Mechanistic High Magic-Alchemy
This is a below-to-above style of high magic.
The mystic ritualistically explores magical
regions within themselves. In so doing they
forge mystical links to the higher magical
worlds outside. You begin by acquiring the
high magic power, Alchemy (e) (MP).
Alchemy
This is the high magic power of purification
and formation of personal connections to
the divine through mechanistic/chemical rituals.
When the skill is first acquired the mystic
gains the level Knowledge of Alchemy. Here
are some specials for Alchemy:
- Gain the next level of alchemy.
- Gain the ability to use the tools of other
alchemists.
- Gain a new by-product from a specific alchemical
practice.
- Reduce the effect of Aversion to Alchemical Substances. This may be
taken every level of five.
- +1 to all work done in your laboratory
(researched special).
Level 1: Knowledge (Alchemy)
After spending a year in study (less one
day per the total of IN and IU, and less
one day per HP spent on it) the alchemist
gains the Difficult IN-based skill Knowledge
of Alchemy. During this time the alchemist
must build a laboratory and fill it with
common reagents, ingredients, and equipment.
During the building of the lab the alchemist
and any friends must find or make a lens
from rare and magical sand, a frame of magical
metal one and one-half meters on a side,
and a flame source from a magical volcano
or other magical place or creature.
Knowledge of Alchemy: An in-depth knowledge of the principles
and methods of alchemy. Here are some examples
of specials for Knowledge of Alchemy (details
of practices are given below):
- +1 modifier for casting a spell within your
personal alchemical laboratory.
- The practice of calcination: +1 to any alchemical
working.
- The technique of dissolution: +1 to any alchemical
working.
- The technique of separation: +1 to any alchemical
working.
- The technique of conjunction: +1 to any alchemical
working beyond the magical catalyst.
- The technique of putrefaction: +1 to any
alchemical working beyond the magical catalyst.
- The technique of distillation: +1 to any
alchemical working beyond the Spirit seeds.
- The technique of coagulation: +1 to any alchemical
working beyond the Spirit seeds.
- The technique of impregnation: +1 to any
operation beyond the Elixir of Life.
- Conduct laboratory analysis of an ukn own substance.
Level 2: Preparation
This level consists of a number of steps
that lead to the ability of the mystic to
begin their work. By acquiring this level
the alchemist practices alchemical procedures
and knows that they must construct a Purification
Chamber.
Alchemical Practices:
There are a number of alchemical practices
that the alchemist uses as their ritual structure.
These practices require a prepared alchemical
laboratory and sometimes special ingredients
(specified as necessary). These practices
are:
- The technique of calcination: This allows
you to reduce a substance through heating
into a powder. These powders require a
day
of laboratory work, they must be rubbed
onto
the the skin of the recipient, if they
succeed
they will produce a skill/power, or they
will increase an existing skill/power by
1 along with a pain of 1 for a whole day.
The recipient gains the condition, Aversion
to Alchemical Substances (e) 1. Here are
the possible by-products:
- Alchemical Powder: This is a component used
in later work.Powder of Endurance: Acquire
or increase the skill Magically-Enhanced
Endurance (PF) (e). The level of success
is split evenly between the number of extreme
magical HP for the skill, the duration of
the skill, and the number of doses of powder.
- Powder of Overcoming Desires: Acquire or
increase the condition Magically-Enhanced
Strong-Willed (e). The level of success is
split evenly between the number of extreme
magical HP for the skill, the duration of
the skill, and the number of doses of powder.
- Powder of Pain Capacity: Acquire or increase
the skill Magically-Enhanced Pain Capacity
(PF) (e). The level of success is split evenly
between the number of extreme magical HP
for the skill, the duration of the skill,
and the number of doses of powder.
- Powder of Power Recovery: Increase power
recovery rate by one per day.
- Powder of Self-Introspection: Aquire or increase
the condition Self-Introspection (e). This
is the abiliy to be completely honest with
yourself. The level of success is split evenly
between the number of extreme magical HP
for the skill, the duration of the skill,
and the number of doses of powder.
- Powder of Strength: Acquire or increase the
skill Magically-Enhanced Strength (PF) (e).
The level of success is split evenly between
the number of extreme magical HP for the
skill, the duration of the skill, and the
number of doses of powder.
- Powder of Agility: Acquire or increase the skill
Magically-Enhanced Agility (PF) (e). The level of success is split evenly
between the number of extreme magical HP for the skill, the duration of the
skill, and the number of doses of powder.
- Powder of Clarity: Acquire or increase the skill Clarity (IN or
IU) (e): The ability to analyze situations clearly. The level of success is
split evenly between the number of extreme magical HP for the skill, the
duration of the skill, and the number of doses of powder.
- Powder of Resistance: Acquire or increase the skill
Magically-Enhanced Resistance (c) (e): The ability to resist adverse
conditions. The level of success is split evenly between the number of
extreme magical HP for the skill, the duration of the skill, and the number
of doses of powder.
- Powder of Insight: Acquire or increase the skill
Magically-Enhanced Insight (IU) (e). The level of success is split evenly
between the number of extreme magical HP for the skill, the duration of the
skill, and the number of doses of powder.
- Powder of the Mystic Shield: Acquire or increase the skill Magical
Shield (MP) (e). The level of success is split evenly between the number of
extreme magical HP for the skill, the duration of the skill, and the number
of doses of powder.
- Powder of Focus: Acquire or increase the skill Magical Focus (PF)
(e). The level of success is split evenly between the number of extreme
magical HP for the skill, the duration of the skill, and the number of doses
of powder.
- The technique of dissolution: This allows
you to take a calcinated powder and combine
it with a special mineral water producing
a fused liquid. These potions require the
Alchemical Powder and a day of laboratory
work; they must be rubbed onto the the
skin
of the recipient, if they succeed they
will
produce a skill/power along with a pain
of
1 for a whole day.The recipient gains the
condition, Aversion to Alchemical Substances
(e) 1. Here are the possible by-products:
- Potion of Creativity: Acquire or increase
the skill Magically-Enhanced Find Patterns
(IN or IU) (e). The level of success is
split
evenly between the number of extreme magical
HP for the skill, the duration of the skill,
and the number of doses of the potion.
- Potion of Memory: Acquire or increase
the skill Magically-Enhanced Memory
(IN or IU) (e). The level of success is
split
evenly between the number of extreme magical
HP for the skill, the duration of the skill,
and the number of doses of the potion.
- Potion of Penetrating Illusions: This confers
the magical ability to see through illusions.
You either acquire Penetrate Illusions
(MP)
(e) or increase it. The level of success
is split evenly between the number of extreme
magical HP for the skill, the duration
of
the skill, and the number of doses of the
potion.
- Potion of Power Recovery: This potion increases
the daily power recovery rate by one.
- Potion of Removing Diseases: This potion
cures the recipient of all diseases.
- Pure Water: This is a component used in later
work.
- Potion of Energy: Reduces power detriments.
