion wears off, which means the system shock roll is not required, so normal recovery will be sufficient.
Level: 3rd.

Resistance: gives +2 saving throw and -1 per dice damage against some effect, as a 4th level potion (Resistance II) +3/-1 and 5th level (Resistance III) +4/-2. May also make immune to non-magical or weak magical (e.g. Wall of Fire/Ice) forms of the effect. If there is not damage done then duration is reduced, -30% per -1/dice, or there is only partial effect, such as slowed to 100%-30% per -1/dice for paralysis. Some effects are: fire, cold, lightning, poison, paralysis, illusion, fear.
Level: 3rd.

Human Control: allows control of 2D6 humanoids with 3 or less hit dice, 2D4 with 4 to 6 hit dice, 1D4 with 7 to 9 hit dice or 1 with 10 or more hit dice as a Charm Person, unless save V magic. Range: 12".
Level: 3rd.

Fly: as spell, may fly at 12".
Level: 3rd.

Prevent Ageing: stops the ageing of either the organs of the body, or the external appearance. Only one of these may be in effect at once, and taking any higher level anti ageing potion, or being struck by Withering, immediately stops the effects of this potion. If the organs are not ageing, then being fertile is at most a tenth as likely as normal. Duration: one season (13 weeks).
Level: 3rd.

Youthful Appearance: gives the external appearance of youth. This does not interfere with a Prevent Ageing potion, but cancels Youthful Metabolism.
Level: 3rd.

Youthful Metabolism: gives the organs of the body functioning as if a youth (including fertility, unless being effected by another anti ageing potion). This does not interfere with a Prevent Ageing potion, but cancels Youthful Appearance.
Level: 3rd.

Heroism: gives morale and combat skill as a Hero (4th level) if 1st-3rd level, as +2 levels if 5th-7th level and +1 if 8th-10th level. Fighters only.
Level: 3rd.

See Ethereal: may see ethereal and out-of-phase creatures line-of-sight knowing that they are ethereal/out-of-phase. Also provides See Invisible and Ultravision, and allows sight ignoring any normal Darkness spells.
Level: 3rd.

Giant Strength: gives Hill Giant hit probability (8 hit dice monster) unless have better and also damage (2D8) however normal weapons may be damaged (treat as 18(91-99) equivalent STR). As a 4th level potion gives Stone Giant, 5th gives Frost Giant, etc.
Level: 3rd.

Concentrate: reduces lower level potions to powder, pill or very concentrated form. May be made as a higher level potion. The same effect may be gained during preparation by making a potion at +1 level, as long as could make Concentrate (e.g. capable of third level potions, so could make a concentrated first or second level potion by preparing it at +1 level).
Level: 3rd.

Indefinite: extends the duration of certain lower level potions that have at least 8hr duration to indefinite, but with a condition which terminates the duration. The terminating condition depends on the potion, for example Indefinite Water Breathing lasts until breathe air again, Indefinite Infravision until see more than the dimmest light, Indefinite Sustenance until eat or drink. May be made as a higher level potion. The same effect may be gained during preparation by making a potion at +1 level, as long as could make Indefinite e.g. capable of third level potions, so could make an indefinite first or second level potion by preparing it at +1 level. Note that this can be 'stacked' on Intensifier I, if this is used to give a potion 8hrs duration, and in this case the potion may be at most three levels below Indefinite, e.g. to make a third level standard duration into indefinite, make it as sixth level (+2L Intensifier I, +1L Indefinite). The exact form of suitable conditions for further potions are determined by the DM, and will usually be a 'natural' end to the potion duration; there will only be one condition per potion.
Level: 3rd.

Dust of Sneezing and Choking: save V poison at -2 or die after 2D4 rounds of uncontrollable sneezing and choking. Neutralise Poison is effective. Makes 15 packets. Effects a 1" radius.
Level: 3rd.

