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Four Alchemical Classes 5

The document outlines four alchemical classes for use in Shadowdark RPG and other OSR games, detailing their abilities, spells, and mechanics. It includes specific information on the Alchemist and Poisoner classes, including spellcasting rules, talents, and poison creation. Additionally, it provides tables for spells, poisons, and prime materials used in gameplay.

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0% found this document useful (0 votes)
81 views9 pages

Four Alchemical Classes 5

The document outlines four alchemical classes for use in Shadowdark RPG and other OSR games, detailing their abilities, spells, and mechanics. It includes specific information on the Alchemist and Poisoner classes, including spellcasting rules, talents, and poison creation. Additionally, it provides tables for spells, poisons, and prime materials used in gameplay.

Uploaded by

sergiodasher23
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Four Alchemical

Classes
For use with Shadowdark RPG© and other OSR style
games.

WRITING, DESIGN & LAYOUT


Jonathan Larsen

LEGAL
Four Alchemical Classes is an independent product
published under the Shadowdark RPG Third-Party
License and is not affiliated with The Arcane Library,
LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.

Not for resale or redistribution. Permission granted to


copy for personal use only. Four Alchemical Classes ©
2023 Beholder, LLC.

1
ALCHEMIST SPELLS KNOWN
Level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
1 2
2 3
4 3 1
6 4 1 1
8 4 2 1 1
10 4 2 2 1 1

POTION MASTER SPELLS KNOWN


Level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
1 1
2 2
4 2 1
6 3 2
8 4 2 1
10 4 2 1 1

*One Alchemist’s Stone is equal to 10 spell ingredient uses


**C=Common, U=Uncommon, R=Rare, M=Mythic, AS=Alchemist’s Stone
***After Level 1, Alchemist and Potion Master do not gain additional spells on odd levels.
**** SD=Shadowdark RPG Rules, CS1=Cursed Scroll 1, CS2=Cursed Scroll 2, CS3=Cursed Scroll 3

Find Class Titles, more Alchemist Spells, and new poisons and potions at beholder-
inc.itch.io/

2
Alchemist
Obsessed monks seeking the Spellcasting: Cast Alchemist
secret to the philosopher’s stone spells you know and for which you
and starmetal-hammering have the materials. Use Wizard
blacksmiths who manipulate time Spellcasting rules. Ingredients are
and space. consumed during spellcasting.
You must have an Alchemist’s
Weapons: Dagger, Blacksmith’s Stone to cast spells. On a critical
Hammer (4 gp, M, C, 1d4/1d6, V, 1 miss, in addition to a Mishap, your
slot), Alchemist’s Stone (egg-sized, Alchemist’s Stone disintegrates.
cost per materials, 1-3 per slot, Begin with 4 Common and 2
make 1 AS per downtime, can only Uncommon materials of your
be made of prime materials) choice. Ingredients use 1 gear slot
per 1-10 uses.
Armor: Hodge Podge (Chainmail
stats, 65 gp, constructed w/ 3 Prime Material Command:
materials, use one=-1 to AC, repair Roll on Prime Materials table. You
¼ cost + ingredient cost) Command that material. You may
use one listed effect of a Prime
Hit Points: 1d4
Material you Command LVL per
day. To use you must have an
Languages: Primordial
Alchemist’s Stone (AS) made of
this material.

