To whomever it may concern : this guy is optimizing an alchemist for you, you have to join the channel at this point. RAW the subclass is beyond frustrating but still, he's doing it and for the second time I might add. This is bravery right there. Thanks Colby :p
@d4: D&D Deep Dive you could have taken the "replicate magic item" infusion and done "spellwrought tattoo, 1st level" (technically you create a needle that makes the tattoo) which allows you to tattoo someone with ANY 1st level spell that they can cast once. So you could cast bless without spending a spell slot AND wouldn't have to multiclass into cleric. I just found out about spellwrought tattoos and I'm in love with them. I made a warforged artificer named "needles" who specializes in tattoos.
@@jakobchaney6819 yeah I’ve talked about that on the channel before - seems like a lot of people don’t allow it so tend to steer clear of the tactic, personally, but if it’s allowed at your table, go for it!
@@DnDDeepDive Seems a bit silly to me to worry about an Alchemist of all things becoming too powerful with clever uses of items. I'd be stretching whatever I can reasonably give them since I'd love to see them make such a weak subclass work! But that's just me.
@b.b.927 I agree. I've had maxed-out characters in the past. They were devastating, but could also be boring. Learning how to stay alive, while using only what I have, and still contributing to the team taxes my brain, but that is what makes me a better player.
I think if a char starts as 5 levels alchemist and then go blade singer or eldrich knight! alchemists seems like a strong cantrip blaster in a wizard multiclass! + the support spells added to a wizard is great!
Homunculous servant + replicate magic item (bag of holding) and make 2. Give it hands so it can carry both to the BBEG, and put one bag in the other. 🤓
For the single level dip of Cleric I want to give a shout out to the Order Domain. Whenever you cast a leveled spell on an ally, they can use their reaction to make an attack. I've had an Alchemist build on the backburner for a while and that was my plan for getting bless. Gotta say though I like the idea of bouncing somebody back up with a Healing Word and they get to smack the person that downed them, too!
Thank you Colby, I got into mini painting few months ago, this led to watching D&D session, and it got me interested in the game itself. Yesterday I finished my 2nd session in my life, and I already have 20+ builds, bulk of them was inspired by your concepts and guides, or those guides let me optimize my own concept a bit better. Creating new characters is a new hobby of mine on its own now.
One spell I would recommend for the spell storing item would be vortex warp. Having the homunculus use the item gives you a more powerful "misty step" that you can also use on allies.
Interested to see this one! I love the flavor of the Alchemist, but everyone I've ever seen make a build has been like "well we're going to start with one level of fighter and use a greatsword," and I love that this concept leans more into the magical, alchemical, and crafting interests.
MY GUY! My last character was a Alchemist Clockwork Soul. Wonderful and fun combination of support and world exploring combined. Glad to see it in a build.
I love this build. I've used this as a template for my travelling doctor/snake oil selling gnome and it's the greatest fun I've had with any character so far in my time playing dnd
Finaly a Alchemist build! Great vid! I've be theorycrafting with 5 levels Alchemist with a Wizard Evocer and 2 levels fighter, for the action surge! BTW, multiclass arctificer spell slot progression is rounded up, unlike paladins and rangers! I think i wouldn't take any cleric levels, because I could get Bless by taking the "fey touched" feat! but the "life cleric" healing seems great! My favorit spells with an "alchemist" is "chill touch", "fire bolt", "toll the dead", "burning hands", "scorching ray" and "wither and bloom"! and then fireball, action surge another fireball! I think that the "Artificer initiate" feat is needed, to alow the "Alchemical Savant" to be used with any spell too, cause the feature only works if "alchemist supplies" are used as a "focus"! The "repeating shot" infusion can let you get around the shield in one hand and a hand crossbow in the other! the weapon is always preloaded before shooting with this infusion! it combos great with "crossbow expert" feat!
I'm still in the preamble but I really hope you know that you can put enhanced arcane focus on Alchemist supplies (this is the only artisans tools you can do this to because Alchemist supplies includes a glass stirring rod, this RAW counts as a rod/staff/wand for the requirements)
@@keibzy4855 I also found a homebrew that makes it a bit easier to use 1: experimental elixir is proficiency bonus times per day instead of every limited times 2: they have an alchemical homunculus that they control with their bonus action (it also happens to be the only way to RAW administer a potion to someone while they're awake
@@connormcconnell7805 I made a list of the problem the subclass has and proficiency per day potions was a solution for the scarcity problem of having too little and be random, can you pass me that subclass? Or at least the name so I can convince my dm?