- The technique of separation: This allows
you to take a fused liquid and separate
it
into pure and impure states. The pure state
is in the form of an oil. This provides
a
+1 to any alchemical working. These oils
require Pure Water and a day of laboratory
work; they too must be rubbed onto the
the
skin of the recipient, if they succeed
they
will produce a skill/power along with a
pain
of 1 for a whole day. The recipient gains
the condition, Aversion to Alchemical Substances
(e) 1. Here are the possible by-products:
- Oil of Alchemy: This is a component used
in later work.
- Oil of Magical Working: The recipient gains
the magical condition, Aura of Focus (MP)
(e). This allows the magician to use their
Aurua of Focus as a magical modifier for
every step in any magical working. The
level
of success is split evenly between the
number
of extreme magical HP for the skill, the
duration of the skill, and the number of
doses of oil.
- Oil of Power Recovery: This oil increases
the daily power recovery rate of the recipient
by one.
- Oil of True Seeing: The recipient gains the
magical power, True Sight (MP) (e). This
allows them to see through illusions and
to see into the magical world. The level
of success is split evenly between the
number
of extreme magical HP for the skill, the
duration of the skill, and the number of
doses of oil.
- Oil of Visions of Import: The recipient gains
Visions of Import (MP) (e). The GM will
grant
the character mysterious visions of importance
to what the recipient requires. The level
of success is split evenly between the
number
of extreme magical HP for the skill, the
duration of the skill, and the number of
doses of oil.
- Oil of Spirit Ward: Protection against spiritual effects.
- Oil of
Purification.
- The technique of conjunction: This allows
you to reunify the parts of a material in
such a way that they cannot return to their
initial state, instead they are somewhat
magically contaminated. This also produces
a potion. These potions require Alchemal
Potion and a week of laboratory work; they
must be ingested by the recipient, if they
succeed they will produce a skill/power along
with a pain of 1 for a whole day. The recipient
gains the condition, Aversion to Alchemical
Substances (e) 1. Possible by-products:
- Alchemical Potion: This is a component used
in later work.
- Spirit Sight: This confers the power of Spirit
Sight (MP) (e), allowing the recipient
to
be able to see, abstractly, into the spirit
world. The level of success is split evenly
between the number of extreme magical HP
for the skill, the duration of the skill,
and the number of doses of the potion.
- These potions require Oil of Alchemy and
a week of laboratory work; they must be
rubbed
onto the the skin of the recipient, if
they
succeed they will produce a skill/power
along
with a pain of 1 for a whole day. The recipient
gains the condition, Aversion to Alchemical
Substances (e) 1.
- The technique of putrefaction: This allows
you to transform the conjuctive material
in pond water or heated dung. The by-product
is a potion or poison. Possible by-products
are:
- Fermented Poison: This is a component used
in later work. This will kill anything
less
than a spirit by touch.
- Potion of Healing: This potion heals all
wounds recipient.
- Potion of Recovery from Magical Effects:
This potion removes all adverse low magical
effects on the recipient.
- Potion of Regeneration: The recipient gains
the power of Regeneration (MP) (e). The
level
of success is split evenly between the
number
of extreme magical HP for the skill, the
duration of the skill, and the number of
doses of the potion.
- Potion of Spirit Power. The recipient gains
the power of Spirit Magic (MP) (e). The
level
of success is split evenly between the
number
of extreme magical HP for the skill, the
duration of the skill, and the number of
doses of the potion. The recipient chooses
a magical intention and a spell, this is
performed on the spirit level.
- Potion of Astral Projection: This confers the power of Astral Projection
(MP) (e), allowing the recipient to be able to see, abstractly, into the
spirit world. The level of success is split evenly between the number of
extreme magical HP for the skill, the duration of the skill, and the number
of doses of the potion.
- The technique of distillation: This allows
you to purify a potion by heating it and
allowing its impurities to fall away. These
distillates require Fermented Poison and
two weeks of laboratory work; they must be
rubbed onto the the skin of the recipient,
if they succeed they will produce a skill/power
along with a pain of 3 that diminishes by
one per day. The recipient gains the condition,
Aversion to Alchemical Substances (e) 3.
Possible By-Products:
- Distillate of Alchemy: This is a component
used in later work.
- Distillate of Awareness: The recipient gains
the power Awareness (MP) (e). This is the
magical equivalent of ESP, the recipient
knows things without knowing how they know
it. The level of success is split evenly
between the number of extreme magical HP
for the skill, the duration of the skill,
and the number of doses of the potion.
- Distillate of Purity: This is a component
used in later work.
- Distillate of Spirit Travel: This confers the power of Spirit Travel
(MP) (e), allowing the recipient to be able to see, abstractly, into the
spirit world. The level of success is split evenly between the number of
extreme magical HP for the skill, the duration of the skill, and the number
of doses of the potion.
- The technique of coagulation: This allows
you to crystallize a fermented potion, thus
purifying it. The by-products are embryonic
salts. These salts require Distillate of
Alchemy and four weeks of laboratory work;
they must be ingested by the recipient, if
they succeed they will produce a skill/power,
along with a pain of 3 that diminishes by
one per day. The recipient gains the condition,
Aversion to Alchemical Substances (e) 3.
Possible By-Products:
- Alchemical Salt: This is a component used
in later work.
- Salt of Astral Travel: The recipient gain
the power Astral Projection (MP) (e). The
level of success is split evenly between
the number of extreme magical HP for the
skill, the duration of the skill, and the
number of doses of the potion.
- Salt of Protection from Change: The recipient
gains the power Protection from Change
(MP)
(e). The level of success is split evenly
between the number of extreme magical HP
for the skill, the duration of the skill,
and the number of doses of the potion.
- The technique of impregnation: This allows
you to take an embryonic salt and make
it
into a spiritual form. There can be as
many
forms as there are magical intentions.
These
forms require Alchemical Salt and twelve
weeks of laboratory work; they must be
ingested
by the recipient, if they succeed they
will
produce a skill/power along with a pain
of
5 that diminishes by one per day. The recipient
gains the condition, Aversion to Alchemical
Substances (e) 5. The by-products are spirit
forms:
- Form of Alchemy: This is a component used
in later work.
- Form of Communication: The recipient gains
the power of Communication (MP) (e). The
level of success is split evenly between
the number of extreme magical HP for the
skill, the duration of the skill, and the
number of doses of the potion.
- Form of Protection: The recipient gains the
power of Protection (MP) (e). The level
of
success is split evenly between the number
of extreme magical HP for the skill, the
duration of the skill, and the number of
doses of the potion.
Purification Chamber
In the laboratory of the alchemist, the magical
metal frame acquired from the previous step
is made into a Purification Chamber. The
construction of this device requires the
following steps:
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost.
- Spend a day rubbing the chamber with the
alchemical and power recovery powders. 1
day time cost, 3 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 5 days
total.
- Spend a day washing the chamber in the Pure
Water and the Potion of Power Recovery. 1
day time cost, 6 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 9 days total.
- Spend a day washing the chamber in each of
the oils. 1 day time cost, 10 days total.
- Produce at least two Alchemical Potions.
1 day time cost, 11 days total.