Dust of Death: unless save V poison causes death. Requires one Black Lotus flower. Makes 5 packets. Effects a 1" radius.
Level: 3rd.

Clairvoyance/audience: as spell (or any single aspect of GESP), range 6".
Level: 3rd.

Oil of Enchantment: one dose is enough for armour or shield or one large weapon or 5 arrows/bolts or 2 knives/daggers. On rubbing on item enchants at random to: 1D8: 1-5 +1, 6-7 +2, 8 +3. Swords only gain bonus H.prob under D&D.
Level: 3rd.

Growth: full dose will cause height to change to 30'. Partial doses will cause a proportional change, e.g. a third 10', two thirds 20'.
Level: 3rd.

Diminution: full dose will cause height to change to 6 inches. Partial doses will cause a proportional change, e.g. a third 30 inches, two thirds 12 inches.
Level: 3rd.

Invisibility: as spell.
Level: 3rd.

Block Mind Link: is a specialist potion which blocks a Mind Link II of a homonculus (as made using a Manikin Creation potion) to the mind of their master, the imbiber. If have more than one homonculus (and hence Mind Link) may choose which one or ones are blocked, and may raise, lower and change this block as desired, throughout the potion duration. May also be used to block the much weaker Mind Link of a manikin, in which case up to Mind Link V. Each extra level of potion increases the maximum Mark of Mind Link which can be blocked, so a 5th level potion, Block Mind Link III, could block up to a homonculus Mind Link IV, or a manikin Mind Link VII. Note that blocking a Mind Link is a temporary thing, and as soon as the block is lowered the homonculi, if not 'in storage' (using something like Feign Death) and in range, will automatically re-link. This potion assumes that the full Manikin Creation rules are being used, not the minimal rules with the potion, below, or the short-form rules.
Level: 3rd.

Preserve Spirit: allows indefinite preservation of a whole dead body, as Preserver (2nd level potion). In addition, as the embalming process that the Egyptians used was reputed to do, allows the spirit of the dead being to remain in contact with the body, as long as it wills, without boredom (the spirit will have little sense of the passing of time). This preservation of the link to the spirit allows Raise Dead or Resurection to be delayed indefinitely, unless the spirit has decided to leave, for some reason. This potion must be applied within the first three days after death to maintain the link with the spirit, after which the body will still be preserved, but the link with the spirit will fade as fast as with a normal body. Note that some form of Neutralise Poison must be used before any attempt to restore to life. Duration: indefinite.
Level: 3rd.

4th Level

Total Healing: repairs all damage to a creature at the rate of four points per round, or if damage is up to 27 points all instantly. A Healer can cause the second even if the total damage is over 27 points (only 27 are healed). Duration: permanent.
Level: 4th.

Neutralise Poison: removes all of all forms of poison, could be mixed with something to remove any poisonous effect. A version which will only remove a specific form of poison may be made at one level less. Duration: permanent.
Level: 4th.

Cure Disease: cures all forms of disease. A version which will only cure a specific disease (or with DM permission a limited class of diseases, such as fevers) may be made at one level less. Duration: permanent.
Level: 4th.

Immunity/Paralysis: gives immunity to non-magical paralysis, with a 1% chance of instead causing paralysis. A version which will only give immunity to a specific form of paralysis may be made at one level less. Duration: one month.
Level: 4th.

Immunity/Lycanthropy: gives immunity to lycanthropy, with a 1% chance of catching lycanthropy from the potion. A version which will only give immunity to a specific form of lycanthropy may be made at one level less. Duration: one month.
Level: 4th.

Undead Control: allows control of 2D4 with 3 or less hit dice, and 1D4 with 4 or more hit dice, unless save V magic. Range: 12".
Level: 4th.

Quick Fly: as Fly spell, but may fly at 18".
Level: 4th.

Resist Ageing: resists any of the effects of ageing, but fertility is at most a tenth of normal. Duration: one year.
Level: 4th.

