Billowing Poison
Whenever you create an inhaled poison, the radius of its area of effect increases by 5 ft. For every 10 ranks in Craft (alchemy) you possess, its area of effect increases by an additional 5 ft.
When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
In addition, choose one of the following packages:
Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot have more formulae prepared at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period.
Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half.
Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. When you first gain this package, you may learn any one (formulae) talent you qualify for.
Clarification: Additional damage dice in formulae for having multiple ranks in Craft (alchemy) are always treated as bonus damage dice and are not multiplied by Vital Strike or a critical hit. (Per discussion with a writer)
You may create a special poison as a standard action, or a move action if you have access to an alchemist’s lab or alchemist’s crafting kit. This special poison forces the opponent to make a successful Fortitude save against it (saving throw DCs are determined using the normal formula for combat sphere talents but substituting ranks in Craft (alchemy) for base attack bonus) or become fatigued for 1 minute. This poison may be contact, ingested, inhaled, or injury (chosen when created), but you cannot increase its DC by using multiple doses.
Some (toxin) talents have additional effects when a creature fails multiple saving throws against a poison; these toxins can affect a creature who has already failed a saving throw against their effects if the target is exposed to additional applications of the same toxin on subsequent rounds, requiring an additional saving throw, though a single target cannot be affected by the same (toxin) more than once per round.
The necessary ingredients for creating poison are contained within an alchemy crafting kit or alchemist’s lab and are otherwise gathered over the course of a given day; there is no monetary cost to creating a poison. You may apply this poison to a weapon as part of the same standard or move action used to create it and do not risk poisoning yourself when doing so.
After creating a poison, you may make a melee touch attack against a target (if using a contact poison) or throw the poison (if using an inhaled poison) as a standard action. Thrown poisons have a 10 foot range increment. A poison remains potent until used or for 1 round +1 per 4 ranks in Craft (alchemy) you possess, whichever comes first. Inhaled poisons are considered splash weapons that fill up a 10 ft. cube when used.
(Toxin) talents modify your poison in some way, causing it to have a variety of different effects. You may apply a single (toxin) talent to your poison at the time of creation.
You cannot gain a (formulae) talent unless you possess the (formulae) package, nor a (toxin) talent unless you possess the (poison) package.
The (mutagen) tag denotes a type of toxin that provides a benefit to a creature that is subject to its effects, instead of the normal effects of the toxin. Unless otherwise specified, a mutagen lasts for 1 minute. Then, the creature cannot benefit from the same mutagen again for 1 hour—if a creature attempts to, they immediately suffer the mutagen’s toxicity effect (no save) and gain no benefits from the mutagen. This also applies if they attempt to benefit from the same mutagen while benefitting from it.
A mutagen can be delivered as any other toxin, although an inhaled mutagen only fills a 5-foot cube and only retains their effects if administered to one creature—otherwise its effects become too diluted. If a creature is unwilling, they gain a Fortitude save to avoid being subject to the mutagen.
Toxicity: Most mutagens have a toxicity effect. After the duration of a mutagen has elapsed, the creature must succeed at a Fortitude save or suffer the listed toxicity effect of the mutagen. This is a poison effect.
Unless stated otherwise within the talent, Alchemy talents that involve poisons only work for poisons created with the Alchemy sphere itself. They do not improve poisons created through other means, such as traditional crafting or class features from outside the Spheres system.
Whenever you create an inhaled poison, the radius of its area of effect increases by 5 ft. For every 10 ranks in Craft (alchemy) you possess, its area of effect increases by an additional 5 ft.
Whenever you create a poison, you can select 1 creature; that creature is immune to your poison. For every 4 ranks in Craft (alchemy) you possess, you can select an additional creature to be immune to your poison.
Source: Spheres Apocrypha: Alchemical Formulae
You may modify your formulae into an oil, called a coating that can be applied to weapons by increasing Craft (alchemy) DC to create them by 5. The coating’s effects are added to any attacks you make in which you successfully hit the target. Formulae applied as a coating only affect the target of the attack and lose any splash damage or area of effect they might normally possess. If the formulae does damage on a hit, the damage is reduced to 1d6 + 1/2 your ranks in Craft (alchemy) per successful attack. If a formulae normally deals multiple types of damage (such as fire and bludgeoning), it instead deals one type of damage (chosen at the time of the application).
You may apply a coating to one weapon (including ranged weapons, which apply the effects to ammunition they fire), one end of a double weapon, or ten thrown weapons as a move action, or as a swift action if you expend your martial focus. Only one coating can be applied to any piece of equipment at a time. Any time that you could apply a poison to a weapon, you may instead apply a coating in its place.
Once applied, coatings remain active for a number of rounds equal to your Practitioner modifier + 1 per 4 ranks in Craft (alchemy). Additional damage from a coating is never multiplied on a critical hit, but otherwise stacks with effects such as flaming, shock, or corrosive.
Source: Diamond Spheres: Erudition & Esoterica
If you are benefitting from more than one mutagen at once, you gain a +2 bonus to saving throws against poison effects (excluding a mutagen’s toxicity) and treat your Craft ranks as being 1 higher for determining the mutagen’s effects. This increases by +2/+1 for every 6 ranks in Craft (alchemy) you possess.
Whenever you throw a splash weapon, you can select a number of squares equal to your practitioner modifier that are not affected by the splash damage from it. If the splash weapon misses, this talent has no effect.
Addendum [Apoc]: You can take this talent a second time. If you do, the selected squares are not affected by any effects of the thrown splash weapon.
You may expend your martial focus to use up to two alchemical items that can normally be used as a standard action as part of the same standard action but you take a -2 penalty on your attack roll (if any) and creatures affected by the items gain a +2 circumstance bonus to their saving throws against their effects (if any); using this ability includes all actions necessary to use the items, including drawing them (but not creating them).
Your target must be within range of both items. When you have at least 10 ranks in Craft (alchemy), and again at 20 ranks, you may throw an additional alchemical item as part of the same action, taking an additional -2 penalty to your attack roll and increasing the circumstance bonus to affected creatures’ saving throws by an additional +2 per item added.
Whenever you create a poison, you can choose to delay the effects up to a number of minutes equal to 1/2 your ranks in Craft (alchemy). If you possess 10 or more ranks in Craft (alchemy), you may instead delay it a number of hours equal to 1/2 your ranks in Craft (alchemy).
Source: Spheres Apocrypha: Alchemical Formulae
Alchemical formulae that would only deal half damage to objects due to dealing energy damage or being ranged attacks instead deal full damage, and deal an additional 2 damage per rank in Craft (alchemy) to unattended objects.
If the formulae destroys a wall or piece of terrain, it can affect creatures or objects on the other side, although damage dealt to the barrier is subtracted from any damage done to the creatures or objects.
Whenever a creature fails a non-harmless saving throw against a special poison which you have created, they gain the battered condition for 1 round. For every 5 ranks in Craft (alchemy) you possess, the creature is battered for an additional round.
While in this stance, whenever you would make a ranged touch attack with an alchemical item and the attack roll beats the target’s non-touch AC, the target takes an amount of damage equal to your unarmed strike’s damage dice plus your Strength modifier. This damage is the same type as your unarmed strike’s damage type.
Source: Spheres Apocrypha: Alchemical Formulae
Your formulae use a small amount of their payload as a propellant. Increase the range increment of your thrown formulae by 5 feet plus an additional 5 feet at 3 ranks in Craft (alchemy) and every 2 ranks thereafter.
Source: Spheres Apocrypha: Alchemical Poisons
When a creature within line of sight fails a save against one of your poisons you may spend an immediate action to regain martial focus.
Source: Spheres Apocrypha: Alchemical Poisons
The effects of your ingested poisons last for 24 hours in addition to its normal duration (this extra duration is still doubled by the Potent Poison talent). For every 4 ranks in Craft (alchemy) you possess, your ingested poisons last for another 24 hours (also doubled by the Potent Poison talent). In addition, if a target is affected by an ingested poison with further effects on consecutive failed saves, it must attempt an additional save against that poison at the beginning of each 24 hour period in which its affected by the poison: A successful save does not end the poison’s effect, but a failed save causes a new effect as normal for that poison which lasts for the remaining duration of this poison. The first of these additional saves happens after the unmodified duration of the poison (normally 1 minute).
Author's Note: This talent increases the duration of a (toxin)'s negative effects, not any effect of a (toxin).
Source: Spheres Apocrypha: Alchemical Formulae
When you light any kind of alchemical grenades with a randomized timer (such as a fuse grenade, pellet grenade, or the improved fuse grenade formulae), you may select how many rounds later the grenade explodes (within the normal maximum the grenade can explode), even having it explode at the end of the turn that you lit the grenade. This works even with grenades not made by the Alchemy sphere. In addition, improved fuse grenade formulae you create deal an additional 1d6 fire and bludgeoning damage for every 10 ranks in Craft (alchemy) you possess (this is in addition to the regular damage increases every 3 ranks).
