Alchemist Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Alchemist Class. Each Class has its own set of spells with some over-lapping through different classes. Common classes with spell paths include the Sorcerer, Shaman, Cleric, Wizard, Oracle, and Witch classes. Spells are also sorted into different schools. These are sorted into Other school categories include Abjuration, Conjuration, Illusion, Divination, Enchantment, Evocation, Transmutation and Necromancy Spells.
Below you will find information on each Alchemist Spell, their effects, and level requirements.
Alchemist Spells
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Level 1
Level 2
Aid
Enchantment
Animal Aspect
Transmutation
Barkskin
Transmutation
Bear's Endurance
Transmutation
Blur
Illusion
Bull's Strength
Transmutation
Cat's Grace
Transmutation
Cure Moderate Wounds
Conjuration
Delay Poison
Conjuration
Eagle's Splendor
Transmutation
False Life
Necromancy
Fox's Cunning
Transmutation
Invisibility
Illusion
Owl's Wisdom
Transmutation
Protection from Arrows
Abjuration
Level 3
Animal Aspect, Greater
Transmutation
Beast Shape I
Transmutation
Cure Serious Wounds
Conjuration
Delay Poison, Communal
Conjuration
Displacement
Illusion
Haste
Transmutation
Heroism
Enchantment
Protection from Arrows, Communal
Abjuration
Protection from Energy
Abjuration
Rage
Enchantment
Remove Blindness
Conjuration
Remove Disease
Conjuration
Level 4
Level 6
Alchemist Spells in Pathfinder: Wrath of the Righteous
Quick Search of All Alchemist Spells
Spell |
School |
Description |
Level |
Bomber's Eye | Transmutation | This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of alchemist's bombs and alchemical weapons by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. |
1 |
Cure Light Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. |
1 |
Dismiss Spell | Abjuration | After the battle, you can dismiss area spell effect at will. You must be out of combat and within 100-feet range of the spell's effect. Dismissing a spell is a standard action that does not spend spell slots and does not provoke attacks of opportunity. | 1 |
Enlarge Person | Transmutation | This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. |
1 |
Expeditious Retreat | Transmutation | This spell increases your base speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. |
1 |
Firebelly | Abjuration | A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points of dire damage (Reflex half, SR applies). Each time you use this breath weapon, the remaining duration of the spell is reduced by 1 minute. |
1 |
Reduce Person | Transmutation | This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. |
1 |
Shield | Abjuration | Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. |
1 |
Stone Fist | Transmutation | This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small) |
1 |
Targeted Bomb Admixture | Transmutation | When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier. | 1 |
True Strike | Divination | You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. |
1 |
Aid | Enchantment | Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). | 2 |
Animal Aspect | Transmutation | You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. |
2 |
Barkskin | Transmutation | Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. | 2 |
Bear's Endurance | Transmutation | Grants a +4 enhancement to constitution | 2 |
Blur | Illusion | Grants a 20% miss chance. | 2 |
Bull's Strength | Transmutation | Grants a +4 enhancement to strength. | 2 |
Cat's Grace | Transmutation | Grants a +4 enhancement to dexterity | 2 |
Cure Moderate Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. |
2 |
Delay Poison | Conjuration | The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. |
2 |
Eagle's Splendor | Transmutation | The transmuted creature becomes more poised, articulate, and personally forceful. | 2 |
False Life | Necromancy | Gives 1d10+level temporary hit points (10 maximum). | 2 |
Fox's Cunning | Transmutation | Grants a +4 enhancement to intelligence | 2 |
Invisibility | Illusion | Grants target total concealment and a +20 bonus to stealth checks. Ends when the target makes an attack. | 2 |
Owl's Wisdom | Transmutation | Grants a +4 enhancement to wisdom. | 2 |
Protection from Arrows | Abjuration | The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged. |
2 |
Resist Energy | Abjuration | The subject gains resist energy 10 against the energy type chosen, meaning that each the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. | 2 |
Restoration, Lesser | Conjuration | Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores ( it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It does not restore permanent ability drain. |
2 |
See Invisibility | Divination | You can see any objects or being that are invisible within your range of vision. | 2 |
Animal Aspect, Greater | Transmutation | This spell functions like animal aspect, except you gain one aspect that adds effects to the aspects that animal aspect grants. | 3 |
Beast Shape I | Transmutation | Become medium wolf. +2 STR size bonus, +2 AC (natural armor), +20 speed, 1d6 bite attack, Tripping bite (auto attempt trip on successful bite) | 3 |
Cure Serious Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). | 3 |
Delay Poison, Communal | Conjuration | Any ally within 30 feet becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already caused. |
3 |
Displacement | Illusion | Grants total concealment (50% miss chance) | 3 |