ALCHEMIST TALENTS
2d6 Effect
2 Learn one additional spell from the Alchemist spell list.
3-6 +1 to Intelligence stat and +1 to Alchemist spellcasting checks.
Choose one spell ingredient, you have a connection that will always get you
7-9
access to this ingredient at ½ cost.
10-11 Roll again on the Prime Material table. You Command that Material.
12 Choose one option or 2 points to distribute to stats.
3
Alchemist Spells
BLOOD HOMUNCULOUS PUSH
Tier 1, alchemist Tier 1, alchemist
Duration: 1 hour Range: Focus Duration: Instant Range: Near
Ingredients: blood, common Ingredients: lead, common, 18 cp/use
Your Alchemist’s Stone becomes a 1 ft tall Alter gravity in front of another creature. You may
animated humanoid Companion. This creature create a gentle push or sudden hard shove.
has HP 1, AC 10, ST -4, DX +0, CON -2, WI +0, INT -2, Target must make a Strength check at
CHA -4, cannot speak, but can do simple tasks disadvantage or be violently knocked over and
like open some doors and scout ahead. It suffer 2 damage.
communicates telepathically with caster. If
destroyed, caster loses 1 HP permanently and the DENSIFY
caster’s Alchemist’s Stone is destroyed. Tier 2, alchemist
Duration: 3 rounds Range: Close
SHARPEN Ingredients: osmium, uncommon, 9 sp/use
Tier 1, alchemist Target of Level 5 or less becomes increasingly
Duration: 2 rounds Range: Touch heavy. First round: ½ MV (must take two MV
Ingredients: carbon, common, 5 cp/use actions in a row to move normal MV), Second
Sharpen edged weapon to magically keen edge. round: ¼ MV (must spend two full rounds
It deals 1d4 additional damage for duration. moving to move normal MV), Third round:
Cannot move.
FLOWSTONE
Tier 1, alchemist CRYSTALLIZE
Duration: 2 rounds Range: Self Tier 2, alchemist
Ingredients: calcite, common, 15 cp/use Duration: Instant Range: Near
Your Alchemist Stone turns liquid and flows Ingredients: quartz, uncommon, 15 sp/use
around your body, hardening at your command. A clear crystal encases one target. Target breaks
+4 AC to one attack each round. free with a DC 10+caster LVL STR check. Can only
target creatures of level 4 or less.
DEATHRAY
Tier 1, alchemist IMBUE WITH MASS
Duration: 3 rounds Range: Far Tier 2, alchemist
Ingredients: sapphire powder, rare, 6 gp/use Duration: 5 rounds Range: Touch
A narrow green-blue beam of concentrated light Ingredients: promethium, rare, 7 gp/use
strikes one target for 1d4 damage the first round, One target weapon strikes its target as if it were 5
2d4 the second round, and 3d4 the third round. times as heavy, doing +5 damage for duration.
Targets may take cover to avoid damage. Any
creature that blocks the beam will take damage GLOW
instead. Mirrored surfaces will reflect the beam to Tier 2, alchemist
hit another creature at random. Cloud or fog will Duration: 2 hours Range: Near
disperse the beam. Ingredients: radium, uncommon, 6 sp/use
Every non-organic surface within Near of the
caster glows a blueish color. This effect will follow
the movement of the caster.

4
Prime Materials
D12 Substance Target Self Target Other Target Item
Cost
Symbol
1 Mercury, R Sharpen mind. +LVL to Transcend death. Any attack Target non-magical 1 slot
30 gp AS initiative and Int checks. 2 that would kill, instead item turns from liquid to

🜐🜐
rounds. deconstructs and reforms solid or vice versa. Instant.
body. 1 +LVL rounds.
2 Sulfur, C Protection from cold. Cold Target of caster LVL or less, Target non-magical
25 sp AS effects do ½ damage. LVL desiccates, doing 1d6+1d4 per metallic item becomes

🜍🜍
rounds. LVL damage. Instant. red hot for LVL rounds.
+1d4+LVL damage.
3 Antimony, R A sudden force propels you Magically pin target of caster Pull target non-magical
40 gp AS swiftly to any Near location LVL or less to the ground. DC item to you one time per

🜫🜫
one time per LVL. Does not 10+caster LVL to escape. 2 LVL. If gripped, INT check
protect against effects of rounds. vs. holder’s STR check.
falling.
4 Arsenic, U Alter your face, height and Alter target face, height and Change the appearance
5 gp AS body size a small amount. 1 body size a small amount. 10 of target non-magical

🜺🜺
hour per LVL. mins per LVL. item. 10 mins per LVL.

5 Salt, C You see things as they are. You return things to their Suppress one magical
5 sp AS You cannot be fooled by natural order. Dispel one benefit or curse from

🜔🜔
illusions. 1 round per LVL. enchantment on target target non-Mythic item. 1
creature. Instant day.
6 Lead, C You cannot be moved. 1 Cast Hold Person as Wizard Target item cannot be
25 sp AS round per level. spell, but target must be caster moved. 1 round per level.