Adding the religion aspect is a really fun addition to the character and background. It makes complete sense that in a world where the Gods objectively and demonstrably exist, that a Scientist investigating the boundaries of magic, physics and chemistry would also research the mechanics of faith.
First video Im watching after the dnd shorts colab. I honestly have no idea how you explain every effect that I dont know and then dont explain everyone I do know, like action surge. I know its probly just based on excluding pretty iconic things... but still. Feels very skillful to be so good at it.
This sounds like a fun support character. When compared to the other artificer subclasses, yeah alchemist feels rather weaker. Especially when you can smite with some of the other artificers or have a suit that requires you to juice up one stat that does almost everything. I’m a big fan of the pathfinder 1e alchemist, especially the gun chemist. I’m excited to see when you get to a Pathfinder 2E alchemist build and see how you’ll flavor it.
An artificer with fast hands could be very interesting. Alchemy jug infusion gives oil and poison which is convenient. The healer feat gets a big boost. A handful of interesting items like bear trap and caltrops provide area control. And you could put the crafting bonuses to work making alchemists fire which pairs with the oil from earlier. I think spell storing item even works with fast hands according to sage advice.
Re Thief Rogue's Fast Hands, lots of objects say you can use an action to interact with them-it's the "use an object" action because they're nonmagical objects-and nothing says the Experimental Elixir is magical. Three levels is a heavy investment, though, and there's a simpler solution now: be a Hadozee and use Dexterous Feet. This also has the benefit of working while your hands are full.
Great to see you make the most of a challenging subclass again. I’m sure alchemist has a fantasy/concept appeal for many and you’ve shown one way to make it more fun.
I really appreciate your builds and how you run through different concepts. I do this a lot. I love an artificer and appreciate you see the value in a lot of abilities that are commonly overlooked or ignored.
Honestly if this were me, that Cleric dip kinda speaks to the historical concept of alchemy, the bit where they aren't actually turning lead into gold, but using it as a metaphor for a spiritual journey. Y'know, the professor takes a bunch of experimental potions and suddenly starts talking like Alejandro Jodorowski in The Holy Mountain.
I found this out when playing as an alchemist in Dungeon of the Mad Mage, alchemists can also use the Homunculus Servant infusion to administer the experimental elixir to themselves or other allies as a bonus action. In their description, they can be ordered as a bonus action to do any action, not just the ones in it's stat block. You could also use the tiny servant spell in the same way, although it would cost a third level spell. Maybe if you took sorcerer levels or the metamagic adept feat, you could extend their duration to 16 hours and cast the spell before a long rest
There is a problem rules wise, you can feed others the potion only if they are incapacitated, they can drink themselves, but it is intentionally made that you could not use Unseen servant to do a BA of potion chugging.
I recently had an idea for an Artificer Alchemist: "Aunty" Poppy Foxglove, a Hexblood Alchemist Artificer with the Charlatan background. She's basically a Hag (green hag specifically) in hiding, in disguise as a kindly old lady living as a sort of medicine woman in the slums of a large city. She occasionally will travel out to villages peddling "potions" that are for the most part just some colored water but she uses her skill as an artificer to sometimes add a bit of magic to a potion when demonstrating with a shill to help sell her products.
I wish the Alchemist had focused on the elixirs more than adding random buffs to healing and thematic damage spells. It seems like the subclass is trying to decide what it wants to do. That said a fun multiclass interaction with Alchemist is 6 levels of Divination wizard. Recovering free spell slots when you cast divination spells means more elixirs to make!
Love it that you made an Alchemist, thanks! And the dragon lighting is not bad at all
10 месяцев назад
That image of artificer with shield and one handed ranged weapon (pistol ideally ofc) just always gives me this tactical police squad vibe and I love it :D
Because of the sage advice compendium the fast hands rogue tech should work as spell storing item has the same wording as elixirs and spell storing item which is confirmed to use the use a object action. I used this to make plaque knight from the shovel knight series. Love your builds as always keep up the great work. Always nice to see build for build for underused subclasses.
