Aspect Codex

Alchemy

Alchemy is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

AlchemySpellcastingChargesMedicine

What This Aspect Does

Alchemy defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Quick Reagent

Mix a simple reagent from your kit. Choose one creature, object, or surface you touch. You may clean corrosion, neutralize a harmless substance, identify a mundane liquid or powder, create a spark, chill a cup, sour food, thicken a fluid, or deal 1d6 acid, fire, cold, or poison damage with a melee power attack.

Tier 0Bonus ActionAt-Will

Field Draught

Prepare and administer a tiny restorative draught to yourself or one creature you touch. The target gains temporary hit points equal to 1d4 + your INT modifier. A creature can benefit from only one Field Draught at a time.

Tier 1ActionAt-Will

Acid Flask

Throw a quick acid flask at one creature or object within range. Make a ranged power attack. On a hit, the target takes 2d6 acid damage. An unattended nonmagical object also has its surface etched, softened, or weakened at the GM’s discretion.

Tier 1ActionAt-Will

Alchemist's Fire

Hurl a sticky burning mixture at one creature or object within range. The target must make a DEX save, taking 2d6 fire damage on a failed save, or half on a success. On a failed save, it takes fire damage equal to your INT modifier at the start of its next turn unless a creature uses an action to extinguish it.

Tier 110 MinutesAt-Will

Fortifying Tonic

Brew a tonic that steadies the body. A creature can drink it as an action to gain temporary hit points equal to 1d8 + your INT modifier and advantage on the next CON save it makes within 1 hour. The tonic loses potency after 8 hours.

Tier 1ActionAt-Will

Smoke Bomb

Throw a smoke pellet at a point within range, creating a 10-ft. radius cloud that is lightly obscured. Creatures of your choice in the cloud have advantage on Stealth checks made to hide. A strong wind disperses the smoke.

Tier 210 MinutesAt-Will

Healing Draught

Brew a healing draught. A creature can drink it as an action to regain 3d8 + your INT modifier hit points. The draught loses potency after 8 hours.

Tier 2ActionAt-Will

Noxious Vial

Throw a vial of fumes at a point within range. Creatures in a 10-ft. radius must make a CON save, taking 3d6 poison damage and becoming unable to take reactions until the start of your next turn on a failed save, or half damage only on a success.

Tier 2Bonus ActionAt-Will

Reactive Coating

Coat one weapon, shield, tool, or piece of armor with a reactive mixture. Once before the duration ends, the bearer may add 2d6 acid, fire, cold, poison, or thunder damage to a hit, or reduce incoming damage of one of those types by 2d6.

Tier 2ActionAt-Will

Solvent Touch

Apply a solvent to one nonmagical adhesive, lock, seal, chain, patch of rust, or unattended object no larger than a 1-ft. cube. The target is weakened, loosened, dissolved, or opened if mundane. Against a creature or attended object, make a melee power attack for 3d8 acid damage.

Tier 3PassiveAt-Will

Alchemical Reserve

Your quick brews become reliable. Whenever you create an alchemical item with an Alchemy power that loses potency after 8 hours, you may maintain one additional such item at a time. You also have advantage on checks to identify potions, poisons, reagents, and mundane alchemical hazards.

Tier 3ActionAt-Will

Flash Freeze Flask

Throw a freezing flask at a point within range. Creatures in a 15-ft. radius must make a CON save, taking 4d8 cold damage and having their speed reduced by 10 ft. until the start of your next turn on a failed save, or half damage only on a success.

Tier 3Bonus ActionAt-Will

Catalyst Dose

Dose one willing creature with a catalyst. Until the effect ends, the target adds 1d4 to STR, DEX, or CON checks, chosen when applied. The first time it deals acid, cold, fire, lightning, poison, or thunder damage during the duration, it deals extra damage equal to your INT modifier.

Tier 3ReactionAt-Will

Counteragent

When a creature within range takes acid, poison, fire, cold, lightning, or thunder damage, spray or toss a counteragent. Reduce the damage by 3d8 + your INT modifier. If the triggering damage was poison or acid, the target also has advantage on the next save against that source before your next turn.