🜪🜪
LVL or less.

7 Tin, U Gain 1 luck point. Target gains 1 luck point. Reroll any critical misses
45 sp AS with target item. 4+LVL

🜩🜩
rounds.

8 Iron, U Sudden strength. Advantage Target is strengthened. Advantage on damage


15 gp AS on damage rolls. 1+LVL Advantage on damage rolls. rolls using target weapon.

🜜🜜
rounds. 1+LVL rounds. 1+LVL rounds.

9 Gold, R Become the pinnacle of your Humble others before you. Item shines as bright as
500 gp AS mental, physical and spiritual Target intelligent monster the sun. Monsters make


self. All checks are at makes checks a Disadvantage. DC 10 Dex check or be
Advantage. LVL rounds LVL rounds. dazzled. LVL rounds
10 Copper, U Gain 18 Charisma for LVL+1 Cast Charm Person as Wizard Once per downtime,
5 gp AS rounds. spell once. target item becomes

🜠🜠
more desirable. For 1 day
you may sell at LVLxcost.
11 Silver, R Cycle between 1. Dark – Cast Sleep per Wizard spell, but Cast Detect Magic per
50 gp AS invisible when completely you may only have one target Wizard spell once.


still 2. Light – you give off soft of caster LVL or less.
silvery glow. LVL rounds.
12 Zinc. U Protection from heat. Heat Target of caster LVL or less, Target metallic item
10 gp AS effects do ½ damage. LVL freezes, doing 1d6+1d4 per LVL becomes painfully cold
rounds. damage. Instant. for LVL rounds. +1d4+LVL
damage.

5
Poisoner
Soft spoken maesters and knife Harvesting & Making Poisons: You
wielding sicarii who harvest plant seek out exotic plants and creatures
and animal to create deadly poisons. from which you can extract new and
more deadly poisons. You may kill to
Weapons: Asp’s Tooth (hollow, harvest parts but may also convince
syringe-like dagger, 8 gp, M, C, creatures and plants to give you
1d4+poison, stores 1 poison/5 doses, 1 their venoms freely.
slot), Dagger, Blowgun, Crossbow
When you have the required
Armor: Leather ingredients, make a DC 10 + source
rarity (Common=+0, Uncommon=+2,
Hit Points: 1d4 Rare=+5, Mythic=+8) CON check to
successfully make the poison.
Languages: Thanian
See the Creature and Plant & Fungi
Poison Cultivation: You cultivate tables for poison uses and effects,
common poisonous plants and number of creatures needed to
animals or know people on the black make an effective poison, and doses
market who do. Roll once on the per harvest.
Standard Poisons table for your
starting poisons. During downtime Mythic Poison: Once per level, you
you can procure additional poisons get a rumor about a legendary
by rolling LVL times on the same poison. Roll on the Legendary
table. Poison of any type uses 1 gear Poison Attributes table for info
slot per 1-10 uses. about that poison.

