TEXT: Spheres Apocrypha: 
  Alchemical 
  Formulae
  
  2
  Alchemy Sphere Basic 
  Talents
  Chemical Coating
  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 re-
  duced 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 dam-
  age (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 ac-
  tion, 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 (al-
  chemy). Additional damage from a coating is never multiplied 
  on a critical hit, but otherwise stacks with effects such as flam-
  ing, shock, or corrosive.
  Cherry Bomb (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 craft-
  ed 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 at-
  tack with a range increment of 10 feet, dealing 1d4 bludgeon-
  ing 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 clus-
  ter for more than 1 round without becoming inert. An indi-
  vidual 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 cre-
  ate 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.
  Demolishing Chemistry
  Alchemical formulae that would only deal half damage to ob-
  jects 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 crea-
  tures or objects.
  Alchemical Formuale
  
  3
  Fireworks
  Your formulae use a small amount of their payload as a propel-
  lant. 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.
  Fuse Master
  When you light any kind of alchemical grenades with a ran-
  domized 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 maxi-
  mum 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, im-
  proved fuse grenade formulae you create deal an additional 1d6 
  fire and bludgeoning damage for every 10 ranks in Craft (al-
  chemy) 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 blud-
  geoning damage, +1d6 per 5 ranks in Craft (alchemy) for each 
  overlapping grenade.
  Associated Feat: Grenade Expert.
  Improved Liquid Ice (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 prima-
  ry 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 incre-
  ment 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 crea-
  tures 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.
  Improved Smoke Bomb (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 at-
  tack 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 with-
  in 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 mar-
  tial 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 con-
  tact 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.
  Instant Foam (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 ev-
  ery 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 addi-
  tional hit points, and lasts for an additional minute.
  
  4
  Shaped Chemistry
  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 radi-
  us, +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 Barroon sphere legendary talent, 
  use the formulae’s base area and shape but increase it by an ad-
  ditional 5 feet for every 5 points of base attack bonus the im-
  biber possesses. 
  Alchemy Sphere Drawbacks
  Chemical Dragon (Requires Formulae Package)
  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.
  Weaponized Formulae (Requires Formulae Package)
  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.
  Credits
  Creative Director: Adam Meyers
  Author: David Spektorov
  Editor: Johannes Luber
  Layout: Rachel Meyers
  
  5
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