Tier 410 MinutesAt-Will

Resistance Tonic

Using your potion kit, brew an elixir of resistance. Choose acid, cold, fire, lightning, poison, or thunder. A creature can drink the tonic as an action to gain resistance to the chosen damage type for 1 hour. The tonic loses potency after 8 hours.

Tier 410 MinutesAt-Will

Debilitating Toxin

Using your poisoner’s kit, brew a disabling toxin. A creature can apply it to one weapon or piece of ammunition as a bonus action. The next creature hit before the toxin dries takes an extra 14 (4d6) poison damage and must make a CON save. On a failed save, choose one: the target is blinded, poisoned, or slowed until the end of its next turn.

Tier 4ActionAt-Will

Alchemical Grenade

Throw a volatile grenade at a point within range. Choose acid, cold, fire, lightning, or poison. Each creature in a 20-ft. radius sphere centered there must make a DEX save, taking 28 (8d6) damage of the chosen type on a failed save, or half as much on a success.

Tier 4ActionAt-Will

Stonebrew Mortar

Touch a nonmagical object or surface no larger than a 5-ft. cube and harden, soften, seal, or weaken it alchemically. You can make brittle material durable, soften stone or metal enough to carve, seal a crack or breach, or weaken a structure so the next damage it takes before the duration ends is doubled.

Tier 510 MinutesAt-Will

Greater Healing Draught

Using your potion kit, brew a potent healing draught. A creature can drink it as an action to regain 31 (7d8) hit points and end one poison or disease affecting it. The draught loses potency after 8 hours.

Tier 5ActionAt-Will

Jet Cold Brew

Spray an alchemical freezing brew in a 30-ft. cone. Each creature in the area must make a CON save, taking 36 (8d8) cold damage on a failed save, or half as much on a success. A creature that fails has its speed reduced by 10 ft. until the end of its next turn.

Tier 5ActionAt-Will

Transmuter's Touch

Touch up to 50 pounds of nonmagical material and transform it into another mundane substance of equal or lesser value. The object keeps its general shape and size. Complex machinery, magic items, and creatures are unaffected. The transformation ends early if the object is destroyed.

Tier 510 MinutesAt-Will

Panacea

Using your potion kit, brew a restorative elixir. A creature can drink it as an action to end one of the following conditions affecting it: blinded, deafened, paralyzed, poisoned, or stunned. The elixir loses potency after 8 hours.

Tier 610 MinutesAt-Will

Ritual Alchemy

You brew a ritual draught that allows the drinker to perform one ritual spell of 3rd level or lower chosen when the draught is brewed. The drinker must spend the normal casting time for the ritual, but does not need to know the spell. The draught loses potency after 8 hours.

Tier 6ActionAt-Will

Bubbling Cauldron

Conjure a claw-footed cauldron filled with bubbling liquid in an unoccupied space on the ground within 5 ft. of you. The liquid duplicates a Common or Uncommon potion of your choice. As a bonus action, you or an ally can withdraw one potion in a vial that disappears when consumed. The cauldron can produce a number of potions equal to your spellcasting ability modifier, minimum 1. When the last potion is withdrawn, or when you use this power again, the cauldron and any unused potions disappear.

Tier 6ActionAt-Will

Alchemical Cloud

Throw a flask that erupts into a 30-ft. radius cloud centered on a point within range. Choose acid, cold, fire, lightning, poison, or thunder when you use this power. The area is lightly obscured and difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a CON save, taking 27 (6d8) damage of the chosen type on a failed save, or half as much on a success.

Tier 610 MinutesAt-Will

Perfected Antitoxin

Using your alchemist’s supplies, brew an antitoxin that purges harmful substances. A creature can drink it as an action to end one poison, disease, or ongoing poison-damage effect affecting it. For 1 hour afterward, the creature has advantage on CON saves and resistance to poison damage. The antitoxin loses potency after 8 hours.

Tier 710 MinutesAt-Will

Elixir of Transformation

Using your potion kit, brew an elixir that alters the drinker’s body for 1 hour. Choose one effect when brewed: gain a flying speed equal to walking speed, gain a swimming speed and water breathing, gain resistance to nonmagical bludgeoning/piercing/slashing damage, or gain advantage on STR, DEX, or CON checks and saves. The elixir loses potency after 8 hours.

