Concoctions

As an action, you can create a vial of liquid that smells of sulfur. A creature can take the contents into their mouth and spit it out as an action as a green corrosive mist shoots forth. Each creature in a cone or line must make a Fortitude saving throw.

On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 1d8 for each additional catalyst expended.

unstable, 1 minute/catalyst

As an action, you can create a vial of yellow fluid that is streaked with a white cloudy liquid and swirls on its own. A creature can drink the contents as an action to cause adrenaline to rush through its body, causing it to be hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional catalyst expended.

3 hours/catalyst

As an action, you can create this vial of orange liquid. A creature can drink the contents as an action to become bolstered with toughness and resolve. A creature’s maximum health and health increase by 2d6 + your alchemical ability for the duration.

Augment

The target’s health increase by an additional 3d6 for each additional catalyst expended.

As an action, you can create this vial of orange and green liquid. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for each additional catalyst expended.

As an action, you can create this vial of sticky, adhesive fluid which ignites when exposed to air. As an action, a creature can throw this vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 3d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d10 and the burning level by 1 for each additional catalyst expended.

  • Sticky Napalm. You can expend 1 additional catalyst to increase the burning Difficulty by 2 and change the chemical composition so that water and sand don’t extinguish the fire on the target. The effects of your sticky napalm end when the burning level on the target is reduced to 0.

As an action, you can apply this bubbling purple gel that eats through adhesives. It destroys normal adhesives (such as tar, tree sap, or glue) in a 1-meter cube in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (tanglefoot bags, spider webbing, and so on). It has no effect on fully magical adhesives, including sovereign glue.

Augment

You can apply this solvent in another 1-meter cube for each additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial of rainbow liquid with a geometric shape suspended in it that continuously reforms into a different geometric shape. A creature can drink the contents as an action to look different until the effect ends or until it dismisses it (no action required). You decide what change the potion will illicit, including height, weight, facial features, sound of voice, hair length, coloration, and distinguishing characteristics, if any. You can make the creature appear as a member of another species, though none of its statistics change. The creature also can’t appear as a creature of a different size than it, and its basic shape stays the same; if it’s bipedal, it can’t become quadrupedal, for instance.

You may alter any skin or facial features to be anything normally possible. Birthmarks, moles, tattoos, piercings, and other distinguishing features are not visible unless you specifically will it.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can expend 1 additional catalyst to disguise the creature as a specific individual, with the results depending on the details you know and have seen of the creature’s physical features as determined by the GM.

  • Fragrant. You can expend 1 additional catalyst to alter the creature’s smell to blend in with creatures using the scent ability or creatures who identify individuals by pheromones or other chemical senses.

As two actions, you can create a vial of cloudy green fluid that smells of the sea and has a jellyfish-like bubble floating in it. Choose fins or gills as the concoctions’s effect. A creature can drink the contents as an action to gain the chosen effect:

Fins. The creature grows fins and webbing between its fingers and toes; it gains a swimming speed of 5 meters for the duration.

Gills. The creature grows gills; it gains the ability to breathe underwater for the duration. It also retains its normal breathing pattern.

Augment

You can expend 1 additional catalyst so the concoction produces both effects.

3 hours/catalyst

As an action, you can create a vial of liquid with bark suspended in it. A creature can drink the contents as an action so its skin takes on a rough, bark-like appearance for the duration. The creatures’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4) as long as it isn’t wearing armor. The effect ends if the creature dons armor.

As an action, you can create a vial of liquid with fur suspended in it. A creature can drink the contents as an action to alter their physical form to gain different characteristics. When you use this ability, you have 1 catalyst to choose one or more of the following effects. Each effect has its own catalyst cost, reducing the pool of catalysts.

Bear’s Endurance (1 catalyst). You gain 1d8 + your alchemical ability temporary health, which is lost when the spell ends and you have advantage on Fortitude saving throws to resist dehydration, drowning, sleep deprivation, starvation, and suffocation and to march or labor for hours without rest.

Bull’s Strength (1 catalyst). You have advantage on Athletics and Brawn checks, and your carrying capacity doubles.

Cat’s Grace (1 catalyst). You have advantage on Nimbleness checks and when calculating fall damage, reduce any falling distance by 4 meters if you aren’t incapacitated.

Camouflage (1 catalyst). Your skin and equipment take on the color and texture of nearby objects, including floors and walls, masking you from detection. For the duration, you have advantage on Stealth checks.

Echolocation (3 catalysts). You gain the ability to sense your surroundings by sound. For the duration, you have advantage on Perception checks that rely on hearing and have blindsight out to a range of 5 meters. If you already have blindsight, its range increases by 5 meters. You can’t use this blindsight while deafened.

Keen Sense (1 catalyst). Choose eyes, ears, or nose. Your senses connected to that choice become more sensitive. You gain advantage on Perception checks that rely on hearing, sight, or smell.

Augment

You can increase the pool of catalysts by 1 for each additional catalyst expended.

1 hour/catalyst

As an action, you can apply this clear resin that protects a weapon from harmful attacks from oozes, rust creatures, and similar things, rendering the weapon immune for the duration. One pot can coat one single two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Immersing the weapon in water or similar liquid washes it off.

1 minute/catalyst

As an action, you can create a vial of grey liquid that appears to be out of focus. A creature can drink the contents as an action to become blurred, shifting and wavering to all who can see it. For the duration, any creature has disadvantage on attacks made against the creature. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

1 hour/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Darkness spreads to fill a sphere twice as big as normal for the duration. The darkness spreads around corners. Non-magical light, as well as light created by concoctions or spells using equal or less catalysts or mana, can’t illuminate the area.

1 hour/catalyst

As an action, you can create a vial that sheds light equivalent in brightness to a torch when shaken and lasts until the vial is broken. As an action, a creature can throw this vial at a point within 5 meters, where it explodes on impact. Light spreads to fill a sphere twice as big as normal for the duration. The light sheds bright light and sheds dim light beyond the bright light to a distance equal to the sphere’s radius.

If any of this area overlaps with an area of darkness created by a concoction or spell using equal or less catalysts or mana, the darkness is dispelled.

1 hour/catalyst

As an action, you can create a vial of liquid with hooked claws suspended in it. A creature can drink the contents as an action to grow tiny hooked claws that allow it to climb. The creature gains a climbing speed equal to its walking speed for the duration.