Youthen: gives all the effects of youth (including fertility, unless being effected by another anti ageing potion). Duration: 8 hours.
Level: 4th.

Giant Control: allows control of 1D4 giants of a type specified during brewing, special materials may be required, as a Charm Monster. Range: 12".
Level: 4th.

Superheroism: as Heroism, but gives 1st-3rd level +4 levels, 4th-7th +3, and 8th-11th +2. Fighters only.
Level: 4th.

Manikin Creation I: allows a manikin to be constructed using this potion and 1 pint of blood per 10 hit points the creature has. Mind-linked manikins are Homonculi and require blood from the person to be linked to (see spec' of monster). Manikins made using M.C.II or higher may be free-willed, the required blood is then that of the creature the construct is to basically resemble (free-willed may be imprinted with one language in construction).

Level Mark Hits AC  Height INT WIS Other Chars Move Specials
 4th    I   10   6   18"    6   0       3      6/18    2
 5th   II   20   7    3'    9   3       6      9/15    3
 6th  III   30   5    5'   12   6       9       12     4
 7th   IV   40   3    7'   15   9      12       12     5
 8th    V   50   1    9'   18  12      15       12     6
 9th   VI   60  -1   11'   21  15      18       12     7

Height is maximum height, minimum height is previous level. Specials are extras added in construction; Homonculi have two standard ones, flight and Sleep venomous bite. Other specials are: +10 hits(max +20), +3 characteristic(max +6&18, not INT or WIS), flight(max Ht may be 3'), +2AC(max +4), +3"move(max +6", ground&air), infravision, waterbreath, change self, airpower(4th=feather fall, 5th=levitate, 6th=fly@12", 7th=fly@18" etc.), weapon immunity(5th=normal missiles, 6th=normal weapons, 7th=<+1 etc.), strength (5th=Ogre, 6th=Hill G., 7th=Stone G. etc.). They may only be healed by alchemy, 100gp and 1 day per hit point, or by special healing potions made at +1 level. Special materials may be required for special manikin abilities.
Level: 4th.

Intensifier I: doubles the effect of 1st and 2nd level potions; i.e. -2L. May be made as a higher level potion. Alternatively improves the duration of -2L potions: less than 8hrs becomes 8hrs, 8hrs becomes 1wk, 1wk becomes 1 month, 1 month becomes 1 season. However has no effect on any duration beyond 1 month, and no effect on ~ Day Poison. Alchemists can control whether double effect or improved duration, where appropriate, otherwise random. The same effect of increased duration (but not double effect) may be gained during preparation by making a potion at +2 level, as long as could make Intensifier I (e.g. capable of fourth level potions, so could make an improved duration first or second level potion by preparing it at +2 level).
Level: 4th.

Dust of Invisibility: as the spell, become visible when attack or are hit. Makes 20 packets. Effects a 1" radius.
Level: 4th.

Invulnerability: gives +2AC and saving throws, more than one dose in a week has the reverse effect.
Level: 4th.

Telepathy: as helm, range 9".
Level: 4th.

Shield: blocks ESP totally, and has a chance of stopping telepathy (as a Dispel, count the Shield potion as 6th level and a helm as 10th level), and as a 75 point Mind Blank if psionically attacked.
Level: 4th.

Dimension Door: as spell, one use within 6+1D6 turns.
Level: 4th.

Polymorph (Fixed): as Polymorph Self spell, shape is chosen in brewing.
Level: 4th.

Anti Shock: protects from the harmful effects of shock and pain, as a safe Block Pain potion (i.e. it is safe when it wears off). This ensures that death will not occur until past -10 HP or negative CON, whichever is better, even given wounds like severed limbs. Gives +5 CON for the purpose of making System Shock rolls, and even Resurection rolls if taken before died, and may give +4 saving throw to other rolls that the DM considers to be shock-related. If the CON is raised above 18, every +3 counts as +1 AD&D stat; if the initial CON was 18 or more then it is boosted to 20. A version which will only protect from a specific form of shock may be made at one level less.
Level: 4th.

