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''An Alchemist is doing his thing.''
'''Work in Progress.''' Alchemists manufacture wondrous materials from existing ones, and [[Alkahest]]. Alchemistry requires '''100 XP in Mysticism''' and '''100 XP in Chemistry'''; it '''does not''' require a [[Merit|Minor Merit]] to pursue.
=Alchemistry [WIP]=
<div style="width:80%;margin-left:10%;margin-right:10%;">
An overview of Alchemistry. Alchemsitry '''does not''' require a [[Merit|Minor Merit]] to pursue.
=Alchemistry=
__TOC__
<div style="text-align:left;">
==History==
[[Alchemistry]]
 
==Mystical Creations==


<table style="width:80%;margin-left:10%;margin-right:10%;text-align:left;">
<tr>
<td>
==History==
A brief history of Alchemistry
</td>
</tr>
<tr>
<td>
'''Note:''' Skill in Chemistry becomes Alchemistry when [[merit|merited]] - fundamentally, they are the same pursuit in the world of Antarok.
==Concepts==
==Concepts==
:*'''Khemeia''' - Refers to the exchange of metals and Alkahest. All metals have exchange rates governed by their inherent Identities. This sets the stage for the world economy, as exchange rates are fixed; a nation's ability to pull metals out of the ground and transmute them dictates the worth of gold and therefore everything else.
:*'''Identities:''' - Identity is another word for chemical, specifically referencing the form [[Metaphor]] has taken. There are no atoms nor underlying structures akin to chemicals on Antarok. Merely, everything has an Identity tasked within the context of its Metaphor, with Alkahest being the least muddled identity of the material. All Chemistry processes may be altered by influencing Metaphor.
:*'''Alkemicals''' - Pure and highly reactive chemicals derived from one or more forms of Alkahest. Given Qualities or Expressions, and stored as they are. Alchemists prefer to work with Alkemicals; mundane reactions from standard materials are often more complex and harder to alter, but not impossible. Chemists see Alchemistry as complicated; Alchemists see chemists as overcomplicating things.


==Dangers==
====Alkemicals====
:*'''Fission:''' - The consequence of Alchemy mistakes. Poisons the body and creates cancer resistant to arcane treatment.
Pure and highly reactive chemicals derived from one or more forms of Alkahest. Given Qualities or Expressions, and stored as they are. Alchemists prefer to work with Alkemicals; mundane reactions from standard materials are often more complex and harder to alter, but not impossible. Chemists see Alchemistry as complicated; Alchemists see chemists as overcomplicating things.
==Mediums==
 
The medium belonging to the material being treated
'''Identity'''
:*'''Solids''' - Any solid material such as metal, fabric, glass, stone, wood, bone, or even flesh.
Identity is another word for chemical, specifically referencing the form Metaphor has taken. There are no atoms nor underlying structures akin to chemicals on Antarok. Merely, everything has an Identity tasked within the context of its Metaphor, with Alkahest being the least muddled identity of the material. All Chemistry processes may be altered by influencing Metaphor.
:*'''Powder''' - Any solid material or chemical which is powdered.
:*'''Semi-Solids''' - Any semi-solid such as pastes, gels, or adhesives.
:*'''Liquids''' - Creating liquids for use in potions or arcane dyes.
:*'''Gases''' - Creating gases - typically for poison, but sometimes for flotation devices.


==Alkemicals==
'''Mediums'''
Alkemicals are reagents which react with the properties of planar Metaphor when broken down in conjunction with Sovereignty. Unlike Strickening which works with finished objects, Alchemists create the materials tradesmen use to fashion objects by binding their Alkemical solutions to them.
Alkemicals and reagents come in all sorts of Mediums.
:*'''Catalyst''' - A reagent which contains a desired Quality or Power.
::*'''Water:'''
:*'''Primer''' - A reagent which changes the Identity of a medium to be permeable and open to reaction, for instilling multiple Qualities.
::*'''Air:'''
:*'''Binder''' - A reagent which binds qualities or expressions from another into the chosen medium, altering the properties of a material or stabilizing it into micro-covalent structures that conduct the affect.
::*'''Earth:'''
:*'''Inhibitor''' - Slows the speed of a reaction - useful for extending the duration of potions.
::*'''Metal:'''
:*'''Nullifier''' - Stops a reaction.
::*'''Light:''' Crystals together with Luxium may be used to create light which transfers the power of an ability to that which it shines upon, often dependent on a Conditional.
:*'''Sealant''' - A reagent which causes the material to resist further reaction.
::*'''Organics:'''
:*'''Directive''' - A reagent which brings logic to the reaction, providing triggers or requirements to function.
::*'''Powder:'''
::*Blood Directive - A Directive which reacts based on touch by a specific Life Force signature; blood is a universal Directive belonging to its owner.


