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Alchemy Seplls pdf

ALCHEMY.

Alchemy spells deal with converting raw materials into magical ones by releasing their innate magical properties. As a result the materials used will1 reflect the powers generated, or alternatively, to gain specific powers you will need to use materials that replicate them.

Eg: a Flying potion can be made by using the feathers of birds brewed in a vat and having their essence drawn off and fixed into the potion form.

Freeing the innate powers of various materials is not in itself sufficient to make use of them. In their raw form they quickly dissipate back to where they came from. The Alchemist has several spells that allow them to capture the released essence and preserve it into one of many forms.

Due to the source of the alchemists power it takes a much greater time to gain access to the powers involved. Where other spells take seconds, as do several of the following spells, the key spells will take considerable time periods.

The strength of the materials used will determine the base time unit used in the following spells. The more magical the materials, the shorter the time needed to gain access to that power. The GM will be required to make a decision as to where materials fall in the following groups.

Materials Base Time Unit.
Richly magical 1 day
Naturally magical 2 days
Slightly magical 3days
Rare materials 4 days
Uncommon materials 5 days
Common materials 6 days
Very common materials 7 days

Examples of the types of materials and their groupings are as follows:

Magical Materials

Richly Magical - Unicorn horn, Mature Dragons blood, Cockatrice feathers, demons life-amulet, Power Stones, Pure very precious Metals (gold, mercury).

Naturally Magical - Dragons skin, Undead remains, Pegasi feathers, most Monsters with special powers, pure precious metals (silver, aluminium).

Slightly Magical - Healing herbs, Giant Eagles feathers, Mithril, other Monsters, common pure metals (iron, copper, lead).

Non-Magical Materials

Rare Materials - Diamonds, Hair from a hanged murderer, Tentacle from a giant squid, Tusk of a rhino, Elephant Ivory.

Uncommon Materials - Mandrake root, Crystals, Coffee beans from Far Brazil, Carnivores, Rare woods, silk.

Common Materials - Woods, Ice, Small animals, manufactured items.

Very Common Materials - Rock, Plants, Water, Air.

Laboratory and Tools.

People who intend to use alchemical spells will require a laboratory and tools of the trade. The level of the laboratory and the tools will be determined by the nature of the spells being used.

Laboratory Costs (to create).

Spell Level
Cost
One
$1,000
Two
$5,000
Three
$10,000
Four
$25,000

Tools Cost.

Form.
Cost.
Solid
$1,000
Liquid
$3,000
Gas
$6,000
Essence
$10,000

Laboratory and Tools may be upgraded at anytime by paying the difference between the prices. An annual maintenance fee of 30% the total value (tools and laboratory) is also required or they all drop one level each year.

Quantities and Amounts.

Once the material required is known than a specific amount of it needs to be gathered. How much is needed depends on its strength and the spell level effect to be drawn from it.

Spell Level
Wt
Strength
Mod
One
1 lb
Very Common
x1
Two
2 lb
Common
x75
Three
4 lb
Uncommon
x0.66
Four
8 lb
Rare
x0.5
Slightly
x0.33
Naturally
x0.25
Richly
x0.1

Eg: if you wanted to create a level three Flying spell and you had only eagles feathers available, which count as Uncommon, then you would need 2.5 lb of them, which is a lot of feathers.

The resulting Form will determine the amount of material that results. Solid form tends to produce more mass than Liquid forms etc. The following table gives results based around the original quantity of materials used.

Form
Wieght
Cost Modifier
Solids
4 oz
$10
Liquid
4 fl oz
$50
Gas
0.5 oz
$100
Essence
1 oz
$200

The above 2.5 lbs of feathers would become 4 oz of solid, 2 oz of liquid (1/10th of a pint), 0.1 oz of gas and 1 oz of essence. This is one dose. The cost column is applied to the Tools spell at the time it is cast, representing the use of materials in producing the product.

Weights and Measures. (in pounds)

Flesh - 47
Brass - 550
Lead - 710
Steel - 500
Diamond - 200
Ice - 57
Balsa - 8
Mahogany - 41
Clay - 140
Bronze - 550
Platinum - 1340
Bone - 115
Glass - 160
Leather - 54
Cedar - 35
Oak - 47
Coal - 100
Iron - 445
Silver - 655
Magnesium - 110
Granite - 170
Ash - 47
Ebony - 76
Pine - 28
Pitch - 67
Aluminium - 170
Gold - 1200
Salt - 136
Wax - 112
Ivory - 117
Rubber - 75
Titanium - 280
Porcelain - 150

Results and Limitations.

Alchemical works result in a single pure form of power that will give a specific spell effect result. The resulting product is a magical enchantment of a permanent nature and will last forever if it remains pure (which means an airtight seal). In a standard unprotected form (say in a carefully rolled piece of leather) they will tend to last about 1 week. Because of this most alchemical products are usually stored in sealed environments at the time they are created. Following are the most common container forms.

Glass Ampules, Vials or Bottles, Ceramic Tablets or Vials, Gold Bottles or Pills.

Gases in particular need to be in airtight containers and so are often sold in glass ampules or balls that are completely sealed.

The Essential Ingredient.

Archium is a metal left over after a Power Stone has become depleted. It is incredibly sensitive to magic and is the basic most essential ingredient to all forms of alchemy or enchantment. A pinch of archium is required with any alchemical process or it will suffer a +3 skill roll modifier when the FIX spell is used. There are 16 pinches of archium to the stone (all stones weigh 1 oz).