I haven't had the chance to play an Artificer past lvl 4 but I am in a campaign where as part of the rewards for a dungeon we were all given a magic Item that had a ribbon effect tied to our character class and the ability to Attune to two additional Items. This is beyond amazing. As an 18 lvl Sorcerer I currently have 3 conventional attunement Items (robes of the Archmagi, Staff of Power, and+3 Blood well vial) I also have two HB magic items. (Modified Staff of the Magi with all the at will spells 100 charges instead of 50 but no spells attached, instead you attune 5 of the spells you know and for charges equal to 1+spell lvl you can cast the spell. If you use 10% of the remaining charges you roll a D20 on a 5 or lower the staff Deattune the spell used and anything cast from it in the next minute you roll again if it is a 5 or lass again the Staff explodes using the sam's mechanics as breaking the staff of the Magi, I also have a tattoo of level it mechanically gives you an additional lvl. If you Deattune from the tattoo it is destroyed) the tattoo was a monkey's paw free Wish that The party was given and that was the best 'everyone benefits' idea we came up with. I can say that while we have a lot of magic toys so your mileage may vary but with a 24 CHA sorcerer and these items (the modified Staff is a +3 SotM type mechanic) my Sorcerer has a DC 26 save and a +23 Spell Attack where it would be a DC 21 and a +13 without not to mention everything else the item do.
Just finished the preamble. So, basically what you're saying is, if my roleplay ever starts to go flat and I wanna mix things up in AND out of combat, I should watch this Alchemist video and drink it all in. Got it!
Get you a familiar to administer your elixirs for you in combat. Spellwrought tattoo infusion can do this RAW, but a homunculus works just fine. Artificers don't get hand crossbow proficiency, but they do get firearm proficiency. Inventing guns saves you having to dip fighter and delay your progression, and it also saves you a feat. As an alchemist with the repeating shot infusion, you have the most in-game justification to invent magic gunpowder. Also, every alchemist should be dipping Warlock. Short rest spell slots on an alchemist is very strong because you get tons of elixirs basically for free. Spend your morning taking back to back short rests to prepare as many elixirs as you want. Playing an elf with a 2 level warlock dip would get you 8 free elixirs of your choice before the rest of the party even wakes up.
I love the build, but I really don’t think it really uses the Alchemist abilities and is just “Hand Crossbow Sharpshooter” guy. I played an Alchemist and I found that their Alchemical Savant ability worked really well with Green Flame Blade. My character used daggers (flavored as surgical knives) and his attacks dealt 1d4 + 1d8 (from GFB) + Dex + Int. I didn’t optimize him at all, but with this combo, you can build an Alchemist that does 1 really strong attack each turn. Multiclass into Thief Rogue for the BA elixir (The elixir is not a magic item so they fall under the “Use an Item” action and not the “Use a magic item” action) and sneak attack, and War Cleric for Martial Weapons and Heavy Armor and a +10 to hit if you miss, and take Great Weapon Master and you are set. If you grab a reach weapon, you can drink the Flying Elixir so you can stab your opponents from above and a lot of creatures won’t be able to attack back. Edit: I just remembered that you technically can’t use Reach and GFB due to the spell having a 5ft range, so the flying option isn’t as strong as I thought. Also, you need to be holding your alchemist supplies and all Heavy Weapons are 2 handed. You could play a Loxodon or Thrikreen and bypass this. Thrikreen would also allow you to hold a Elixir, so it might be the best race option.
I went a different route, I use my proficiency with alchemist's tools to make acid and alchemist's fire, and buy as much of it as I can. I then use my bonus action to command my homunculus to either force strike (1d4+PB), use the help action, or if I need extra damage, throw acid, alchemist's fire, or oil. My DM rules that thrown full vials do the standard thrown improvised weapon 1d4+dex damage in addition to their other effects (2d6 acid for acid vial, 1d4 fire every round for alchemist's fire) and that's basically on a bonus action. This frees up your ASI choices for either ASIs or feats, and by 13th level I took 2 ASIs to get INT to 20, Chef (had an odd wisdom score, and plus the extra support healing and temp HP) and magic initiate wizard (toll the dead and chill touch both benefit from Alchemical Savant, and I grabbed find familiar so as not to put my homunculus in too much danger). This one is DM dependent, but I convinced my DM to allow me to make 3 alchemical items using alchemist's supplies per long rest because I have my homunculus and familiar helping me (only 2 if my familiar gets poofed)
Watching your preamble for this, I want to see an Investigator for Pathffinder from you. If you take the Alchemical Sciences for youe methologie /subclass, you basically become a more martial oriented alchemist with a lot of support capabilites and skills. Also there are some Archetypes, like the Eldtrich Archer, that work well with it and are able to do just insane damage on top of that.