Haste | Transmutation | Targets get extra attack at full BAB, +1 attack rolls, +1 AC(dodge), +1 relf save, +30 speed (enhancement bonus, up to twice normal speed). Haste dispels slow | 3 |
Heroism | Enchantment | This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. |
3 |
Protection from Arrows, Communal | Abjuration | Targets gain DR10/magic against ranged weapons. Will prevent 10 damage per level up to 100 damage |
3 |
Protection from Energy | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire or sonic). When the spell absorbs 12 points per caster level of energy damage ( to a maximum of 120 points at 10 levels), it is discharged. |
3 |
Rage | Enchantment | Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage. While in rage, the subject cannot use spells. |
3 |
Remove Blindness | Conjuration | Remove blindness cures blindness, whether the effect is normal or magical in nature. | 3 |
Remove Disease | Conjuration | Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. |
3 |
Resist Energy, Communal | Abjuration | This abjuration grants all allies within a 25-foot radius limited protection from danger of whichever one of five energy types you select: acid, cold, electricity, fire or sonic. | 3 |
See Invisibility, Communal | Divination | You and all your allies within 25 feet can see any objects or beings that are invisible within your range of vision. | 3 |
Thorn Body | Transmutation | Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage + 1 point per caster level (maximum +15). | 3 |
Beast Shape II | Transmutation | You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack. |
4 |
Cure Critical Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. |
4 |
Death Ward | Necromancy | The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. This spells does not remove negative levels that the subject has already gained and does not protect against other sorts of attacks, even if attacks might be lethal. |
4 |
Echolocation | Transmutation | You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet. |
4 |
Elemental Body I | Transmutation | When you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. |
4 |
False Life, Greater | Necromancy | This spell functions as false life,e except you gain temporary hit points equal to 2d10+1 point per caster level ( maximum +20). | 4 |
Freedom of Movement | Abjuration | This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combats maneuver checks made to grapple the target automatically fail. |
4 |
Greater Invisibility | Illusion | This spell functions like invisibility, except that it doesn't end if the subject attacks. | 4 |
Neutralize Poison | Conjuration | You detoxify any sort of venom in the creature or object touched. | 4 |
Restoration | Conjuration | This spell functions lik ea lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. | 4 |
Stoneskin | Abjuration | The subject gains DR 10/adamantine. The first 10 points of damage is ignored, though an adamantine weapon overcomes the reduction. Prevents a total of 10 points of damage per caster level (maximum 150 points). |
4 |
Touch of Slime | Conjuration | You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime, dealing 1s3 points of Constitution damage per round. |
4 |
Beast Shape III | Transmutation | You become a large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have two 1d6 claw attacks, one 1d6 bite attack, and the rend ability. |
5 |
Elemental Body II | Transmutation | When you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental. | 5 |
Polymorph | Transmutation | This spell transforms an allied creature into a leopard or a small elemental. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject. |
5 |
Spell Resistance | Abjuration | The target gains spell resistance equal to 12 + your caster level. | 5 |
Stoneskin, Communal | Abjuration | All allies within 30 feet gain resistance to blows, cuts, stabs, and slashes. | 5 |
Beast Shape IV | Transmutation | You become a Large smilodon, a Large shambling mound or a Large wyvern. | 6 |
Dragonkind I | Transmutation | You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. Your movement speed is increased by 10 feet. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). |
6 |
Elemental Body III | Transmutation | When you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. |
6 |
Eyebite | Necromancy | Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects |
6 |
Heal | Conjuration | Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzles, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned. |
6 |
Legendary Proportions | Transmutation | You call upon the primordial power of ancient megafauna to boost the size of your target. Because of its connection to living creatures of the distance past, the spell does not function on outsiders, undead, and summoned creatures. |
6 |
Transformation | Transmutation | You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). |
6 |
True Seeing | Divination | You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally. |
6 |
Walk through Space | Conjuration | When under the effects of this spell, you can teleport up to 30 feet as a move action. You must end this movement in an unoccupied space that you can stand on within line of sight. Alternatively, you can spend a move action to teleport to a standing position from lying prone. Teleporting does not provoke attacks of opportunity. |
6 |
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