Augment

You can expend 1 additional catalyst so the creature can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

unstable, 1 minute/catalyst

As an action, you can create this vial full of sticky webs. As an action, a creature can throw this bomb at a creature within 5 meters, shattering it on impact which unleashes writhing strands of webbing that wrap up the creature like a mummy. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

A creature restrained by the cocoon, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

The cocoon has 10 Defense, 1 Soak, and 15 Health. When reduced to 0 health, the cocoon is ripped open, which frees the target.

Augment

You can expend 1 or more catalysts so while restrained by this spell, the creature takes 2d10 bludgeoning damage at the start of each of its turns for each additional catalyst expended. You can also increase the cocoon’s Defense by 2, and increase the cocoon’s Health by 15 for each additional catalyst expended.

unstable, 1 minute/catalyst

As an action, you can create a vial of light blue liquid. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it is slowed 1 for the duration.

On a critical failure, it is slowed 2 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the slowed level by 1 for each additional catalyst expended.

As an action, you can create a vial of liquid that sounds like a polyglot of languages when the cork is removed. A creature can drink the contents as an action to understand the literal meaning of any spoken language that it hears. The creature also understand any written language that it sees, but it must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This effect doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Augment

Tongues Potion. You can expend 1 additional catalysts so the creature also understands the true meaning of any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

unstable, 1 minute/catalyst

As an action, you can create a vial of light green liquid. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point is affected. At the start of each of its turns for the duration, an affected creature must make a Fortitude saving throw.

On a failure, it takes 3d6 acid damage and its armor or natural armor is corroded 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 for each additional catalyst expended.

unstable, 5 minutes/catalyst

As an action, you can create this acidic oil. As an action, a creature can coat one weapon with the oil to cause it to corrode creatures it hits. For the duration, the weapon deals an extra 1d4 acid damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d4 for each additional catalyst expended

1 hour/catalyst

As an action, you can create a vial of liquid that optically appears bigger or smaller than it actually is. A creature can drink the contents as an action to change its appearance, gaining an illusory appearance.

The effect disguises physical appearance as well as clothing, armor, weapons, and equipment. The creature can choose to seem 30 centimeters shorter or taller and appear thin, fat, or in between. The creature can’t change its body type, so it must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to the creature. The effect lasts for the duration, unless the creature dismisses it (no action required) sooner.

The changes wrought by this effect fail to hold up to physical inspection. For example, if this effect is used to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If this effect is used to appear thinner than the creature is, the hand of someone who reaches out to touch the creature would bump into it while it was seemingly still in midair.

A creature can use an action to inspect a target and make a skill check using Insight (Intelligence) against your alchemical save Difficulty. If it succeeds, it becomes aware that the target is disguised.

1 minute/catalyst

As an action, you can create this sealed jar. A creature can open it as an action to release an overwhelmingly antiseptic odor so that it covers other smells for the duration. Creatures within a sphere of the jar have advantage on all saving throws against scent based attacks and effects while the sap’s odor remains, but they have disadvantage on any scent-based Perception checks during that time.

As an action, you can create a packet of dust. A creature can use an action to sprinkle a pinch of it over water. The dust turns a sphere of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic.

An elemental composed mostly of water that is exposed to a pinch of the dust must make a Fortitude saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 2d6 for each additional catalyst expended.

unstable, 5 minutes/catalyst

As an action, you can create a vial of red liquid that continuously contracts to a tiny bead and then expands to color the clear liquid around it. A creature can drink the contents as an action to grow larger or smaller for the duration.

Everything the creature is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The creature’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the creature to double its size, the creature attains the maximum possible size in the space available. Until the effect ends, the creature has advantage on Athletics and Brawn checks and any weapon it wields grows to match its new size, dealing 1d6 extra damage.

Reduce. The creature’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the effect ends, the creature has disadvantage on Athletics and Brawn checks and any weapon it wields shrinks to match its new size, dealing 1d6 less damage (this can’t reduce the damage below 1).

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d6 for each additional catalyst expended.

  • You can expend 1 additional catalyst to enlarge or reduce the creature’s size one additional step.

    Enlarge. The creature gains 10 temporary health and its reach increases by 1 meter.

    Reduce. The creature had advantage on Stealth checks.

unstable, 5 minutes/catalyst

As an action, you can create this poisonous oil. As an action, a creature can coat one weapon with the oil to cause it to inject poison into creatures it hits. For the duration, the weapon deals an extra 1d4 poison damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d4 for each additional catalyst expended

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 1d6 concussion damage and 2d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

Augment

You can increase the fire damage by 1d6 and the burning level by 1 for each additional catalyst expended.

As an action, you can create a vial of liquid that smells of kerosene. A creature can take the contents into their mouth and spit it out as an action as a thin sheet of flames shoots forth. The fire ignites any flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the burning level by 1 for each additional catalyst expended.

unstable, 5 minutes/catalyst

As an action, you can create this flammable oil. As an action, a creature can coat one weapon with the oil to cause it to ignite in flames. For the duration, the weapon deals an extra 1d4 fire damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d4 for each additional catalyst expended

unstable, 1 minute/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it is blinded for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

1 hour/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Fog spreads to fill a sphere twice as big as normal for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

unstable, 5 minutes/catalyst

As an action, you can create this dark, cold oil. As an action, a creature can coat one weapon with the oil to cause it to freeze creatures it hits. For the duration, the weapon deals an extra 1d4 cold damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d4 for each additional catalyst expended

3 hours/catalyst

As an action, you can create a vial of light blue liquid that continuously produces a coating of ice on the outside of the vial. A creature can drink the contents as an action. While it isn’t wearing armor a protective coating of ice surrounds its body until the effect ends. The creature’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The effect ends if the target dons armor or if it dismisses the effect (no action required).

As an action, you can create a vial of light blue liquid. As an action, a creature can throw the vial at its feet, shattering it on impact. Each creature other than the thrower in a sphere centered on the thrower must make a Fortitude saving throw.

On a failure, it takes 3d6 cold damage, is immobilized, and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d6 for each additional catalyst expended.

unstable, 1 minute/catalyst

As an action, you can create a vial of light blue liquid. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point is affected. At the start of each of its turns for the duration, an affected creature must make a Fortitude saving throw.

On a failure, it takes 2d6 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 for each additional catalyst expended.

1 minute/catalyst

As an action, you can create this vial of oily grease. As an action, a creature can throw the vial at a point within 5 meters. Slick grease covers the ground in a sphere twice as big as normal centered on the point and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Reflex saving throw or a Nimbleness check or fall prone and become greased. A creature that enters the area or ends its turn there must also make the saving throw or check.