I have a plan for an elven Artificer/Dao Genie WL. - abuse Trance to get multiple short rests as rest of the party sleeps, using Pact Slots to pop out more elixirs. - Focus on Firebolt as the one cantrip that benefits from both Alchemical Savant and Dao bludgeoning bonus on attacks. - They get a free, extra-dimensional (al)chemistry lab. There's also the option of a Life Cleric dip to boost healing.
Had the same “mobile lab” idea with my build, except I was an efreeti warlock, using the extra fire damage to trigger Alchemical Savant when I Eldritch Blast (since each blast gets the AS damage bonus due to how spell damage works). Also, I went reborn lineage for even more SR spam.
@@elcuban27 You can use alchemists supplies as a focus for Eldritch Blast? The choice of Efreet is brilliant. Even if Eldritch Blast doesn't work, this would work on Shocking Grasp, Ray of Frost, Magic Stone etc. The Dao multiclass might work better with an Artillerist using a Ballista cannon and Crusher feat, combined with Eldritch Blast and invocations for pushing.
I know this isn't optimized but I like having a Wild Magic Barbarian/Alchemist Artificer build. I love playing against type with the smart Barb., then you get the ability to either increase people's hit chance or give back a random 1st-3rd level spell slot. That last part is very useful for every spell caster. Since you won't be casting when you are fighting you can just give yourself a spell slot back and cash it in for an other elixir. Or you can do a Warlock/Artificer so you can cash in your Warlock spells for elixirs. Hey Colby what about doing a Tiny Servant Build or maybe a double build with Tiny Servant and Crusader's Mantle? The mantle would double the Tinies damage.
When it comes to Loki battle maps it reminds me of a board game that I played when I was a kid based on the movie The Labyrinth with David Bowie. This board game consisted of nine squares each containing a 9 Square grid. Each Square had a pin in Center so that you can lift it up and rotate it and then place it back down. You could also lift two squares at the same time and swap out their positions. Like that of the ever-changing endless hallway of a labyrinth with moving parts you would find yourself Within eyeline of the exit but then gets lifted on a moving platform back into the center of the maze.
I think the Alchemist Savant feature should benefit from whatever spellcasting focus the alchemist can use, which would extend to an item that is benefiting from being infused. Flavour wise the Alchemist is using the crossbow to shoot their allies better. That to me is hilarious "Crossbows hurt people!" "No all the time, here let me demonstrate."
If you want your game, a more exploding alchemist, add a second type of potion so at level three, along with the long rest potions, you get volatile concoction "when you take the attack action you can throw a vial instead making a ranged wepon attack (basically like making a throw weapon attack) that deals 1d6 + int mod on hit and at the start of each of your turns for a minute. The type of damage it deals is based on what you mixed in the concoction and is a choice between poison, fire, acid, lightning, or necrotic. At 5th level, you can throw an additional vial as part of the same attack action, at 11th you can throw a third, and at 17th level the damage becomes 2d6 + int per vial At level three you can spend 10 gold worth of materials and an action to create int mod + prof bonuse of vials of your choice
I've got an alchemist character that I'm looking forward to playing at some point. I've never really been interested in multi-classing, so I'd be going straight artificer. The only issues I have with the class are how few infusions you can have active (though that's lessened if the DM gives out some of the ones I would be making), and how few cantrips they get. To me, an artificer should be a cantrip savant (to really be that utility belt of the party), so 2 cantrips until level 10 really stinks. Especially when there's 6-8 cantrips I really like for thematic reasons. This is why I'm looking forward to One D&D. Getting mending as a gnome plus magic initiate at level 1 & 4 gets me almost all the cantrips I'd want for him by level 4. And the 2 free casts of whichever 1st level spells I choose for the feats doesn't hurt either. If only they could put out a short pdf of general changes to the class in the new One D&D style. It doesn't need to be in the new book, but enough has changed that it's no longer useful to just say it's new enough of a class to stay as it is. Maybe they always have identify/detect magic prepared and can cast it a few times for free without needing the ritual time. Maybe they get a more streamlined way of crafting items beyond just the level 10 boost. Maybe they get a few extra active infusions. At the very least, they could clean up that alchemy supplies as a focus issue mentioned in the video. I'll definitely be asking my DM to just let my regular focus count.