If two improved fuse grenades explode during the same round, creatures in the overlapped area suffer diminished results from every fuse grenade after the first one, dealing only 1d6 bludgeoning damage, +1d6 per 5 ranks in Craft (alchemy) for each overlapping grenade. Associated Feat: Grenade Expert.
Source: Spheres Apocrypha: Alchemy Poisons 2
You can imbue poisons you create with the Alchemy sphere with highly addictive qualities. Whenever a creature fails a saving throw against your Alchemy sphere poison, it must attempt a Fortitude saving throw against your Alchemy sphere poison DC. On a failed saving throw, the creature develops an addiction to that poison. Creatures who fail their saving throw gain a minor addiction, which increases to moderate and severe with additional subsequent failed saving throws against this talent. Penalties from this addiction begin 24 hours after first becoming addicted.
Each day the creature does not fail a saving throw against your Alchemy sphere poisons, it may attempt a Fortitude save against your Alchemy sphere DC. After succeeding at a save in this fashion, the DC is reduced by 2. If it succeeds at 2 consecutive saves, its addiction also reduces by one level (or disappears, if it only has a minor addiction).
Source: Spheres Apocrypha: Alchemy Poisons 2
Your poisons are resistant to any kind of cure. When subject to an alchemical or magical cure, the applicator of the effect (or the victim if there is no other relevant applicator) must succeed at a magic skill check against a DC of your ranks in Craft (alchemy) + 11 as part of the action to apply the cure. If the applicator lacks a MSB they can substitute a check of 1d20 + their ranks in Heal. A failed check means that the poison is not cured and another application of any kind of cure will not work until the victim of the poison attempts another save to resist the poison
When you create an ingested poison and add it to any food or drink, it remains potent for up to 1 additional day (for a total of 48 hours) and becomes tasteless and odorless. If you have 10 or more ranks in Craft (alchemy), it instead remains potent for 1 week.
Whenever you apply your poison to a weapon, the poison lasts for 1 additional strike before it is consumed. For every 5 ranks in Craft (alchemy) you possess, it lasts for an additional strike.
Source: Spheres Apocrypha: Alchemical Poisons
Your poisons remain potent by an additional number of rounds equal to your practitioner modifier. You can expend martial focus when you create a poison with one of the following additional effects:
You gain one (alchemy) package you do not currently possess, including all benefits it bestows.
Source: Spheres Apocrypha: Alchemical Poisons
Whenever you could throw an inhaled poison, instead of throwing the poison as a splash weapon you can have it affect either a cone-shaped spread with a length of twice the radius of the poison, or a line-shaped spread with a length four times the radius of the poison. As normal for cones and lines this spread starts from any corner of your square.
You can apply an additional war paint to yourself, plus an additional paint for each 7 ranks in Craft (alchemy) you possess. Applying the same war paint color to yourself more than once does not increase the benefits granted.
Normal: You can only have one war paint color active at a time.
Source: Spheres Apocrypha: Alchemy Poisons 2 / Diamond Spheres: Erudition & Esoterica
Your mutagens can be benefitted from once per 10 minutes, instead of once per hour.
The duration of the effects of your poisons are doubled.
You gain a bonus equal to 1 + 1 per 4 ranks you possess in the Craft (alchemy) skill on saving throws against any alchemical item you use or create. In addition, whenever you and an adjacent creature would both be affected by one of your alchemical items, you can forego the normal bonus granted by this ability and apply it as a penalty to the creature’s AC or saving throws against the item’s effects or attacks made with the item.
Source: Spheres Apocrypha: Alchemical Formulae
Your splash and burst weapon formulae can be shaped into cones or lines by increasing the Craft (alchemy) DC to create them by 10. Splash weapon formulae modified this way are not considered splash weapons.
If used as a cone, the length is 3 times the area of effect radius (splash weapons are treated as possessing a 5-foot burst radius, +5 feet for every time their difficulty has been increased to increase the area of effect). If used as a line, the length is 6 times the burst radius. Creatures in the area of effect take full damage (Reflex half).
You may choose which direction this cone or line extends when holding, throwing or placing the formulae (if used as part of the Trap sphere). The cone or line starts at the edge of your own square, or the square where it was thrown or placed at. If a formulae that was modified by this talent is imbibed as part of the Alchemical Dragon Barroom sphere legendary talent, use the formulae’s base area and shape but increase it by an additional 5 feet for every 5 points of base attack bonus the imbiber possesses.
You may apply poison to a weapon you wield or a creature as a swift action.
You may expend your martial focus to use a single alchemical item that can normally be used as a standard action as a swift action that does not provoke attacks of opportunity; this includes all actions necessary to use the item, including drawing it (but not creating it).
You select 1 creature type (or subtype) from the ranger favored enemy list; your poisons may affect creatures of that type even if they would normally be immune to poison (or ignore any racial bonuses they may possess to saving throws against poison). For every 4 ranks in Craft (alchemy) you possess, you may select another creature type (or subtype).
Clarification: This is intended to work on creature types that are normally immune to poison, such as constructs. That includes allowing Specialized Venoms to bypass constructs' immunity to effects requiring Fortitude saves on top of their immunity to poisons. This does not inherently bypass other immunities, such as immunity to fatigue.
Source: Spheres Apocrypha: Alchemical Poisons
You can create poisons as a move action even if you do not have access to an alchemist’s lab or alchemist’s crafting kit. If you have an alchemist’s lab or alchemist’s crafting kit, you can expend martial focus to create a poison as a swift action. You may still apply created poisons to a weapon as part of the same action used to create it.
You channel the basilisk, wrapping yourself in virulent toxins.
As part of entering this stance, you must expend one Alchemy sphere poison. If you expend your martial focus as part of activating this stance to extend this stance’s duration, you may create one Alchemy sphere poison as part of the same action used to activate this stance (expending the poison for the stance’s normal effects). A poison expended to enter this stance lasts for the stance’s duration.
While in this stance, any other creature that begins its turn within your natural reach or attacks you with a melee attack must attempt a saving throw against the expended poison used to enter this stance. In addition, whenever you successfully attack a creature you have poisoned with the Alchemy sphere, that creature takes a -2 penalty on their next saving throw against your Alchemy sphere poisons made within the next minute.
Author's Note: The penalty from this talent does not stack with itself, as it is a penalty from the same source.
Craft DC: 20
You create a vial of aligned liquid, imbuing it with the powers of its associated alignment (chaotic, evil, good, or lawful) chosen at the time the formulae is crafted. You may attack a creature with this liquid as a ranged touch attack with a range increment of 10 ft. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the liquid out onto the target. Thus, you can douse an incorporeal creature with aligned liquid only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. Aligned liquids have the following effects based on their associated alignment:
Good: A direct hit by a flask of good aligned liquid deals 2d4 points of damage +1d4 per two ranks in Craft (alchemy) you possess to undead creatures or evil outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.
Evil: A direct hit by a flask of evil aligned liquid deals 2d4 points of damage +1d4 per two ranks in Craft (alchemy) you possess to living creatures or good outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.
Chaotic: A direct hit by a flask of chaotic aligned liquid deals 2d4 points of damage +1d4 per two ranks in Craft (alchemy) you possess to constructs or lawful outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.
Lawful: A direct hit by a flask of lawful aligned liquid deals 2d4 points of damage +1d4 per two ranks in Craft (alchemy) you possess to elementals or chaotic outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.
You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 30, you would deal full damage to all affected targets within 5 ft. of the point of contact and 1 point of damage to all other affected creatures within 10 ft.).
Source: Spheres Apocrypha: Armor Talents 2
Craft DC: 20
When you create this formulae you may choose to create it as a polish kit or a lubrication kit.
Polish Kit: You create a specialized polish that can be applied to armor to give it an immaculate shine. Armor polish may only be applied to a single piece of armor once every 24 hours. A ray striking a creature wearing polished armor has a 20% chance to be deflected, causing no effect. Once a single ray has been deflected in this way the armor loses its shine and can no longer deflect rays. You may not apply a polish kit to a suit of armor affected by the polish blacksmith maintenance. The Craft DC may be increased in increments of 10 to allow the armor to deflect an additional ray for each increment.
Lubrication Kit: You create special lubricant that can be applied to the joints of a suit of armor. This lubricant reduces the armor check penalty of a suit of armor by 1 + 1 per 10 ranks in Craft (alchemy) you possess. Lubricated armor can also be donned and doffed twice as fast. The lubricant lasts for 2 hours before being rendered useless. You may not apply a lubrication kit to suit of armor affected by the armor maintenance blacksmith maintenance. You can increase the Craft DC in increments of 10 to also have the lubricant increase the maximum Dexterity bonus of the armor by 1 and increase the duration by 2 hours.
