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:

Level 1: Knowledge of 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):

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:

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:

  1. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost.
  2. Spend a day rubbing the chamber with the alchemical and power recovery powders. 1 day time cost, 3 days total.
  3. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 5 days total.
  4. Spend a day washing the chamber in the Pure Water and the Potion of Power Recovery. 1 day time cost, 6 days total.
  5. 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.
  6. Spend a day washing the chamber in each of the oils. 1 day time cost, 10 days total.
  7. Produce at least two Alchemical Potions. 1 day time cost, 11 days total.
  8. Spend a day washing the chamber in the Alchemical Potion. 1 day time cost, 12 days total.
  9. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 32 days total.
  10. Spend a day washing the chamber in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 33 days total.
  11. Produce two Distillates of Alchemy and a Distillate of Purity. 4 weeks time cost, 73 days total.
  12. 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.

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: Earth Seed

Chamber of True Earth

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 Earth. The construction of this device requires the following steps:

  1. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost.
  2. Spend a day rubbing the chamber with the alchemical and power recovery powders. 1 day time cost, 3 days total.
  3. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 5 days total.
  4. Spend a day washing the chamber in the Pure Water and the Potion of Power Recovery. 1 day time cost, 6 days total.
  5. 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.
  6. Spend a day washing the chamber in each of the oils. 1 day time cost, 10 days total.
  7. Produce at least two Alchemical Potions. 1 day time cost, 11 days total.
  8. Spend a day washing the chamber in the Alchemical Potion. 1 day time cost, 12 days total.
  9. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 32 days total.
  10. Spend a day washing the chamber in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 33 days total.
  11. Produce a Distillate of Alchemy and a Distillate of Purity. 4 weeks time cost, 73 days total.
  12. Spend a day washing the chamber in the distillates. 1 day time cost, 74 days total.
  13. Produce two Alchemical Salts and a Salt of Protection from Change. 8 weeks time cost, 154 days total.
  14. 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 Earth. Failure at any stage results in the destruction of the magical stone blocks (which then have to be reacquired).

Once the Chamber of True Earth 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 potential of the Chamber is increased by the strength of the Purification Chamber, the Magical Amplifier, and the Magical Catalyst. This becomes the True Earth Power of the Chamber. This may be used at any time to conjure an Earth Elemental into physical manifestation.

Speak with Earth Elementals

Through either research, at -10, or through an increase in Alchemy the mystic learns how to Speak with Earth Elementals (MP) (d). Here is an example of a special for Speak with Earth Elementals:

Detect Earth Elementals

Through either research, at -10, or through an increase in Alchemy the mystic learns how to Detect Earth Elementals (MP) (d). The level of success is split between duration and volume. Here is an example of a special for Detect Earth Elementals:

Earth Pact

Through either research, at -10, or through an increase in Alchemy the mystic learns Earth Elemental Pacts (MP) (d).

Earth Pact: The mystic is able to bargain with an earth elemental spirit in return for the ability to perform a specific magical power. You must have the power Speak with Earth Elementals 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 elemental 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 elemental 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 Elemental 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 Earth Pact:

Each pact with a spirit of greater level or more will result in a one pip increase in Earth Elemental 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 elemental to merge with the Chamber of True Earth.

The Earth Seed

Through either research, at -10, or through an increase in Alchemy the mystic is able to create an Earth Seed. The mystic will also need to learn the Earth Pact power Alchemical Transmutation. Earth Seeds are magical objects that are created from prepared lumps of mud that are placed within the Chamber of True Earth. 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 Earth Seed requires the following steps:

  1. Create a lump of mud and prepare it for a week. This lump weights ten kilograms.
  2. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost, 12 days total.
  3. Spend a day rubbing the lump with the alchemical and power recovery powders. 1 day time cost, 13 days total.
  4. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 15 days total.
  5. Spend a day washing the lump in the Pure Water and the Potion of Power Recovery. 1 day time cost, 16 days total.
  6. 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.
  7. Spend a day washing the lump in each of the oils. 1 day time cost, 20 days total.
  8. Produce at least two Alchemical Potions. 1 day time cost, 21 days total.
  9. Spend a day washing the lump in the Alchemical Potion. 1 day time cost, 22 days total.
  10. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 42 days total.
  11. Spend a day washing the lump in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 43 days total.
  12. Produce a Distillate of Alchemy and a Distillate of Purity. 4 weeks time cost, 83 days total.
  13. Spend a day washing the lump in the distillates. 1 day time cost, 84 days total.
  14. Produce two Alchemical Salts and a Salt of Protection from Change. 8 weeks time cost, 164 days total.
  15. Spend a day rubbing the salts into the lump. 1 day time cost, 165 days total.
  16. Use an Earth Pact to transmute the prepared lump into prepared metal.
  17. Place the prepared metal into the Chamber of True Earth, 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, a small metal nugget that is unidentifiable to anyone not having Knowledge of Alchemy. There are two ways to use an Earth Seed:

  1. The Earth Seed can be ingested by the alchemist. This gives the alchemist the power of Earth Magic (MP) (e) at 50. Earth Magic allows the alchemist to act as a lesser earth elemental.
  2. The Earth Seed 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.