- Spend a day washing the chamber in the Alchemical
Potion. 1 day time cost, 12 days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 32 days total.
- Spend a day washing the chamber in Fermentation
Poison and the Potion of Spirit Power. 1
day time cost, 33 days total.
- Produce two Distillates of Alchemy and a
Distillate of Purity. 4 weeks time cost,
73 days total.
- Spend a day washing the chamber in the distillates.
1 day time cost, 74 days total.
The alchemist must make an Alchemy roll at
the end of this time. The level of success
of the roll becomes extreme magical pips
for the Purification Capacity of the Purification
Chamber. Failure results in the destruction
of the magical metal (which then have to
be reacquired). Upon completion any item
placed in the Chamber will gain the condition
Alchemically Purified.
Alchemically Purified: This item is now permamently improved and
linked to the alchemist who made the purification
chamber. The improvement will be equal to
the Purification Capacity of the chamber
and will be applied to the primary intention
of the item. Thus a sword will have the intention
of damage, a textbook the intention of instruction
in a specific area, a magic ring will have
whatever intention it had before. The link
allows the alchemist to know where the item
is and when it is in use. An item may only
be purified in this way once. This takes
one day per kilogram of weight of the item
rounded up (items less than one kilogram
will be considered to be one kilogram). No
roll is required. Here are some specials you can generate with repeated
purificattions:
- The object resist wear or damage. This manifests as an increase in BF.
- Allow the item to become a power source in addition to its other
abillities.
- The effect becomes spiritual (level of five special).
- The object can alter its shape to perform another task.
- The object becoes high magic (level of tten special).
Magical Amplifier
Through either research, at -5, or through
an increase in Alchemy the mystic learns
how to construct the magical amplifier. In
the laboratory of the alchemist, the magical
sand is formed into a lens. The construction
of this device is similar to that of the
Purification Chamber. The alchemist must
make an Alchemy roll to finish the Amplifier.
The level of success of the final roll is
converted to extreme magical HP for the level
of the Amplifier. Failure at any stage results
in the destruction of the magical sand (which
then have to be reacquired). The Amplifier
will increase the level of Alchemical Purification
of any item placed into the Purification
Chamber by the level of the Amplifier. The
Purification Chamber still functions as normal.
Magical Catalyst
Through either research, at -5, or through
an increase in Alchemy the mystic learns
how to construct the magical catalyst. In
the laboratory of the alchemist, the magical
flame is formed into a catalyst. The construction
of this device is similar to that of the
Purification Chamber. The alchemist must
make an Alchemy roll to finish it. The level
of success of the final roll is the HP equivalent
for the Catalyst. Failure at any stage results
in the destruction of the flame source (which
then have to be reacquired). This Catalyst
increase the level of Alchemical Purification
of any item placed into the Purification
Chamber by the level of the Amplifier. The
Catalyst can be used along with the Magical
Amplifier. The Purification Chamber still
functions as normal.
In preparation of the next level the alchemist
and any friends must acquire four magical
stone blocks one half meter on a side.
Level 3: EarthSeed
Chamber of True fire
This stage is only gained by an increase
in Alchemy. The alchemist is able to use
the four magical stone blocks collected in
the previous step to create the Chamber of
True fire. The construction of this device
requires the following steps:
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost.
- Spend a day rubbing the chamber with the
alchemical and power recovery powders. 1
day time cost, 3 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 5 days
total.
- Spend a day washing the chamber in the Pure
Water and the Potion of Power Recovery. 1
day time cost, 6 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 9 days total.
- Spend a day washing the chamber in each of
the oils. 1 day time cost, 10 days total.
- Produce at least two Alchemical Potions.
1 day time cost, 11 days total.
- Spend a day washing the chamber in the Alchemical
Potion. 1 day time cost, 12 days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 32 days total.
- Spend a day washing the chamber in Fermentation
Poison and the Potion of Spirit Power. 1
day time cost, 33 days total.
- Produce a Distillate of Alchemy and a Distillate
of Purity. 4 weeks time cost, 73 days total.
- Spend a day washing the chamber in the distillates.
1 day time cost, 74 days total.
- Produce two Alchemical Salts and a Salt of
Protection from Change. 8 weeks time cost,
154 days total.
- Spend a day rubbing the salts into the blocks.
1 day time cost, 155 days total.
The alchemist must make an Alchemy roll to
finish. The result of the final skill roll
is the HP equivalent for the Potential of
The Chamber of True fire. Failure at any
stage results in the destruction of the magical
stone blocks (which then have to be reacquired).
Once the Chamber of True Earthhas been built
it must be placed inside the Purification
Chamber with the Magical Amplifier and the
Magical Catalyst for a period of twenty weeks
(less the MA, IN, IU, and MP of the alchemist
in days). At the end of this time the base
potential of the Chamber is increased by
the strength of the Purification Chamber,
the Magical Amplifier, and the Magical Catalyst.
This becomes the True EarthPower of the
Chamber. This may be used at any time to
conjure an EarthSpirit into physical
manifestation.
Speak with Earth Spirits
Through either research, at -10, or through
an increase in Alchemy the mystic learns
how to Speak with EarthSpirits (MP) (d).
Here is an example of a special for Speak
with EarthSpirits:
- +1 when using Knowledge (Earth Elementals) as a modifier (researched
special).
- The magician will gain or improve their condition
Earth Elemental Friend by one pip (level-of-five special).
- Improve the difficulty class (level-of-five special).
Detect Earth Spirits
Through either research, at -10, or through
an increase in Alchemy the mystic learns
how to Detect Earth Spirits (MP) (d).
The level of success is split between duration
and volume. Here iare some specials for Detect Earth Spirits:
- Gain the ability to identify Earth Spirits
that have been detected.
- Add the level of ypour chamber of true earth as a
modifier.
- +1 when using Knowledge (Earth Elementals) as a modifier
(researched special).
- +1 to Knowledge (Earth Elementals) when used as a
modifier (researched special).
- Sense the past presence of an Earth Spirit
(level of five special).
- Mark an Earth Spirit to track it (level of five
special).
- Sense an Earth Pact (level of five special).
- Sense the
astral presence of an Earth Spirit (level of five special).
- Sense the
emotional state of an Earth Spirit (level of ten special).
- Sense a
corrupted Earth Spirit (level of fifteen special).
- Sense Earth Seeds
(level of twqentty special).
Earth Pact
Through either research, at -10, or through
an increase in Alchemy the mystic learns
EarthSpirit Pacts (MP) (d).
Earth Pact: The mystic is able to bargain with an EarthSpirit spirit in return for the ability
to perform a specific magical power. You
must have the power Speak with EarthSpirits
before you attempt this power. When this
power is first purchased the mystic must
choose the power Merge Spirit to Physical
Objects. It is assumed that the mystic knows
the name of a greater Spirit spirit who
can provide the power. The mystic must sacrifice
a pip of some PF- or MA-based skill (or even
the attribute itself) to gain the pact.