If any fire touches the grease, it ignites and the grease no longer causes creatures to fall prone. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 1d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

As an action, you can create a vial of red liquid that glimmers when agitated. A creature can drink the contents as an action to regain 3d6 + your alchemical ability health. This potion has no effect on constructs or undead.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the healing for each potion by 4d6 for each additional catalyst expended.

  • Major Regeneration. You can expend 2 additional catalyst to increase the healing by 1d6 and stimulate major natural healing. The duration changes to 1 minute/catalyst and for the duration of the effect, the creature regains 1 health at the start of each of its turns (10 health each minute).

    The creature’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If the creature has the severed part and hold it to the stump, the effect instantaneously causes the limb to knit to the stump.

As an action, you can create a vial of liquid that tastes of snow. A creature can take the contents into their mouth and spit it out as an action as a blast of cold air erupts forth. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d6 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell becomes a frozen statue until it thaws.

Augment

You can increase the damage by 1d6 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.

1 minute/catalyst

As an action, you can create this vial of light blue liquid. As an action, a creature can throw the vial at a point within 5 meters. A thin layer of ice covers the ground in a sphere that is twice as big as normal centered on the point and turns it into difficult terrain for the duration.

When the ice appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also make the saving throw.

A 1-meter square of ice has 3 health. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely.

Augment

You can expend 1 additional catalyst so a number of objects equal to the catalysts expended within the sphere that aren’t being worn or carried are frozen cold for the same duration as the ice slick. A creature that touches an object covered in this ice takes 4d6 cold damage when it touches the object and at the end of each of its turns while touching the object.

10 days

As you spend 1 minute to write on parchment, paper, or some other suitable writing material, the ink you use transforms into a potent illusion that lasts for the duration.

To you and any creatures you designate when you create the writing, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the effect be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

unstable, 1 minute/catalyst

As an action, you can create a container that looks empty but feels as though it holds liquid. A creature can drink the contents as an action to become invisible for the duration. Anything the creature is wearing or carrying is invisible as long as it is on its person. The invisibility ends if it attacks, throws a concoction, uses a maneuver, or casts a spell.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • Continued Invisibility Potion. You can expend 1 additional catalyst to change the duration to 1 hour/catalyst.

  • Dust of Disappearance. You can expend 1 additional catalysts to turn the concoction into dust that you store in a small packet. A creature can use an action to throw the dust into the air, causing each creature and object within 2 meters to become invisible for the duration. The duration is the same for all subjects. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

  • Greater Invisibility Potion. You can expend 3 additional catalysts so the invisibility does not end for a target that attacks, uses a maneuver, or casts a spell.

1 minute/catalyst

As an action, you can create a packet of fine gray powder. As an action, a creature can throw the packet at a point within 5 meters, where it bursts on impact. Each creature in a sphere twice as big as normal centered on that point must make a Fortitude saving throw.

On a failure, a creature has disadvantage on skill checks for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

1 day/catalyst

As an action, you can create this vial of emerald-colored adhesive made from animal glands, urine, and other powerful scents combined with a strong alchemical binding agent that is difficult to wash off. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere twice as big as normal centered on that point must make a Reflex saving throw.

On a failure, a creature smells like weak prey to predators. Creatures can smell a marked creature at five times the normal range. If they smell it, they can note its direction, pinpoint it when it is within 5 meters, and track it by scent with advantage on its skill checks. Immersion in water within 1 round of exposure washes it off; otherwise the effect decreases by one range increment per day (four times normal range after 1 day, three times range after 2 days, and so on) until the creature is again at normal scent levels.

1 hour/catalyst

As an action, you can create a vial of liquid that smells like a library. A creature can drink the contents as an action to learn a language or become capable, or proficient if they are already capable, with a skill for the duration.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can expend 1 additional catalyst to become proficient if the creature isn’t already capable.

  • The creature can learn an additional language or become capable with an additional skill for each additional catalyst expended.

unstable, 5 minutes/catalyst

As an action, you can create a vial of clear liquid that floats at the top of its container and has cloudy white impurities drifting in it. A creature can drink the contents as an action to rise vertically, up to 5 meters, and remain suspended there for the duration. The potion can levitate a creature that weighs up to 150 kilos.

The creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. The creature can change its altitude by up to 5 meters in either direction on its turn as part of its move.

If the creature is still aloft when the effect ends, the creature descends 10 meters per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

Augment

Flying Potion. You can expend 1 additional catalyst so the creature gains a flying speed of 10 meters for the duration instead of levitating.

unstable, 1 minute/catalyst

As an action, you can create a vial of clear fluid that has electricity running through it. A creature can drink the contents as an action to be hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional catalyst expended.

unstable, 1 minute/catalyst

As an action, you can create a vial of light green liquid. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point is affected. At the start of each of its turns for the duration, an affected creature must make a Fortitude saving throw.

On a failure, it takes 2d6 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 for each additional catalyst expended.

As an action, you can create this vial. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 3d8 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d8 for each additional catalyst expended.

  • You can expend 1 additional catalyst to increase the slowed level by 1.

As an action, you can create a vial of liquid with an image of animal tracks suspended in it. A creature can drink the contents as an action and think of a specific kind of animal by name or description. The creature learns the direction and distance to the closest creature of that kind within 10 kilometers, if any are present.

unstable, 5 minutes/catalyst

As an action, you can create a vial of copper liquid with an object suspended in it. A creature can drink the contents as an action to sense the direction to an object’s location, as long as that object is within 400 meters of the creature. If the object is in motion, the creature knows the direction of its movement.

The effect can locate a specific object known to the creature, as long as it has seen it up close—within 5 meters—at least once. Alternatively, the effect can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This effect can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between the creature and the object.

Augment

Locate Creature. You can expend 1 additional catalysts to locate a creature instead of an object. The drinker senses the direction to the creature’s location, as long as that creature is within 400 meters of the drinker. If the creature is moving, the drinker knows the direction of its movement.

The effect can locate a specific creature known to the drinker, or the nearest creature of a specific kind (such as a human or a unicorn), so long as it has seen such a creature up close—within 5 meters—at least once. If the creature is in a different form, such as being under the effects of a polymorph spell, this effect doesn’t locate the creature.

This effect can’t locate a creature if running water at least 2 meters wide blocks a direct path between the drinker and the creature.