Delayed Preserve Spirit: may be drunk while alive to cause indefinite preservation of body after dead, as Preserve Spirit (3rd level potion). This potion only functions if the person drinking it knows its purpose, and consciously submits to its effect, as per waiving one's saving throw against a spell, otherwise it passes through their system with no effect. Its smell and taste are similar to those of Preserver (2nd level potion); some alchemists use harmless vegetable dyes to make them easily distinguishable. Having drunk this potion it counts as a Permanent potion, with a single use, so no other Permanent potion may be used with it, but there is no normal risk of potion mixing problems. There will be no sign that this potion is in the body, except to alchemists who study this person's blood, or healers who carefully study this person looking for something unusual. DMs may rule that having this potion in the body gives immunity to some effects, such as gangrene, and other decay of living tissue; this will only use up the potion if it would have been a major life-threatening form of decay, and the person protected will be able to feel that this has happened. This potion only works once, it cannot be normally dispelled once in the body (a professional healer could target a Neutralise Poison on it to get rid of it, a Heal spell would dispel it, unless care was taken to prevent this happening, or a Neutralise potion would work), and Neutralise Poison only has any effect on it once it is preserving the dead body. If a person dies and is restored to life by any means then the effect of the potion is gone, even if this happens near instantaneously. Duration: indefinite.
Level: 4th.

5th Level

Minor Regeneration: repairs damage a creature has taken after drinking the potion at the rate of one point per turn (minute). If applied over an extended period (at least 5 months) to an inactive creature minor lost members of the body may be regenerated (e.g. finger, ear, not hand, eye), one potion per member. Duration: 8 hours/permanent.
Level: 5th.

Cloning Culture: as the spell Clone, a sample of living flesh is required (alchemy can preserve living flesh, particularly blood, indefinitely). Homonculi (but not manikins) may not be Cloned.
Level: 5th.

Immunity/Poison: gives immunity to poison, with a 1% chance of being poisoned (no saving throw) by the potion. Mixing with Neutralise Poison potion does not effect this, a Neutralise Poison spell (if fast enough) will work. A version which will only give immunity to a specific form of poison may be made at one level less. Duration: one month.
Level: 5th.

Immunity/Disease: gives immunity to disease, with a 1% chance of catching a (random) major disease from the potion. A version which will only give immunity to a specific disease may be made at one level less. Duration: one month.
Level: 5th.

Ointment of Soothing: repairs damage on a creature in the form of burns (e.g. fire, acid, breath weapon), must be rubbed on burns (note: remove clothing).
Level: 5th.

Dragon Control: allows control of 1D3 dragons of a type specified during brewing, special materials may be required, as a Charm Monster. Range: 12".
Level: 5th.

Fast Fly: as Fly spell, but may fly at 24".
Level: 5th.

Protection/Ageing: stops any ageing, but fertility is at most a hundredth of normal. Duration: ten years.
Level: 5th.

Gaseous Form: causes the body (and the equipment if 6th level) to become a cohesive cloud of gas. May control movement and penetrate any non-air-tight place.
Level: 5th.

Manikin Creation II: see M.C.I, a free-willed manikin is possible.
Level: 5th.

Intensifier II: triples the effect of 1st and 2nd level potions; i.e. -3L. Alternatively greatly improves the duration of -3L potions: less than 8hrs becomes 1wk, 1wk becomes 1 season, 1 month becomes 1yr, 1 season becomes 3yrs. However has no effect on any duration beyond 1 season, and no effect on ~ Day Poison. Alchemists can control whether triple effect or improved duration, where appropriate, otherwise random. The same effect of increased duration (but not triple effect) may be gained during preparation by making a potion at +3 level, as long as could make Intensifier II (e.g. capable of fifth level potions, so could make an improved duration first or second level potion by preparing it at +3 level).
Level: 5th.