Tier 710 MinutesAt-Will

Perfect Poison

Using your poisoner’s kit, brew a master toxin. A creature can apply it to one weapon or piece of ammunition as a bonus action. The next creature hit before the poison dries takes 28 (8d6) poison damage and must make a CON save. On a failed save, choose one: the target is paralyzed until the end of its next turn, blinded for 1 minute, or poisoned for 1 minute and unable to regain hit points. A target repeats the save at the end of each of its turns, ending any 1-minute effect on a success.

Tier 7ActionAt-Will

Catalytic Detonation

Throw a catalytic bomb at a point within range. Each creature in a 30-ft. radius sphere centered there must make a DEX save, taking 45 (10d8) damage on a failed save, or half as much on a success. Choose acid, cold, fire, lightning, poison, or thunder when you use this power. Nonmagical unattended objects in the area take the damage automatically.

Tier 7ActionAt-Will

Greater Transmutation

Touch up to 500 pounds of nonmagical material and transform it into another mundane substance of equal or lesser value. The material keeps its general shape and size. You may also harden, soften, seal, weaken, waterproof, preserve, or sterilize the material. Magic items, complex machinery, and creatures are unaffected.

Tier 810 MinutesAt-Will

Masterwork Panacea

Using your potion kit, brew a supreme restorative. A creature can drink it as an action to regain 70 hit points and end any number of the following conditions affecting it: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned. It also ends one disease or one curse affecting the creature, if the curse can be ended by a power of tier 8 or lower. The panacea loses potency after 8 hours.

Tier 8ActionAt-Will

Philosopher’s Catalyst

Touch one nonmagical object or mass of material no larger than a 10-ft. cube. For the duration, you may change its substance at the start of each of your turns into another mundane substance of equal or lesser value. If used on a structure, the GM determines whether this creates collapse, breach, difficult terrain, or cover. Magic items, creatures, and attended objects are unaffected.

Tier 8ActionAt-Will

Alchemical Storm

Create a 40-ft. radius storm of volatile reagents centered on a point within range. When you use this power, choose acid, cold, fire, lightning, poison, or thunder. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DEX save, taking 36 (8d8) damage of the chosen type on a failed save, or half as much on a success. As a bonus action on later turns, you may change the damage type.

Tier 8ActionAt-Will

Universal Solvent

Touch one nonmagical object, adhesive, seal, barrier, lock, poison, or alchemical substance. If the target is an object or barrier no larger than a 10-ft. cube, it takes 88 (16d10) acid damage automatically. If the target is a poison, adhesive, seal, or alchemical substance, it is neutralized unless the GM rules it is legendary or uniquely magical.

Tier 910 MinutesAt-Will

Elixir of Immortality

Using your potion kit, brew a legendary elixir. A creature can drink it as an action to regain 100 hit points, end all poisons and diseases affecting it, and gain resistance to all damage until the start of its next turn. If the creature died within the last minute and its body is mostly intact, this elixir can be poured into its mouth to return it to life with 1 hit point. The elixir loses potency after 8 hours.

Tier 910 MinutesAt-Will

Mythic Toxin

Using your poisoner’s kit, brew a near-perfect toxin. A creature can apply it to one weapon or piece of ammunition as a bonus action. The next creature hit before the toxin dries takes 42 (12d6) poison damage and must make a CON save. On a failed save, choose one: the target is paralyzed for 1 minute, blinded for 1 minute, or poisoned for 1 minute and takes 21 (6d6) poison damage at the start of each of its turns. The target repeats the save at the end of each of its turns, ending the effect on a success.

Tier 9ActionAt-Will

Grand Reaction

Throw a legendary volatile mixture at a point within range. Choose acid, cold, fire, lightning, poison, or thunder. Each creature in a 40-ft. radius sphere centered there must make a DEX save, taking 70 (20d6) damage of the chosen type on a failed save, or half as much on a success. Nonmagical unattended objects in the area take the damage automatically.

Tier 9ActionAt-Will

Grand Elixir of Change

Touch up to 1,000 pounds of nonmagical material and transform it into another mundane substance of equal or lesser value for the duration. You may reshape the material into a simple form as part of the transformation. Magic items, attended objects, complex machinery, and creatures are unaffected. If maintained for the full duration, the transformation can become permanent at the GM’s discretion.