Source: Spheres Apocrypha: Alchemical Formulae
Craft DC: 15
Cherry bombs are alchemical bombs that make up for their lack of power with volume and easy maintenance. Crafting a cluster of cherry bombs counts as crafting a single alchemical formulae when determining the total number of formulae you can craft at a time and the total number you may have crafted at once. A cluster of cherry bombs has a number of bombs in it equal to your practitioner modifier (minimum 3). Cherry bombs are a splash weapon you can use as a ranged touch attack with a range increment of 10 feet, dealing 1d4 bludgeoning damage + 1d4 per 3 Craft (alchemy) ranks you possess to the target of a direct hit, and 1 point of bludgeoning splash damage per die of damage this weapon deals on a direct hit to targets 5 feet away from the point of contact (to a maximum of half the damage dealt to the primary target).
An individual cherry bomb cannot be split apart from its cluster for more than 1 round without becoming inert. An individual cherry bomb may be modified (such as by being placed into a vial arrow) without being split from its cluster. An entire cluster of cherry bombs is required to make a coating if used with the Chemical Coating talent.
If you can create formulae that inflict different types of damage (such as an alchemist’s fire dealing fire damage) when you create the cherry bombs you may have it deal that kind of damage instead. The damage can only be of one damage type at a time, but each separate bomb can deal a different type of damage. You can increase the Craft DC for this weapon in increments of 10; each time you do so, the Reflex save DC to avoid the splash damage increases by +1.
Craft DC: 20
You create a vial of potent liquid that can be used as a potion, removing 1d4 points of ability damage to one ability score of your choice (chosen when used). You can only affect a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in Craft (alchemy) (minimum 1) plus your practitioner modifier.
You can increase the Craft DC for this item in increments of 5, each time you do so, you may apply one of the following benefits:
If a chosen benefit is chosen more than once, its effects stack.
Craft DC: 15
You create a concoction you can draw and drink as a move action to restore your martial focus. You may also draw and administer this formulae to an ally within your reach as a standard action, granting them its benefits as though they had drunk it themselves. You can increase the Craft DC for this item in increments of 10; each time you do so, the focusing formula becomes more potent, allowing you to drink less for the same effects, giving you an additional use of the item before it is consumed.
Craft DC: 20
You create a flask of alchemical grease that can be applied to yourself or a willing creature within your reach as a move action, or thrown as a splash weapon. When applied to a willing creature, they gain a +5 circumstance bonus on Escape Artist checks, and to CMB checks to escape a grapple. When thrown as a splash weapon, creatures directly hit by the attack take a -2 penalty to Acrobatics checks, CMD against disarm and trip attempts, and to Reflex saving throws against effects that deal fire damage or which cause a creature to catch fire on a failed saving throw; creatures within the splash radius of the weapon take the same penalties but reduce them by 50% (rounded down). In addition, any creature affected by this alchemical grease who falls prone must succeed on an Acrobatics check with a DC equal to the practitioner’s combat talent save DC when standing up or immediately fall prone again. A creature may end this effect by spending a standard action removing the grease.
This grease remains for 2 rounds. You can increase the Craft DC of this alchemical by 5 to increase the duration of the grease’s effects for 2 additional rounds, or to increase the bonuses and penalties granted by the alchemical grease by 1. You can apply both modifications to the same vial of grease but must apply the DC increases separately for each effect (so increasing the grease’s duration by 2 rounds and increasing the bonuses and penalties by 1 requires a total modification to the crafting DC of +10).
Craft DC: 15
You create a flask of acid that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 acid damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of acid splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target). Targets who take at least 2 points of acid damage from the initial attack take half the total damage again on the following round.
You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 25, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).
Craft DC: 20
You create a flask of alchemist’s fire that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 fire damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of fire splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target). All targets closer than the furthest splash damage ring catch fire and suffer an additional 1d6 points of fire damage again on each subsequent round. Affected targets can use a full-round action to attempt to extinguish the flames before taking this additional damage with a successful Reflex save; rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.
You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 30, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).
You create a single use bag of fine metallic powder you can throw as a ranged touch attack with a range increment of 10 feet that drastically deteriorates the defenses—both manufactured and natural—of those affected. Anyone standing on the square of impact or in adjacent squares must attempt a Fortitude save; targets 10 feet away must also succeed a Fortitude save but gain a +5 circumstance bonus. Creatures who are immune to any effect that requires a Fortitude save (such as constructs and undead) are not immune to the effects of this formulae.
Creatures that fail the save have a specific form of damage reduction reduced by 2 + 1 per 5 ranks in Craft (alchemy) for 1 minute, or until they wash the powder off (which ends the effect). While a creature may have multiple types of damage resistance reduced with different blanch bombs, multiple applications of this formulae (even from multiple sources) to reduce a specific type of damage reduction do not stack, only the most potent applies. You can increase the Craft DC for this item in increments of 10; each time you do so, the area of effect increases by 5 ft., and all saving throw DCs increase by +2.
The types of damage reduction that may be reduced are determined by the Craft DC used for its creation:
Craft DC: 25
Improved bottled lightning unleashes a small bolt of lightning toward an enemy within 20 ft. of you. This is a ranged touch attack that deals 1d8 points of electricity damage, plus 1d8 per 2 Craft (alchemy) ranks you possess. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage plus 1 point per rank in Craft (alchemy) you possess from the terrific clap of thunder the bolt generates.
You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range increases by 10 ft. and the sonic damage dealt to creatures in the line of effect increases by 1d6.
Craft DC: 20
You create a single use bag of improved flash powder that can be thrown as a ranged touch attack with a range increment of 20 ft. Creatures within a 10-ft. radius burst of the point of contact are blinded for 1 round unless they succeed at a Fortitude saving throw against this effect. You can increase the Craft DC for this item in increments of 10; each time you do so, the radius increases by 10 ft. and the duration of the blindness increases by 1 round.
Craft DC: 25
An improved fuse grenade may be lit and thrown into an unoccupied square capable of supporting an object within 60 ft. as a standard action. 1d3 rounds after being lit, the grenade explodes, dealing 2d6 points of bludgeoning damage and 2d6 points of fire damage in a 20-foot-radius burst (Reflex halves). For every 3 ranks in Craft (alchemy) you possess, both the bludgeoning and fire damage from this item increase by an additional 1d6. You can increase the Craft DC for this item in increments of 10; each time you do so, the radius increases by 10 ft. and the Reflex save DC increases by +1.
Craft DC: 25
You create a single use bag of fine gray powder you can throw as a ranged touch attack with a range increment of 10 ft. that causes targets to suffer from uncontrollable itching until they spend at least 1 round cleaning it off. Anyone standing on the square of impact or in adjacent squares must make a Fortitude save; targets 10 ft. away must also succeed at a Fortitude save but gain a +5 circumstance bonus. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks until they wash the powder off. This is a poison effect. You can increase the Craft DC for this item in increments of 10; each time you do so, the area of effect improves by 5 ft., and all saving throw DCs increase by +2.
Source: Spheres Apocrypha: Alchemical Formulae
Craft DC: 25
You create a flask of liquid that when opened begins to hiss and evaporate. You can open this flask and pour out the contents in order to freeze a liquid (one 5-foot cube per 2 ranks of Craft (alchemy)) or coat an area of liquid, 20 feet in diameter, in a layer of ice strong enough to support Medium-sized creatures.
Alternatively, you can throw the flask as a splash weapon with a range increment of 10 feet, dealing 1d6 cold damage + 1d6 per 3 ranks of Craft (alchemy) you possess to the target of a direct hit and half that damage to targets 5 feet from the point of contact, (to a maximum of half the damage dealt to the primary target) and 1 point of cold splash damage per die of damage this weapon deals to targets 10 feet away. Targets directly hit by this alchemical weapon must make a Fortitude save or be staggered and have their movement speed reduced by half for one round.
You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increase by 5 feet (for example, if you increase the Craft DC to 35, you deal full damage to all targets within 5 feet of the point of contact, half damage to all targets 10 feet away from the point of contact, and 1 point of damage to all creatures within 15 feet.) and the number of frozen cubes of liquid doubles. This also doubles the diameter of a layer of ice, and the maximum size of the creatures it can support increases by 1 size category.
Craft DC: 10
You create a flask of pleasant thought distillate that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 feet. Anyone standing in the square of impact or adjacent squares must attempt Will saves. Creatures who fail their saving throw have their disposition toward you increased by 1 step to a maximum of friendly for 1 minute per rank in Craft (alchemy). This is a mind-affecting compulsion effect.