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:

  1. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost.
  2. Spend a day rubbing the chamber with the alchemical and power recovery powders. 1 day time cost, 3 days total.
  3. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 5 days total.
  4. Spend a day washing the chamber in the Pure Water and the Potion of Power Recovery. 1 day time cost, 6 days total.
  5. 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.
  6. Spend a day washing the chamber in each of the oils. 1 day time cost, 10 days total.
  7. Produce at least two Alchemical Potions. 1 day time cost, 11 days total.
  8. Spend a day washing the chamber in the Alchemical Potion. 1 day time cost, 12 days total.
  9. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 32 days total.
  10. Spend a day washing the chamber in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 33 days total.
  11. Produce a Distillate of Alchemy and a Distillate of Purity. 4 weeks time cost, 73 days total.
  12. Spend a day washing the chamber in the distillates. 1 day time cost, 74 days total.
  13. Produce two Alchemical Salts and a Salt of Protection from Change. 8 weeks time cost, 154 days total.
  14. 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 Elemental into physical manifestation.

Speak with True Water Elementals

Through either research, at -10, or through an increase in Alchemy the mystic learns how to Speak with Water Elementals (MP) (b). Here is an example of a special for Speak with Water Elementals:

Detect Water Elementals

Through either research, at -10, or through an increase in Alchemy the mystic learns how to Detect Water Elementals (MP) (b). The level of success is split between duration and volume. Here is an example of a special for Detect Water Elementals:

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 elemental spirit in return for the ability to perform a specific magical power. You must have the power Speak with Water Elementals 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 elemental 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 elemental 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 Elemental 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:

Each pact with a spirit of greater level or more will result in a one pip increase in Water Elemental 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 elemental who is willing to inhabit the Chamber of True Water. A pact must be made with the elemental.

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:

  1. Acquire a vial of pond water and prepare it for a week. This pond water weights ten kilograms.
  2. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost, 12 days total.
  3. Spend a day preparing the liquid with the alchemical and power recovery powders. 1 day time cost, 13 days total.
  4. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 15 days total.
  5. Spend a day preparing the liquid with the Pure Water and the Potion of Power Recovery. 1 day time cost, 16 days total.
  6. 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.
  7. Spend a day preparing the liquid with each of the oils. 1 day time cost, 20 days total.
  8. Produce at least two Alchemical Potions. 1 day time cost, 21 days total.
  9. Spend a day preparing the liquid in the Alchemical Potion. 1 day time cost, 22 days total.
  10. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 42 days total.
  11. Spend a day preparing the liquid in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 43 days total.
  12. Produce a Distillate of Alchemy and a Distillate of Purity. 4 weeks time cost, 83 days total.
  13. Spend a day preparing the liquid in the distillates. 1 day time cost, 84 days total.
  14. Produce two Alchemical Salts and a Salt of Protection from Change. 8 weeks time cost, 164 days total.
  15. Spend a day dissolving the salts into the liquid. 1 day time cost, 165 days total.
  16. 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:

  1. 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 elemental. This also raises the alchemist's Earth Magic to 100.
  2. 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):
    1. Healing Potion
    2. Neutralize Poison
    3. Protection from Magic

These potions have their strength split between effect and duration.

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:

  1. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost.
  2. Spend a day rubbing the chamber with the alchemical and power recovery powders. 1 day time cost, 3 days total.
  3. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 5 days total.
  4. Spend a day washing the chamber in the Pure Water and the Potion of Power Recovery. 1 day time cost, 6 days total.
  5. 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.
  6. Spend a day washing the chamber in each of the oils. 1 day time cost, 10 days total.
  7. Produce at least two Alchemical Potions. 1 day time cost, 11 days total.
  8. Spend a day washing the chamber in the Alchemical Potion. 1 day time cost, 12 days total.
  9. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 32 days total.
  10. Spend a day washing the chamber in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 33 days total.
  11. Produce a Distillate of Alchemy and a Distillate of Purity. 4 weeks time cost, 73 days total.
  12. Spend a day washing the chamber in the distillates. 1 day time cost, 74 days total.
  13. Produce two Alchemical Salts and a Salt of Protection from Change. 8 weeks time cost, 154 days total.
  14. 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 Elemental into physical manifestation.