Creating a Product.

To create an alchemical product the following sequence is used.

  1. Discover the materials required for the chosen effect.
  2. Gather the materials required, possibly using the Preservation spell.
  3. Cast Preparation spells on the gathered material.
  4. Cast Tools spell on tools.
  5. Cast Treatment spell on material.
  6. Cast Form spell on material.
  7. Cast Fix spell on material.

Spells.

Some spells will have a duration in days, based on the strength of the materials used. These are identified as Process spells. Those spells that have x# value indicate the number of days required. The spell will be in effect for this period and counts as CONSTANT, reducing your FAT appropriately.


ANALYSE

Cast Active Effective Target Method Nature
Level Event Inst Obj Tch Low

Analyse can be used to examine any magical item to discover various forms of information about it.

  1. This spell will simply tell you if the item is magically enchanted, as opposed to simply having a spell on it, as well as the class of magic involved. If there are several classes it will tell all.
  2. This spell will tell you specifically which powers and spells are available to the object you touch, unless it is protected in which case you will need to make a Mage Skill roll vs base 7, modified by the protection.
  3. This spell may reveal exact details about an object, such as the number of charges or uses, any restrictions, how powers are activated etc, unless it is protected in which case you will need to make a Mage Skill roll vs base 7, modified by the protection..
  4. This spell tells you exactly what materials were used to create the object touched and a very brief history, unless it is protected in which case you will need to make a Mage Skill roll vs base 7, modified by the protection..
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FIXING

Cast Active Effective Target Method Nature
x1 na Process Obj Tch Low

Fixing is the way that the released power is permanently attached to the Form that has been chosen for it. If the power is not Fixed it will dissipate within one day. If a pinch of archium is not added to the alchemical product at this time the casting roll for this spell is at +3.

  1. For powers that replicate level one spells.
  2. For powers that replicate level two spells.
  3. For powers that replicate level three spells.
  4. For powers that replicate level four spells.
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FORM

Cast Active Effective Target Method Nature
x1 na Process Obj Tch Low

There are many forms that an alchemical product can take, their degree of difficulty in creation is reflected in the spell levels.

  1. Solid, solids may be broken down into powders.
  2. Liquids and pastes.
  3. Gases, which must be captured in a container that is suitably airtight.
  4. Essence, this is a concentrated form of all the other three forms. A Solid Essence could be a pill, Liquid would be a gel and Gas would be an ampule. Basically the essence can be any size down to about that of an aspirin tablet.
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PREPARATION

Cast Active Effective Target Method Nature
x1 na Process Obj Tch Low

This spell is used to prepare the materials for treatment. The proposed Form determines the Preparation required. Because of this the alchemist must make a decision at this time as to the final Form his product will take.

  1. Solid forms
  2. Liquid forms
  3. Gas forms
  4. Essence forms.
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PRESERVATION

Cast Active Effective Target Method Nature
Level Event Var Obj Tch Low

This spell can be cast on non-enchanted materials to keep them in a fit state for use at a later date. The level of the spell reflects the length of time the objects are preserved. Repeated use is allowed. The amount to be preserved is equivalent to that which will fit into one hex (upto 2 meters tall).

  1. One day.
  2. One week.
  3. One month.
  4. One year.
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PURIFY

Cast Active Effective Target Method Nature
x1 na Process Obj Tch Low

This spell can be used to return any alchemical product to a usable state if for some reason it is tainted or mixed with other substances, such as dirt into a powder etc. Alchemical products must remain pure to be usable, if impurities mix with the product then there is a chance it will fail at the time it is used. The level of purify required relates to the level of spell effect. Needless to say, all the product must be present for it to be any good.

  1. Level one spell effects.
  2. Level two spell effects.
  3. Level three spell effects.
  4. Level four spell effects.
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TEST

Cast Active Effective Target Method Nature
Level Event Instant Obj Tch Low

This spell is used to find out the strength and properties of the materials you have found. The material will be assigned to one of the seven groups listed at the top of this section. The properties or powers of a material are decided by the GM, but players should feel free to suggest ideas.

  1. Strength of materials.
  2. Properties, of materials that are in a pure form.
  3. Properties, of materials that are currently mixed with others (Pure metal in ore form).
  4. Properties, of materials that are part of an organism (Liver of a living dragon).
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TOOLS

Cast Active Effective Target Method Nature
Level Event Instant Obj Tch Low

This spell is used to prepare tools for use during the treatment and fixing of the power released. The form dictates the Tool spell required. This spell does NOT create tools, it merely cleans and prepares them for use and must be cast before each product is created. Cost of the preparation , as listed above, is paid with the casting of this spell. The GM may also request a craft roll with this spell if he wanted to.

  1. Tools for solids.
  2. Tools for liquids.
  3. Tools for gases.
  4. Tools for essences.
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TREATMENT

Cast Active Effective Target Method Nature
x1 na Process Obj Tch Low

This is the most important spell of the group. With this spell the user treats his materials and draws forth the power contained within. The level of this spell is determined by the level of the magical effect being drawn forth in equivalent spell level. One treatment is required for each different type of material used.

  1. Level one spell effect
  2. Level two spell effect.
  3. Level three spell effect.
  4. Level four spell effect.
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Born on: November 1, 1998