You can increase the Craft DC for this weapon in increments of 10; each time you do so, the radius increases by 5 feet. You can separately increase the Craft DC for this weapon by an increment of 20 to increase its potency; when you do so, any creature who fails its Will save against this effect instead have their disposition towards you increase to friendly for the duration.
Source: Tandem Talents
Craft DC: 20
You create a bottle of smelling salts that becomes incredible odorous when exposed to open air. This bottle can be thrown as a ranged touch attack with a range increment of 10 feet. Creatures within a 10-foot radius burst of the point of contact immediately wake up, even if the creature is unconscious due to being below 0 hit points. This means that a dying creature can be made conscious again, although the creature is still dying and disabled, meaning that the creature must still make stabilization checks, and becomes unconscious again if they perform a strenuous action, unless they stabilize themselves. If a creature would be asleep due to magical means, you must succeed a magical skill check (using your ranks in Craft (alchemy) instead of MSB) against the sleep effect’s MSD for this formulae to have effect. Additionally, creatures within the radius gain a +4 bonus on saving throws against sleep effects for 1 minute.
You can increase the Craft DC for this item in increments of 10; each time you do so, the radius increases by 10 feet and the bonus on saving throws against sleep effects increases by 2.
Source: Spheres Apocrypha: Alchemical Formulae
Craft DC: 15
You can create a powerful smoke bomb composed of very dense particulates. The formulae can be thrown as a ranged touch attack with a range increment of 10 feet that explodes into a 20-foot radius area of smoke on impact. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. Otherwise the smoke dissipates after 1 minute.
When you throw the smoke bomb, you may expend your martial focus to apply an existing inhalation or touch poison as part of the attack. If the poison is an inhalation poison, the effect is applied to any creature within the smoke that inhales the smoke. If the poison is a touch poison, creatures must only make saves against the poison the first time they come in contact with the smoke cloud.
You can increase the Craft DC for this item in increments of 10; each time you do so, the area of effect improves by 10 feet, and the time it takes for the smoke to dissipate or disperse doubles.
Craft DC: 25
You create a single use bag of coarse yellowish-red powder that can be used as a range touch attack with a range increment of 10 ft. Anyone standing in the square of impact or an adjacent squares must make Fortitude saves; creatures within 10 ft. of the point of impact must also make Fortitude saves, but gain a +5 competence bonus on the save. Creatures who fail their initial save are staggered for 1 round as they succumb to uncontrollable sneezing, and must make a Fortitude save each round for 1d4+1 rounds thereafter or continue to be staggered.
A successful save ends the effect. This is a poison effect. You can increase the Craft DC for this item in increments of 10; each time you do so, the area of effect improves by 5 ft., and all saving throw DCs increase by +2.
Craft DC: 25
You create a single use bag that can be thrown at a creature as a ranged touch attack with a range increment of 10 ft.; on a successful attack, the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A flying creature is not stuck to the floor, but it must make a Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. Improved tanglefoot bags do not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a Strength check or by dealing 20 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell with a somatic component, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 3d4 rounds, cracking apart and losing its effectiveness; any penalties imposed by this effect end at that time as well. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
You can increase the Craft DC for this item in increments of 10; the first time you do so, all creatures within 5 ft. of the original target must make a Reflex save or suffer the effects of having been hit by an improved tanglefoot bag. For every additional 10 by which you increase the DC, the radius of this effect increases by an additional 5 ft.
Craft DC: 25
You create an alchemical stone that can be used as a ranged attack with a range increment of 10 ft. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-ft.-radius spread must make a Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
You can increase the Craft DC for this item in increments of 10; each time you do so you increase the duration of this ability by 1 hour, add 1d6 sonic damage to all creatures within the effect’s radius (creatures who pass their saving throw against this item take half damage), and increase the radius of the effect by 10 ft.
Source: Spheres Apocrypha: Alchemical Formulae
Craft DC: 15
You create a single-use jar filled with a durable chemical foam that expands to fill an area when shattered. This item can be thrown as a ranged touch attack with a range increment of 10 feet into an unoccupied square capable of supporting an object as a standard action.
The foam fills an area with a radius of 10 feet + 5 feet per 5 ranks in Craft (alchemy) with semi-solid foam. A 5-foot block of foam possesses a break DC equal to your Alchemy sphere DC and has a number of hit points equal to your ranks in Craft (alchemy). A creature may attempt to move through the foam during their turn, requiring a successful break attempt for every 5 feet they pass through. On a failed break attempt they can no longer move through the foam and their movement ends. Creatures in the radius are allowed a Reflex save to be pushed to a square at the edge of the radius to avoid entrapment. Creatures that fail their Reflex save may attack the foam or try other means of escape as described above.
The foam also serves a cushioning function preventing 15 feet of fall damage for every 5 feet of foam exists between the ground and the point where the falling individual touches the foam.
This foam is porous to oxygen, and cannot be used to suffocate a creature, and too light to deal damage as a falling object. The foam dissipates on its own after 1 minute.
You can increase the Craft DC of this item in increments of 10; each time you do so, each 5-foot square of foam gains 5 additional hit points, and lasts for an additional minute.
Craft DC: 20
You create a neutralizing paste that can be applied to yourself or a willing creature within your reach as a standard action.
Neutralizers aid against one energy type of your choice (acid, cold, electricity, or fire), chosen at the time of creation, plus an additional damage type at 10 ranks in Craft (alchemy), and grants energy resistance 5 against the chosen damage type, plus 5 additional points of energy resistance per 5 ranks in Craft (alchemy) you possess. Neutralizers lose their effectiveness after suffering two attacks of the chosen energy type, or after 10 minutes, whichever comes first. A creature can only benefit from one neutralizer at a time, applying another neutralizer replaces the effects of the previous one.
You can increase the Craft DC for this formulae in increments of 10; each time you do you may suffer one additional attack, and increase the duration of the neutralizer before it becomes ineffective by an additional 10 minutes.
You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:
Craft DC: 15
You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.
You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.
Note: Salves can stop bleeding. Salves can't heal creatures that only regain hit points by repairs or spells such as make whole (mainly constructs/objects), but generally can heal undead and similar types of targets.
Source: Spheres Apocrypha: Dipsomania
Craft DC: 10
You gain the knowledge of the creation of various minor types of beneficial alcohol. When you create this formulae, you create a set of drinks, with a number of drinks equal to your practitioner modifier, together counting as a single formulae slot.
All drinks created with one formulae slot must be of the same type, and the slot is considered to be used until no creature benefits from them any longer, and all the drinks have expired or have been consumed or destroyed.
You can create the following drinks:
Calming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
Invisible Ichor: Creatures that drink this alcohol cannot tell it is alcoholic, as it is entirely and purely tasteless, but is as potent as two alcoholic beverages. This drink also masks poisons mixed with it, foiling Perception checks entirely and even magic, unless the caster succeeds on a magic skill check against your Alchemy sphere DC.
Lullabying Lager: Creatures that drink this alcohol fall asleep after an hour of consuming it and experience a fully lucid and comforting dream, allowing them to regain twice the number of hit points or ability damage they regain from resting. This benefit stacks with the benefit provided by a Heal check made to provide long-term care, providing them with three times the benefits of resting.
Mindbending Mead: Creatures that drink this alcohol are subject to strange visual and sound-based hallucinations, which apply a -2 penalty to all Perception checks they attempt, but cause them to see past true illusions, granting them a +2 circumstance bonus against all illusion effects. The bonus and penalty both increase by 1 per 5 ranks in Craft (alchemy) that you possess.
Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining a +2 circumstance bonus against all pain-related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
Revitalizing Rum: Creatures that drink this alcohol gain a +1 resistance bonus to the next saving throw they attempt within an hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
Sobering Schnapps: You create the perfect concoction; an alcoholic drink that wears away at hangovers. Creatures that drink this alcohol ignore the penalties for being drunk (and bonuses, if any) for 1 hour, and reduce the penalties from the sickened condition by half. Once you have 10 ranks in Craft (alchemy), the sickened condition is instead cured automatically, and creatures are immune to it for the duration.
Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 temporary hit points for one hour. The amount of temporary hit points granted increases by 1d4 per 3 ranks in Craft (alchemy) that you possess.
Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
A creature can only benefit from one drink at a time, although a single drink may have multiple alcohol types mixed together by raising the Craft DC. You can increase the Craft DC of this formulae when creating a set of drinks in increments of 10 to apply the effects of an additional alcohol type for each increment to the set of drinks, allowing a creature to benefit from multiple alcohol types at the same time from those drinks.
Craft DC: 15
You gain the knowledge of two types of war paint when you gain this talent; you may create any one type of war paint you know, chosen at the time the formulae is crafted.
