Quote:Alchemist
Whether secreted away in a smoky basement laboratory
or gleefully experimenting in a well-respected school
of magic, the alchemist is often regarded as being
just as unstable, unpredictable, and dangerous as the
concoctions he brews. While some creators of alchemical
items content themselves with sedentary lives as
merchants, providing tindertwigs and smokesticks, the
true alchemist answers a deeper calling. Rather than cast
magic like a spellcaster, the alchemist captures his own
magic potential within liquids and extracts he creates,
infusing his chemicals with virulent power to grant him
impressive skill with poisons, explosives, and all manner
of self-transformative magic.
Role: The alchemist’s reputation is not softened by his
exuberance (some would say dangerous recklessness) in
perfecting his magical extracts and potion-like creations,
infusing these substances with magic siphoned from his
aura and using his own body as experimental stock. Nor
is it mollified by the alchemist’s almost gleeful passion
for building explosive bombs and discovering strange
new poisons and methods for their use. These traits,
while making him a liability and risk for most civilized
organizations and institutions of higher learning, seem to
fit quite well with most adventuring groups.
Alignment: Any.
Hit Die: d8.
Class Skills
The alchemist’s class skills are Appraise (Int), Craft (any)
(Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge
(arcana) (Int), Knowledge (nature) (Int), Perception (Wis),
Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int),
Survival (Wis), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are class features of the alchemist.
Weapon and Armor Proficiency: Alchemists are
proficient with all simple weapons and bombs. They are
also proficient with light armor, but not with shields.
Alchemy (Su): Alchemists are not only masters of creating
mundane alchemical substances such as alchemist’s fire
and smokesticks, but also of fashioning magical potionlike
extracts in which they can store spell effects. In effect,
an alchemist prepares his spells by mixing ingredients
into a number of extracts, and then “casts” his spells by
drinking the extract. When an alchemist creates an extract
or bomb, he infuses the concoction with a tiny fraction
of his own magical power—this enables the creation of
powerful effects, but also binds the effects to the creator.
When using Craft (alchemy) to create an alchemical
item, an alchemist gains a competence bonus equal to his
class level on the Craft (alchemy) check. In addition, an
alchemist can use Craft (alchemy) to identify potions as if
using detect magic. He must hold the potion for 1 round to
make such a check.
An alchemist can create three special types of
magical items—extracts, bombs, and mutagens.
Bombs are explosive splash weapons, and mutagens
are transformative elixirs that the alchemist drinks to
enhance his physical abilities—both of these are detailed
in their own sections below.
Extracts are the most varied of the three. In many ways,
they behave like spells in potion form, and as such
their effects can be dispelled by effects like dispel
magic using the alchemist’s level as the caster
level. Unlike potions, though, extracts can have
powerful effects and duplicate spells that a potion
normally could not.
An alchemist can create only a certain number of
extracts of each level per day. His base daily allotment
of extracts is given on Table 2–1. In addition,
he receives bonus extracts per day if he has
a high Intelligence score, in the same way a
wizard receives bonus spells per day.
When an alchemist mixes an extract, he
infuses the chemicals and reagents in
the extract with magic siphoned from
his own magical aura. An extract
immediately becomes inert if it
leaves the alchemist’s possession,
reactivating as soon as it returns
to his keeping—an alchemist
cannot normally pass out
his extracts for allies
to use (but see the
“infusion” discovery
below). An extract, once
created, remains potent
for 1 day before
becoming inert, so
an alchemist must
re-prepare his extracts
every day. Mixing an extract
takes 1 minute of work—most
alchemists prepare many
extracts at the start of the
day or just before going on an
adventure, but it’s not uncommon
for an alchemist to keep some (or
even all) of his daily extract slots open
so that he can prepare extracts in the
field as needed.
Although the alchemist doesn’t actually cast spells, he
does have a formulae list that determines what extracts
he can create (see page 32). An alchemist can utilize
spell-trigger items if the spell appears on his formuale
list, but not spell-completion items (unless he uses Use
Magic Device to do so). An extract is “cast” by drinking
it, as if imbibing a potion—the effects of an extract
exactly duplicate the spell upon which its formula is
based, save that the spell always affects only the drinking
alchemist. The alchemist uses his level as the caster level
to determine any effect based on caster level.