====Sovereignty====
====Khmeia====
:*'''Sovereignty''' - Using Sovereignty from a Theorem closely associated to a Metaphor binds its results to the processes and techniques of mundane chemistry.
Khmeia refers to the laws governing reagents Alchemists must navigate; they are the reagents used in Alchemistry, studied and recorded in a Khmeic Formulary. Each use is unique to the soul of a given Alchemist to convey functionality and must be independently discovered, with the only commonality between them being the potency (equivalent tier) of Metaphor within. This means that the stinger of a [[Challenge Rating|CR5 Mæntyger]] might be a Mastery-tier Catalyst to one Alchemist, but a Primer to another.
====Qualities====
:Fieldcraft, Deepcraft, Terra, and Droaidh are excellent skills for sourcing Reagents. Once they have a source, an Alchemist may ration out the material for reuse.
Qualities which may be manipulated in the macro. Total conversion of all qualities from one material to another is referred to as Transmutation.
::*'''Catalyst''':  A reagent which contains a desired structural quality or [[Gramarye]] ability.
====Powers====
::*'''Binder''': A reagent which changes the Identity of a medium to be permeable and open to reaction, for instilling multiple Infusions.
:*'''Powers:''' - Manifestations of metaphor which may be stored and discharged through a trigger given to a medium.
::*'''Primer''': A reagent for bridging between mediums, altering the properties of a material or stabilizing it into micro-covalent structures that conduct the affect.
::*'''Inhibitor''': Slows the speed of a reaction - for modulating the speed of an ability or controlling how long a Buff should last.
::*'''Condenser''': Materials which heighten the power of an ability or are used in the condensation of Alkahest are referred to as Condensers.
::*'''Directive''': Directives are used for adding logic to materials; usually these are Passive qualities which hinge upon ritual, contact with blood, being damaged, celestial phenomena like being beneath a moon or the sun, or coming into contact with a Metaphor. The Glyphics of [[Ensorcelling]] can receive information from these as well.
::**'''Nullifier''': Nullifiers stop a reaction when their Directives are met, undoing a Potion or an ability.
::*'''Sealant''': A reagent which causes the material to resist further reaction.


==Preparation==
====Fission====
:*'''Fission:''' - Fission is the consequence of overloading Alchemistry reactions, creating splashes and explosions of toxic and acidic Alkemicals which might poison, burn, cause a rash, transmute the skin with aesthetic changes, or even create cancer resistant to arcane treatment.
 
==Chemistry Processes==
====Preparation====
Preparation of reagents or mediums for separation and reaction. Not an exhaustive list.
Preparation of reagents or mediums for separation and reaction. Not an exhaustive list.
:*'''Smelting''' - Ingots are easier to work with than ore, but properties reactive to the smelting process might be lost.
:*'''Smelting''' - Ingots are easier to work with than ore, but properties reactive to the smelting process might be lost.
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:*'''Grinding''' - Crushing materials down to grains or powder.
:*'''Grinding''' - Crushing materials down to grains or powder.


==Separation==
====Separation====
Techniques for separating reagents into Alkahest when applied with Sovereignty.
Processes for separating reagents into new materials or changing their Mediums.
:*'''Sublimation''' - Subliming one substance from two.
:*'''Sublimation''' - Subliming one substance from two.
:*'''Evaporation''' - Separating solids which do not sublimate in a solution.
:*'''Evaporation''' - Separating solids which do not sublimate in a solution.
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:*'''Magnetic''' - Separating magnetic materials using magnets.
:*'''Magnetic''' - Separating magnetic materials using magnets.