Additionally, you have a detriment to your
roll based on the level of the Spirit
spirit you are calling: -5 for lesser, -10
for greater, -20 for noble, and -40 for royal.
Failure results in a detriment only.
The level of success of the pact creates
a new power called Spirit Pact for (place
the intention here) where the level of success
is converted into extreme magic pips. Every
time you use this power, it diminishes by
one pip until it is gone, or you raise it
through the expense of HP. Here are some
examples of specials for EarthPact:
- The magician can choose a new intention suitable
for an existing Spirit spirit.
- The magician can choose a new intention suitable
for a new Spirit spirit.
- =1 when using Knowledge (EarthElementals) as a modifier (researched
special).
- Improve the difficulty class (level-of-five special).
- Gain a
suitable basic power from an elemental that you already have a pact with
(level-of-five special).
- Gain a suitable difficult power from an
elemental that you already have a pact with (level-of-ten special).
- Gain
a suitable extreme power from an elemental that you already have a pact with
(level-of-fifteen special).
Each pact with a spirit of greater level
or more will result in a one pip increase
in EarthSpirit Friend and the gain of
a pip in the condition, Fearful Aura (d),
for each level of the spirit (greater, noble,
and royal). Fearful Aura is a magical condition
that makes others afraid of the mystic.
At this time a pact must be made with the
Spirit to merge with the Chamber of True
fire.
The Earth Seed
Through either research, at -10, or through
an increase in Alchemy the mystic is able
to create an EarthSeed. The mystic will
also need to learn the EarthPact power Alchemical
Transmutation. EarthSeeds are magical objects
that are created from prepared lumps of mud
that are placed within the Chamber of True
fire. This in turn is placed into the Purification
Chamber and is acted upon by both the Magical
Amplifier and the Magical Catalyst. The construction
of the EarthSeed requires the following
steps:
- Create a lump of mud and prepare it for a
week. This lump weights ten kilograms.
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost, 12 days total.
- Spend a day rubbing the lump with the alchemical
and power recovery powders. 1 day time cost,
13 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 15 days
total.
- Spend a day washing the lump in the Pure
Water and the Potion of Power Recovery. 1
day time cost, 16 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 19 days total.
- Spend a day washing the lump in each of the
oils. 1 day time cost, 20 days total.
- Produce at least two Alchemical Potions.
1 day time cost, 21 days total.
- Spend a day washing the lump in the Alchemical
Potion. 1 day time cost, 22 days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 42 days total.
- Spend a day washing the lump in Fermentation
Poison and the Potion of Spirit Power. 1
day time cost, 43 days total.
- Produce a Distillate of Alchemy and a Distillate
of Purity. 4 weeks time cost, 83 days total.
- Spend a day washing the lump in the distillates.
1 day time cost, 84 days total.
- Produce two Alchemical Salts and a Salt of
Protection from Change. 8 weeks time cost,
164 days total.
- Spend a day rubbing the salts into the lump.
1 day time cost, 165 days total.
- Use an EarthPact to transmute the prepared
lump into prepared metal.
- Place the prepared metal into the Chamber
of True fire, place that into the Purification
Chamber and allow it to be acted upon by
both the Amplifier and Catalyst. This will
take ten days, 175 days total.
The Earth Seed results in a small metal nugget
that is unidentifiable to anyone not having
Knowledge of Alchemy. There are ten ways
to use an EarthSeed:
- The EarthSeed can be ingested by the alchemist.
This gives the alchemist the power of EarthMagic (MP) (e) at 50. Earth Magic allows
the alchemist to act as a lesser Earth Spirit.
- The EarthSeed can be planted in solid rock.
After a month a small plant grows. A month
after that it is a metal tree. Each month
after that 1 kilogram of Alchemical Metal
is created by this plant. This metal is worked
like any other, but it has a magical strength
of 50. This strength is directly applied
as a magical modifier for any items made
from the Alchemical Metal.
- Forge an Earth Spirit Weapon, you grind the Earth Seed into powder and
mix it with the molten metal of the weapon as it is forged. The weapon now
does Great Spiritt Damage.
- Forge a Protective Amulet, encase the seed in
clay, then fire it in the Purification Chamber, with tthe Catalyst and
Amplifier. The result is an amulet that cofers Protection from Earth.
-
Create a Loyal Allyu. Place the Seed in the Chamber of True Earth and
perform an Eartth Pact. The result is an elmental in physical form that will
serve you loyally for as long as you live.
- Enhance a Purification Chamber
by forcing the seed to be absorbed into the Chamber.
- Concoct a Damage
Capacity Potion by dissolving the Seed in Pure Water.
- Power a
Statue by inserting the seed into the statue.
- Amplify an Earth Pact by
holding the seed while making the pact.
- Create a Circle of Earth Sight by
crushing the seed into dust and sprinklling it in a circle. Whenever you
enter the circle you will gain a hidden insighjt resulting in the answer to
a question relating to the earth, or gain a spell of earth.
In preparation of the next level the alchemist
and any friends must acquire seven samples
of magical water from different sources.
Level 4: Water Seed
Chamber of True Water
This stage is only gained by an increase
in Alchemy.The alchemist is able to use the
collected magical water to create the Chamber
of True Water. The construction of this device
requires the following steps:
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost.
- Spend a day rubbing the chamber with the
alchemical and power recovery powders. 1
day time cost, 3 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 5 days
total.
- Spend a day washing the chamber in the Pure
Water and the Potion of Power Recovery. 1
day time cost, 6 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 9 days total.
- Spend a day washing the chamber in each of
the oils. 1 day time cost, 10 days total.
- Produce at least two Alchemical Potions.
1 day time cost, 11 days total.
- Spend a day washing the chamber in the Alchemical
Potion. 1 day time cost, 12 days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 32 days total.
- Spend a day washing the chamber in Fermentation
Poison and the Potion of Spirit Power. 1
day time cost, 33 days total.
- Produce a Distillate of Alchemy and a Distillate
of Purity. 4 weeks time cost, 73 days total.
- Spend a day washing the chamber in the distillates.
1 day time cost, 74 days total.
- Produce two Alchemical Salts and a Salt of
Protection from Change. 8 weeks time cost,
154 days total.
- Spend a day rubbing the salts into the blocks.
1 day time cost, 155 days total.
The alchemist must make an Alchemy roll to
finish. The result of the final skill roll
is the HP equivalent for the Chamber of True
Water. Failure at any stage results in the
destruction of the magical water samples
(which then have to be reacquired).
Once the Chamber of True Water has been built
it must be placed inside the Purification
Chamber with the Magical Amplifier and the
Magical Catalyst for a period of twenty weeks
(less the MA, IN, IU, and MP of the alchemist
in days). At the end of this time the base
strength of the Chamber is increased by the
strength of the Purification Chamber, the
Magical Amplifier, and the Magical Catalyst.
This may be used at any time to conjure a
Water Spirit into physical manifestation.
Speak with True Water Spirits
Through either research, at -10, or through
an increase in Alchemy the mystic learns
how to Speak with Water Spirits (MP) (b).
