Actions | Activities


Quick Alchemy [one-action]

Alchemist Manipulate 
Source Player Core 2 pg. 59
Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand
You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.
  • Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)
  • Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.
Paizo ClarificationQuick Alchemy creates an item that remains potent only until the start of your next turn (or end of your current turn for a versatile vial), and says that an effect created by such an item that would have a duration longer than 10 minutes lasts for 10 minutes instead. The part saying the item “remains potent” means the item can be Activated only in that time frame. The effect is any ongoing effect after the item's activated.

For example, if you used Quick Alchemy to create a greater silvertongue mutagen, you would need to drink it by the start of your next turn or it would go inert. If you did drink it in that time, you would gain its effects, but only for 10 minutes instead of for its normal 1-hour duration.

Similarly, if you created lethargy poison, you would need to Activate it by applying it before the start of your next turn, then the weapon would remained poisoned for up to 10 minutes. If someone waited 9 minutes, then hit with a Strike with the poisoned weapon, the affliction could last beyond the 10-minute limit due to the exception for slow-acting afflictions in the Key Terms sidebar

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