At 4th alchemist level, you learn the secrets of creating soulstones by experimenting with mana powder. You learn the following alchemical creation:
Empty soulgem, 4AP - Item. Becomes a propper soulgem when a slain sentient creature dies near one, gaining either a +1, +2, or +3 bonus depending on the creatures age, power, and intelligence ( subject to GM. )Â
You treat all soulgem items (items with the word soulgem) as soulgem items.
At 4th alchemist level, you pay the price of obtaining such a forbidden art. Gain the following:
-1 max death save slots.
-1 max HP.
At 4th alchemist level, learn two of the following:
An arcane cantrip
An occult cantrip
A major hex
Use your int or dex as the casting modifier.
At 4th alchemist level, gain 3 of the following upgrades, which are ways in which you can use soulgems, sacrificing them in the process:
Temporary weapon enhancement - As a full round action, grant a weapon, piece of armor, or tool a bonus equal to the soulgems bonus for 1d4 hours.
Greater weapon enhancement - During a rest, sacrifice 3 AP and a soulgem to grant a weapon a bonus equal to the soulgems level - 1, and allow it to last 1d100 years.
Alchemical multiplication - When creating or modifying an alchemical item, duplicate it, creating as many additional alchemical items as the soulgems bonus.
Alchemical enhancement - Modify an alchemical item, granting it a dice size increase and damage dice increase equal to the soulgems bonus(ex: 1d4 damage > 2d6 damage > 3d8 damage > 4d10 damage.) and durations by that many units (rounds, minutes, hours, or days.)
Enhanced magic - As a bonus action, upgrade one hex or cantrip that you know as many times as the soulgems bonus. Lasts 2d4 rounds.
Swap powers - During a rest, spend 1 rest dice and a +2 or greater soulgem to replace a cantrip or hex you know with a different cantrip or hex of their original class (arcane to arcane, major hex to major hex.)
Learn soulgem magic - As a full-round action, sacrifice a soulgem to learn a spell of a level equal to the soulgems bonus, which the creature who's death powered the soulgem either knew, or has a strong affinity for (Subject to GM.) You can only learn up to as many spells through this method as your int bonus -1 (min 1) and as you learn a spell over the limit, the oldest one is lost. You may spend a number of rest dice equal to the level at which you wish to cast the spell(max 1/2 your level, rounded up) to cast them, using intelligence as your casting modifier.
At 5th alchemist level, learn an extra soulgem use upgrade.
At 5th alchemist level, gain one upgrade:
Manifest material - You can sacrifice a soulgem to gain 1d3 + the soulgems bonus AP during rest.
Shielding power - You can sacrifice a soulgem as a bonus action or reaction to gain [ 2d20 + 1d20 per soulgems bonus ] temporary health for 3d4 rounds.
Soulgem casting - You can sacrifice a soulgem as an action to cast a spell you know or scroll you possess at a level equal to 1 + the soulgems bonus, using your charisma or wisdom as the casting attribute, whichever is higher.
Soul boost - You can sacrifice a soulgem to gain a 1d6 bonus to a skill check, increasing it to 1d8 for +2 soulgems, and 1d10 for +3 soulgems.
At 6th alchemist level, learn an extra soulgem use upgrade.
At 6th alchemist level, learn you learn to create the following alchemical item by sacrificing :
Empty black soulgem, 5 AP - A soulgem that can only be activated with a +4 soul that is filled when a great wise sentient creature, or a legendary monster of mythical great beast dies within 25ft of the soulgem. It is treated as a +4 soulgem for all intents and purposes.
At 6th alchemist level, either gain another soulgem secrets upgrade, or learn one secret method to use soulgems with:
Soul dust - you can sacrifice a soulgem and spend 1 AP during a rest to create soul dust - powder 15/4. Unattended exposed items and tools are animated and obey your commands for the next 1d6 rounds, being able to do work or function as you desire, but not beyond their structural means. Duration size is increased by 1 category per soulgem bonus above +1 (rounds > miunutes > hours > days.) The enchanted items cannot attack are treated as having a +0 to all checks except ones they are created for, in which they have a +4 bonus to checks.
Soul serum - you can sacrifice a +2 or higher soulgem and spend 1 AP during a rest to create a soul serum - potion. Grants the consumer an extra day of natural lifespan, increasing to year at +3, and decade at +4, as well as 1d8 arcane health per soulgem bonus.
Profane bomb - you can sacrifice a soulgem during a rest by spending 1 AP to modify a bomb (any alchemical item you can create with the word "bomb" in its name) transforming it from a ranged attack to a dexterity save, increasing the DC by 2, and in cast of no AOE, applying the bombs effect in a 10ft radius per soulgem bonus, or otherwise increasing its area affected by 10ft per soulgem bonus. All damage dealt is changed to necrotic. Cannot be applied more than once to a bomb.