Dust of Disappearance: as pixie invisibility, i.e. may fight invisible but may be sensed, basic +5AC, +7 if lightly armoured to those who cannot see them. As a 6th level potion may not be sensed, special materials are required. Makes 20 packets. Effects a 1" radius. Duration: 5D6 turns.
Level: 5th.

Body Weaponry: gives unarmoured and weaponless fighters the use of their bodies as a weapon. AC: 9-level, Damage: 1st level - D4, 2nd D5, 3rd D6, 4th D8, then +1 H.prob and damage per level. H.prob is as the best of short sword/light mace. A maximum of +3 H.prob may be imposed (DM's option). Alternatively, a fighter may be allowed to act as if a Ruffian (Martial Artist) of the same as their level.
Level: 5th.

General ESP: (GESP) combines ESP/receptive telepathy and clair(voyance/ audience/ gustance/ olfaction/ tangency). (sight/ hearing/ smell/ taste/ touch). Range: 6".
Level: 5th.

Mental Block: totally blocks all psionic effects in or out and are also immune to Charm, Hold, Control, Hypnosis, ESP, telepathy, Confusion, Fear etc. May interfere with using magic which requires the mind to reach beyond the body.
Level: 5th.

X-ray Vision: may see through up to ten feet of rock, or six inches of iron, for up to 3" beyond. May also see through almost any form of Darkness for 6". Lead and gold block its function.
Level: 5th.

Polymorph: as a Polymorph Self spell. The shape's mode of physical locomotion, such as flight is gained, as is the shape's breathing, such as waterbreathing. Enough strength is acquired for normal movement. Also gained is any voice or sound production capabilities of the shape.
Level: 5th.

6th Level

Regeneration: repairs damage a creature has taken after drinking the potion at the rate of one point per round. If applied over an extended period (at least 2 weeks) to an inactive creature lost members of the body may be regenerated, one potion per member. Duration: 8 hours/permanent.
Level: 6th.

Resurection: as a Raise Dead spell this functions on creatures as if cast by a cleric of half the level of the Alchemist who brewed it (basic 7th level, i.e. 1 day). Homonculi (but not manikins) may not be Raised. Requires Holy Water blessed by a Patriarch/High Priest to make it. Duration: permanent.
Level: 6th.

Longevity: reduces the age of a creature by 10 years, to a minimum of just born. This has no effect on fertility (except may now be too young to be fertile). Requires a rare lichen, "Wyndham's weed". Note that unlike the 'standard' AD&D variety of this potion, there is no 1% chance of reversing all previously consumed Longevity potion effects. DMs could allow the flawed version to be made if the lichen is not available, or if desired using the lichen at one level less, and it is often referred to by alchemists as Flawed Longevity. Duration: permanent.
Level: 6th.

Stone-Flesh: as the spell, used on flesh (drunk) turns it to stone. Duration: permanent, reverses its own effects.
Level: 6th.

Cure Addiction: cures any form of addiction caused by potion or drug. A version which will only cure a specific addiction may be made at one level less. Duration: permanent.
Level: 6th.

3 Day Poison: a poison which can be made in thousands of possible forms, is not effected by Neutralise Poison (a full Wish would work) and causes death after 3 days, no saving throw. A special Neutralise Drug (6th level) taken up to a turn before blocks the effect of this. A special Neutralise Drug (5th level) may be made in parallel with the poison which will effect it after it has been taken. Duration: 3 days.
Level: 6th.

Ecstasy Drug: causes total subjective fulfilment of all desires for a one turn period and instant addiction. Requires an alien leaf called "Broadleaf" to make it. Up to a CON maximum doses may be survived, each dose counts as a death; an immediate second dose kills. A dose is a tenth of a gram.
Level: 6th.