As an action, you can create a vial of light seafoam green liquid that has a cube of ice floating in it. A creature can drink the contents as an action to learn the direction and distance to the closest substantial body of water within 10 kilometers, if any are present.

unstable, 1 minute/catalyst

As an action, you can create an orange paste that causes a euphoric feeling that makes the consumer feel invulnerable. A creature can drink the contents as an action. Until the effect ends, the creature is immune to being frightened and gains 1d8 + your alchemical ability temporary health at the start of each of its turns. When the effect ends, the target loses any remaining temporary health from this effect.

Augment

You can increase the temporary health by 2d8 for each additional catalyst expended.

As an action, you can create a vial of liquid that looks, smells, and tastes almost exactly like water. However, it is actually deadly poison. A detect magic or detect poison spell reveals its true nature.

A creature can drink the contents as an action, becoming affected. An affected creature suffers no effect. Every hour while affected the creature must make a Fortitude saving throw.

On a failure, it is exhausted 1.

Any affect that removes poison can end the effect.

Often given at dinner, with death from exhaustion occurring around midnight.

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 1d6 fire damage and 3d6 piercing damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

The fire damage increase by 1d6 and the piercing damage increases by 1d6 for each additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial of liquid that smells of a certain creature. When you create this concoction choose claws, fangs, spines, horns, or a different natural weapon. Some examples could be that hands turn into claws, two teeth turn into tusks, or a whip-like tail is grown. A creature can drink the contents as an action to grow the chosen natural weapons. Its natural weapon, which you can use to make unarmed strikes that it is capable with, deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.

Its natural weapons are magical.

Augment

You can expend 1 additional catalyst so the creature becomes proficient with the natural weapons.

1 hour/catalyst

As an action, you can create a philter of rose-hued, effervescent liquid that contains one easy-to-miss bubble shaped like a heart. A creature can drink the contents as an action so the next time it sees a creature within 10 minutes, it becomes charmed by that creature for the duration. If the creature is of a species and gender the drinker is normally attracted to, it regards it as its true love while it is charmed.

1 minute/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Each creature and object in a sphere twice as big as normal centered on that point is outlined in blue, green, or violet light (your choice). An unwilling creature must make a Reflex saving throw to avoid the effect. For the duration, objects and affected creatures shed dim light in a 2-meter radius.

Any attack made against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

As an action, you can create a vial of liquid that looks, smells, and tastes like a healing potion or other beneficial potion. However, it is actually poison. A detect magic or detect poison spell reveals its true nature.

A creature can drink the contents as an action, becoming affected. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 2d10 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.

Augment

You can increase the damage by 3d10 for each additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial of liquid with sinew suspended in it. A creature can drink the contents as an action to become more bulky and powerful. The creature counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

As an action, you can create a vial liquid with white powder that has green and orange pieces suspended in it. A creature can drink the contents as an action to gain resistance to acid damage for the duration.

Augment

Immunity. You can expend 2 additional catalysts so the creature is immune to acid damage.

As an action, you can create a vial liquid with white powder that is cold to the touch. A creature can drink the contents as an action so ice rimes its body. The creature has resistance to cold damage, ignores the effects of extreme cold, and can move across difficult terrain created by ice or snow without spending extra movement for the duration.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • Immunity. You can expend 2 additional catalysts so the creature is immune to cold damage.

  • Fire Resistant. You can expend 1 additional catalysts so the creature has resistance to fire damage.

As an action, you can create a vial liquid with white powder that has scorched pieces suspended in it. A creature can drink the contents as an action so harmless flames race across its body. As an action, the creature can have the flames shed bright light in a 4-meter radius and dim light for an additional 4 meters. Additionally, the creature has resistance to fire damage, advantage on skill checks to end the burning condition, and ignores the effects of extreme heat for the duration.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • Immunity. You can expend 2 additional catalysts so the creature is immune to fire damage.

  • Cold Resistant. You can expend 1 additional catalysts so the creature has resistance to cold damage.

As an action, you can create a vial of foul-tasting, milky tonic. A creature can drink the contents as an action to have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can expend 1 additional catalyst so if the creature is poisoned, one poison is neutralized. If more than one poison afflicts the creature, one poison is neutralized at random.

  • Immunity. You can expend 2 additional catalysts so the creature is immune to the poisoned condition and poison damage.

As an action, you can create a vial liquid with white powder that has blue pieces suspended in it. A creature can drink the contents as an action to gain resistance to concussion and lightning damage for the duration.

Augment

Immunity. You can expend 2 additional catalysts so the creature is immune to concussion and lightning damage.

As an action, you can create a vial of liquid that smells like moldy cheese and has the texture of a troll’s skin. A creature can drink the contents as an action to stimulate its natural healing process. The creature regains 2d4 + your alchemical ability health immediately and again at the end of its next turn.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the healing by 3d4 for each additional catalyst expended.

  • Major Regeneration. You can expend 2 additional catalyst to increase the healing by 2d4 and stimulate major natural healing. The duration changes to 1 minute/catalyst and for the duration of the effect, the creature regains 1 health at the start of each of its turns (10 health each minute).

    The creature’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If the creature has the severed part and hold it to the stump, the effect instantaneously causes the limb to knit to the stump.

3 hours/catalyst

As an action, you can create a vial of liquid with pieces of rock suspended in it. A creature can drink the contents as an action so its skin takes on a rough, rock-like appearance for the duration. The creatures’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4) as long as it isn’t wearing armor. The effect ends if the creature dons armor.

1 hour/catalyst

As an action, you can create a vial of of sandy liquid with a stick of wood floating on top of the liquid. A creature can drink the contents as an action to not hindered by difficult terrain made of sand.

Augment

You can expend 1 additional catalyst so the creature can move across any sandy surface—such as loose sand or quicksand—as if it were harmless solid ground.

If the drinker is submerged in sand, the creature is carried to the surface of the sand at a rate of 10 meters per turn.

unstable, 5 minutes/catalyst

As an action, you can create this clear, gelatinous oil that sparkles with tiny, ultrathin metal shards. As an action, a creature can coat one slashing or piercing weapon with the oil to sharpen its edge. For the duration, the weapon deals an extra 1d6 damage.