==Reaction==
====Reaction====
Various reactions may convert Alkemicals may alter their properties.
Various reactions may convert or alter Alkemicals.
:*'''Oxidizing''' - Adding air
:*'''Oxidizing''' - Adding air
:*'''Reducing''' - Removing air
:*'''Reducing''' - Removing air
:*'''Electrolysis''' - Introducing a current of Luxium to induce reaction in otherwise non-reactive materials.
:*'''Electrolysis''' - Introducing a current of Luxium to induce reaction in otherwise non-reactive materials.


==Products==
==Alchemistry Products==
====Applications====
 
:*'''Appraisal''' - Judging the Alkemical worth of a material based on where it stands in the Khemeia, and discovering its Metaphorics through testing and evaluation.
==Alkatology==
:*'''Noble Transmutation''' - Transmuting Metals to Gold, Gold to Aetherite, and Aetherite to other forms of Alkahest.
Alchemists may tune Alkahest to a specific Metaphor, or else combine it into a specific tier. They use chemistry to condense it down into its higher forms.
:*'''Quality Transmutation''' - Forming the structural qualities of Alkemicals.
:*'''Power Transmutation''' - Transferal of idle Arcane properties into Alkemicals.


====Inventions====
====Potionmaking====
:*'''Arcane Materials''' - Materials which contain paranormal properties, such as steel plate as light as a feather and pliable like dragon scales.
Alchemists may create elixirs conferring any Active ability from a Flora Magic, Beast Magic, or Mineral Magic [[Gramarye]] to their imbiber. When conferring a Passive ability in this way, it will last a brief amount of time.
:*'''Curse Bombs''' - Explosive ordinance with a specific trigger that detonates with powerful arcana-laden forces or gases.
:*'''Curse Charges''' - Cartridges of bullets primed with arcane effects such as curses or trajectory altering effects.
:*'''Alkemical Varnish''' - An arcane oil which may be applied to a surface, yielding temporary curses or structural improvements.
:*'''Consumables''' - Elixirs, pills, or pastes which bind with the body, yielding temporary boons or debilitating curses.
:*'''Mutagens''' - Alkemical solutions that alter the chemistry of a body, enhancing its capabilities. Deriving any benefit from being one of the [[Mutagen|Mutagenic]] usually requires spending an additional [[Merit|Minor Merit]].


==Tools==
====Infusion====
====Chemistry Equipment====
Alchemists may Infuse the Passive ability of any Flora Magic, Beast Magic, or Mineral Magic [[Gramarye]] into a material. This will grant the material a half-life, which will fade over time. They may also change the structural or material properties, such as applying the aesthetics of Steel to Wood create Woodsteel manipulable by Flora Magic. As a rule, a material will always be one Medium at a time, derived from the base material.
Most of Alchemistry can be performed with simple chemistry sets; Alembics, a Mortar & Pestle, and more.
====Fission Raiment====
Protective gear.


==Techniques==
====Mutagenics====
Alchemists may create special Mutagen, which are a form of [[Gramarye]] that changes the biology of the one receiving it. Unlike other [[Gramarye]], Mutagen have an acclimation phase where they penalize the subject until they are mastered.


====Arcana Properties====
<div style="text-align:center">
:10 grams - Novice
:30 grams - Apprentice
:100 grams - Journeyman
:1000 grams - Expert
:10000 grams - Master
:100000 grams - Grandmaster
</td>
</tr>
</table>