POISONER TALENTS
2d6 Effect

2 Pick one non-mythic potion. When you make this potion, create 3 x doses.

3-6 +2 to Constitution

7-9 +1 on checks to make any poison

10-11 +1 to the number of Standard Poisons you can cultivate during downtime

12 Become immune to one poison of your choice or change one non-Mythic


poison use type (e.g., injure, inhale, eat, touch) 6
Poison Tables
STANDARD POISONS (all Common rarity)
D8 Type Effect Doses Use
1 Spider DC 9 CON or take 1d4 damage 5 injury
2 Snake DC 12 CON or 1d4 damage 3 injury
3 Centipede DC 12 CON or paralyzed 1d4 rounds 2 injury
4 Scorpion DC 9 CON or paralyzed 1d4 rounds 5 injury
5 Nightshade DC 12 CON or 2d6 damage & hallucinate 1d4 rounds 2 eat
6 Bloodblossom DC 9 CON each round, bleed from all orifices, lose 1 HP each round until save/death 3 touch
7 Dreadwort DC 9 CON or run away for 1d4 rounds 2 inhale
8 Roll once on one of Creature or Plant & Fungi table, your choice
CREATURE (C=Common, U=Uncommon, R=Rare, M=Mythic)
3D6 Source/# Needed to Rarity Use Effect Doses
Make Useful Poison
3 Cobra Snake/12 C Injure DC 18 CON or go to 0 HP with a death timer of 1 1
4 Giant Wasp/5 C Injure DC 9 CON or go to 0 HP 1
5 Giant Scorpion/8 C Injure DC 12 CON or go to 0 HP 1
6 Forest Dragon/1 M Inhale DC 15 CON or 3d8 damage 2
7 Couatl/1 R Injure DC 15 CON or fall into deep sleep for 1d8 hours 2
8 Aboleth/1 U Injure DC 15 CON or turn into deep one over 2d10 days 4
9 Gelatinous Cube, Naga/2 U Injure DC 15 CON or paralyzed 1d4 rounds 1
10 Vrock Demon/1 R Inhale DC 15 CON or violent vomiting 1d4 rounds 4
11 Dretch Demon/1 U Touch (eyes) DC 12 CON or blinded 1d4 rounds 3
12 Imp Devil, Fairy/2 U Injure DC 12 CON or sleep for 1d4 hours 3
13 Giant Spider/6 C Injure DC 12 CON or paralyzed 1d4 hours 1
14 Wyvern/1 R Injure DC 15 CON or take 2d10 damage 3
15 Erinyes Devil/1 U Injure DC 15 CON or turn on allies for 1d4 rounds 2
16 Iron Golem/1 M Inhale DC 15 CON or 8d6 damage 2
17 Void Spider/2 R Injure DC 12 CON or drop to 0 HP in 1d4 rounds 1
18 Medusa, Purple Worm/1 R Injure DC 15 CON or go to 0 HP 2
PLANT & FUNGI (C=Common, U=Uncommon, R=Rare, M=Mythic)
2D4 Source Rarity Use Effect Doses
2 Glimmerthorn U Injure DC 15 CON or become haunted by 1d4 ghosts 2
3 Lichweed U Inhale DC 18 CON or for 1 day if target dies, it becomes undead 4
4 Embercap C Injure DC 9 CON or at random one of CON, STR or INT to 3 (-4) for 1 day 3
5 Rot Flower C Injure DC 12 CON or unconscious for 1d4 rounds 5
6 Aminiita C Eat DC 12 CON or 3d6 damage 3
7 Moonflower U Inhale DC 15 CON or contract lycanthropy 2
8 Dragon’s Ear R Eat DC 18 CON or be visited by dragon the next month 1
LEGENDARY POISON ATTRIBUTES (all Mythic rarity)
D10 Use D10 Dmg D10 Effect D10 Source D10 Doses
1 Injure 1 0 1 DC 18 CON or burn for 4 days & 4 nights 1 Archangel’s tears 1 1
2 Inhale 2 1d4 2 DC 18 CON or permanent enchanted sleep 2 Archdevil’s horn 2 2
3 Eat 3 1d6 3 DC 18 CON or complete amnesia 3 World Tree Dew 3 3
4 Touch 4 1d8 4 DC 18 CON or become enslaved to chaotic god 4 Ur-Dragon Blood 4 4
5 Injure 5 1d10 5 DC 18 CON or DEX drops to 3 5 Nectar of the Gods 5 5
6 Injure 6 1d12 6 DC 18 CON or INT drops to 3 6 Heart of a Star 6 6
7 Inhale 7 4d6 7 DC 18 CON or STR drops to 3 7 The Void 7 7
8 Injure 8 5d8 8 DC 18 CON or WIS drops to 3 8 Fate’s Needle 8 8
9 Touch 9 6d10 9 DC 18 CON or CON drops to 3 9 Lake of the Damned 9 9
10 Injure 10 8d12 10 DC 18 CON or CHA drops to 3 10 Blood of Golden Ewe 10 10

7
Potion Master
Imperious professors and cackling Potionmaking: Add simples to a
experimenters who distill magical Potion Base to create a new potion
essence into liquid form. with a DC 12 INT check +1 to DC for
each simple you are adding beyond
Weapons: Staff, Sling, Potion Base first.
(2 gp, 1 slot), Sling Flask (special flask
that can be used in sling and filled If you fail, you may not mix any
with one type of liquid, 5 gp, 1 slot) additional potions until you rest and
you must roll on the Mixing Potions
Armor: None table (SD p. 286).