Here is an example of a special for Speak
with Water Spirits:
- Acquire, or increase by a pip, the condition
Water Spirit Friend (d).
Detect Water Spirits
Through either research, at -10, or through
an increase in Alchemy the mystic learns
how to Detect Water Spirits (MP) (b).
The level of success is split between duration
and volume. Here is an example of a special
for Detect Water Spirits:
- Gain the ability to identify water Spirits
that have been detected.
Water Pact
Through either research, at -10, or through
an increase in Alchemy the mystic learns
Water Pact (MP) (d).
Water Pact: The mystic is able to bargain with a water
Spirit spirit in return for the ability
to perform a specific magical power. You
must have the power Speak with Water Spirits
before you attempt this power. When this
power is first purchased the mystic must
choose the power Merge Spirit to Physical
Objects. It is assumed that the mystic knows
the name of a greater Spirit spirit who
can provide the power. The mystic must sacrifice
a pip of some PF- or MA-based skill (or even
the attribute itself) to gain the pact.
Additionally, you have a detriment to your
roll based on the level of the Spirit
spirit you are calling: -5 for lesser, -10
for greater, -20 for noble, and -40 for royal.
Failure results in a detriment only.
The level of success of the pact creates
a new power called Spirit Pact for (place
the intention here) where the level of success
is converted into extreme magic pips. Every
time you use this power, it diminishes by
one pip until it is gone, or you raise it
through the expense of HP. Here are some
examples of specials for Water Pact:
- The magician can choose a new intention suitable
for an existing Spirit spirit.
- The magician can choose a new intention suitable
for a new Spirit spirit.
Each pact with a spirit of greater level
or more will result in a one pip increase
in Water Spirit Friend and the gain of
a pip in the condition, Fearful Aura (d),
for each level of the spirit (greater, noble,
and royal). Fearful Aura is a magical condition
that makes others afraid of the mystic.
The alchemist must find and contact a water
Spirit who is willing to inhabit the Chamber
of True Water. A pact must be made with the
Spirit.
Water Seed
Through either research, at -10, or through
an increase in Alchemy the mystic is able
to create a Water Seed. The mystic will also
need to learn the Water Pact power Alchemical
Transmutation. Water Seeds are magical objects
that are created after the prepared vial
of liquid that are placed within the Chamber
of True Water. This in turn is placed into
the Purification Chamber and is acted upon
by both the Magical Amplifier and the Magical
Catalyst. The construction of the Water Seed
requires the following steps:
- Acquire a vial of pond water and prepare
it for a week. This pond water weights ten
kilograms.
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost, 12 days total.
- Spend a day preparing the liquid with the
alchemical and power recovery powders. 1
day time cost, 13 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 15 days
total.
- Spend a day preparing the liquid with the
Pure Water and the Potion of Power Recovery.
1 day time cost, 16 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 19 days total.
- Spend a day preparing the liquid with each
of the oils. 1 day time cost, 20 days total.
- Produce at least two Alchemical Potions.
1 day time cost, 21 days total.
- Spend a day preparing the liquid in the Alchemical
Potion. 1 day time cost, 22 days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 42 days total.
- Spend a day preparing the liquid in Fermentation
Poison and the Potion of Spirit Power. 1
day time cost, 43 days total.
- Produce a Distillate of Alchemy and a Distillate
of Purity. 4 weeks time cost, 83 days total.
- Spend a day preparing the liquid in the distillates.
1 day time cost, 84 days total.
- Produce two Alchemical Salts and a Salt of
Protection from Change. 8 weeks time cost,
164 days total.
- Spend a day dissolving the salts into the
liquid. 1 day time cost, 165 days total.
- Use a Water Pact to transmute the prepared
liquid into a prepared capsule.
Place the prepared capsule into the Chamber
of True Water, place that into the Purification
Chamber and allow it to be acted upon by
both the amplifier and Catalyst. This will
take ten days, 175 days total. This capsule
then becomes the Water Seed and is unidentifiable
to anyone not having Knowledge of Alchemy.
There are two ways to use a Water Seed:
- The Water Seed can be ingested by the alchemist.
This gives the alchemist the power of Water
Magic (MP) (e) at 100. Water Magic allows
the alchemist to act as a greater Water Spirit.
This also raises the alchemist's Earth Magic
to 100.
- The Water Seed can be dissolved in a small
pool of water. This pool will produce ten
potions, every four weeks, of the following
type (all such potions have strength of 50):
- Healing Potion
- Neutralize Poison
- Protection from Magic
- Magical Oil (annointment provides a bonus
to all magic for an entire day)
In preparation of the next level the alchemist
must invent a means to gain samples of gas
and must create five such devices. The alchemist
and any friends must then collect samples
of magical gases for each container.
Level 5: Air Seed
Chamber of True Air
This stage is only gained by an increase
in Alchemy. The alchemist is able to use
the collected magical gases and their containers
to create the Chamber of True Air. The construction
of this device requires the following steps:
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost.
- Spend a day rubbing the chamber with the
alchemical and power recovery powders. 1
day time cost, 3 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 5 days
total.
- Spend a day washing the chamber in the Pure
Water and the Potion of Power Recovery. 1
day time cost, 6 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 9 days total.
- Spend a day washing the chamber in each of
the oils. 1 day time cost, 10 days total.
- Produce at least two Alchemical Potions.
1 day time cost, 11 days total.
- Spend a day washing the chamber in the Alchemical
Potion. 1 day time cost, 12 days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 32 days total.
- Spend a day washing the chamber in Fermentation
Poison and the Potion of Spirit Power. 1
day time cost, 33 days total.
- Produce a Distillate of Alchemy and a Distillate
of Purity. 4 weeks time cost, 73 days total.
- Spend a day washing the chamber in the distillates.
1 day time cost, 74 days total.
- Produce two Alchemical Salts and a Salt of
Protection from Change. 8 weeks time cost,
154 days total.
- Spend a day rubbing the salts into the blocks.
1 day time cost, 155 days total.
The alchemist must make an Alchemy roll to
finish. The result of the final skill roll
is the HP equivalent for the Chamber of True
Air. Failure at any stage results in the
destruction of the magical gas samples (which
then have to be reacquired).
Once the Chamber of True Air has been built
it must be placed inside the Purification
Chamber with the Magical Amplifier and the
Magical Catalyst for a period of twenty weeks
(less the MA, IN, IU, and MP of the alchemist
in days). At the end of this time the base
strength of the Chamber is increased by the
strength of the Purification Chamber, the
Magical Amplifier, and the Magical Catalyst.
This may be used at any time to conjure a
Water Spirit into physical manifestation.
Speak with Air Spirits
Through either research, at -10, or through
an increase in Alchemy the mystic learns
how to Speak with Air Spirits (MP) (b).
Here is an example of a special for Speak
with Air Spirits:
- Acquire or increase by a pip the condition
Air Spirit Friend (d).
Detect Air Spirits
Through either research, at -10, or through
an increase in Alchemy the mystic learns
how to Detect Air Spirits (MP) (b). The
level of success is split between duration
and volume. Here is an example of a special
for Detect Air Spirits:
- Gain the ability to identify air Spirits
that have been detected.
