Level 1: +2 Non-weapon proficiencies per level.
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Level 1: Read Languages.
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Level 1: Identify minerals by sight.
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Level 1: Identify potions and poisons by sight.
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Level 1: Considered specialized in Enchantment/Charm (no opposite).
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Level 1: Identify plants by sight.
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Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
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Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your level, treat it as your level.
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Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
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Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
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Level 1: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
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Level 2: Identify animals by sight.
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Level 3: Considered specialized in Alteration (no opposites still).
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Level 4: Predict miscibility (Level-3)*10%.
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Level 4: Identify any non-artifact magic item by sight.
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Level 5: Identify non-immortal monsters by sight.
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Level 6: Can specialize in (third) school; if this is done, select an opposite.
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Level 9: Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
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Known Spells:
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Foul Potions (SL=1, Anti-Magic): Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
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Potion Ball (SL=3, Invocation): Spend a potion while casting: Do a "ball" of that effect.
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