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An alchemist was a craft profession. At the most basic level, anyone who mixed substances together in a liquid form to create a wanted effect could be considered an alchemist. Alchemy required a fair amount of intelligence, as well as time and materials. It could also be a very expensive pursuit.[5]

An alchemist could craft mundane substances, such as oil, soap, perfume, antitoxin, acid, alchemist's fire, sunrods, tanglefoot bags, and thunderstones,[5][6] magical substances such as potions and oils,[7] and other things such as the special brews that were used in the process of creating a dracolich. In the days of ancient Netheril, an entire school was dedicated to the study of alchemy. Scholars there were able to turn lead into gold, turn air into poisonous gas, make water explosive, and shape elemental fire.[8]

Not all alchemists were spellcasters, but many were, as spellcasting ability was needed to make magical potions.[7] Dedicated practitioners could become master alchemists.[9]

Of all the races, gnomes were best known across the Realms as alchemists.[10]


Alchemical Supplies[]

In addition to a clear space and workbench, a fully-stocked alchemical laboratory required many tools and implements, costing on average between 200-1000 gp.[11][12]

The preparation of substances used tools like the common measuring cup and spoon,[11] balance scale and weights,[11][13][14] mortar and pestle[11][13][6][15], or quern.[15] Careful measurement of liquids could be done with a burette,[16] and separation of materials could be done with a centrifuge,[16] or through a filter[17] on a funnel.[13] A file was useful for taking small slivers off a solid chunk of material.[18]

For storing supplies and finished products, alchemists used containers like bottles,[12] flasks,[11] jars,[19] jugs,[11] and vials[14] Preservation of non-stable ingredients could be helped with a cold ice chest filled with blocks of ice.[17]

Timekeeping for processes could be tracked with a minute or hourglass[13][17] or large water clock.[13] When taking quick notes, an alchemist could use an easel, drawing slate and chalk[20], or a handy papyrus pad.[15] The examination of their work could require the use of various lens, concave and convex, to get a clearer view.[13][19]

When actively mixing and heating they used dishes,[11] cauldrons,[13] beakers,[13][6][12][14] alembics[11][13][21] retorts,[11][20] crucibles,[13] glass tubing and piping[13][14], and often stirred with a non-reactive glass stirring rod[6][20] while propped up with stands, firegrates, racks, trivets, or other frames.[6][15] Common clay provided a useful material for filling gaps, propping up items, or insulating them from heat,[18] while simple string had any number of uses holding things together.[20]

For heating, some sort of fireplace or furnace was needed,[11][13] with coal serving as an ideal fuel.[18] The brazier was a common choice,[11][13][14] while candles were used for smaller applications.[16] Ovens and kilns provided large-scale, steady and high temperatures, making them a vital but bulky addition to a workspace.[19] Bellows fed air into the flame to intensify the heat,[13][14] while a vent could be used to safely evacuate dangerous gases from a chamber.[22]

For handling their work, hazardous or otherwise, an alchemist was advised to use tongs,[22] tweezers,[13] heat mats,[17] and magnets depending on the situation.[19] They could also wear sturdy gloves[17] and an apron to protect themselves further.[21] Cleaning up could be made far easier with sponges,[20] a washing basin[11] and a water reservoir.[22]

Notable Alchemists[]

Appendix[]

Gallery[]

References[]

  1. Jeremy Crawford, James Wyatt, Keith Baker (November 2019). Eberron: Rising from the Last War. (Wizards of the Coast), pp. 54, 58–59. ISBN 978-0-7869-6692-9.
  2. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 20–21. ISBN 0-7869-0394-5.
  3. Douglas Niles (1995). Player's Option: Skills & Powers. (TSR, Inc), p. 138. ISBN 0-7869-0149-7.
  4. Len Lakofka (May 1981). “Leomund's Tiny Hut: A recipe for the Alchemist”. In Kim Mohan ed. Dragon #49 (TSR, Inc.), p. 56.
  5. 5.0 5.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 70. ISBN 0-7869-2886-7.
  6. 6.0 6.1 6.2 6.3 6.4 Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), p. 79. ISBN 978-0-7869-6612-7.
  7. 7.0 7.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 89. ISBN 0-7869-2886-7.
  8. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 97. ISBN 0-7869-0437-2.
  9. Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), pp. 34–35. ISBN 0-7869-1964-7.
  10. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 16–17. ISBN 0-7869-2886-7.
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 116. ISBN 0-9356-9602-4.
  12. 12.0 12.1 12.2 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 129. ISBN 0-7869-2886-7.
  13. 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 13.11 13.12 13.13 13.14 Robert A. Nelson (January 1987). “Dungeoneer's Shopping Guide”. In Roger E. Moore ed. Dragon #117 (TSR, Inc.), p. 22.
  14. 14.0 14.1 14.2 14.3 14.4 14.5 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 40. ISBN 0-5607-6327-2.
  15. 15.0 15.1 15.2 15.3 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 45. ISBN 0-5607-6327-2.
  16. 16.0 16.1 16.2 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 41. ISBN 0-5607-6327-2.
  17. 17.0 17.1 17.2 17.3 17.4 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 43. ISBN 0-5607-6327-2.
  18. 18.0 18.1 18.2 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 42. ISBN 0-5607-6327-2.
  19. 19.0 19.1 19.2 19.3 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 44. ISBN 0-5607-6327-2.
  20. 20.0 20.1 20.2 20.3 20.4 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 46. ISBN 0-5607-6327-2.
  21. 21.0 21.1 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 39. ISBN 0-5607-6327-2.
  22. 22.0 22.1 22.2 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 47. ISBN 0-5607-6327-2.
  23. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 134. ISBN 0-7869-1836-5.
  24. Jennell Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 56. ISBN 0-88038-593-6.
  25. Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 212. ISBN 1-5607-6940-1.
  26. slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 76. ISBN 0-7869-0391-0.
  27. Ed Greenwood (October 2002). “Elminster's Guide to the Realms: Old Angrath's Smokehouse”. In Jesse Decker ed. Dragon #300 (Paizo Publishing, LLC), p. 85.
  28. Ed Greenwood, Tim Beach (November 1995). Pages from the Mages. Edited by Jon Pickens. (TSR, Inc.), p. 27. ISBN 0-7869-0183-7.
  29. Ed Greenwood (October 1998). The City of Ravens Bluff. Edited by John D. Rateliff. (TSR, Inc.), p. 68. ISBN 0-7869-1195-6.
  30. Steven E. Schend (August 1997). “Book One: Tethyr”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 61. ISBN 0-7869-0697-9.
  31. Eric L. Boyd (June 2005). City of Splendors: Waterdeep. (Wizards of the Coast), p. 31. ISBN 0-7869-3693-2.
  32. John Terra (November 1997). Four from Cormyr. Edited by Kim Mohan. (TSR, Inc.), p. 112. ISBN 0-7869-0646-4.
  33. Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). Cloak & Dagger. (Wizards of the Coast), p. 143. ISBN 0-7869-1627-3.
  34. Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. p. 55. Archived from the original on 2016-11-01. Retrieved on 2016-09-03.
  35. Ed Greenwood (2002-07-24). Part #46: Doings in Delzimmer, Part 5. Elminster Speaks. Wizards of the Coast. Archived from the original on 2016-11-01. Retrieved on 2017-07-05.
  36. Jason Carl, Sean K. Reynolds (October 2001). Lords of Darkness. Edited by Michele Carter. (Wizards of the Coast), p. 36. ISBN 07-8691-989-2.

Connections[]

5th Edition Subclasses




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