Creating extracts consumes raw materials, but the
cost of these materials is insignif icant—comparable
to the valueless material components of
most spells. If a spell normally has a
costly material component, that
component is expended
during the consumption
of that particular extract.
Extracts cannot be made
from spells that have focus
requirements (alchemist
extracts that duplicate
divine spells never have a
divine focus requirement).
An alchemist can prepare
an extract of any formula
he knows. To learn or use
an extract, an alchemist
must have an Intelligence
score equal to at least 10
+ the extract’s level. The
Difficulty Class for a
saving throw against an
alchemist’s extract is 10
+ the extract level + the alchemist’s
Intelligence modifier.
An alchemist may know any
number of formulae. He stores his
formulae in a special tome called
a formula book. He must refer to this
book whenever he prepares an extract
but not when he consumes it. An
alchemist begins play with two 1stlevel
formulae of his choice, plus a
number of additional forumlae
equal to his Intelligence
modifier. At each new
alchemist level, he gains
one new formula of
any level that he
can create. An
alchemist can
also add formulae to his book just like a wizard adds spells to
his spellbook, using the same costs and time requirements.
An alchemist can study a wizard’s spellbook to learn any
formula that is equivalent to a spell the spellbook contains.
A wizard, however, cannot learn spells from a formula book.
An alchemist does not need to decipher arcane writings
before copying them.
Bomb (Su): In addition to magical extracts, alchemists
are adept at swiftly mixing various volatile chemicals
and infusing them with their magical reserves to create
powerful bombs that they can hurl at their enemies. An
alchemist can use a number of bombs each day equal
to his class level + his Intelligence modifier. Bombs
are unstable, and if not used in the round they are
created, they degrade and become inert—their method
of creation prevents large volumes of explosive material
from being created and stored. In order to create a
bomb, the alchemist must use a small vial containing
an ounce of liquid catalyst—the alchemist can create
this liquid catalyst from small amounts of chemicals
from an alchemy lab, and these supplies can be readily
refilled in the same manner as a spellcaster’s component
pouch. Most alchemists create a number of catalyst vials
at the start of the day equal to the total number of bombs
they can create in that day—once created, a catalyst vial
remains usable by the alchemist for years.
Creating and throwing a bomb requires a standard
action that provokes an attack of opportunity. Thrown
bombs have a range of 20 feet and use the Throw Splash
Weapon special attack (see page 202 of the Pathfinder
RPG Core Rulebook). Bombs are considered weapons
and can be selected using feats such as Point-Blank
Shot and Weapon Focus. On a direct hit, an alchemist’s
bomb inf licts 1d6 points of f ire damage + additional
damage equal to the alchemist’s Intelligence modif ier.
The damage of an alchemist’s bomb increases by 1d6
points at every odd-numbered alchemist level (this
bonus damage is not multiplied on a critical hit or by
using feats such as Vital Strike). Splash damage from an
alchemist bomb is always equal to the bomb’s minimum
damage (so if the bomb would deal 2d6+4 points of f ire
damage on a direct hit, its splash damage would be 6
points of f ire damage). Those caught in the splash
damage can attempt a Ref lex save for half damage. The
DC of this save is equal to 10 + 1/2 the alchemist’s level +
the alchemist’s Intelligence modif ier.
Alchemists can learn new types of bombs as discoveries
(see the Discovery ability) as they level up. An alchemist’s
bomb, like an extract, becomes inert if used or carried by
anyone else.
Brew Potion (Ex): At 1st level, alchemists receive Brew
Potion as a bonus feat. An alchemist can brew potions of
any formulae he knows (up to 3rd level), using his alchemist
level as his caster level. The spell must be one that can be
made into a potion. The alchemist does not need to meet
the prerequisites for this feat.
Mutagen (Su): At 1st level, an alchemist discovers how to
create a mutagen that he can imbibe in order to heighten
his physical prowess at the cost of his personality. It
takes 1 hour to brew a dose of mutagen, and once brewed,
it remains potent until used. An alchemist can only
maintain one dose of mutagen at a time—if he brews
a second dose, any existing mutagen becomes inert. As
with an extract or bomb, a mutagen that is not in an
alchemist’s possession becomes inert until an alchemist
picks it up again.
When an alchemist brews a mutagen, he selects one
physical ability score—either Strength, Dexterity, or
Constitution. It’s a standard action to drink a mutagen.