There are eleven common variations of war paint, each providing a specific benefit to aid their hunters, warriors, and heroes in a variety of tasks. War paint can be applied to any visible part of the body — typically the face, shoulders, legs, or arms. While normally applied to the skin, it can be applied to armor or clothing. Applying a dose of war paint is a full-round action that provokes an attack of opportunity. War paint does not take up an item slot, but you can only benefit from one color of war paint at a time—applying a dose of a different color replaces the effects of the previous application. Once applied, the effects granted by the war paint last for 2 hours. You may select this talent multiple times; each time you gain knowledge of two more types of war paint. War paint have the following effects based on their color:
You can increase the Craft DC for this formulae in increments of 5 to increase the duration of the war paint’s effects by 2 additional hours.
Source: Spheres Apocrypha: Alchemy Poisons 2 / Diamond Spheres: Erudition & Esoterica
A creature subject to this mutagen gains a +2 alchemical bonus to either their Intelligence, Wisdom, or Charisma (chosen upon creation) and a -2 penalty to the corresponding physical score (Strength to Intelligence, Dexterity to Wisdom, and Constitution to Charisma).
At 10 ranks in Craft (alchemy), this bonus increases by +2.
Toxicity: The creature becomes sickened for 10 minutes on a failed save.
Source: Diamond Spheres: Erudition & Esoterica
A creature subjected to this mutagen becomes numbed to pain. The next time the creature suffers lethal damage, they convert up to an amount equal to twice your ranks in Craft (alchemy) to nonlethal damage.
Additionally, the creature also gains a +2 circumstance bonus to saving throws against pain effects, +1 per 4 ranks in Craft (alchemy) you possess.
Source: Diamond Spheres: Erudition & Esoterica
When a creature is subjected to this mutagen, they choose one of the following: a single Strength- or Dexterity-based skill check, Strength-based ability checks, or Dexterity-based ability checks. The creature gains +2 alchemical bonus to the next check they make with the chosen ability or skill, increasing by +1 per 3 ranks in Craft (alchemy) you possess.
Toxicity: The creature becomes fatigued for 10 minutes on a failed save.
Source: Spheres Apocrypha: Alchemy Poisons 2
You must expend an existing non-Alchemy sphere poison in your possession as part of creating this poison, and the type of poison created must be of the same type (inhaled, injury, etc.) as the poison expended. Instead of causing fatigue, your poison makes the target suffer the effects of the expended poison. Creatures who fail consecutive saving throws against this poison are subject to the secondary and tertiary effects of this poison (if any). The poison is still treated as an Alchemy sphere poison; using your Alchemy sphere DCs, and benefiting from your Alchemy sphere talents, and its effects (excluding damage) lasting as long as an Alchemy sphere poison.
Source: Spheres Apocrypha: Alchemy Poisons 2 / Diamond Spheres: Erudition & Esoterica
A creature subjected to this mutagen gains a +3 alchemical bonus to concentration checks, but suffers an equivalent penalty to Perception checks. This bonus increases by +1 per 5 ranks in Craft (alchemy) you possess.
Toxicity: The creature becomes fatigued for 10 minutes on a failed save.
Source: Spheres Apocrypha: Alchemical Poisons
You may choose for your poison to inflict a penalty of -2 to one ability score of the target (except Constitution) instead of making the target fatigued. The penalties from multiple applications of Degenerating Poison stack. For every 5 Craft (alchemy) ranks you possess, you may increase the penalty of this poison by -2. You may apply all of this penalty to a single ability score, or divide it in units of -2 between multiple ability scores. You choose which ability scores receive penalties, and how the penalty is divided, when creating this poison.
Author's Note: The penalty from this poison "stacks" up to the maximum penalty a single dose could apply (i.e. 10 ranks, the maximum penalty would be 6). The poison stacks if the poisoner splits the doses (i.e. 4 Strength and 4 Dex the first application, then again to stack to the maximum).
Source: Spheres Apocrypha: Debilitating Talents
You may create a poison that causes the target to contract a disease (Fortitude negates). The disease is chosen at the time of creation, selected from the following diseases: bubonic plague, cackle fever, filth fever, leprosy, mind fire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply), and uses your Alchemy sphere save DC instead of the disease’s DC. This toxin is considered to be a disease instead of a poison.
Special: With GM discretion, you may select a different disease at the time of creation, instead of the diseases listed.
Source: Spheres Apocrypha: Debilitating Talents
You may choose for your poison to disrupt a creature’s ability to focus. As long as the creature is affected by this poison, at the start of their turn, they must succeed a Will saving throw or be unable to spend or regain their martial focus for 1 round.
Creatures who fail two consecutive saving throws against your poison are exhausted instead of fatigued. Creatures who fail three consecutive saving throws lose consciousness and fall asleep. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Source: Diamond Spheres: Erudition & Esoterica
A creature subject to this mutagen gains a delayed damage pool equal to twice your ranks in Craft (alchemy). If the creature already has a delayed damage pool, it stacks.
Toxicity: The creature becomes fatigued for 10 minutes on a failed save.
You may choose for your poison to make the creature shaken instead of fatigued. Creatures who fail two consecutive saving throws against this poison are instead frightened, and creatures who fail three consecutive saving throws become panicked. This is a fear effect.
Source: Spheres Apocrypha: Alchemy Poisons 2
Instead of becoming fatigued, the target suffers a -5 penalty on Sense Motive checks, and reduces the DC to influence its attitude with Diplomacy or Intimidate checks by 5. When creating a graceless tincture, the duration is increased from 1 minute to 1 day. For every 4 ranks in Craft (alchemy) you possess, the penalty to Sense Motive checks increases by 3 and the DC to influence the creature is reduced by 1.
Source: Spheres Apocrypha: Debilitating Talents
Instead of causing fatigue, your poison thins the target’s blood greatly. Creatures under the effects of this poison suffer 1 additional point of bleed damage whenever they would take bleed damage. For every 4 ranks in Craft (alchemy) you possess, creatures suffer 1 additional point of bleed damage. Additionally, whenever the creature would suffer a critical hit, the creature suffers an additional 1d4 points of bleed damage.
A creature under the effects of this poison is also considered to be taking bleed damage for the purposes of the blood control sphere ability of the Blood sphere.
Source: Diamond Spheres: Erudition & Esoterica
When a creature is subjected to this mutagen, they enter a heightened state of awareness. For 1 hour, whenever you miss due to miss chance, you can reroll the percentile roll and take the new result. Also, you can’t be flat-footed and don’t lose your Dexterity bonus to AC against melee attacks made by invisible creatures. You can still lose your Dexterity bonus to AC through other methods (such as being feinted).
While benefitting from this mutagen, you suffer a -3 penalty to Perception checks as well as to all Dexterity-based skill checks, as it becomes difficult to make fine, controlled movements.
Toxicity: The creature becomes sickened for 10 minutes on a failed save.
Associated Feat: Blind-Fight.
You may choose for your poison to make the creature confused instead of fatigued. This is a mind-affecting effect.
You may choose for your poison to make the creature sickened instead of fatigued. Creatures who fail two consecutive saving throws against this poison are instead nauseated.
In addition to making the target fatigued, the target also suffers damage equal to 1/2 your ranks in Craft (alchemy) (minimum 1). This damage happens before resolving the effect of the poison.
Addendum [Apoc]: You can take this talent a second time. If you do, the damage from this talent applies to all your Alchemy sphere poisons. When creating a poison with this (toxin) talent, this extra damage stacks with the poison’s normal damage.
Author's Note: When you take Painful Venin a second time, its effects apply to every other (toxin) you use. Using Painful Venin does not "double up" this damage, and it is effectively unnecessary to use Painful Venin by itself.
Source: Diamond Spheres: Erudition & Esoterica
A creature subject to this mutagen gains a +2 alchemical bonus to either their Strength, Dexterity, or Constitution (chosen upon creation) and a -2 penalty to the corresponding mental score for 1 minute (Strength to Intelligence, Dexterity to Wisdom, and Constitution to Charisma).
At 10 ranks in Craft (alchemy), this bonus increases by +2.
Toxicity: The creature becomes sickened for 10 minutes on a failed save.
Source: Diamond Spheres: Erudition & Esoterica
When a creature is subjected to this mutagen, they choose a single Intelligence-, Wisdom-, or Charisma-based skill. The creature gains +2 alchemical bonus to the next check they make with the chosen skill, increasing by +1 per 3 ranks in Craft (alchemy) you possess.
During this time, the creature suffers a -5 penalty to initiative checks.
Source: Spheres Apocrypha: Alchemical Poisons
You may choose for your poison to halve all the creature’s speeds instead of making them fatigued. Apply this reduction to a creature’s speeds after any other reductions. Creatures who fail two consecutive saving throws against this poison have their speeds reduced to a quarter of their normal amounts, and creatures who fail three consecutive saving throws have their speeds reduced to 5 feet. This cannot reduce a target’s speed to less than 5 feet.
