there are two separate paths for those wishing to enter into transmutations and ritual spellcasting: males are called alchemists and females are called witches. alchemists join guilds whereas witches join covens.

Hit dice


armour/shield permitted

leather only

weapons permitted

blunted weapons, daggers, and slings

Class abilities

1. Ritual aquisition

alchemists begin with 4 first level spells; two chosen randomly by die roll on any of the three arcane spell tables (druid, Mage, or illusionist) of their choice. the third is chosen by the player, and the fourth will always be read magic. in addition, the alchemist also begins with one second level spell, chosen randomly from a spell table of the player’s choosing.

2. ritual spellcasting

alchemists have no true limit to spells cast per day, because their power comes directly from the inherit magical properties found in all things. because of this, all spells cast by the alchemist or witch in question are rituals that require extra time and spell components to cast. for example, if an alchemist wished to cast the level two arcana Continual light, the cast time would increase from 2 segments to 3 rounds and may require a flask of oil or some other component, in addition to any other component the alchemist wishes to add to strengthen or weaken the spell. as all M-U’s know, however, rituals are not always simple. effects can range from extraordinary successes to disastrous failures. to determine the ritual spell’s outcome, refer to the ritual success table below.

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Gaining spells

Every level, the alchemist gains 1 spell for every spell level he can cast from. a fifth level alchemist should know 1 fourth level spell, 2 third level spells, 5 second level spells, and 8 first level spells these spells must be rolled for individually on the tables of their choice. Frank is playing a second level alchemist in the midst of choosing his spells. for his new first level spell he chooses the druid table, and for his second level spell, he chooses the illusionist table. He rolls a d12 (or an equivalent to reflect the number of spells) on the first level druid spell list and gets a 7, giving him locate animals. the second d12 on the illusionist table gives him blur with a 2

Advanced Abilities

1. Novice Research (3rd)

if the alchemist is within his guild’s compound or a laboratory of his own, he may choose to replace first and second level spells he knows by researching ritual ingredients for the spell of his choosing on any of the three tables.

2. intermediary research (7th)

similar to novice research, but it allows the alchemist to research and replace his third and fourth level spells.

3. Transmutation (7th)

once a month in game, on the full moon, the alchemist may transmute up to 100 pounds of iron into gold at a 1/4 weight ratio. 100 pounds of iron would become 25 pounds of gold (a 250 gp value nugget)

4. Master’s gauntlets (11th)

at level eleven, if the alchemist belongs to a guild of more than 50 members, the grand master will grant the alchemist a set of leather gloves inscribed with the ritual circles necessary for spellcasting. these gloves have two effects: the first reduces the time requirement by 50% at level 11, and up to a maximum of 75% by the time he becomes a grandmaster at level 19. the second effect makes the gloves act as energy conductors. Any spell damage taken by the alchemist is quartered and turned into a modifier that must be used if the alchemist is currently in the middle of the ritual. Frank’s character Swiftfinger is in the middle of casting a fireball ritual. before the ritual is complete, Shardfang, a white dragon, uses his icy breath weapon, hitting Swiftfinger for 20 points of damage, giving Swiftfinger a modifier of 5. Unfortunately, the modifier in this case would be a minus five due to the opposite nature of the damage to the spell. when Swiftfinger rolls his d20 to finish the ritual, he will roll at a -5 the modifier cannot be saved within the gauntlets for later use.

spell types that counteract each other include fire and ice spells, healing and necromancies, and light and darkness spells.

5. Mastercraft research (13th)

In a lab, an alchemist may research and replace 5th, 6th, and 7th level spells.

6. Grandmaster research

an alchemist may research and replace 9th level and higher spells in a lab.

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