Upon being imbibed, the mutagen causes the alchemist
to grow bulkier and more bestial, granting him a +2
natural armor bonus and a +4 alchemical bonus to the
selected ability score for 10 minutes per alchemist level.
In addition, while the mutagen is in effect, the alchemist
takes a –2 penalty to one of his mental ability scores. If
the mutagen enhances his Strength, it applies a penalty to
his Intelligence. If it enhances his Dexterity, it applies a
penalty to his Wisdom. If it enhances his Constitution, it
applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make
a Fortitude save (DC 10 + 1/2 the alchemist’s level + the
alchemist’s Intelligence modifier) or become nauseated for
1 hour—a non-alchemist can never gain the benefit of a
mutagen, but an alchemist can gain the effects of another
alchemist’s mutagen if he drinks it. (Although if the other
alchemist creates a different mutagen, the effects of the
“stolen” mutagen immediately cease.) The effects of a mutagen
do not stack. Whenever an alchemist drinks a mutagen, the
effects of any previous mutagen immediately end.
Throw Anything (Ex): All alchemists gain the Throw
Anything feat as a bonus feat at 1st level. An alchemist
adds his Intelligence modifier to damage done with splash
weapons, including the splash damage if any. This bonus
damage is already included in the bomb class feature.
Discovery (Su): At 2nd level, and then again every 2
levels thereafter (up to 18th level), an alchemist makes
an incredible alchemical discovery. Unless otherwise
noted, an alchemist cannot select an individual discovery
more than once. Some discoveries can only be made if
the alchemist has met certain prerequisites first, such
as uncovering other discoveries. Discoveries that modify
bombs that are marked with an asterisk (*) do not stack.
Only one such discovery can be applied to an individual
bomb. The DC of any saving throw called for by a discovery
is equal to 10 + 1/2 the alchemist’s level + the alchemist’s
Intelligence modifier.
Acid bomb*: When the alchemist creates a bomb, he can
choose to have it inf lict acid damage. Creatures that take a
direct hit from an acid bomb take an additional 1d6 points
of acid damage 1 round later.
Combine extracts: When the alchemist creates an extract,
he can place two formulae into one extract. When the
extract is consumed, both formulae take effect. This
extract has a level two levels higher than the highest-level
formulae placed in the extract. An alchemist must be at
least 8th level before selecting this discovery.
Concentrate poison: The alchemist can combine two doses
of the same poison to increase their effects. This requires
two doses of the poison and 1 minute of concentration.
When completed, the alchemist has one dose of poison.
The poison’s frequency is extended by 50% and the save DC
increases by +2. This poison must be used within 1 hour of
its creation or it is ruined.
Concussive bomb*: When the alchemist creates a bomb,
he can choose to have it inf lict sonic damage. Concussive
bombs deal 1d4 points of sonic damage, plus 1d4 points
of sonic damage for every odd-numbered level, instead
of 1d6. Creatures that take a direct hit from a concussive
bomb are deafened for 1 minute unless they succeed at
a Fortitude save. An alchemist must be at least 6th level
before selecting this discovery.
Delayed bomb: The alchemist can place a bomb so that
it explodes a number of rounds after the alchemist ceases
contact with the bomb. This delay can be any number
of rounds as chosen by the alchemist, up to a number of
rounds equal to his level. If at any point the alchemist
reclaims possession of the delayed bomb, he can end the
timer and prevent the bomb’s detonation. A delayed bomb
detonates immediately if any other creature attempts to
touch or move it, or if the bomb’s contents are removed
from the vial (such as if the vial breaks). The bomb deals
damage as if it scored a direct hit to any creature in the
square with the bomb when it detonates, and splash
damage to all adjacent creatures as normal. An alchemist
cannot have more than one delayed bomb at one time.
If he creates another delayed bomb, the previous bomb
becomes inert. Dispel magic can neutralize a delayed
bomb, as can a successful Disable Device check (DC equals
10 + the alchemist’s level + the alchemist’s Intelligence
modifier). An alchemist must be at least 8th level before
selecting this discovery.
Dilution: Once per day, the alchemist can dilute any
one potion or elixir, creating two doses of the same
potion from one. Diluting a potion costs a number of
gp equal to one-quarter of the potion’s market value. A
potion that has been diluted cannot be diluted again.
