A Specialist can purchase this skill as any other using skill points, but might require the study of a treatise (it’s a referee’s choice to make it easy or hard for their players).
A Magic-User acquires his first alchemy point when he reads a treatise on alchemy.
Treatises on alchemy
Treatises on alchemy are ancient, moldy volumes filled with lost knowledge. Each treatise covers a field of study (a type of formula) and takes one week to read.
- At levels 1 to 3, an alchemist can produce one formula per week
- At levels 4 to 6, two fórmulas
- At levels 7 to 9, three formulas
- At level 10 and higher, 4 formulas
Skill points on alchemy determine the chances of success in six; this roll isn’t modified by abilities.
Fields of study (formulas)
An alchemist can prepare tinctures. By drinking a tincture, an adventurer recovers hp equal to the result of a roll of one die the size of his HD; thus, a Magic-User recovers 1d4 hp, a Fighter recovers 1d8 hp, and so on.
Two tinctures can be combined to create a restorative potion. An adventurer who drinks a potion, recovers hp equal to the result of a roll of three dice the size of her HD; a Magic-User recovers 3d4 hp, a Fighter recovers 3d8 hp, and so on.
Two restorative potions can be combined to create a panacea; an adventurer who eats this paste recovers hp equal to the result of a dice roll of half his HD. A level 8 Magic-User recovers 4d4 hp, while a level 9 Specialist recovers 4d6 + 1d3 hp (four and a half dice).
An alchemist can prepare a dose of liquid poison to be ingested or a poisonous paste to be used in a weapon. The victim must make a saving throw vs. the poison or suffer 1d6 damage.
Two or three doses of poison can be combined to increase its potency, causing 2d6 or 3d6 damage.
Four doses cause a poison so potent that the victim must make a saving throw vs. death to survive; if he survives, he will still suffer 4d6 damage, which can also kill him.
An alchemist can produce an explosive that can damage multiple targets in a circular area with a diameter of 3 meters. Each victim suffers 1d6 damage.
Two explosives can be combined to create a bomb, in a diameter of 5 meters that causes 1d6 damage to each victim.
Two bombs can be combined to create a flask of Greek fire, which produces an explosion with a diameter of 6 meters, causing 1d8 damage to each victim. All victims must make a saving throw vs. breath weapons or catch fire, suffering an additional 1d4 damage each round. These flames can be extinguished by throwing oneself to the ground and spinning like an idiot, but no other actions can be taken during that round.
A referee might want to include further fields of study, and if that’s the case, please share!
Oh, please! An alchemist always has the ingredients for their concoctions.
For games closer to B/X and percentile Thief skills, each skill point equals approximately 16%.