Air Pact
Through either research, at -10, or through
an increase in Alchemy the mystic learns
Air Pact (MP) (d).
Air Pact: The mystic is able to bargain with an air
Spirit spirit in return for the ability
to perform a specific magical power. You
must have the power Speak with Air Spirits
before you attempt this power. When this
power is first purchased the mystic must
choose the power Merge Spirit to Physical
Objects. It is assumed that the mystic knows
the name of a greater Spirit spirit who
can provide the power. The mystic must sacrifice
a pip of some PF- or MA-based skill (or even
the attribute itself) to gain the pact.
Additionally, you have a detriment to your
roll based on the level of the Spirit
spirit you are calling: -5 for lesser, -10
for greater, -20 for noble, and -40 for royal.
Failure results in a detriment only.
The level of success of the pact creates
a new extreme power called Spirit Pact
for (place the intention here) where the
level of success is converted into extreme
magic pips. Every time you use this power,
it diminishes by one pip until it is gone,
or you raise it through the expense of HP.
Here are some examples of specials for Air
Pact:
- The magician can choose a new intention suitable
for an existing Spirit spirit.
- The magician can choose a new intention suitable
for a new Spirit spirit.
Each pact with a spirit of greater level
or more will result in a one pip increase
in Air Spirit Friend and the gain of a
pip in the condition, Fearful Aura (d), for
each level of the spirit (greater, noble,
and royal). Fearful Aura is a magical condition
that makes others afraid of the mystic.
Air Seed
Through either research, at -10, or through
an increase in Alchemy the mystic is able
to create an Air Seed. The mystic will also
need to learn the Air Pact power Alchemical
Transmutation. Air Seeds are magical objects
that are created after the prepared vial
of liquid that are placed within the Chamber
of True Air. This in turn is placed into
the Purification Chamber and is acted upon
by both the Magical Amplifier and the Magical
Catalyst. The construction of the Air Seed
requires the following steps:
- Acquire a flask of air and prepare it for
a week. This trapped gas weights ten kilograms.
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost, 12 days total.
- Spend a day preparing the trapped gas with
the alchemical and power recovery powders.
1 day time cost, 13 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 15 days
total.
- Spend a day preparing the gas with the Pure
Water and the Potion of Power Recovery. 1
day time cost, 16 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 19 days total.
- Spend a day preparing the gas with each of
the oils. 1 day time cost, 20 days total.
- Produce at least two Alchemical Potions.
1 day time cost, 21 days total.
- Spend a day preparing the gas in the Alchemical
Potion. 1 day time cost, 22 days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 42 days total.
- Spend a day preparing the gas in Fermentation
Poison and the Potion of Spirit Power. 1
day time cost, 43 days total.
- Produce a Distillate of Alchemy and a Distillate
of Purity. 4 weeks time cost, 83 days total.
- Spend a day preparing the gas in the distillates.
1 day time cost, 84 days total.
- Produce two Alchemical Salts and a Salt of
Protection from Change. 8 weeks time cost,
164 days total.
- Spend a day dissolving the salts into the
gas. 1 day time cost, 165 days total.
- Use an Air Pact to transmute the prepared
gas into a bubble.
Place the prepared bubble into the Chamber
of True Air, place that into the Purification
Chamber and allow it to be acted upon by
both the amplifier and Catalyst. This will
take ten days, 175 days total. This bubble
becomes the Air Seed and is unidentifiable
to anyone not having Knowledge of Alchemy.
There are two ways to use the air seed.
- The Air Seed may be ingested by the alchemist.
This gives the alchemist the power of Air
Magic (MP) (e) at 200. Air Magic allows the
alchemist to act as a noble air Spirit.
This also raises the alchemist's EarthMagic
and Water Magic to 200.
- The Air Seed may be released into a cave.
This produces a bubble of Spirit air that
can produce different effects of the following
types (only one such activity can be going
on at a time):
- Any Basic Mind Power can be produced given
a day of meditation in the bubble.
- Produce an Item for a Basic Mind Power at
10 each week.
- Any Difficult Mind Power can be produced
given a week of daily meditation for at least
an hour.
- Produce an Item for a Difficult Mind Power
at 10 every four weeks.
- Any extreme Mind Power can be produced given
four weeks of daily meditation for at least
an hour.
- Produce an Item for an Extreme Mind Power
at 10 every season.
In preparation of the next level the alchemist
must invent a means to gain samples of Earthand must create five such devices. The alchemist
and any friends must then collect samples
of magical Earthfor each container.
Level 6: EarthSeed
Chamber of True Fire
This stage is only gained by an increase
in Alchemy. The alchemist is able to use
the collected magical fires and their containers
to create the Chamber of True Fire. The construction
of this device requires the following steps:
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost.
- Spend a day rubbing the chamber with the
alchemical and power recovery powders. 1
day time cost, 3 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 5 days
total.
- Spend a day washing the chamber in the Pure
Water and the Potion of Power Recovery. 1
day time cost, 6 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 9 days total.
- Spend a day washing the chamber in each of
the oils. 1 day time cost, 10 days total.
- Produce at least two Alchemical Potions.
1 day time cost, 11 days total.
- Spend a day washing the chamber in the Alchemical
Potion. 1 day time cost, 12 days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 32 days total.
- Spend a day washing the chamber in Fermentation
Poison and the Potion of Spirit Power. 1
day time cost, 33 days total.
- Produce a Distillate of Alchemy and a Distillate
of Purity. 4 weeks time cost, 73 days total.
- Spend a day washing the chamber in the distillates.
1 day time cost, 74 days total.
- Produce two Alchemical Salts and a Salt of
Protection from Change. 8 weeks time cost,
154 days total.
- Spend a day rubbing the salts into the blocks.
1 day time cost, 155 days total.
The alchemist must make an Alchemy roll to
finish. The result of the final skill roll
is the HP equivalent for the Chamber of True
Fire. Failure at any stage results in the
destruction of the magical gas samples (which
then have to be reacquired).
Once the Chamber of True Air has been built
it must be placed inside the Purification
Chamber with the Magical Amplifier and the
Magical Catalyst for a period of twenty weeks
(less the MA, IN, IU, and MP of the alchemist
in days). At the end of this time the base
strength of the Chamber is increased by the
strength of the Purification Chamber, the
Magical Amplifier, and the Magical Catalyst.
This may be used at any time to conjure a
EarthSpirit into physical manifestation.
Speak with EarthSpirits
Through either research, at -10, or through
an increase in Alchemy the mystic learns
how to Speak with EarthSpirits (MP) (b).
Here is an example of a special for Speak
with EarthSpirits:
- Acquire or increase by a pip the condition
EarthSpirit Friend (d).
Detect EarthSpirits
Through either research, at -10, or through
an increase in Alchemy the mystic learns
how to Detect EarthSpirits (MP) (b). The
level of success is split between duration
and volume. Here is an example of a special
for Detect EarthSpirits:
- Gain the ability to identify EarthSpirits
that have been detected.
