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.[2]

An alchemist could craft mundane substances, such as acid, alchemist's fire, sunrods, tanglefoot bags and thunderstones[2], magical substances such as potions and oils,[3] 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.[4]

Not all alchemists were spellcasters, but many were, as spellcasting ability was needed to make magical potions.[3] Dedicated practitioners could become master alchemists.[5]

Of all the races, gnomes were best known across the Realms as alchemists.[6]

Notable AlchemistsEdit



  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. 2.0 2.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 70. ISBN 0-7869-2886-7.
  3. 3.0 3.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 89. ISBN 0-7869-2886-7.
  4. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 97. ISBN 0-7869-0437-2.
  5. Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), pp. 34–35. ISBN 0-7869-1964-7.
  6. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), pp. 16–17. ISBN 0-7869-2886-7.
  7. 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.
  8. Jennell Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 56. ISBN 0-88038-593-6.
  9. Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 212. ISBN 1-5607-6940-1.
  10. Dale Henson (as slade), Ed Greenwood, Julia Martin, Steven E. Schend, Jennell Jaquays (as Paul Jaquays), Steve Perrin (April 1996). The North: Guide to the Savage Frontier (The Wilderness). (TSR, Inc), p. 76. ISBN 0-7869-0391-0.
  11. 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.
  12. Ed Greenwood, Tim Beach (1995). Pages from the Mages. (TSR, Inc), p. 27. ISBN 0-7869-0183-7.
  13. Ed Greenwood (November 1998). The City of Ravens Bluff. (TSR, Inc), p. 68. ISBN 0-7869-1195-6.
  14. Steven E. Schend (1997). Lands of Intrigue: Book One: Tethyr. (TSR, Inc.), p. 61. ISBN 0-7869-0697-9.
  15. Eric L. Boyd (June 2005). City of Splendors: Waterdeep. (Wizards of the Coast), p. 31. ISBN 0-7869-3693-2.
  16. John Terra (November 1997). Four from Cormyr. (TSR, Inc), p. 112. ISBN 0-7869-0646-4.
  17. 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.
  18. 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.
  19. 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.
  20. Sean K. Reynolds, Jason Carl (November 2001). Lords of Darkness. (Wizards of the Coast), p. 36. ISBN 0-7869-1989-2.


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