Alchemy Spells | Arcane Spells | Ceremony Spells | Combat Spells | Common Spells | Conjuring Spells | Divination Spells | Elemental Spells | Enchanting Spells | Illusion Spells | Mind Spells | Necromancer Spells | Physical Spells | Race Spells | Raw Spells | Rune Spells | Circle of Power Spells | Spellcraft Spells | Summoning Spells | Transport Spells |
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:
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).
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.
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.
Spell Level |
Cost |
One |
$1,000 |
Two |
$5,000 |
Three |
$10,000 |
Four |
$25,000 |
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.
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 |
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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.
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 |
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.
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).
To create an alchemical product the following sequence is used.
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 |
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| 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.
# |
Successes |
Failures |
1 |
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2 |
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3 |
FIXING |
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| 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.
# |
Successes |
Failures |
1 |
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2 |
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3 |
FORM |
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| 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.
# |
Successes |
Failures |
1 |
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2 |
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3 |
PREPARATION |
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| 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.
# |
Successes |
Failures |
1 |
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2 |
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3 |
PRESERVATION |
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| 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).
# |
Successes |
Failures |
1 |
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2 |
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3 |
PURIFY |
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| 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.
# |
Successes |
Failures |
1 |
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2 |
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3 |
TEST |
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| 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.
# |
Successes |
Failures |
1 |
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2 |
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3 |
TOOLS |
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| 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.
# |
Successes |
Failures |
1 |
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2 |
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3 |
TREATMENT |
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| 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.
# |
Successes |
Failures |
1 |
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2 |
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3 |
Born on: November 1, 1998 |