=Skill Tiers=
=Tiers of Mastery=
<table style="width:80%;margin-left:10%;margin-right:10%;text-align:left;">
<div style="text-align:left;">
<tr>
<td>
====Novice====
====Novice====
:A Novice can manipulate up a single Sliver of Alkahest dust by themselves.
Novice Alchemists
:*'''Mediums''':
:**A Novice Alchemist may use Mediums.
:*'''Reagents''':
:**A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
:*'''Alkatology''':
:**A Novice may not condense Dust into Slivers.
:**A Novice may convert Aetherite into other Metaphor Alkahest.
:**A Novice may not yet convert other Metaphor Alkahest into Aetherite.
:*'''Potionmaking''':
:**A Novice Alchemist may impart CR1 infusions into a material.
:*'''Infusion''':
:**A Novice Alchemist may impart CR1 infusions into a material.
::**They may only add one Infusion to a material.
::**This costs 1 Gram of Dust belonging to the appropriate Metaphor.
:*'''Mutagenics''':
:**A Novice may not yet apply Mutagenics formulae.
:**A Novice may not yet invent Mutagenics formulae.
====Apprentice====
====Apprentice====
:An Apprentice can manipulate up to three Slivers of Alkahest by themselves.
Novice Alchemists
:*'''Mediums''':
:**A Novice Alchemist may use Mediums.
:*'''Reagents''':
:**A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
:*'''Alkatology''':
:**A Novice may not condense Dust into Slivers.
:**A Novice may convert Aetherite into other Metaphor Alkahest.
:**A Novice may not yet convert other Metaphor Alkahest into Aetherite.
:*'''Potionmaking''':
:**A Novice Alchemist may impart CR1 infusions into a material.
:*'''Infusion''':
:**A Novice Alchemist may impart CR1 infusions into a material.
::**They may only add one Infusion to a material.
::**This costs 1 Gram of Dust belonging to the appropriate Metaphor.
:*'''Mutagenics''':
:**A Novice may not yet apply Mutagenics formulae.
:**A Novice may not yet invent Mutagenics formulae.
====Journeyman====
====Journeyman====
:A Journeyman can manipulate up to a Shard of Alkahest by themselves.
Novice Alchemists
:*'''Mediums''':
:**A Novice Alchemist may use Mediums.
:*'''Reagents''':
:**A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
:*'''Alkatology''':
:**A Novice may not condense Dust into Slivers.
:**A Novice may convert Aetherite into other Metaphor Alkahest.
:**A Novice may not yet convert other Metaphor Alkahest into Aetherite.
:*'''Potionmaking''':
:**A Novice Alchemist may impart CR1 infusions into a material.
:*'''Infusion''':
:**A Novice Alchemist may impart CR1 infusions into a material.
::**They may only add one Infusion to a material.
::**This costs 1 Gram of Dust belonging to the appropriate Metaphor.
:*'''Mutagenics''':
:**A Novice may not yet apply Mutagenics formulae.
:**A Novice may not yet invent Mutagenics formulae.
====Expert====
====Expert====
:An Expert can manipulate up to a Crystal of Alkahest by themselves.
Novice Alchemists
:*'''Mediums''':
:**A Novice Alchemist may use Mediums.
:*'''Reagents''':
:**A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
:*'''Alkatology''':
:**A Novice may not condense Dust into Slivers.
:**A Novice may convert Aetherite into other Metaphor Alkahest.
:**A Novice may not yet convert other Metaphor Alkahest into Aetherite.
:*'''Potionmaking''':
:**A Novice Alchemist may impart CR1 infusions into a material.
:*'''Infusion''':
:**A Novice Alchemist may impart CR1 infusions into a material.
::**They may only add one Infusion to a material.
::**This costs 1 Gram of Dust belonging to the appropriate Metaphor.
:*'''Mutagenics''':
:**A Novice may not yet apply Mutagenics formulae.
:**A Novice may not yet invent Mutagenics formulae.
====Master====
====Master====
:A Master can manipulate up to a Sphere of Alkahest by themselves.
Novice Alchemists
====Sovereign====
:*'''Mediums''':
:The Chrysus can manipulate up to a Globe of Alkahest by themselves. </td>
:**A Novice Alchemist may use Mediums.
</tr>
:*'''Reagents''':
</table>
:**A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
</div>
:*'''Alkatology''':
:**A Novice may not condense Dust into Slivers.
:**A Novice may convert Aetherite into other Metaphor Alkahest.
:**A Novice may not yet convert other Metaphor Alkahest into Aetherite.
:*'''Potionmaking''':
:**A Novice Alchemist may impart CR1 infusions into a material.
:*'''Infusion''':
:**A Novice Alchemist may impart CR1 infusions into a material.
::**They may only add one Infusion to a material.
::**This costs 1 Gram of Dust belonging to the appropriate Metaphor.
:*'''Mutagenics''':
:**A Novice may not yet apply Mutagenics formulae.
:**A Novice may not yet invent Mutagenics formulae.
====Grandmaster====
Novice Alchemists
:*'''Mediums''':
:**A Novice Alchemist may use Mediums.
:*'''Khmeia''':
:**A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
:*'''Alkatology''':
:**A Novice may not condense Dust into Slivers.
:**A Novice may convert Aetherite into other Metaphor Alkahest.
:**A Novice may not yet convert other Metaphor Alkahest into Aetherite.
:*'''Potionmaking''':
:**A Novice Alchemist may impart CR1 infusions into a material.
:*'''Infusion''':
:**A Novice Alchemist may impart CR1 infusions into a material.
::**They may only add one Infusion to a material.
::**This costs 1 Gram of Dust belonging to the appropriate Metaphor.
:*'''Mutagenics''':
:**A Novice may not yet apply Mutagenics formulae.
:**A Novice may not yet invent Mutagenics formulae.
<div style="margin-left:-10%;margin-right:-10%;">
''"Something something Alchemists ask for random jank things and send adventurers on quests to bring back curio they might study.."
{{Practices Footer}}
{{Practices Footer}}