Demon/Devil Control: allows control of 1D3 demons or devils (or other semi-divine creatures) the type being specified in brewing; special materials may be required. Magic resistance does not apply but a save V magic is possible. As a Charm Monster. Range: 12".
Level: 6th.

Oil of Etherealness: causes creatures and objects (bar the container) to go ethereal on being rubbed on them. Requires mithral to make.
Level: 6th.

Manikin Creation III: see M.C.I.
Level: 6th.

Manikin Improvement I: improves a manikin created using Manikin Creation I so that it becomes as if created with Manikin Creation II, but retains any acquired experience. A homonculus will still remain a homonculus. New specials must be selected.
Level: 6th.

Permanent: makes some lower level potions have a permanent duration if mixed with them or drunk after. In some respects this is "Intensifier III", which only effects duration. Does not effect Oils, Dusts or potions which already have a permanent duration. Note that potions made Permanent are far more difficult to dispel, and are generally treated as being as strong as a permanent enchantment. May be made as a higher level potion. Effect one potion, a maximum of one/creature.
Level: 6th.

Neutralise: removes the effect of one potion, including Permanent'd ones. If there are several possibilities an Alchemist may control which, otherwise random; Permanent'd ones are least likely.
Level: 6th.

Mind Damp: totally blocks all psionic effects in or out for one week.
Level: 6th.

Teleportation: as spell, one use within 6+1D6 turns.
Level: 6th.

Greater Polymorph: as Polymorph, but includes the effects of both a Growth and a Diminution potion. This allows sizes between half-an-inch and 60'. Enough strength is acquired for normal movement.
Level: 6th.

Shapeshift (Fixed): as spell, shape is chosen in brewing and all physical powers and restrictions including hit points (which are a separate set) are gained. Broken at will, but as the spell there is an increasing risk of being lost in the shape. Duration: indefinite/as spell.
Level: 6th.

Phase: may become out-of-phase, return at will, throughout potion duration.
Level: 6th.

7th Level

Major Regeneration: repairs damage a creature has taken after drinking the potion at the rate of three points per round. If applied over an extended period (at least 5 days) to an inactive creature any lost parts of the body will be regenerated. Duration: 8 hours/permanent.
Level: 7th.

Body Regeneration: functions as a Regeneration potion and also has a revitalisation ability if the body is fresh (up to 3 days), a CON check is required after the first. There must still be living cells in the body (i.e. not killed by FOD). Duration: 8 hours/permanent.
Level: 7th.

Delay Ageing: stops any ageing, and completely removes any fertility. Duration: 30 years.
Level: 7th.

Immunity/Polymorph: gives immunity to polymorph, with a 1% chance of a random polymorph self (no saving throw) by the potion. Duration: one month.
Level: 7th.

Cure Insanity: cures any form of insanity. A version which will only cure a specific form of insanity may be made at one level less. Duration: permanent.
Level: 7th.

7 Day Poison: as 3 Day but 7 days before death. The 5th and 6th level special Neutralise Drug will work as well with this as 3 Day Poison.
Level: 7th.

Mimic: may perfectly duplicate faces and voices/sounds.
Level: 7th.

Mind Lock: totally blocks all psionic effects in or out and are also immune to Charm, Hold, Control, Hypnosis, ESP, telepathy, Confusion, Fear etc. The mind is completely isolated and protected and is almost impossible to break, if broken die and all memory is permanently destroyed. May interfere with using magic which requires the mind to reach beyond the body. Duration: one week.
Level: 7th.

Etherealness: may become ethereal, return at will, throughout potion duration.
Level: 7th.

Manikin Creation IV: see M.C.I.
Level: 7th.

Manikin Improvement II: see Manikin Improvement I, but improves M.C.I or M.C.II to M.C.III.
Level: 7th.

Mixer I: allows safe mixing and use together of any two 1st-4th level potions or any three 1st-3rd level ones.
Level: 7th.