EarthPact
The mystic is able to bargain with an EarthSpirit spirit in return for the ability
to perform a specific magical power. You
must have the power Speak with EarthSpirits
before you attempt this power. When this
power is first purchased the mystic must
choose the power Merge Spirit to Physical
Objects. It is assumed that the mystic knows
the name of a greater Spirit spirit who
can provide the power. The mystic must sacrifice
a pip of some PF- or MA-based skill (or even
the attribute itself) to gain the pact.
Additionally, you have a detriment to your
roll based on the level of the Spirit
spirit you are calling: -5 for lesser, -10
for greater, -20 for noble, and -40 for royal.
Failure results in a detriment only.
The level of success of the pact creates
a new power called Spirit Pact for (place
the intention here) where the level of success
is converted into extreme magic pips. Every
time you use this power, it diminishes by
one pip until it is gone, or you raise it
through the expense of HP. Here are some
examples of specials for EarthPact:
- The magician can choose a new intention suitable
for an existing Spirit spirit.
- The magician can choose a new intention suitable
for a new Spirit spirit.
Each pact with a spirit of greater level
or more will result in an increase in EarthSpirit Friend and the gain of a pip in
the condition, Fearful Aura (d), for each
level of the spirit (greater, noble, and
royal). Fearful Aura is a magical condition
that makes others afraid of the mystic.
EarthSeed
Through either research, at -10, or through
an increase in Alchemy the mystic is able
to create a EarthSeed. The mystic will also
need to learn the EarthPact power Alchemical
Transmutation. EarthSeeds are magical objects
that are created after the prepared containers
of magical Earththat are placed within the
Chamber of True Fire. This in turn is placed
into the Purification Chamber and is acted
upon by both the Magical Amplifier and the
Magical Catalyst. The construction of the
EarthSeed requires the following steps:
- Prepare the fires for a week. Each container
of Earthweights five kilograms.
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost, 12 days total.
- Spend a day preparing the fires with the
alchemical and power recovery powders. 1
day time cost, 13 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 15 days
total.
- Spend a day preparing the fires with the
Pure Water and the Potion of Power Recovery.
1 day time cost, 16 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 19 days total.
- Spend a day preparing the fires with each
of the oils. 1 day time cost, 20 days total.
- Produce at least two Alchemical Potions.
1 day time cost, 21 days total.
- Spend a day preparing the fires in the Alchemical
Potion. 1 day time cost, 22 days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 42 days total.
- Spend a day preparing the fires in Fermentation
Poison and the Potion of Spirit Power. 1
day time cost, 43 days total.
- Produce a Distillate of Alchemy and a Distillate
of Purity. 4 weeks time cost, 83 days total.
- Spend a day preparing the fires in the distillates.
1 day time cost, 84 days total.
- Produce two Alchemical Salts and a Salt of
Protection from Change. 8 weeks time cost,
164 days total.
- Spend a day dissolving the salts into the
fires. 1 day time cost, 165 days total.
- Use a EarthPact to transmute the prepared
gas into a single flame.
Place the prepared flame into the Chamber
of True Fire, place that into the Purification
Chamber and allow it to be acted upon by
both the Amplifier and Catalyst. This will
take ten days, 175 days total. This flame
is unidentifiable to anyone not having Knowledge
of Alchemy.
There are two ways to use the Earthseed.
- The EarthSeed may be ingested by the alchemist.
This gives the alchemist the power of EarthMagic (MP) (e) at 400. EarthMagic allows
the alchemist to act as a royal EarthSpirit.
This also raises the alchemist's EarthMagic,
Water Magic, and Air Magic to 400.
- The EarthSeed may be released into a cave.
This produces a vent of Spirit Earththat
can produce different effects of the following
types (only one such activity can be going
on at a time):
- Once per day it can apply 20 pips to recovering
a power detriment.
- Once per week it can provide 50 pips to producing
a power pool that can be used to absorb power
detriments.
- Once every four weeks it can be used to create
a Flame of Power that can be carried. This
flame has three effects. First, it is a physical
and astral manifestation of spiritual Earthand will produce Heavy spirit/large level
damage. Second, it can be used as a divination
device of strength 50. Third, it can be used
as a magical focus device of strength 10.
This device is hard to destroy, and if it
is destroyed another can be made. Only one
such device can exist from a flame vent at
any one time.
- Each season you may produce either a weapon
or shield of Spirit fire. Only one of
each may be made by a vent at one time, once
made you may not make another until the previous
one is destroyed. Each item has a total efficacy
of 50, this is the total of spiritual level
damage or protection the device provides.
It will not protect or damage lesser beuings
unless you sacrifice points from the spirit
level to produce magical damage or protection.
Similarly if you want protection from mundane
harm or you want to do mundane damage then
you need to sacrifice magical points. Say
you have made a sword and want to sacrifice
20 points for magical and mundane (say 10
each) effects. Thi leave 30 pips for spiritual
damage, or 30 gets you 1, 26 gets you 5,
16 gets you 10, 1 gets you 15, so the spiriit
damage done by the sword is 15*. You sacrificed
10 damage for the magical level, to this
we add 60 to get 70. 70 gets you 1, 66 gets
you 5, 56 gerts you 10, 41 gets you 15, 21
gets you 20, 1 gets you 24, so the sword
will do 24* of magical damage. The 10 poi
nts for mundane damage are added to 120 for
a total of 130. 130 get you 1, 126 gets you
5, 116 get you 10, 101 gets you 15, 81 gets
you 20, 56 gets you 25, 26 gets you 30, 3
gets you 33, for a total of 33*** added to
the normal heavy damage of the sword.
Level 7: Philosopher's Stone
Another set of seeds
Now the alchemist must create another set
of Spirit seeds and keep them on hand.
Another set of pacts
Through either research, at -10, or a level
increase in each of the four pacts, that
alchemist gains the power of Sacrificial
Transmutation for each pact.
Philosopher's Stone
Through either research, at -20, or through
an increase in Alchemy the mystic is able
to create a Philosopher's Stone. The alchemist
now sacrifices the newly created Spirit
seeds by using their Sacrificial Transmutation
pacts. The result is a plain 2 kilogram magical
stone. This stone is the prepared using the
following steps:
- Prepare the stone for a week.
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost, 12 days total.
- Spend a day preparing the stone with the
alchemical and power recovery powders. 1
day time cost, 13 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 15 days
total.
- Spend a day preparing the stone with the
Pure Water and the Potion of Power Recovery.
1 day time cost, 16 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 19 days total.
- Spend a day preparing the stone with each
of the oils. 1 day time cost, 20 days total.
- Produce at least two Alchemical Potions.
1 day time cost, 21 days total.
- Spend a day preparing the stone in the Alchemical
Potion. 1 day time cost, 22 days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 42 days total.
- Spend a day preparing the stone in Fermentation
Poison and the Potion of Spirit Power. 1
day time cost, 43 days total.
- Produce a Distillate of Alchemy and a Distillate
of Purity. 4 weeks time cost, 83 days total.