"Came for alchemy, got a fighter; confused" This was one of the top comments on Treantmonk's video on Alchemists from a few years ago, and I feel sums up my experience with this video too.
What do y'all think of this house rule: Roll Initiative (Action) then take a Bonus Action and Reaction as part of this "Setup Round", potentially allowing for spells and abilities to be used before combat starts
I've wanted to make a Peace Cleric/Alchemist for a while to have the ultimate +d4(s) character ever. Having Bless, Bond, and your potion all stacking so your allies never miss is insane lol. It's like having constant inspiration on your allies. Very excited to see what this build is tho
there's this tiny frustrating thing in Alchemist's experimental elixir where it says that you can administer it to another creature *if it is incapacitated*, if it was just a willing creature, you could fit in the Homunculus Servant infusion, and use your bonus action to comand it to administer the elixirs, while you use your main action for other things such as casting bless or doing attack rolls. the sorta good portion of this is that this still works with regular mundane items that have set DCs, so your homunculus can do things such as using caltrops, bear traps, explosives and healing potions (which if you get to level 10 artificer, you can craft much faster and cheaper)
At level 1 the artificer may not be proficient with hand cross bows but they will still be proficient in simple weapons and a light crossbow and because the way damage works it is still better to use that than a cantrip. Best cantrip damage is 1d10 or 5.5 on hit with fireball vs Light crossbow being 1d8+ dex, with a 16 in dex that is 7.5 average on a hit. So even if we can't attack multiple times the cross bow is still better than cantrips until we can add intelligence to our cantrips, and this works better for the story of us practicing to get better with that other crossbow we are working on.
Solid Alchemist build, love the professor concept. Only time I've dipped into Alchemist was for an athlete character I made to be a Bugbear basketball player. Started as an Open Hand monk dipped into artificer for Returning Weapon so I could have a reskinned light hammer as a basketball, and Open Hand features to represent juking and breaking ankles in combat lol. Ended up going Alchemist as a play on optimizing his nutrition regiment and everything just fell into place.
I've got a challenge for you, getting a group together and have a few new players so I've got multiple sessions 0's planned to give them some experience along with some seasoned ones to bring back up to speed. I know that D&D isn't the best platform for PVP but one of them is a lvl 20 battle royal and it's not your usual style to just go straight to 20 but I would like to see what you come up with. The challenge is the highest DPR build possible limited only by thematics assuming max rolled stats. As long as you can come up with a story for it, you can have any multi-class, any item, any feat, etc.. Ex. If you want to be a 650 year old gnome who has read all the manuals and tomes 6 times to have all abilities scores at 30 you can
I did a build with this concept with the divine patron warlock. I would cast a battlefield control spell and damage and use healing light as needed to bring people up. Also having spells like lesser restoration known just in case. Often times it would be concentration battlefield control spell (or max level flaming spheres), then eldritch blasts and then using my other slot for, dispel magic, lesser or greater restoration, or sometimes just dimension dooring an ally out of trouble.
27:50 I was gonna yell at you for this one, but then I listened more carefully and stumbled upon the difference between using an object and activating an item. The DMG specifically states that Fast Hands cannot be used for activating an item.
You may have already made this build but I made a character in a horror campaign that was also a horror. It was a hexblade/conquest paladin that would use the hexblade curse to give them disadvantage of wis save to scare them, then it went into absolute pound town I then took the battlemaster feat for tripping strike (or could use thundering smite I just have absolutely abysmal luck and need as many options as possible) since they don't have movement and thus can't get up from being prone elvin accuracy becomes an absolutely monster of a feat plus the crit on 19-20 from hexblade curse means you absolutely chunk single targets.
Instead of a hand cross bow, another dm and I created a full alchemist artificer and used a Sling, since it is a simple weapon. Which rather than throwing stone, throw bulbous glass bottles filled with spells that detonated on impact. With the right spell list you simple infuse the glass bottles with the magic an throw them via sling or not. It also allowed you to store bottled spells that you could hand out. including healing spells or say fireballs
I was expecting you to do something similar to a coffee lock when I saw it was an alchemist build. A single level dip into Warlock gives you the level 1 spell slot that recovers on a short rest. So you can get several elixirs using the level 1 slot and then short resting between the long rests, which makes the elixirs expire.