Alternatively, you can coat a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional catalyst expended

unstable, 5 minutes/catalyst

As an action, you can create this oil that stings to the touch. As an action, a creature can coat one weapon with the oil to cause it to become electrified. For the duration, the weapon deals an extra 1d4 lightning damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d4 for each additional catalyst expended

unstable, 5 minutes/catalyst

As an action, you can create this silvery, metallic oil. As an action, a creature can coat one weapon with the oil. For the duration, the weapon is considered to be silvered.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

1 hour/catalyst

As an action, you can create a vial of liquid that continuously changes color and smell, rotates through religious and arcane symbols, jumps up and down within its container, and suddenly vanishes. A creature can drink the contents as an action to deepen its understanding of its own talent. It become capable, or proficient if it is already capable, in one skill of its choice until the effect ends.

Augment

You can expend 1 additional catalyst so the creature becomes proficient if it isn’t already capable.

1 hour/catalyst

As an action, you can create a vial of liquid that smells terribly, even a bit while bottled. As an action, a creature can pour the foul smelling contents on itself or throw this vial at a point within 5 meters, where it explodes on impact. For the duration, the following applies to the creature or space where it landed:

  • The stench is noticeable to any creature within 20 meters of the space or odorous creature.
  • Animals will try to avoid the space or odorous creature.
  • Creatures who can smell have advantage to smell or track a odorous creature.
  • An odorous creature has disadvantage on any skill check using Charisma to make a social skill.
  • When another creature moves within 1 meter of the space or odorous creature for the first time on a turn or starts its turn there, it must make a Fortitude saving throw. On a failure, it is poisoned until the start of its next turn.

Washing does not remove the scent.

1 hour/catalyst

As an action, you can create a vial of liquid that contains three easy-to-miss bubbles shaped like Zs. A creature can drink the contents as an action. The creature must make a Fortitude saving throw.

On a failure, it is falls unconscious for the duration.

This effect ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, a creature can repeat the saving throw each minute or if it hears an extraordinarily loud noise such as the thunderwave spell, ending the effect on itself on a success.

Undead and creatures immune to being charmed aren’t affected by this spell.

Augment

Sleeping Gas. You can expend 1 additional catalyst to so the potion is in gas form. As an action, a creature can throw this vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make the Fortitude saving throw.

3 hours/catalyst

As an action, you can create a vial of green liquid that continuously produces a goopy coating on the outside of the vial. A creature can drink the contents as an action. While it isn’t wearing armor its body becomes slick until the effect ends. The creature’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4) and it becomes wet. This wetness does not end if it takes fire damage. The effect ends if the creature dons armor or if it dismisses the effect (no action required).

unstable, 1 minute/catalyst

As an action, you can create a vial of light green liquid. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it is slowed 1 for the duration.

On a critical failure, it is slowed 2 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the slowed level by 1 for each additional catalyst expended.

1 hour/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Smoke spreads to fill a sphere twice as big as normal for the duration. The smoke spreads around corners. A creature with darkvision can’t see through this smoke. Non-magical light, as well as light created by spells of using equal or less energy, can’t illuminate the area.

5 minutes/catalyst

As an action, you can create a vial of liquid that releases a quiet howl like a wolf when opened. A creature can drink the contents as an action so animals can understand its speech and the drinker gains the ability to decipher their noises and motions for the duration. The knowledge and awareness of many animals is limited by their intelligence, but at a minimum, animals can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day. You might be able to persuade a animal to perform a small favor for you, at the GM’s discretion.

As an action, you can create a vial of liquid with a grasshopper’s hind legs suspended in it. A creature can drink the contents as an action to increase its speed by 2 meters and have advantage on Athletics checks to jump until the effect ends.

As an action, you can create a vial of fluid that smells like the smeller’s favorite meal, but tastes like paper. A creature can drink the contents as an action to receive enough sustenance to satisfy its solid and liquid nourishment needs for a day.

1 minute/catalyst

As an action, you can create a bag of sticky, adhesive, black tar. As an action, a creature can throw the bag at a point within 5 meters, where it bursts on impact. Sticky, adhesive, tar covers the ground in a sphere centered on the point and turns it into difficult terrain for the duration.

When the tar appears, each creature standing in its area must succeed on a Reflex saving throw or be restrained. A creature that enters the area or ends its turn there must also make the saving throw.

A creature restrained by the tar, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your alchemical save Difficulty.

On a success, the target is freed.

As an action, you can create this stone. As an action, a creature can throw this stone at a point within 5 meters, where it shatters on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 4d6 concussion damage and is deafened for 1 minute.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 2d6 for each additional catalyst expended.

3 hours/catalyst

As an action, you can create a vial of liquid that smells of leather. A creature can drink the contents as an action so its skin becomes as tough as leather. The creature’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4)

As an action, you can create a vial of liquid that smells of corrosion. A creature can take the contents into their mouth and spit it out as an action as a green mist shoots forth. Each creature in a cone or line must make a Fortitude saving throw.

On a failure, it takes 2d10 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 1d10 for each additional catalyst expended.

5 minutes/catalyst

As an action, you can create a vial of liquid. A creature can inject the serum into a creature as an action.

.

On a failure, a creature can’t speak a deliberate lie for the duration.

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

unstable, 5 minutes/catalyst

As an action, you can create a vial of clear liquid that has wind continuously moving within it. As an action, a creature can pour the contents on itself to gain one of the following benefits for the duration:

  • It gains a +2 bonus to Defense.
  • Ranged weapon attacks made against it have disadvantage.
  • It has advantage on saving throws against the burning condition.
Augment

You can expend 1 additional catalyst so the concoctions gives both benefits.

unstable, 1 minute/catalyst

As two actions, you can create a vial of liquid with grasshopper legs in it. A creature can drink the contents as an action so its legs grow incredibly long and springy as its speed increases by 2 meters and it has advantage on Athletics checks to jump for the duration.

As an action, you can create this vial of clear liquid with a constant sparkle. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. All nonmagical liquid within a sphere centered on a point of your choice within 5 meters is purified and rendered free of poison and disease.

5 minutes/catalyst

As an action, you can create a vial of clear liquid that has a feather suspended in it. An itarii can drink the contents as an action to gain a flying speed equal to its walking speed for the duration, as long as it isn’t encumbered by weight.

unstable, 5 minutes/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. A cloud of acidic fog spreads to fill a sphere for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 3d4 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Creatures are affected even if they hold their breath or don’t need to breathe.

The acid slowly eat through objects, creating holes in surfaces, destroying nonmagical items, or dissolving bodies. It takes 1 minute to dissolve nonmagical organic materials such as cloth, plants, or rope, 10 minutes to dissolve wood, and 30 minutes to dissolve bodies and metal.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d5 for each additional catalyst expended.