Speak with Air Elementals

Through either research, at -10, or through an increase in Alchemy the mystic learns how to Speak with Air Elementals (MP) (b). Here is an example of a special for Speak with Air Elementals:

Detect Air Elementals

Through either research, at -10, or through an increase in Alchemy the mystic learns how to Detect Air Elementals (MP) (b). The level of success is split between duration and volume. Here is an example of a special for Detect Air Elementals:

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 elemental spirit in return for the ability to perform a specific magical power. You must have the power Speak with Air Elementals 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 elemental 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 elemental 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 Elemental 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:

Each pact with a spirit of greater level or more will result in a one pip increase in Air Elemental 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:

  1. Acquire a flask of air and prepare it for a week. This trapped gas weights ten kilograms.
  2. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost, 12 days total.
  3. Spend a day preparing the trapped gas with the alchemical and power recovery powders. 1 day time cost, 13 days total.
  4. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 15 days total.
  5. Spend a day preparing the gas with the Pure Water and the Potion of Power Recovery. 1 day time cost, 16 days total.
  6. 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.
  7. Spend a day preparing the gas with each of the oils. 1 day time cost, 20 days total.
  8. Produce at least two Alchemical Potions. 1 day time cost, 21 days total.
  9. Spend a day preparing the gas in the Alchemical Potion. 1 day time cost, 22 days total.
  10. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 42 days total.
  11. Spend a day preparing the gas in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 43 days total.
  12. Produce a Distillate of Alchemy and a Distillate of Purity. 4 weeks time cost, 83 days total.
  13. Spend a day preparing the gas in the distillates. 1 day time cost, 84 days total.
  14. Produce two Alchemical Salts and a Salt of Protection from Change. 8 weeks time cost, 164 days total.
  15. Spend a day dissolving the salts into the gas. 1 day time cost, 165 days total.
  16. 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. The Air Seed is then 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 elemental. This also raises the alchemist's Earth Magic and Water Magic to 200.

In preparation of the next level the alchemist must invent a means to gain samples of fire and must create five such devices. The alchemist and any friends must then collect samples of magical fire for each container.

Level 6: Fire Seed

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:

  1. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost.
  2. Spend a day rubbing the chamber with the alchemical and power recovery powders. 1 day time cost, 3 days total.
  3. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 5 days total.
  4. Spend a day washing the chamber in the Pure Water and the Potion of Power Recovery. 1 day time cost, 6 days total.
  5. 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.
  6. Spend a day washing the chamber in each of the oils. 1 day time cost, 10 days total.
  7. Produce at least two Alchemical Potions. 1 day time cost, 11 days total.
  8. Spend a day washing the chamber in the Alchemical Potion. 1 day time cost, 12 days total.
  9. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 32 days total.
  10. Spend a day washing the chamber in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 33 days total.
  11. Produce a Distillate of Alchemy and a Distillate of Purity. 4 weeks time cost, 73 days total.
  12. Spend a day washing the chamber in the distillates. 1 day time cost, 74 days total.
  13. Produce two Alchemical Salts and a Salt of Protection from Change. 8 weeks time cost, 154 days total.
  14. 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 Fire Elemental into physical manifestation.

Speak with Fire Elementals

Through either research, at -10, or through an increase in Alchemy the mystic learns how to Speak with Fire Elementals (MP) (b). Here is an example of a special for Speak with Fire Elementals:

Detect Fire Elementals

Through either research, at -10, or through an increase in Alchemy the mystic learns how to Detect Fire Elementals (MP) (b). The level of success is split between duration and volume. Here is an example of a special for Detect Fire Elementals:

Fire Pact

The mystic is able to bargain with an fire elemental spirit in return for the ability to perform a specific magical power. You must have the power Speak with Fire Elementals 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 elemental 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 elemental 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 Elemental 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 Fire Pact:

Each pact with a spirit of greater level or more will result in an increase in Fire Elemental 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.

Fire Seed

Through either research, at -10, or through an increase in Alchemy the mystic is able to create a Fire Seed. The mystic will also need to learn the Fire Pact power Alchemical Transmutation. Fire Seeds are magical objects that are created after the prepared containers of magical fire 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 Fire Seed requires the following steps:

  1. Prepare the fires for a week. Each container of fire weights five kilograms.
  2. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost, 12 days total.
  3. Spend a day preparing the fires with the alchemical and power recovery powders. 1 day time cost, 13 days total.
  4. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 15 days total.
  5. Spend a day preparing the fires with the Pure Water and the Potion of Power Recovery. 1 day time cost, 16 days total.
  6. 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.
  7. Spend a day preparing the fires with each of the oils. 1 day time cost, 20 days total.
  8. Produce at least two Alchemical Potions. 1 day time cost, 21 days total.
  9. Spend a day preparing the fires in the Alchemical Potion. 1 day time cost, 22 days total.
  10. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 42 days total.
  11. Spend a day preparing the fires in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 43 days total.
  12. Produce a Distillate of Alchemy and a Distillate of Purity. 4 weeks time cost, 83 days total.
  13. Spend a day preparing the fires in the distillates. 1 day time cost, 84 days total.
  14. Produce two Alchemical Salts and a Salt of Protection from Change. 8 weeks time cost, 164 days total.
  15. Spend a day dissolving the salts into the fires. 1 day time cost, 165 days total.
  16. Use a Fire Pact 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. The Fire Seed is then ingested by the alchemist. This gives the alchemist the power of Fire Magic (MP) (e) at 400. Fire Magic allows the alchemist to act as a royal fire elemental. This also raises the alchemist's Earth Magic, Water Magic, and Air Magic to 400.

Level 7: Philosopher's Stone

Another set of seeds

Now the alchemist must create another set of elemental 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 elemental 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:

  1. Prepare the stone for a week.
  2. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost, 12 days total.
  3. Spend a day preparing the stone with the alchemical and power recovery powders. 1 day time cost, 13 days total.
  4. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 15 days total.
  5. Spend a day preparing the stone with the Pure Water and the Potion of Power Recovery. 1 day time cost, 16 days total.
  6. 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.
  7. Spend a day preparing the stone with each of the oils. 1 day time cost, 20 days total.
  8. Produce at least two Alchemical Potions. 1 day time cost, 21 days total.
  9. Spend a day preparing the stone in the Alchemical Potion. 1 day time cost, 22 days total.
  10. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 42 days total.
  11. Spend a day preparing the stone in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 43 days total.
  12. Produce a Distillate of Alchemy and a Distillate of Purity. 4 weeks time cost, 83 days total.
  13. Spend a day preparing the stone with the distillates. 1 day time cost, 84 days total.
  14. Produce two Alchemical Salts and a Salt of Protection from Change. 8 weeks time cost, 164 days total.
  15. Spend a day preparing the stone with the salts. 1 day time cost, 165 days total.
  16. 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 elemental 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:

  1. Prepare the elixir for a week.
  2. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost, 12 days total.
  3. Spend a day preparing the elixir with the alchemical and power recovery powders. 1 day time cost, 13 days total.
  4. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 15 days total.
  5. Spend a day preparing the elixir with the Pure Water and the Potion of Power Recovery. 1 day time cost, 16 days total.
  6. 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.
  7. Spend a day preparing the elixir with each of the oils. 1 day time cost, 20 days total.
  8. Produce at least two Alchemical Potions. 1 day time cost, 21 days total.
  9. Spend a day preparing the elixir in the Alchemical Potion. 1 day time cost, 22 days total.
  10. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 42 days total.
  11. Spend a day preparing the elixir in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 43 days total.
  12. Produce a Distillate of Alchemy and a Distillate of Purity. 4 weeks time cost, 83 days total.
  13. Spend a day preparing the elixir with the distillates. 1 day time cost, 84 days total.
  14. Produce two Alchemical Salts and a Salt of Protection from Change. 8 weeks time cost, 164 days total.
  15. Spend a day preparing the elixir with the salts. 1 day time cost, 165 days total.
  16. 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 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 elemental 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:

  1. Prepare the lump of flesh for a week.
  2. Produce at least two Alchemical Powders and at least one Powder of Power Recovery. 2 days time cost, 12 days total.
  3. Spend a day preparing the lump of flesh with the alchemical and power recovery powders. 1 day time cost, 13 days total.
  4. Produce at least two Pure Waters and a Potion of Power Recovery. 2 days time cost, 15 days total.
  5. 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.
  6. 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.
  7. Spend a day preparing the lump of flesh with each of the oils. 1 day time cost, 20 days total.
  8. Produce at least two Alchemical Potions. 1 day time cost, 21 days total.
  9. Spend a day preparing the lump of flesh in the Alchemical Potion. 1 day time cost, 22 days total.
  10. Produce at least two Fermentation Poisons and a Potion of Spirit Power. 2 weeks time cost, 42 days total.
  11. Spend a day preparing the lump of flesh in Fermentation Poison and the Potion of Spirit Power. 1 day time cost, 43 days total.
  12. Produce a Distillate of Alchemy and a Distillate of Purity. 4 weeks time cost, 83 days total.
  13. Spend a day preparing the lump of flesh with the distillates. 1 day time cost, 84 days total.
  14. Produce two Alchemical Salts and a Salt of Protection from Change. 8 weeks time cost, 164 days total.
  15. Spend a day preparing the lump of flesh with the salts. 1 day time cost, 165 days total.
  16. Produce two Forms of Alchemy. 12 weeks time, 285 days total.
  17. Spend a day preparing the lump of flesh with the forms, 1 day time cost, 286 days total.
  18. 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:

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:

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