Shapeshift (3): as Shapeshift (Fixed) but three shapes chosen in brewing may be shifted between at will. Duration: indefinite/as spell.
Level: 7th.

8th Level

Vampirism: gives all the powers and weaknesses of a vampire and a vampire's HD. May have difficulties with self-control unless normally Lawful/Evil (treat as I12, E12 sword and consider any wounds on drinking potion). If slain as a vampire remain one.
Level: 8th.

Full Resurection: as a Resurection potion but restores full strength and is as if cast by a cleric of equal level to the Alchemist who brewed it. Homonculi (but not manikins) may not be Ressurected. Requires Holy Water blessed by a non-evil 17th level cleric. Duration: permanent.
Level: 8th.

Reverse Ageing: reduces the age of a creature by 35 years, to a minimum of just born. This has no effect on fertility (except may now be too young to be fertile). Requires a rare lichen, "Wyndham's weed". If desired an alchemist can make this just effect the organs of the body, not the external appearance. Duration: permanent.
Level: 8th.

Immunity/Petrification: gives immunity to petrification, with a 1% chance of being turned to stone (no saving throw) by the potion. Duration: one month.
Level: 8th.

Restoration: restores one life energy level. Duration: permanent.
Level: 8th.

9 Day Poison: as 3 Day but 9 days before death. Also see 7 Day Poison.
Level: 8th.

Doppleganger: gives all the powers of a doppleganger in all respects except hit points, as well as 10th level fighter saving throws unless already have better.
Level: 8th.

Mind Mask: conceals the mind as far as ESP, telepathy, etc., is concerned behind a simple thought pattern chosen in brewing, such as thinking about food, trading, sex or even the weather. As a Shield potion if the pattern is penetrated.
Level: 8th.

Astral Form: may become astral, return at will, throughout potion duration.
Level: 8th.

Manikin Creation V: see M.C.I.
Level: 8th.

Manikin Improvement III: see Manikin Improvement I, but improves M.C.I, M.C.II, or M.C.III to M.C.IV.
Level: 8th.

Mixer II: as M.I but for 1st-5th and 1st-4th level potions.
Level: 8th.

Shapeshift (5): as S.(3) but for five shapes. Duration: indefinite/as spell.
Level: 8th.

9th Level

Lichehood: gives all the powers and weaknesses of a liche except hit points. If are slain in this form and desire so then become a liche, roll level D8 for new hit points. Spell-using creatures only.
Level: 9th.

Reincarnation: as spell, if drank while alive then have a save V magic, if save then have faint memories of another life. Homonculi (but not manikins) may not be Reincarnated. Duration: permanent.
Level: 9th.

Youth/Maturity: restores to ideal point in youth/maturity, and will not then age, even by Withering magic, and have the elvish immunity to disease. Fertility will be reduced to a tenth normal, and this cannot be improved by almost anything (even Wishes have a temporary effect). If desired an alchemist can make this just effect the organs of the body, not the external appearance, which will then be fixed. Duration: permanent.
Level: 9th.