Instead of becoming fatigued, the target suffers a -4 penalty on all skill checks. When creating a talentless poison, the duration is increased from 1 minute to 1 hour. For every 4 ranks in Craft (alchemy) you possess, this penalty increases by -2.
You may choose for your poison to make the creature deafened instead of fatigued. Creatures who fail two consecutive saving throws against this poison are also blinded, and creatures who fail three consecutive saving throws are also silenced, becoming unable to speak or provide verbal components for spells or abilities.
Source: Diamond Spheres: Erudition & Esoterica
Instead of making the creature fatigued, the creature gains weakness 2 against a damage type of your choice (chosen when the poison is created), +1 per 3 ranks in Craft (alchemy) you possess.
Source: Spheres Apocrypha: Alchemical Poisons
You may choose for your poison to decrease one of the creature’s energy resistances by your Craft (alchemy) ranks instead of making the creature fatigued. You choose which energy resistance to decrease when the poison is created.
You may choose for your poison to make the creature suffer 10% spell failure instead of fatigue. Creatures who fail two consecutive saving throws against this poison instead suffer 20% spell failure, and creatures who fail three consecutive saving throws suffer 50% spell failure. If a creature is suffering spell failure chance from another source (such as spell failure from the Somatic Casting general drawback), add this spell failure to the other source to get a single spell failure source. This spell failure applies to all spells, spell-like, supernatural, and spherecasting abilities that the creature possesses.
Prerequisites: Alchemy sphere.
You may choose to have your poison affect the target as per aboleth mucus rather than making them fatigued. The target takes a -2 penalty on Will saving throws and becomes unable to breathe air but can breathe underwater for 1 minute. Renewed contact with this poison and failing another save extends the effect by 1 minute and is cumulative. A creature unable to breathe air that remains out of water begins to suffocate unless they hold their breath.
Source: Spheres Apocrypha: Debilitating Talents
Prerequisites: Craft (alchemy) 10 ranks, Alchemy sphere.
You may choose for your poison to begin to aggressively age the creature, increasing their age category by 1 instead of making them fatigued. For each time the creature fails a consecutive saving throw against this poison, it increases their age by 1 additional category. This poison does not add or remove bonuses to mental ability scores. This poison cannot cause the target to die of old age. The effects of different age categories are cumulative. The effects of this toxin are permanent, but can be removed with the Break Enchantment Life talent, or a similar effect.
| Age Category | Physical Penalties |
|---|---|
| Young Adult | none |
| Middle Age | -1 to all physical ability scores |
| Old Age | -2 to all physical ability scores |
| Venerable | -3 to all physical ability scores |
Prerequisites: Alchemy sphere (Panacea (formulae)), Craft (alchemy) 10 ranks.
You manage to brew the perfect balance of arcane reagents and divine ingredients to create a single extract of a purely divine liquid, capable of curing almost anything. This extract can be used as a potion, and is used to cure a number of maladies and debilitations, determined by the Craft DC used for its creation:
DC 25: The creature is cured of a single curse effect affecting them.
DC 35: The creature removes all temporary negative levels or one permanent negative level they possess.
DC 40: The creature is healed of all broken bones, severed body parts, and ruined organs. This includes restoring senses that are impaired or lost, such as sight or hearing. This process of healing takes 10 minutes.
DC 50: The creature removes all temporary and permanent negative levels, and the creature is treated as benefiting from a miracle or wish spell for abilities and spells that specify they can only be removed by the use of these spells (but does not mimic any other applications of the spells).
This ambrosia is often too much to handle for most creatures, with a particular creature only being able to benefit from an ambrosia once per day. Any additional attempts to drink an ambrosia during this period have no effect.
Source: Spheres Apocrypha: Alchemy Poisons 2
Prerequisites: Alchemy sphere.
When you create a poison you may create a disease instead. The disease functions like the poison (and benefits from Alchemy sphere talents like a poison) with the following changes:
You cannot be infected by diseases you created.
If you possess at least 10 ranks in Craft (alchemy), you may select this talent a second time and make your diseases contagious. Creatures that remain within 30 feet of the infected for more than 30 minutes without protective clothing (any clothing item that grants any sort of bonuses against disease counts), become carriers and must attempt a saving throw as normal after the onset period. The disease will only spread to creatures of the same type (or subtype if the creature is humanoid or is an outsider), but for every 4 ranks in Craft (alchemy) you possess, you may select another creature type (or subtype) from the ranger's list of favored enemies to also be susceptible to infection.
Prerequisites: Alchemy sphere, Craft (alchemy) 12 ranks.
You may create a special elixir that restores a creature to its starting age as a young adult. All penalties to Strength, Dexterity, and Constitution the drinker may have suffered as a result of advanced age are removed, but all bonuses to Intelligence, Wisdom, and Charisma that result from advanced age remain (although as the character ages again into middle age and beyond, he does not gain any of these bonuses a second time). Unlike a standard formulae, it takes 1 month to brew an elixir of immortality, and it costs an additional 50,000 gp in materials to create.
Prerequisites: Alchemy sphere, Craft (alchemy) 5 ranks.
Craft DC: 25
You create an elixir that can be used as a standard action to restore a dead target within your natural reach back to life. As long as the target has not been dead for longer than 1 round, the creature is healed to 1 hit point, and gains a temporary negative level. You can increase the Craft DC for this formulae in increments of 10; each time you do so this formulae can target dead creatures that have been dead for 1 additional round, and gain 1 additional hit point per Hit Die the creature possesses when revived.
Prerequisites: Alchemy sphere (Painful Venin).
The damage suffered by the target from Painful Venin becomes bleed damage. Creatures who are immune or not subject to bleed damage instead take damage as per Painful Venin.
Source: Spheres Apocrypha: Alchemy Poisons 2
Prerequisites: Alchemy sphere.
When you create a poison you may have it be resisted by Will saving throws instead of Fortitude saving throws (the effect is still treated as a Fortitude saving throw for the purposes of racial immunities and resistances). This is chosen at the time of its creation.
Prerequisites: Alchemy sphere, Craft (alchemy) 10 ranks.
Whenever a creature fails their Fortitude saving throw against this poison, they gain 1 temporary negative level that lasts for 24 hours, making another save at that time or the negative level becomes permanent. Additionally, if they fail their saving throw against this poison, they must pass another Fortitude save at the beginning of their next turn or gain another temporary negative level and need to save the following round or gain another. If a creature dies due to the effect of this poison, they rise 1 minute later as a zombie. This talent is a death effect.
Prerequisites: Alchemy sphere, Craft (alchemy) 10 ranks.
You may choose for your poison to make the creature staggered instead of fatigued. Creatures who fail two consecutive saving throws against this poison are instead immobilized and cannot move from the location they were in when they failed their saving throw, and creatures who fail three consecutive saving throws become petrified. A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.
Prerequisites: Alchemy sphere (formulae) package, Craft (alchemy) 20 ranks
Once per month with one day of work, you may create a philosopher’s stone.
A philosopher’s stone appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity is revealed at the stone’s heart. This cavity is lined with a magical type of quicksilver that enables any character with at least 10 ranks in Craft (alchemy) to transmute base metals (iron and lead) into silver and gold. A single philosopher’s stone can turn up to 5,000 pounds of iron into silver (worth 25,000 gp), or up to 1,000 pounds of lead into gold (worth 50,000 gp). However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period.
The quicksilver found in the center of the stone may also be put to another use. If mixed with any cure potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell or Greater Resurrection sphere effect (if using Spheres of Power) for any dead body it is sprinkled upon.
Source: Spheres Apocrypha: Alchemy Poisons 2
Prerequisites: Craft (alchemy) 5 ranks, Alchemy sphere (Witchbane).
You may choose for your poison to induce a -1 caster level penalty to the creature instead of causing fatigue. Creatures who fail two consecutive saving throws against this increase this penalty by 1, and creatures who fail three consecutive saving throws, and every failed consecutive saving throw thereafter increase this penalty by 2. Casters with a penalty to their caster level that exceeds their base caster level cannot cast spells.
Source: Spheres Apocrypha: Alchemical Poisons
Prerequisites: Craft (alchemy) 5 ranks, Alchemy sphere ((poison) package, Food Poisoning, Potent Poison).
You may expend martial focus when creating a poison to create a curse poison. A curse poison is a magical effect and a curse: It is permanent and can only be cured by effects that specifically cure curses such as the Break Enchantment talent of the Life sphere or the remove curse spell.
Author's Note: This talent increases the duration of a (toxin)'s negative effects, not any effect of a (toxin).
Source: Spheres Apocrypha: Alchemy Poisons 2
You can create magical poisons that vex their target with your hexes when the poison hits their biological complexes.