This discovery cannot be used to dilute extracts or
mutagens. An alchemist must be at least 12th level
before selecting this discovery.
Dispelling Bomb: When the alchemist creates a bomb, he
can choose to have it dispel magic effects instead of deal
damage. Creatures that take a direct hit from a dispelling
bomb are subject to a targeted dispel magic spell, using the
alchemist’s level as the caster level. This cannot be used
to target a specific spell effect. The alchemist must be at
least 6th level before selecting this discovery.
Elixir of life: Once per day, the alchemist can brew an
elixir of life. This special concoction costs 25,000 gp to
create and takes 1 hour of work. An elixir of life, when
administered by the alchemist who brewed it, restores
life to a dead creature as per the spell true resurrection.
Alternatively, the alchemist himself may drink the elixir
of life, after which point he is immediately targeted with
a resurrection spell the next time he is killed. Used in this
manner, the effects of an elixir of life persist only for a
number of days equal to the alchemist’s Intelligence
modifier; if he does not die before that time expires, the
effects of the elixir of life end. An alchemist must be at
least 16th level before selecting this discovery.
Enhance potion: A number of times per day equal to
his Intelligence modif ier, the alchemist can cause any
potion he drinks to function at a caster level equal to
his class level.
Eternal potion: If an alchemist drinks a potion that he
extends, the effects of that potion become permanent
until he chooses to make another potion effect
permanent. An alchemist must be at least 16th level
and must possess the extend potion discovery before
selecting this discovery.
Explosive bomb*: The alchemist’s bombs now have
a splash radius of 10 feet rather than 5 feet. Creatures
that take a direct hit from an explosive bomb catch fire,
taking 1d6 points of fire damage each round until the
fire is extinguished. Extinguishing the f lames is a fullround
action that requires a Ref lex save. Rolling on the
ground provides the target with a +2 to the save. Dousing
the target with at least 2 gallons of water automatically
extinguishes the f lames.
Extend potion: A number of times per day equal to his
Intelligence modifier, the alchemist can cause any potion
he drinks that does not have an instantaneous duration
to function at twice its normal duration. This does not
apply to extracts.
Fast bombs: An alchemist with this discovery can
quickly create enough bombs to throw more than one
in a single round. The alchemist can prepare and throw
additional bombs as a full-round action if his base
attack bonus is high enough to grant him additional
attacks. This functions just like a full-attack with a
ranged weapon. An alchemist must be at least 8th level
before selecting this discovery.
Feral mutagen: Whenever the alchemist imbibes a
mutagen, he gains two claw attacks and a bite attack. These
are primary attacks and are made using the alchemist’s
full base attack bonus. The claw attacks deal 1d6 points of
damage (1d4 if the alchemist is Small) and the bite attack
deals 1d8 points of damage (1d6 if the alchemist is Small).
While the mutagen is in effect, the alchemist gains a +2
competence bonus on Intimidate skill checks.
Force bomb*: When the alchemist creates a bomb, he
can choose to have it inf lict force damage. Force bombs
deal 1d4 points of force damage, plus 1d4 points of force
damage for every odd-numbered level, instead of 1d6.
Creatures that take a direct hit from a force bomb are
knocked prone unless they succeed on a Ref lex save.
An alchemist must be at least 8th level before selecting
this discovery.
Frost bomb*: When the alchemist creates a bomb, he can
choose to have it inf lict cold damage. Creatures that take
a direct hit from a frost bomb are staggered on their next
turn unless they succeed on a Fortitude save.
Grand mutagen: The alchemist’s mutagen now grants a
+6 natural armor bonus, a +8 alchemical bonus to one
ability score (Strength, Dexterity, or Constitution), a +6
alchemical bonus to a second physical ability score, and
a +4 alchemical bonus to a third physical ability score.
The alchemist takes a –2 penalty to his Intelligence,
Wisdom, and Charisma as long as the mutagen persists
(see Mutagen). An alchemist must be at least 16th level
and must possess the greater mutagen discovery before
selecting this discovery.
Greater mutagen: The alchemist’s mutagen now grants
a +4 natural armor bonus, a +6 alchemical bonus to
one physical ability score (Strength, Dexterity, or
Constitution), and a +4 alchemical bonus to a second
physical ability score. The alchemist takes a –2 penalty
on both associated mental ability scores as long as the
mutagen persists. An alchemist must be at least 12th level
before selecting this discovery.