Hit Points: 1d4 Potion Enhancement: 1+LVL times


during downtime, pick one
Potion Library: Roll for 2 initial enhancement 1. Increase one effect
potions on Magic Item Attributes by one step (1🠺🠺1d2🠺🠺1d4🠺🠺1d6🠺🠺1d8🠺🠺
(SD p. 282 & 286-287) tables. Each new 1d10🠺🠺1d12🠺🠺1d20). 2. Double duration.
level, roll for LVL-1 additional potions. 3. Potion works on skin contact 4.
Add one additional random benefit
Potion Distillation: During or curse. Succeed at DC 12 +
downtime, you may identify any enhancement number (1, 2, 3, or 4)
potion and, if you wish, distill it into INT check to enhance a potion.
its component benefits and curses
(called “simples”). This uses the Spellcasting: Cast known spells per
potion. Simples are powders. They Wizard Spellcasting rules (SD p. 44)
do not take up slots and are always but choose spells from Wizard or
available once distilled. Priest spell lists. (SD p. 51-52)

POTION MASTER TALENTS


2d6 Effect
Choose one spell you know. Once each downtime, you may distill that spell into
2
a potion that allows the drinker to cast that spell or receive spell’s effects.
3-6 +1 to your potion enhancement check.
7-9 +1 to your potionmaking check.

10-11 +2 to Intelligence
You create a magical flask that enhances one aspect of any potion it contains
12
and can contain up to 6 of the same potion at a time. 8
Arsonist
Eyebrow-singed technicians and Explosives: Create thrown explosive
fire-enthralled artificers. and incendiary bombs. Begin with
1d2 bombs at no cost from the
Weapons: Flamethrower (80 gp, R, N, Bombs table rolled at random:
1d6 + 1d4/rd, 2H, L, 3 slots), Bomb (R, N,
see table, D, 1 slot per 3 small, 2 med, or 1
BOMBS
large), Hand Cannon (30 gp, R, N, 1d10, d6 Cost No. & Type Damage Group
2H, L, I, B, 3 slots), Arquebus (70 gp, R, F, 1 4 gp 3 small 1d6 2

1d10, 2H, L, I, 3 slots), Staff, Flame Staff 2 8 gp 2 med 2d6 3

(5 gp, M, C, 1d4+1d4/rd fire dmg, 2H) 3 12 gp 1 large 3d8 4


I=Inaccurate, disadvantage on attacks 4 8 gp 3 small incendiary 1d6+1d4/rd 2
G=Group, targets 2+ human sized creatures
5 16 gp 2 med incendiary 2d6+1d4/rd 3
Close to each other
D=Dangerous, 60% chance it explodes in hand 6 24gp 1 large incendiary 3d8+1d4/rd 4

on critical miss
B=Breakable, 50% chance it will break on
Liquid Flame: For flamethrower,
critical miss flame staff, or other purposes. Begin
with 1d4 uses at no cost. 1 slot/use.
Armor: None Burns 1d6 rds. May be put out with
water immersion or 50% chance if
Hit Points: 1d4 rolling in dirt for turn. Cost: 4 gp/use.

Artificing: During downtime or at Ball and Powder: For Hand Cannon


start of play choose one type of or Arquebusier. Begin with 1d10 uses
weapon to make below. You must at no cost. 10 bullets per gear slot.
pay costs unless otherwise noted. Cost: 5 sp per ball

ARSONIST TALENTS
2d6 Effect
Expert marksman, +2 on attacks with one of either Arquebus or Hand Cannon
2
(this does not negate Inaccurate disadvantage)
3-6 +1 to one of either Dexterity, Intelligence or Charisma

7-9 Pick one - Bombs, Liquid Flame, Ammunition: 10% less cost to produce

10-11 Expert bombmaker, reduce chance of bomb explosion by 10%.

12 Choose one or distribute 2 points among stats.


9

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