Philosophers Stone: while owned (not necessarily carried) gives immunity to disease and prevents ageing. Probably the ultimate alchemical preparation. Usually described as a deep red, cinnabar, colour, no bigger than a small hen's egg, though it may vary. In addition 1000gp of gold may be made from lead per week (profit after costs subtracted) if are at least a 7th level alchemist or equivalent (e.g. Wizard). Only one may be owned at a time and if sold they are destroyed (gifts, or even thefts, are quite possible, but using knowingly stolen stones is reputed to be unlucky). Alchemists of at least 9th level (who have obtained a stone by some means) can do research to gain a better understand of it, allowing them to use the stone to produce 'magical' effects initially as at most a potion of up to -3 on maximum potion level potion can make, eventually only -1, i.e. a minimum of 1st level. The DM needs to judge the progress of this research; for example a NWP should be acquired for each effect, and a NWP is learned in increasing the equivalent maximum potion level of effects researchable (e.g. from 6th to 7th for a 19th level alchemist). Having another alchemist's notes on an effect may aid research, but a personal understanding must be gained, by personal, frequently solitary, research. Most commonly this sort of research is done by those who have made their stone themselves, reliably done at 19th level, so their initially researched effects will be as a 6th level potion, eventually up to 8th level (assuming 9th level potions is still their maximum). These effects may be unique to a particular alchemist, and even if they loose the stone, and acquire or make a replacement, they will be able to use the same range of effects. Some non-potion effects might be: to make a 9th level Permanent potion work on a 9th level potion; to cause Manikin Improvement IV to improve a manikin made with Manikin Creation I to M.C.V in to one as if made by M.C.VI; to grant a manikin fertility (it is suggested there be restrictions on how freely this ritual can be done); or to gain djinn-like abilities to make or even alter (non-living, non-magical) objects. The time, cost, and ceremonies required to do each effect varies, in the most complex case 1000gp cost and a complex week-long ceremony, but as the alchemist's understanding grows, this gets simpler, and finally they may use the effect instantly with just their touch, or even just an act of will. As an alchemist's understanding of the Stone grows, the less they are part of the mundane world, and they may cease to need sleep, or food, and finally the most powerful poisons and magical effects, and even physical attacks, will cease to effect them. Even the gods and their most powerful agents tend to step lightly around alchemists at this point. Frequently the quest for the true Philosophers Stone is the last major alchemical working that an alchemist does, before they finally disappear mysteriously (but in an ordered, peaceful, fashion); some alchemists avoid having anything to do with it for just this reason. Some alchemists give their stone as a final gift to someone they feel is suitable, shortly before they disappear, with others the stone disappears with them. Note that there are lesser and false versions of this stone, which may share some of its properties, but will be flawed, sometimes in quite unpleasant ways (such as needing to be fed fresh, intelligent being, blood, or which produce an insidious, invisible, slow poison as a side effect, or which slowly devour the user's sanity). Requires (true) Water of Life. Duration: permanent.
Level: 9th.

Immunity/Level Drain: gives immunity to level drain, with a 1% chance of being loosing two levels (no saving throw) by the potion. DMs may rule gives a saving throw against touches draining more than two life energy levels, e.g. if three level drain are immune to the first two and save against the third, rather than total immunity. Duration: one month.
Level: 9th.

Dispossess: removes all magical effects and possession, including any Level Drains, as well as unjust Geases, Quests and Curses. Equivalent to an 18th level Dispel for permanent effects. Duration: permanent.
Level: 9th.

13 Day Poison: as 3 Day but 13 days before death. Also see 7 Day Poison.
Level: 9th.

Doppleganger Creator: as Doppleganger potion but in addition gain the full Djinn powers of creation of food, drink and other goods.
Level: 9th.

Mind Split: breaks the mind into two parts, the second concealed behind the first. The first is a 'slave' mind and it's general form is chosen in brewing and can be very different from the normal mind, this is the one effected by all mental effects such as ESP, Charm, Confusion etc. The second is the true mind and is almost totally concealed (and protected as if by Mental Block) while directing the other, which may be given selective control of the body.
Level: 9th.

Plane Walk: may move among the Inner and Astral planes, throughout potion duration.
Level: 9th.

Manikin Creation VI: see M.C.I.
Level: 9th.

Manikin Improvement IV: see Manikin Improvement I, but improves M.C.I to M.C.IV in to M.C.V.
Level: 9th.

Mixer III: as M.I but for 1st-6th and 1st-5th level potions.
Level: 9th.

Shapeshift (7): as S.(3) but 7 shapes. Duration: indefinite/as spell.
Level: 9th.


(c) Rory O. McLean, 1980 - Aug. 2005
    Permission granted to use for non-profit making purposes