Infuse mutagen: When the alchemist creates a mutagen,
he can infuse it with an extra bit of his own magical
power. This inf licts 2 points of Intelligence damage
to the alchemist and costs 1,000 gp in rare reagents,
but the mutagen created persists on its own and is not
rendered inert if the alchemist creates another mutagen.
This allows an alchemist to create different types of
mutagens and keep them handy for emergencies. This
does not allow an alchemist to gain the effects of multiple
mutagens—only the most recently imbibed mutagen has
any effect.
Inferno bomb*: The effects of the smoke created by an
alchemist’s bomb duplicate the effects of incendiary cloud
instead of fog cloud, filling an area equal to twice the
bomb’s splash radius for 1 round per level. An alchemist
must be at least 16th level and must possess the smoke
bomb discovery before selecting this discovery.
Infusion: When the alchemist creates an extract, he
can infuse it with an extra bit of his own magical power.
The extract created now persists even after the alchemist
sets it down. As long as the extract exists, it continues
to occupy one of the alchemist’s daily extract slots. An
infused extract can be imbibed by a non-alchemist to
gain its effects.
Madness bomb: The alchemist’s bombs do more than
sear f lesh—they sear the mind. A creature that takes a
direct hit from a madness bomb takes damage from the
bomb plus 1d4 points of Wisdom damage. Reduce the
amount of normal damage dealt by the bomb by 2d6 (so a
bomb that would normally deal 6d6+4 points of damage
deals 4d6+4 points of damage instead). The amount of
Wisdom damage dealt by a madness bomb is reduced by
1 for each madness bomb that hit the target in the past
24 hours, to a minimum of 1 point of Wisdom damage.
An alchemist must be at least 12th level before selecting
this discovery.
Poison bomb*: The effects of the smoke created by an
alchemist’s bomb duplicates the effects of cloudkill instead
of fog cloud, filling an area equal to twice the bomb’s
splash radius for 1 round per level. An alchemist must
be at least 12th level and must possess the smoke bomb
discovery before selecting this discovery.
Precise bombs: Whenever the alchemist throws a
bomb, he can select a number of squares equal to his
Intelligence modif ier that are not affected by the splash
damage from his bombs. If the bomb misses, this
discovery has no effect.
Shock bomb*: When the alchemist creates a bomb, he
can choose to have it inf lict electricity damage. Creatures
that take a direct hit from a shock bomb are dazzled for
1d4 rounds.
Smoke bomb*: When the alchemist creates a bomb, he
can choose to have it create a cloud of thick smoke when
it detonates. The cloud functions as fog cloud, filling an
area equal to twice the bomb’s splash radius for 1 round
per level.
Sticky bomb: The effects of the alchemist’s bombs are
persistent and continue to damage creatures for 1 round
after the initial damage. Creatures that take a direct
hit from a sticky bomb take the splash damage 1 round
later. Bombs that have effects that would normally occur
1 round later instead have those effects occur 2 rounds
later. An alchemist must be at least 10th level before
selecting this discovery.
Sticky poison: Any poison the alchemist creates is
sticky—when the alchemist applies it to a weapon, the
weapon remains poisoned for a number of strikes equal
to the alchemist’s Intelligence modifier. An alchemist
must be at least 6th level before selecting this discovery.
Stink bomb*: The effects of the smoke created by an
alchemist’s bomb can duplicate the effects of stinking
cloud instead of fog cloud, f illing an area equal to twice
the bomb’s splash radius for 1 round. An alchemist
must possess the smoke bomb discovery before
selecting this discovery.
Poison Resistance (Ex): At 2nd level, an alchemist gains
a +2 bonus on all saving throws against poison. This
bonus increases to +4 at 5th level, and then again to +6 at
8th level. At 10th level, an alchemist becomes completely
immune to poison.
Poison Use (Ex): Alchemists are trained in the use
of poison and starting at 2nd level, cannot accidentally
poison themselves when applying poison to a weapon.
Swift Alchemy (Ex): At 3rd level, an alchemist can
create alchemical items with astounding speed. It takes
an alchemist half the normal amount of time to create
alchemical items, and he can apply poison to a weapon as
a move action.
Swift Poisoning (Ex): At 6th level, an alchemist can
apply a dose of poison to a weapon as a swift action.