  • You can expend 1 additional catalyst so duration changes to 1 hour/catalyst.

1 hour/catalyst

As two actions, you can create a vial of clear liquid that has an air bubble suspended in it. A creature can drink the contents as an action to have a bubble of air around their head for the duration. The air allows the creature to breathe and it continuously renews itself.

1 hour/catalyst

As two actions, you can create a vial of foul-tasting, milky tonic. A creature can drink the contents as an action to have advantage on saving throws against diseases for the duration.

Augment

You can expend 1 additional catalyst so the tonic cures one disease afflicting the creature. If more than one disease afflicts the drinker, one disease is cured at random.

unstable, 5 minutes/catalyst

As two actions, you can create a vial of liquid with feathers or leather suspended in it. A creature can drink the contents as an action to alter their physical form so a pair of wings, either feathered or leathery, spread out from their back and they gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if the creature is still flying, it floats gently to the ground at 10 meters per round.

unstable, 1 minute/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. The sphere spreads around corners. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 1d8 poison damage and is blinded for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 1d8 for each additional catalyst expended.

unstable, 5 minutes/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. A cloud of poisonous, yellow-green fog spreads to fill a sphere for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Creatures are affected even if they hold their breath or don’t need to breathe.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d8 for every two additional catalyst expended.

  • You can expend 1 additional catalyst so duration changes to 1 hour/catalyst.

unstable, 5 minutes/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. A billowing mass of icy and misty vapors spreads to fill a sphere for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 4d4 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d4 for each additional catalyst expended.

  • You can expend 1 additional catalyst to increase the slowed level by 1.

  • You can expend 1 additional mana so the duration changes to 1 hour/catalyst.

As two actions, you can create a vial of liquid which smells of nature: dirt, trees, caves, and water. A creature can drink the contents as an action to briefly gain a profound sense of the surrounding territory. In the outdoors, the creature can sense details about the land within 10 kilometers of it. In caves and other natural underground settings, the radius is limited to 100 meters. The effect doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

The creature instantly gain knowledge of up to three facts of its choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, the creature could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

unstable, 1 hour/catalyst

As two actions, you can create a vial of liquid whose smell momentarily spikes the adrenaline of a creature who smells it. A creature can drink the contents as an action to sense the presence of danger within 20 meters. For the duration, attacks made against it can’t gain advantage, it has advantage on initiative checks, it has advantage on Perception checks to find traps, and it has advantage on Reflex saving throws to avoid traps.

3 hours/catalyst

As two actions, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to gain the ability to see in the dark. For the duration, the creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.

3 hours/catalyst

As two actions, you can create a vial of black and white liquid that continuously swirls. A creature can drink the contents as an action to be granted a measure of protection from death.

The first time the creature would drop to 0 health as a result of taking damage, the creature instead drops to 1 health, and the effect ends.

If the effect is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the effect ends.

Augment

You can expend 1 additional catalyst so the target gains 3d10 temporary health when it drops to 1 health.

3 hours/catalyst

As two actions, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to gain the ability to see in bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.

unstable, 3 hours/catalyst

As two actions, you can create a vial of liquid with a forked branch suspended in it. A creature can drink the contents as an action to find the shortest, most direct physical route to a specific fixed location that it is familiar with on the same plane of existence. If the destination is on another plane of existence, if the destination moves (such as a mobile fortress), or if the destination isn’t specific (such as “a green dragon’s lair”), the effect fails.

For the duration, as long as the creature is on the same plane of existence as the destination, it knows how far it is and in what direction it lies. While the creature are traveling there, whenever it is presented with a choice of paths along the way, it automatically determines which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

As two actions, this 30-centimeter-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. It flies up to 20 meters where it explodes with a dazzling display of colors. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 2d10 fire damage, is blinded, and is deafened until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d10 for each additional catalyst expended.

unstable, 1 hour/catalyst

As two actions, you can create a vial of liquid that smells of rainbows. A creature can drink the contents as an action to fortuitously avoid danger within 20 meters. For the duration, attacks made against the creature can’t gain advantage, it has advantage on initiative checks, it has advantage on Perception checks to find traps, and it has advantage on Reflex saving throws to avoid traps.

As two actions, you create a vial of glue-grey liquid. As an action, a creature can coat one weapon with the oil to cause it to freeze a creature it hits. Alternatively, a creature can throw this vial at a point within 5 meters, shattering it on impact. A cloud of frozen air affects a creature in the space where the vial shatters. The creature must make a Fortitude saving throw.

On a failure, it takes 4d6 cold damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 6d6 for each additional catalyst expended.

  • You can expend 1 additional catalyst so the duration changes to 1 minute/catalyst, unstable and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can expend 1 additional catalyst so the creature is paralyzed instead of stunned.

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 4d8 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area equal to the radius of the sphere. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 5 meters) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

Augment

You can increase the damage by 1d8 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.

unstable, 1 minute/catalyst

As two actions, you can create a vial of liquid whose liquid is ghostly transparent. A creature can drink the contents as an action to gain the ability to see through solid objects to a range of 5 meters. Within that range, the creature has darkvision if it doesn’t already have it. For the duration, the creature perceives objects as ghostly, transparent images.

This vision can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

unstable, 5 minutes/catalyst

As two actions, you can create a vial of liquid with a cricket that continuously expands suspended in it. The vial can be poured on an insect to transform it into a giant version of its natural form. The insect is friendly to you and your companions, and it disappears when it drops to 0 health, when you use another giant insect liquid concoction, or when the concoction ends.

Centipede. A centipede becomes a Giant Centipede.

Spider. A spider becomes a Giant Wolf Spider (+2 damage on bite) or a Giant Spider.

Wasp. A wasp becomes a Giant Wasp.

Other Insects. An insect becomes a Swarm of Insects.

The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Any creature you animated with this spell acts after your turn. You can verbally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can transform one additional creature for every 1 additional catalyst expended.

  • Swarm of Poisonous Snakes. You can expend 1 additional catalyst to transform a snake into a Swarm of Poisonous Snakes. You can transform one additional creature for every 2 additional catalysts expended.

  • Giant Scorpion. You can expend 1 additional catalysts to transform a scorpion into a Giant Scorpion.

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Any burning creature in the area stops burning. Each creature in a sphere centered on that point must make a Fortitude saving throw. If the creature doesn’t breathe, the concoction has no effect on it.

On a failure, it loses 3d8 health and is deafened, can’t speak, and can’t use breath weapons until the end of its next turn.