Prerequisites: Alchemy sphere, casting class feature.
Benefit: You may choose for your poison to afflict creatures with a magical effect of your creation instead of making them fatigued. Creating the poison takes the longer of your poison creation time and the effect’s casting time and requires an expenditure of a spell point (in addition to any other spell points spent as part of casting the spell). This poison may be contact, ingested, or injury (chosen when created). The spell effect may not be modified by an instill talent.
If created as a contact or injury poison, the effect targets (for a targeted effect) or is centered on the nearest corner of the space of (for an area effect) the first creature struck by the poison. If the poison is used as part of an attack imbued with a strike talent (or through similar methods such as spell traps or vial arrows imbued with other effects) it immediately loses its potency. Once the spell effect is activated the poison loses its potency, and as such is always consumed on the first successful strike.
If created as an ingested poison, the creature failing its Fortitude saving throw is the target of a targeted effect, and is the point of origin for an area effect. If multiple creatures ingest the poison, the creature that ingests the poison first is the target of the effect, unless the effect targets multiple creatures at which point it affects a number of targets up to the maximum number of targets.
Regardless of method, cones, lines, and other shapes resolve themselves in a direction chosen when the poison is created. Any spell points required for the effect are spent when the poison is created and are lost when the poison loses its potency. Effects that target multiple creatures only target the struck (for a contact or injury poison) or whomever fails its Fortitude saving throw (for an ingested poison). All choices regarding the sphere effect must be made when the poison is created and can-not be changed. You may not choose to concentrate on an effect created in a poison.
Author's Note: The author assumed multiple creatures could eat the same poisoned food, drink, etc. by using 1 dose. This is not normally possible in Pathfinder; consult your GM if trying to use an ingested poison against multiple targets.
If an ingested poison would be applied to a target without them ingesting it (i.e. changing its application method, etc.), the poison uses the rules for contact or injury and applies only to the first target poisoned.
Source: Diamond Spheres: Erudition & Esoterica
Prerequisites: Alchemy sphere ((toxin) package)); either the Barroom sphere or Nature sphere.
Benefit: You gain the following benefits, depending on the spheres you possess:
Mutagenic Suffusion (Alchemy sphere ((toxin) package, Nature sphere (Instill Spirit)): You can spend 1 spell point as an immediate action to use Instill Spirit on a mutagen within your geomancing range. As per usual, if you do not have the ability to grant spirit effects to other creatures, the instilled spirit effect can only benefit you. Also, you can have up to two spirit effects instilled within a mutagen instead of just one, although each requires their own separate casting.
Same Burn, Same Taste (Alchemy sphere ((toxin) package, Barroom sphere): You ignore a mutagen’s toxicity effect as long as you are drunk when you would be subject to it. You also gain the following (drunk) ability:
Lastly, you treat mutagens as an alcoholic beverage—if you already do so, the drunk status lasts twice as long when imbibing an alcoholic mutagen.
Prerequisites: Blood sphere; Brew Potion or the Alchemy sphere (formulae) package.
Benefit: You are able to create potions (or formulae from the Alchemy sphere) within your own blood. They can only target you, but you may activate one as a swift action, or 2 + 1 per 7 character levels as a standard action. This is a mental action that does not provoke attacks of opportunity.
Prerequisites: Blood sphere (Cystic Growth (blood art, still)), Alchemy sphere.
Benefit: When you use the (blood art) option of Cystic Growth, rather than affect nearby creatures with a disease, you can spend an additional spell point to inflict that creature with a (toxin) you possess. If your target is already suffering from the toxin you are inflicting them with, adjacent creatures must attempt a save against your toxin and your target must succeed at a Fortitude save or be sickened and suffer additional damage as normal.
Source: Spheres Apocrypha: Alchemy Poisons 2
You can fine tune your alchemical poisons to your own biology to get the most bang for your buck.
Prerequisites: Craft (alchemy) 7 ranks, Alchemy sphere (Pill Popper).
Benefit: Whenever you are subject to one of your Alchemy sphere mutagens, you can increase both the benefits and penalties by 2.
Prerequisites: Blood sphere and 5th caster level; or Death sphere and 5th caster level; or Duelist sphere and base attack bonus +5; or Alchemy sphere and base attack bonus +5; Virulent Ailment, character level 9th.
Benefit: Diseases you create through Plague feats become incredibly infectious. Created diseases can affect creatures that have immunity to diseases or Fortitude saves, although such creatures gain a +4 bonus to the saving throw (+8 if they possess no Constitution score). This allows your diseases to even infect constructs and other non-living creatures, although they cannot infect anything that does not have at least one Hit Dice.
Prerequisites: Alchemy sphere, Fallen Fey sphere (Fairy Dust (fey-blessing)).
Benefit: If you possess the (poison) package of the Alchemy sphere, you may use fairy dust from the Fairy Dust talent as if it was a poison. If you possess the (formulae) package of the Alchemy sphere, you may throw fairy dust from the Fairy Dust talent as if it was a splash weapon in place of a formulae, with a 5-foot splash radius. You may use the higher of your Alchemy sphere and Fallen Fey sphere DCs to determine the effects of this dust.
Source: Diamond Spheres: Invention & Ingenuity
Prerequisite: Associated ranks 3, Herbalism sphere ((herbal) package); either the Alchemy sphere ((poison) package) or Creation sphere.
Benefit: You gain the following benefits, depending on the spheres you possess:
You can only add one herb to a toxin.
If you possess the Pre-emptive Preparation Herbalism talent, you can reveal the plan as an immediate action when a creature is affected by one of your poisons (but before any saving throw is made), applying one of the above herb effects to it as if it were a twist.
Whether through acts of charlatanism or infusing your paints with latent magic, you’ve become skilled with using your paints to depict cryptic, almost prophetic imagery.
Prerequisites: Alchemy sphere (War Paint (formulae)).
Benefit: Instead of applying a prepared war paint to a creature, you may pour a prepared war paint over a blank piece of parchment, scroll, or other surface that can easily hold writing. You may then spend 10 minutes concentrating on a specific action or event in the near future, as the paint forms a short, cryptic phrase or abstract image. This acts as the Augury (divine) Divination talent, using your ranks in Craft (alchemy) as your caster level, except you always get a meaningful reply. You may use this ability a number of times per day equal to your casting or practitioner modifier, whichever is higher (minimum 1).
Special: If you possess another (divine) talent from the Divination sphere, you may benefit from that sphere effect instead of Augury.
Source: Diamond Spheres: Invention & Ingenuity
Prerequisite: Associated ranks 3, Herbalism sphere ((herbal) package); either the Alchemy sphere ((formulae) package) or Nature sphere.
Benefit: You gain the following benefits, depending on the spheres you possess:
If you possess the Pre-emptive Preparation Herbalism talent, you can reveal an Alchemy sphere formulae in place of a Herbalism sphere concoction.
A concoction can only have one such benefit applied to it at one time.
Prerequisites: Alchemy sphere ((poison) package), Nature sphere ((water) package).
Benefit: When you create a fog, you may spend 1 additional spell point to spread an inhaled poison that you have created through the entire area of your fog. Creatures inside the fog must attempt a Fortitude saving throw each round to resist the effects of your poison, using your Nature sphere DC in place of your Alchemy sphere DC. A creature that successfully saves against the fog’s poison is immune to being poisoned by that instance of fog for 24 hours.
Prerequisites: Blood sphere and 5th caster level; or Death sphere and 5th caster level; or Duelist sphere and base attack bonus +5; or Alchemy sphere and base attack bonus +5; Virulent Ailment, character level 7th.
Benefit: By plunging yourself further into your studies, you become a vessel for your disease. You can choose to become the host of a single disease you are capable of creating through your plague feats. This is a ritual that takes 10 minutes of time, at the end of which you must choose to either deal damage to yourself equal to your Hit Dice, or spend a spell point.
Afterwards, you become infected with the disease, but suffer none of its negative effects and never need to attempt saving throws against the disease (meaning it never cures naturally, but can be cured through magic or other methods). This causes all of your natural attacks to gain the disease, causing any creature that takes damage from your natural attacks must succeed at a save against your hosted disease or be infected by it. You may only have one disease selected in this way, although you may use the ritual again to infect yourself with a new disease, becoming a host of the new disease and curing the old one.
Special: Abilities that primarily use your blood as a weapon (such as the Gory Armaments (blood art) talent), or otherwise affect a creature using your blood may additionally cause a saving throw against the hosted disease, subject to GM discretion.
Prerequisites: Blood sphere and 5th caster level; or Death sphere and 5th caster level; or Duelist sphere and base attack bonus +5; or Alchemy sphere and base attack bonus +5; Virulent Ailment.