I have a build for a one shot that I've been waiting to use. He's an alchemist artificer Orc called Steve Orkle. A nerdy orc who, when drinking the alter self potion, turns into Stefan Orkle, his suave alter ego.
Henry not playing Geralt anymore is very much a loaded question. ^^; I doubt we'll ever truly find out the reason behind it, but season 3 might be very telling. Respect for the Beaker reference. When the alchemist was nerfed from the playtest, even my DM was big sad face.
On the thief rogue idea; RAW, I can almost guarantee it wouldn't work. They can't even BA drink a basic healing potion since it's considered a magic item, not an object, and I'd assume elixers would be considered the same. The fast hands ability is even _specifically called out_ in the DMG about this interaction. "If an item requires an action to activate, that action isn’t a function of the Use an Object action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item." Ch 7, magic items, activating an item
I'm playing an alchemist, I want to love it, but it feels like they only get half a subclass core feature or should be a full caster like the cleric. I should also add that I've so far multiclassed into war Magic wizard and routinely cast cure wounds/etc through my familiar (build is focused on utility then secondary support) and once I get Artificer & Wizard to 5 each I'll probably dip into fighter before putting the rest of my levels into Artificer.
Concerning using infused items as a spellcasting focus and using the same hand for somatic components: If a spell doesn't have material components, you can't use a hand holding those components (or a focus) to provide the somatic components. So no casting _Shield_ if your hands are full, even if one hand is holding a focus. RAW, at least. If you want to allow it anyway I won't say you're wrong to do so.
Hey Colby I challenge you to do a super Nova Build for the paladin before One DnD comes and limits your smite. My idea is to either combine the soradin with the bugbear gloomstalker, echo knight and assassin. That would allow you to use shadow blade with booming blade with smite and sneak attack. That also gives you 8 attacks in round. But if you don't want to use the Shadow Blade then replace the Assassin class with beast barbarian with beast claws. That with gloomstalker will give you four attacks per attack with echo knight at 5lvl you get attack, extra attack, action surge and unleash incarnation. So a total of 16 attacks in your first round all with smite.
I have a charter idea from awhile ago that used a Flask-lock pistol. The basic I ended up working very similar to Pathfinder's where I would make or be given alchemical recipes that I then can shoot using my pistol.
Idea for a build. Hex paladin twist! (Any warlock) pact of the tomb to get shillaegh with charisma, multiclass into paladin/sorcerer/ect as normal. Opens up a ton of options for warlock subclass and let's you use a shield and PAM since quarterstaffs can act as a spell focus
Hi! I'm Henry. I had this on in the background and at 21:40 I had a miniature heart attack because I thought you were personally scolding me for not paying enough attention. I'm sorry! I'll take notes next time.
id love an alchemist variant that makes magic potions and poisons which could be a new thing where you use condensed magic in the form of a liquid or even a solid or dust form where you can than enchant this magic powder or liquid with a spell that you can make it enact when you want whenever you want so you could theoretically for example even create say a cigarette that can function like a normal cigarette down to replicating all the addictive substances in it but than upon the user applying the tiniest bit of magic to the smoke as they blow it out and give the spell some direction like if its a fireball spell it has locked up in it or maybe if it is a charm spell, than giving it who you wanna target and how you want the charm to go relatively like normal charm. honestly i just love the concept of a guy walking around constantly drinking from a flask who upon being accosted could take a swig and than spit fire in the face of their attack or perhaps a person smoking when a giant ass ogre maybe walks u[p ready to kill them before they stop and smile at the person like an old friend cause that person puffed a bit of smoke in their face
I tried make me listen to a subclass that I decided to call the magician and while it still hasn't gotten approval to be shown to the public yet on D&D Beyond, I'm going to keep working on it until it does with for now I can at least say that this major sticking points is it going to be based around basically having access to all spells but no spell slots with then you also get access to Aether points which are used in conjunction with the new Aether generation ritual cast spell to create Aether to wither infuse with a spell or refine into a solid and if so desired, turn that solid to dust to be able to mix it with other things like giving clothing single use casts temporarily for whatever spell you want.