Tier 1010 MinutesAt-Will

Philosopher’s Stone

Using your alchemist’s supplies, create a temporary philosopher’s stone. While a creature carries the stone, it has resistance to all damage, advantage on death saving throws, and advantage on saving throws against poison, disease, and transmutation effects. As an action, the carrier may consume the stone to regain 120 hit points and end all conditions, poisons, diseases, and curses affecting it that can be ended by a power. The stone loses potency after 8 hours.

Tier 1010 MinutesAt-Will

Final Toxin

Using your poisoner’s kit, brew an ultimate toxin. A creature can apply it to one weapon or piece of ammunition as a bonus action. The next creature hit before the toxin dries takes 55 (10d10) poison damage and must make a CON save. On a failed save, choose one: the target is paralyzed for 1 minute, poisoned for 1 minute and unable to regain hit points, or takes 33 (6d10) poison damage at the start of each of its turns. The target repeats the save at the end of each of its turns, ending the effect on a success.

Tier 10ActionAt-Will

Alchemical Cataclysm

Unleash a perfected volatile reaction at a point within range. Choose acid, cold, fire, lightning, poison, thunder, or force. Each creature in a 60-ft. radius sphere centered there must make a DEX save, taking 88 (16d10) damage of the chosen type on a failed save, or half as much on a success. Nonmagical unattended objects in the area take the damage automatically.

Tier 10ActionAt-Will

Reality Distillery

Touch one nonmagical object, structure section, or mass of mundane material no larger than a 20-ft. cube. For the duration, you may change its material, texture, density, durability, scent, color, and apparent value into any mundane substance or presentation you choose. You may reshape it into simple forms, open passages, seal breaches, create cover, or dissolve it into inert sludge. Magic items, creatures, and attended objects are unaffected unless the GM allows a specific limited effect.

Characters With This Aspect

Gremlin Greer

Gremlin Greer

Grimclaw — Darius is a Catfolk fighter of My Alchemical Romance whose supernatural senses, blunt courage, and mercenary instincts make him a protector shaped by survival rather than polish. His relevance comes from the tension between strength and slaughter, especially through Shadow Darius’s temptation, Githyanki/Castro trauma, his Gertie banquet return, and the unresolved question of whether he can keep choosing loyalty over the violent path his shadow self offers.

AliveGoblinAlchemy

Ironhoof

Astrid Ironhoof

Ironhoof — Astrid Ironhoof is a centaur alchemist, Head of Alchemical Studies at Von Queef University, and a recurring academic anchor around fieldwork, horticulture, and practical magical research tied to the Little Shoppe. After losing her expected place in the reformed Centrum, her investigation into void-resonant potions and altered Boost-era alchemy made her an active source of clues, reform pressure, and regulated-power conflict.

AliveCentaurAlchemy

Professor Winddraw

Michaeli Winddancer

Michaeli Winddancer, known as Professor Winddraw, is an air djinni professor at the Luxidran School of Alchemical Studies and one of its most important voices in transmutation and atmospheric theory. Brilliant, eccentric, and Chaotic Neutral in the disciplined Luxidran sense, she teaches through nonlinear lectures that somehow become clear just before disaster. Her alchemical work shapes adaptive containment systems, pressure modulation, and airflow redirection used in volatile labs and Witchborn workshops. Winddraw believes dangerous research should be managed, not smothered. In Luxidran, she is the scholar who lets chaos breathe—then teaches it boundaries.

AliveDjinni (Air)Alchemy

Vapor Bloom

Pip Thistlebloom

Pip Thistlebloom, known as Vapor Bloom, is a blind gnome alchemist of the Meadowkin Commune whose work at Rootbarrel Farm blends herbal craft, spiritual mysticism, and Glow Pool strangeness. His Witchborn vapor bloom lets him release selective psychoactive mists, altering emotion, perception, and insight for those caught within the haze. Pip’s potions walk a dangerous line between medicine, hallucination, and revelation, offering clarity that may arrive wearing dream logic. Neutral Good and commune-minded, he practices outside Luxidran regulation not to evade responsibility, but because wounded people cannot always wait for permission to heal.

Alive (Blinded)GnomeAlchemy