Benefit: Your time spent analyzing mundane illnesses has allowed you to master them. You may choose two diseases from the following list: blinding sickness, bonechill, bubonic plague, cackle fever, cholera, filth fever, leprosy, mindfire, red ache, shakes, sleeping sickness, slimy doom.
You may create these diseases and use them with your other plague feats. The onset period of any disease created this way becomes immediate, and the saving throw is changed as stated in the plague feat rules.
Special: This feat may be selected multiple times, selecting two more diseases each time.
Prerequisites: Alchemy sphere (poison package); Alteration sphere or Transformation
Benefit: Whenever you successfully apply a shapeshift to a creature or when you use your Transformation feat, you may choose either to apply a prepared poison to one of the creature’s natural attacks or to affect the creature with the poison as part of the action to shapeshift. If they are targeted with the poison, the creature is allowed a saving throw as normal. If you expend your martial focus, you may apply the poison to up to 3 of their natural attacks rather than just 1.
You’ve learned to mix your paints to be exceptionally vibrant, increasing their effects.
Prerequisites: Alchemy sphere (War Paint (formulae)).
Benefit: Treat the effects of any war paint you apply to yourself as though you had 5 additional ranks in Craft (alchemy). If you have 10 or more ranks in Craft (alchemy), you instead treat war paints you apply to yourself as though you had 10 additional ranks in Craft (alchemy).
Prerequisites: Blood sphere and 5th caster level; or Death sphere and 5th caster level; or Duelist sphere and base attack bonus +5; or Alchemy sphere and base attack bonus +5; Death sphere (Shroud), Virulent Ailment (plague).
Benefit: You gain +1 spell point. Your diseases carry a trace of your necrotic magic. When you afflict a creature with a disease through the use of another plague feat, you may also mark that creature with necrotic energy as per the Shroud talent. Marked creatures suffering from your diseases do not count against the maximum amount of marks you may have at a time.
Four Necrosis Feats: When you reanimate a creature you marked through the use of this feat, the undead created is afflicted with a single disease made with your plague feats that it suffered from at the time of its death (if the creature suffered from multiple diseases, pick one). Whenever that undead strikes with a natural attack, the victim must succeed at a saving throw against the disease or suffer from it as normal. You may mark creatures afflicted with a disease this way, as per the Shroud talent.
Prerequisites: Tech sphere, Ammo Spitter, Alchemy sphere (formulae) package.
Benefit: Your ammo spitter may create alchemical or complex ammunition (such as alchemical cartridges and vial bolts) costing 50 gp or less. This alchemical ammunition doesn’t have to be made exclusively for firearms but the weapon firing it must still meet all the prerequisites (such as having the scatter quality).
Source: Tandem Talents
Prerequisites: Alchemy sphere ((formulae) package)
Benefit: You can increase the Craft DC of a formulae by 10 to turn the formulae from a liquid to a gaseous state. A vaporized formulae that would require a Reflex save instead requires a Fortitude save, otherwise functioning as the original formulae. A formulae talent that can only be used on a single target (such as Panacea and Salve) can also be vaporized, allowing it to be thrown as a ranged touch attack with a range increment of 10 feet. Creatures within a 5-foot radius burst of the point of contact gain the benefits of the chosen formulae.
Note: The 5-foot radius effect only applies to formulae that would normally affect a single target. Formulae that normally affect an area or multiple targets in an area have their radius unchanged when used with this feat.
Prerequisites: Alchemy sphere (Painful Venin x2), Destruction sphere.
Benefit: By spending 1 spell point when you create a poison using the Alchemy sphere, you may increase the damage from Painful Venin to an amount equal to your Destruction sphere caster level. This is a magical effect that lasts for the duration of the poison’s existence. If you possess any (blast type) talents, you may apply one of them to the poison, changing the damage type of Painful Venin to the type of the destructive blast (this does not modify the amount of damage).
If the blast type has a secondary effect, that effect is applied the first time a creature fails their saving throw against the poison. If a blast type requires that additional spell points be spent, you must spend these spell points as part of creating the poison. Additional blast type effects from multiple poisons modified with this blast type only affect a creature once per round regardless of how many times they are damaged.
If you possess the Admixture or Greater Admixture talents, you may spend additional spell points or increase the time needed to create the poison as if you were applying these talents to the poison. If you do, you may apply additional (blast type) talents to the Painful Venin, dividing the damage and applying multiple additional effects as normal.
Prerequisites: Blood sphere and 5th caster level; or Death sphere and 5th caster level; or Duelist sphere and base attack bonus +5; or Alchemy sphere and base attack bonus +5.
Benefit: You learn to create a terrible, contagious disease and learn to utilize it with your powers. As a standard action you may either spend a spell point or expend your martial focus to make a melee touch attack. If you hit, the target must succeed at a Fortitude save or suffer from the blight disease.
You may also infuse your disease into your sphere effects or attack actions. When you target one or more creatures using a magic sphere effect, you may spend a spell point or increase the casting time by one step in order to force one of the targets to succeed at a Fortitude save or suffer from your blight disease.
Alternatively, when making an attack action as a standard action, you may expend your martial focus as a move action to force the target of your attack action to attempt a Fortitude save as above. The effects of this feat resolve independently of, and after the results of, the sphere effect or attack action. This means that even if the sphere effect fails to affect the target, or the attack action misses, the target must still attempt a save against the disease.
Doctors are scholars who focus their efforts on medicine, eventually learning to be more effective at healing allies and even protecting them from the Doctor's abilities.
Harmacists are better at inflicting others with poison and disease than curing it.
The mortal chemist is a practitioner of strange traditions that blend science and the martial arts into a kind of philosophy.
Physicians know how the body works, and how to heal it.
A toilbrook is a witch that prefers her cauldron over hexes and poppets.
Whenever this sphere uses or grants ranks in Craft (alchemy) or calls for a Craft (alchemy) check, you instead gain ranks in a Craft or Profession or attempt a Craft or Profession check. The particular skill used is determined by the GM when you first gain this drawback. You use your ranks in the chosen skill instead of Craft (alchemy) when determining saving throws and Alchemy sphere effects. It is also substituted for all checks made to craft the items in question. This drawback does not grant a bonus talent; removing this drawback does not require spending a talent, but requires GM permission. You use ranks in the chosen skill in place of Craft (alchemy) for prerequisites for feats and talents that require the Alchemy sphere.
Source: Spheres Apocrypha: Alchemical Formulae
You gain the Shaped Chemistry talent as the bonus talent with this drawback. All your formulae must be created either as a line or a cone using the Shaped Chemistry talent. Once selected, this choice cannot be changed.
Source: Diamond Spheres: Erudition & Esoterica
You can only benefit from a single mutagen at one time, with any attempts to imbibe a second mutagen causing you to suffer its toxicity effect and gain no benefits from it. Also, you automatically fail the saving throw associated with a mutagen’s toxicity effect.
You gain Pill Popper as a bonus talent.
Source: Diamond Spheres: Erudition & Esoterica
Only you can benefit from your mutagens. If another creature is subject to your mutagen, they gain no benefits from the mutagen and must attempt a save against its toxicity effect immediately.
You gain a (mutagen) talent as a bonus talent.
The materials gathered over the day and the alchemy kit are not enough to produce your formulae and poisons. Each poison or formulae you make requires a cost of 1 silver piece per rank in Craft (alchemy) used to produce it. They still go inert as normal and count towards the maximum you may maintain at once.
You can only make mutagens with your poisons, and your poisons no longer cause fatigue. You gain a (mutagen) talent as a bonus talent.
Your formulae and poisons use magical elements as part of their designs. This makes the effects your formulae and poisons create magical in nature and subject to spell resistance. In addition their effects may be dispelled by dispel magic (and other such similar effects) and your formulae and poisons are treated as magic items for the purposes of dispelling effects.
Source: Spheres Apocrypha: Alchemical Poisons
Choose one of contact, ingested, inhaled, or injury. You can only make poisons of the chosen type. You must choose a (toxin) talent as the bonus talent granted by this drawback.
Source: Spheres Apocrypha: Alchemical Poisons
Whenever you try to make toxic gases, you never quite get it right. Maybe the poison’s too light, and it spreads too thin to be of any harm, or maybe it is too heavy and it falls too low to harm anyone. Luckily, you have learned a special technique to get as much poison as you want, wherever you want. You must choose the Noxious Breath talent with the bonus talent granted by this drawback. You cannot throw inhaled poisons as a splash weapon, but can still use the Noxious Breath talent when you would normally be able to.
Source: Spheres Apocrypha: Alchemical Formulae
You gain the Chemical Coating talent as the bonus talent with this drawback. You can only use formulae as part of the Chemical Coating talent. You may only select formulae talents that can be used with the Chemical Coating talent.