- Spend a day preparing the stone with the
distillates. 1 day time cost, 84 days total.
- Produce two Alchemical Salts and a Salt of
Protection from Change. 8 weeks time cost,
164 days total.
- Spend a day preparing the stone with the
salts. 1 day time cost, 165 days total.
- Sacrifice the stone using the Sacrificial
Trasmutation pacts. The result is a bright
10 kilogram blue stone.
The stone is placed inside the Purification
Chamber with the Magical Amplifier and the
Magical Catalyst for a week. At the end of
this time the base strength of the Chamber
is increased by the strength of the Purification
Chamber, the Magical Amplifier, and the Magical
Catalyst. The result is a single 1/10 kilogram
golden nugget called a Philosopher's Stone.
A Philosopher's Stone can be saved for later
use or ingested. If it is ingested the alchemist
gains the power of Healing as a royal spirit.
Level 8: Elixir of Life
Another set of seeds
Now the alchemist must create another set
of Spirit seeds and keep them on hand.
Another philosopher's stone
Now the alchemist must create another philosopher's
stone.
Elixir of Life
Through either research, at -30, or through
an increase in Alchemy the mystic is able
to create an Elixir of Life. The alchemist
now sacrifices the newly created philosopher's
stone by using the Sacrificial Transmutation
pacts. The result is a vial of clear liquid.
This elixir is the prepared using the following
steps:
- Prepare the elixir for a week.
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost, 12 days total.
- Spend a day preparing the elixir with the
alchemical and power recovery powders. 1
day time cost, 13 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 15 days
total.
- Spend a day preparing the elixir with the
Pure Water and the Potion of Power Recovery.
1 day time cost, 16 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 19 days total.
- Spend a day preparing the elixir with each
of the oils. 1 day time cost, 20 days total.
- Produce at least two Alchemical Potions.
1 day time cost, 21 days total.
- Spend a day preparing the elixir in the Alchemical
Potion. 1 day time cost, 22 days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 42 days total.
- Spend a day preparing the elixir in Fermentation
Poison and the Potion of Spirit Power. 1
day time cost, 43 days total.
- Produce a Distillate of Alchemy and a Distillate
of Purity. 4 weeks time cost, 83 days total.
- Spend a day preparing the elixir with the
distillates. 1 day time cost, 84 days total.
- Produce two Alchemical Salts and a Salt of
Protection from Change. 8 weeks time cost,
164 days total.
- Spend a day preparing the elixir with the
salts. 1 day time cost, 165 days total.
- Sacrifice the elixir using the Sacrificial
Trasmutation pacts. The result is a vial
of golden liquid.
The golden liquid is placed inside the Purification
Chamber with the Magical Amplifier and the
Magical Catalyst for a week. At the end of
this time the base strength of the Chamber
is increased by the strength of the Purification
Chamber, the Magical Amplifier, and the Magical
Catalyst. The result is a single white droplet
called The Elixir of Life. The Elixir of
Life can be ingested to produce ageless immortality.
If the Elixir is added to one liter of water
the result will be a liquid that produces
a potion of Healing and Curing Disease once
per week at a level of 100 forever.
Level 9: Homonculus
Another set of seeds
Now the alchemist must create another set
of Spirit seeds and keep them on hand.
Another philosopher's stone
Now the alchemist must create another philosopher's
stone.
Another elixir of life
Now the alchemist must create another elixir
of life.
Homonculus
Through either research, at -40, or through
an increase in Alchemy the mystic is able
to create a homonculus. The alchemist now
sacrifices the newly created elixir of life
by using the Sacrificial Transmutation pacts.
The result is a small lump of lifeless flesh.
The homonculus is the prepared using the
following steps:
- Prepare the lump of flesh for a week.
- Produce at least two Alchemical Powders and
at least one Powder of Power Recovery. 2
days time cost, 12 days total.
- Spend a day preparing the lump of flesh with
the alchemical and power recovery powders.
1 day time cost, 13 days total.
- Produce at least two Pure Waters and a Potion
of Power Recovery. 2 days time cost, 15 days
total.
- Spend a day preparing the lump of flesh with
the Pure Water and the Potion of Power Recovery.
1 day time cost, 16 days total.
- Produce at least two Oils of Alchemy, and
Oil of Magical Working, and an Oil of Power
Recovery. 3 days time cost, 19 days total.
- Spend a day preparing the lump of flesh with
each of the oils. 1 day time cost, 20 days
total.
- Produce at least two Alchemical Potions.
1 day time cost, 21 days total.
- Spend a day preparing the lump of flesh in
the Alchemical Potion. 1 day time cost, 22
days total.
- Produce at least two Fermentation Poisons
and a Potion of Spirit Power. 2 weeks time
cost, 42 days total.
- Spend a day preparing the lump of flesh in
Fermentation Poison and the Potion of Spirit
Power. 1 day time cost, 43 days total.
- Produce a Distillate of Alchemy and a Distillate
of Purity. 4 weeks time cost, 83 days total.
- Spend a day preparing the lump of flesh with
the distillates. 1 day time cost, 84 days
total.
- Produce two Alchemical Salts and a Salt of
Protection from Change. 8 weeks time cost,
164 days total.
- Spend a day preparing the lump of flesh with
the salts. 1 day time cost, 165 days total.
- Produce two Forms of Alchemy. 12 weeks time,
285 days total.
- Spend a day preparing the lump of flesh with
the forms, 1 day time cost, 286 days total.
- Sacrifice the lump of flesh using the Sacrificial
Trasmutation pacts. The result is a living
lump of flesh.
The alchemist places the lump of flesh into
the the Purification Chamber with the Magical
Amplifier and the Magical Catalyst for a
week. The alchemist creates the creature
called a homonculus, this is done according
to the Creature-Building rules and the cost
is equal to the level of the Elixir. Upon
a successful High Alchemy roll the creature
comes to life after one year. Another year
is required to get the Great Spirit to inhabit
the being (this is actually a divine being).
Level 10: Guidance of the Great Spirit
Guidance of the Great Spirit
Now that the Great Spirit is active within
the homonculus, the alchemist acquires the
power Guidance of the Great Spirit (MP) (e).
The alchemist can use this power to know
if what they are doing will further the goal
of the Great Work. Here are some examples
of specials for Guidance of the Great Spirit:
- To know what to do next in The Great Work
(only on a multiple of 5).
- Use this as a modifiyer to any element of
The Great Work.
Level 11: Quest of the Great Work
Quest of the Great Work
The alchemist must set out on the Quest of
the Great Work. This requires the alchemist
to travel the world. At each location the
alchemist must become a hero. The homonculus
travels along to tell the alchemist when
a step on the quest is finished.
Level 12: Great Work
Great Work
When the alchemist has completed all required
quests the homonculus performs a ceremony
to transport the alchemist before a divine
power. There the alchemist faces a challenge
posed by the divine power. If this is done
successfully the alchemist has completed
the Great Work and is transformed. One power
of the alchemist becomes divine. Here is
an example of a special for the Great Work:
- Another power becomes divine.
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