On a critical failure, it loses twice as much health.

On a success, it loses half as much health.

On a critical success, it loses no health.

Augment

You can increase the health lost by 1d8 for each additional catalyst expended.

unstable, 5 minutes/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. A swirling cloud of smoke shot through with white-hot embers spreads to fill a sphere for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 3d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d6 for each additional catalyst expended and the burning level by 1 for every two additional catalysts expended.

  • You can expend 1 additional catalyst so duration changes to 1 hour/catalyst.

As two actions, you can create this vial of yellow and pink swirling gas. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 2d10 poison damage and is poisoned and confused until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d10 for each additional catalyst expended.

  • You can expend 1 additional catalyst so the concoction is unstable and the duration changes to 1 minute/catalyst, unstable and a creature is poisoned and confused for the duration. The damage is reduced to 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana expended, instead of the normal increase. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

M (incense worth 100 sp, consumed)

As two actions, you can create a vial of liquid with a shining gold object suspended in it. A creature can drink the contents as an action to brings to its mind a brief summary of the significant lore about a person, place, or object. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing isn’t of legendary importance, the creature gains no information. The more information the creature already has about the thing, the more precise and detailed the information it receive is.

The information the creature learns is accurate, but might be couched in figurative language. For example, if the creature has a mysterious magic axe on hand, the effect might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

As two actions, you can create a vial of liquid that shifts from orange to blue and from hot to cold. A creature can drink the contents as an action so their body automatically adapts to hostile environments. The creature can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing it to survive as if it were a creature native to that environment. The creature can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and it takes no damage simply from being in that environment. You need not specify what environment the potion is adapting to when you create this concoction; simply activate it, and the creature’s body will instantly adapt to any hostile environment as needed throughout the duration.

The creature can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage each round deals the creature only half the usual amount of damage.

As two actions, you can create a vial of yellow liquid that turns clear when agitated. A creature can drink the contents as an action to neutralize one poison afflicting it. If more than one poison afflicts the creature, one poison is neutralized at random.

1 minute/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. The plume spreads around corners. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 5d6 poison damage and is poisoned for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 2d6 for each additional catalyst expended.

unstable, 1 minute/catalyst

As two actions, you can create this vial of pink swirling gas. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Will saving throw.

On a failure, a creature becomes mellow and relaxed, indifferent to all creatures it is hostile towards. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends, the creature becomes hostile again, unless the GM rules otherwise.

As two actions, you create a vial of orange and green liquid. As an action, a creature can coat one weapon with the oil to cause it to inject poison into creatures it hits. Alternatively, a creature can throw this vial at a point within 5 meters, shattering it on impact. A cloud of poisonous gas affects a creature in the space where the vial shatters. A creature is affected even if they hold their breath or don’t need to breathe. The creature must make a Fortitude saving throw.

On a failure, it takes 4d6 poison damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 6d6 for each additional catalyst expended.

  • You can expend 1 additional catalyst so the duration changes to 1 minute/catalyst, unstable and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can expend 1 additional catalyst so the creature is paralyzed instead of stunned.

unstable, 1 hour/catalyst

As two actions, you can create a vial of purple liquid. A creature can drink the contents as an action to gain historical visions of a given location within 10 meters or object the creature touches.

Location. Rooms, streets, tunnels, and other discrete locations accumulate impressions left by powerful emotions experienced in a given area. These impressions offer the creature a picture of the location’s past.

The types of events most likely to leave impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a caster to detect.

The vision of the event is dreamlike and shadowy. The creature does not gain special knowledge of those involved in the vision, though it might be able to read large banners or other writing if they are in its language.

Beginning with the most recent significant event at a location and working backward in time, the creature can sense one distinct event for every 10 minutes it maintains concentration, if any such events exist to be sensed.

Object. The creature experiences dreamlike and shadowy visions which let it learn about the past owners of an object. The creature learns the owner’s species, gender, age, and how the owner gained and lost the object. Beginning with the most recent owner of an object and working backward in time, the creature can sense one distinct owner for every 10 minutes it maintains concentration, if any such owner exists to be sensed.

Track. The creature can track creatures with an Intelligence of −4 or greater by following the trails of mental energy they leave behind. The creature has advantage on Streetwise and Wilderness checks made to track such creatures.

The impressions can extend 100 years into the past.

Augment

The impressions can be 500 years further in the past for each additional catalyst expended.

As two actions, you can create a vial of liquid that appears to have a visible infection in the middle that is continuously washed clean. A creature can drink the contents as an action to remove the blinded, deafened, paralyzed, or poisoned condition.

Augment

Greater Purification Potion. You can expend 1 additional catalysts to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed or petrified it, or reduce its exhausted level by one.

unstable, 5 minutes/catalyst

As two actions, you can create a vial of silvery liquid that glows brilliantly. A creature can drink the contents as an action so it can’t become diseased, has resistance to poison damage, and has advantage on saving throws against affects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralysed, poisoned, or stunned.

10 days

As two actions, you can spread this oil on a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The effect also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this effect don’t count against the time limit of spells such as resurrection.

As two actions, you can create a vial of liquid that sparkles with hints of silver. A creature can drink the contents as an action to remove the blinded, deafened, or poisoned condition.

Augment

Greater Restoration Potion. You can expend 1 additional catalysts to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed, paralyzed, or petrified it, or reduce its exhausted level by one.

M (diamonds worth 300 sp, consumed)

As two actions, you can create a vial of liquid with a humanoid shape suspended in it that continuously has its head sewn onto its body. As an action, you can feed this potion to a creature that has died within the last minute. That creature returns to life with 1 health. This effect can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

1 hour/catalyst

As two actions, you can create a vial of goopy yellowish liquid. A creature can drink the contents as an action so its senses are almost impossible to foil. For the duration, the creature has advantage on Perception checks and can see things as they truly are out to a range of 20 meters, allowing it to:

  • see invisible creatures and objects
  • see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Augment

True Seeing potion. You can expend 1 additional catalysts so the creature has truesight, allowing it to see the following in addition to those listed above:

  • see in normal and magical darkness
  • automatically detect visual illusions and succeed on saving throws against them
  • perceive the original form of a shapechanger or a creature that is transformed by magic

1 hour/catalyst

As two actions, you can create this vial of sticky black unguent that is thick and heavy in the container, but flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 1 meter of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.

unstable, 1 minute/catalyst

As two actions, you can create this vial of slowly swirling neon blue gas. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 3d8 poison damage, is poisoned, and is slowed 1 for the duration.

