The Alchemist Guild
 


Kimo has led the Alchemist Guild since Apr 15, 2024 8:49
Kimo has championed the Alchemist Guild since Feb 1, 2024 12:25
Ruthven has mentored the Alchemist Guild since Apr 15, 2024 8:49

Turning base metal not only into gold but into the finest gold, measured by quarters of wheat grains, is only the first step, albeit the Magnum Opus, of Alchemists. When they have achieved this they are entitled to call themselves Adepts, to take new names, and to put their apprentices in pointed hats. If their alchemy surmounts this plateau, which it must if it is truly alchemy, it is concerned with achieving perfect knowledge of everything. For in all aspects of earth, fire, water, and air Alchemists seek facts, if not wisdom. Alchemists are busy men and benefit much from the assistance of their apprentices. Alchemy is transmittable from master to disciple and is not successfully practiced from books alone. From their solitary habits, from the telltale gleams of light behind shuttered grilles, from the vapors and sounds issuing from the deep regions of their houses at the ends of cul-de-sacs, gossiping neighbors constructed tales of atrocities, witchcraft, Black Magic, but these are little true. Alchemists cherish secret passions for enthralled maidens who spin straw into gold, but if they marry, it is with a thrifty, patient housewife who does not interfere and is content with a silver wedding ring.

This guild uses Hermetic magic.
Hermetic Bulk: Somewhat
Spiritual Bulk: Minimal

Guild choices for: Alchemist
Primary                 Secondary               Tertiary
-------                 ---------               --------
Abjurer>-------\                                
                \       +-Antiquarian           
Assassin>------\ \      +-Asphyxiamancer        
                \ \     +-Chovihani             
Bard>----------\ \ \    +-Corrosionist          
                \ \ \   +-Cryomancer            
Biomancer>-----\ \ \ \  +-Discordian            
                \ \ \ \ +-Electromancer         
             <Alchemist-|                       
                / / / / +-Enochian              
Druid>---------/ / / /  +-Geomancer             
                / / /   +-Illusionist           
Mage>----------/ / /    +-Pyromancer            
                / /     +-Sharpshooter          
Merchant>------/ /      +-Telemancer            
                /       +-Toximancer            
Necromancer>---/                                

Guild Abilities
Level
Skills
Spells
Bonuses/Restrictions
1 attack
dagger
blasting
targetting
light
 
2 preparation
smother fire
magic missile
 
3 brew beer
slugmaking
thunderstick
   
4 strengthen armor
darkness
preserve corpse
 
5 botany
geology
extract essence
   
6 glass blowing
rock grinding
zapping
   
7 herb packing
identify
feather weight
 
8 fire building
golem eye
disenchant item
 
9 create minor potion
elemental tongue
throw vial
capture fundamental
emit
 
10 enhance fundamental
flight
fundamental travel
 
11 elementalize ammo
research potion
mining
   
12 golem lore
copy potion
mix fundamentals
   
13 deadeye
elementalize
recharge
 
14 create major potion
control golem
enchant armor
enchant weapon
fundamental blast
 
15 quick chant
straw golem
thundersmithing
major electrical resistance
 
16 enhance targetting
major acid resistance
create rack
repair construct
 
17 salvage
sensitize
protect construct
major fire resistance
 
18 sniping
marksmanship
major cold resistance
summon minions
 
19   elemental burst
elemental ray
hardening
 
20 welding
arm golem
animation
stone golem
greater identify
 

Stat Potentialsmall dexterity, small intelligence and little wisdom
Point Max Potentialsmall endurance points, small hit points and small spell points
Regen Potentialaverage spell point regeneration, tiny hit point regeneration and average endurance point regeneration
Category Potentialsmall bonus to the mercantile skill category, small bonus to the enchantment hermetic spell category and small bonus to the elemental hermetic spell category

Alchemist Race Suggestions

Criteria: .

Good: Atomy, Boelir, Changeling, Elf, Gnome, Goblin, Gremlin, Hephestian, Human, Jinn, Kanku, Kreen, Leprechaun, Mummy, Myconoid, Titan, Vampire and Vulpin.

Average: Arcanus, Argus, Centaur, Dragon, Drensieqi and Gargoyle.

Alchemist Guild Help