Persistent Mutagen (Su): At 14th level, the effects of a
mutagen last for 1 hour per level.
Instant Alchemy (Ex): At 18th level, an alchemist can
create alchemical items with almost supernatural speed.
He can create any alchemical item as a full-round action
if he succeeds at the Craft (alchemy) check and has the
appropriate resources at hand to fund the creation. He
can apply poison to a weapon as an immediate action.
Grand Discovery (Su): At 20th level, the alchemist
makes a grand discovery. He immediately learns two
normal discoveries, but also learns a third discovery
chosen from the list below, representing a truly
astounding alchemical breakthrough of signif icant
import. For many alchemists, the promise of one of
these grand discoveries is the primary goal of their
experiments and hard work.
Awakened Intellect: The alchemist’s constant exposure
to strange chemicals has expanded his mind. His
Intelligence score permanently increases by 2 points.
Eternal Youth: The alchemist has discovered a cure for
aging, and from this point forward he takes no penalty
to his physical ability scores from advanced age. If the
alchemist is already taking such penalties, they are
removed at this time.
Fast Healing: The alchemist’s f lesh responds to damage
with shocking speed—he gains fast healing 5.
Philosopher’s Stone: The alchemist learns how to create
a philosopher’s stone, and can do so once per month at no
cost. Creating a philosopher’s stone takes 1 day of work.
Poison Touch: The alchemist gains a poisonous touch,
as if under the effects of a poison spell. He can suppress
or activate this ability as a free action. The physical
appearance of how the alchemist generates and delivers
his poisonous touch varies from alchemist to alchemist.
True Mutagen: The alchemist’s mutagen now grants
a +8 natural armor bonus and a +8 alchemical bonus to
Strength, Dexterity, and Constitution. The alchemist takes
a –2 penalty to his Intelligence, Wisdom, and Charisma as
long as the mutagen persists (see Mutagen). An alchemist
must possess the grand mutagen discovery before selecting
this discovery.
Alchemist Formulae
Alchemists gain access to a variety of formulae, allowing
them to make extracts of the following spells. While most
of these spells are found in the Core Rulebook, those marked
with an asterisk (*) appear in Chapter 5 of this book.
1st-Level Alchemist Formulae—ant haul*, bomber’s eye*,
comprehend languages, crafter’s fortune*, cure light wounds,
detect secret doors, detect undead, disguise self, endure elements,
enlarge person, expeditious retreat, identify, jump, keen senses*,
negate aroma*, reduce person, shield, stone fist*, touch of the
sea*, true strike.
2nd-Level Alchemist Formulae—aid, alchemical
allocation*, alter self, barkskin, bear’s endurance, blur, bull’s
strength, cat’s grace, cure moderate wounds, darkvision, delay
poison, detect thoughts, eagle’s splendor, elemental touch*,
false life, fire breath*, fox’s cunning, invisibility, levitate, owl’s
wisdom, perceive cues*, protection from arrows, resist energy,
restoration, see invisibility, spider climb, transmute potion to
poison*, undetectable alignment, vomit swarm*.
3rd-Level Alchemist Formulae—absorbing touch*,
amplify elixir*, arcane sight, beast shape I, bloodhound*, cure
serious wounds, displacement, draconic reservoir*, elemental
aura*, f ly, gaseous form, haste, heroism, nondetection,
protection from energy, rage, remove blindness/deafness, remove
curse, remove disease, seek thoughts*, thorn body*, tongues,
water breathing.
4th-Level Alchemist Formulae—air walk, arcane eye, beast
shape II, cure critical wounds, death ward, detonate*, discern
lies, dragon’s breath*, elemental body I, fire shield, f luid form*,
freedom of movement, invisibility (greater), neutralize poison,
restoration, spell immunity, stoneskin, universal formula*.
5th-Level Alchemist Formulae—beast shape III,
contact other plane, delayed consumption*, dream, elemental
body II, elude time*, magic jar, nightmare, overland f light,
planar adaptation*, plant shape I, polymorph, resurgent
transformation*, sending, spell resistance.
6th-Level Alchemist Formulae—analyze dweomer, beast
shape IV, elemental body III, eyebite, form of the dragon I, giant
form I, heal, mislead, plant shape II, shadow walk, statue,
transformation, true seeing, twin form*, wind walk.