On a critical failure, it takes twice as much damage and is slowed 2 for the duration.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d8 for each additional catalyst expended.

  • You can expend 1 additional catalyst to increase the slowed level by 1.

1 minute/catalyst

As two actions, you can create a packet of coarse yellowish-red powder. As an action, a creature can throw the packet at a point within 5 meters, where it bursts on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw. If the creature doesn’t breathe, the concoction has no effect on it.

On a failure, a creature is affected for the duration. An affected creature spends its actions sneezing.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

unstable, 5 minutes/catalyst

As two actions, you can create this vial of with a spike ball suspended in it. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. The area in a sphere centered on that point twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every meter it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the transformation must make a Perception check against your alchemical save Difficulty to recognize the terrain as hazardous before entering it.

Augment

You can increase the damage by 1d4 for every two additional catalyst expended.

unstable, 1 minute/mana

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. A cloud of nauseating, yellow fog spreads to fill a sphere twice as big as normal. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw. If the creature doesn’t need to breathe or is immune to poison, the concoction has no effect on it.

On a failure, it spends its actions that turn retching and reeling.

A moderate wind (at least 15 kilometers per hour) disperses the cloud after 4 rounds. A strong wind (at least 30 kilometers per hour) disperses it after 1 round.

5 minutes/catalyst

As two actions, you can create a vial liquid with rocky pieces suspended in it. A creature can drink the contents as an action to turns its flesh as hard as stone. For the duration, the creature has resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine.

Augment

Ironskin. You can expend 1 additional catalyst so the target has resistance to bludgeoning, piercing, and slashing damage.

unstable, 5 minutes/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Thunderous clouds spreads to fill a sphere for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d10 lightning damage and is deafened until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d10 for every two additional catalyst expended.

  • You can expend 1 additional catalyst so duration changes to 1 hour/catalyst.

1 hour/catalyst

As two actions, you can create a vial of liquid that smells and tastes like the inside of a cave. A creature can drink the contents as an action so its skin receives sensory inputs, allowing it to feel light and sound. Its face must be uncovered to use this effect, as the skin of its face acts as the sensory receiver. It gains blindsight out to a range of 5 meters. If it already has blindsight, its range increases by 5 meters.

unstable, 5 minutes/catalyst

As two actions, you can create a vial of liquid with leather suspended in it. A creature can drink the contents as an action to alter their physical form so a pair of leathery wings spread out from their back and they gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if the creature is still flying, it floats gently to the ground at 10 meters per round.

1 hour/catalyst

As two actions, you can create a vial of blue-green fluid that has lily pads floating on top of the liquid. A creature can drink the contents as an action to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

If a submerged creature drinks this potion, the effect carries the target to the surface of the liquid at a rate of 10 meters per round.

unstable, 1 hour/catalyst

As two actions, you can create this vial full of sticky webs. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. A mass of thick, sticky webbing expands from that point. The webs fill a sphere twice as big as normal from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the concoction ends at the start of your next turn. Webs layered over a flat surface have a depth of 1 meter.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use an action to make a Brawn or Nimbleness check (its choice) against your alchemical save Difficulty. If it succeeds, it is no longer restrained.

The webs are flammable. Any 1-meter cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

1 hour/catalyst

As two actions, you can create a vial of rainbow liquid with fur suspended in it. A creature can drink the contents as an action to transform into an animal companion form that you know, using 2 resources. You can learn a form that you have seen before and that you have detailed knowledge of and you can learn a number of forms equal to your Aptitude Bonus.

The drinker automatically reverts if the concoction ends, if it falls unconscious, if it drops to 0 health, or if it dies. It can revert to its normal form earlier on its turn (no action required).

While the drinker is transformed, the following rules apply:

  • Its game statistics are replaced by the statistics of the chosen companion form, though it retains its personality, and Intelligence, Wisdom, and Charisma. It also retains all of its skill and saving throw aptitudes, in addition to gaining those of the creature. If the creature has the same capability as the drinker and the bonus in its stat block is higher than the drinkers, use the creature’s bonus instead of the drinkers.
  • The drinker retains its health and Health Dice. It gains temporary health equal to the companion form’s Constitution multiplied by double the amount of resources used. When the concoction ends, any remaining temporary health vanishes.
  • The drinker’s ability to speak or use any action that requires hands is limited to the capabilities of the animal form.
  • The drinker retains the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
    • The drinker can’t use any of its special senses, such as darkvision, unless the new form also has that sense.
    • The drinker can’t cast spells. Transforming doesn’t break concentration on a spell the drinker already cast, however, or prevent it from using actions that are part of a spell, such as call lightning, that it already cast.
    • The drinker retains its mana, mana limit, stamina dice, and dice limit, but does not gain the new form’s mana or stamina dice.
    • The drinker can use any maneuver it knows or a maneuver known by the new form.
  • You can expend catalysts so the form gains 2 stamina dice per catalyst expended, up to your catalyst limit.
  • The drinker chooses whether its equipment falls to the ground in its space, merges into its new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape. The drinker’s equipment doesn’t change shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until the drinker leaves the form.
Augment

The potion drinker can use an additional resource for each additional catalyst expended. If you expend 5 or more catalysts and the concoction lasts for the duration, the transformation lasts until it is dispelled.

1 hour/catalyst

As two actions, you can create this vial with a sugary taste. A creature can drink the contents as an action to gain the gift of glibness. When the creature makes a skill check using Charisma to make a social skill, it can replace the number it rolls with a 15. Additionally, no matter what it says, magic that would determine if it is telling the truth indicates that it is being truthful.

unstable, 5 minutes/catalyst

As two actions, you can create a vial of syrupy liquid that looks like liquified iron. A creature can drink the contents as an action to have resistance to all damage for the duration.

Augment

You can expend 2 additional catalysts so the creature is immune to all damage instead of having resistance.

As two actions, you can create a vial of milky liquid with a strong alcohol smell. A creature can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 30 centimeters squared of adhesive it touches, including sovereign glue.

1 hour/catalyst

As you spend 1 minute, you can create a vial of liquid with an hourglass suspended in it. A creature can drink the contents as an action to gain a limited ability to see into the immediate future. For the duration, attacks made against the creature have disadvantage and can’t gain advantage and the creature has advantage on skill checks and saving throws.

As two actions, you can create this vial of neon green swirling gas. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it is paralyzed until the end of its next turn.