Revision as of 02:55, 28 August 2024

AlchemistryBanner.png
Work in Progress. Alchemists manufacture wondrous materials from existing ones, and Alkahest. Alchemistry requires 100 XP in Mysticism and 100 XP in Chemistry; it does not require a Minor Merit to pursue.

Alchemistry

History

Alchemistry

Mystical Creations

Concepts

Alkemicals

Pure and highly reactive chemicals derived from one or more forms of Alkahest. Given Qualities or Expressions, and stored as they are. Alchemists prefer to work with Alkemicals; mundane reactions from standard materials are often more complex and harder to alter, but not impossible. Chemists see Alchemistry as complicated; Alchemists see chemists as overcomplicating things.

Identity Identity is another word for chemical, specifically referencing the form Metaphor has taken. There are no atoms nor underlying structures akin to chemicals on Antarok. Merely, everything has an Identity tasked within the context of its Metaphor, with Alkahest being the least muddled identity of the material. All Chemistry processes may be altered by influencing Metaphor.

Mediums Alkemicals and reagents come in all sorts of Mediums.

  • Water:
  • Air:
  • Earth:
  • Metal:
  • Light: Crystals together with Luxium may be used to create light which transfers the power of an ability to that which it shines upon, often dependent on a Conditional.
  • Organics:
  • Powder:

Khmeia

Khmeia refers to the laws governing reagents Alchemists must navigate; they are the reagents used in Alchemistry, studied and recorded in a Khmeic Formulary. Each use is unique to the soul of a given Alchemist to convey functionality and must be independently discovered, with the only commonality between them being the potency (equivalent tier) of Metaphor within. This means that the stinger of a CR5 Mæntyger might be a Mastery-tier Catalyst to one Alchemist, but a Primer to another.

Fieldcraft, Deepcraft, Terra, and Droaidh are excellent skills for sourcing Reagents. Once they have a source, an Alchemist may ration out the material for reuse.
  • Catalyst: A reagent which contains a desired structural quality or Gramarye ability.
  • Binder: A reagent which changes the Identity of a medium to be permeable and open to reaction, for instilling multiple Infusions.
  • Primer: A reagent for bridging between mediums, altering the properties of a material or stabilizing it into micro-covalent structures that conduct the affect.
  • Inhibitor: Slows the speed of a reaction - for modulating the speed of an ability or controlling how long a Buff should last.
  • Condenser: Materials which heighten the power of an ability or are used in the condensation of Alkahest are referred to as Condensers.
  • Directive: Directives are used for adding logic to materials; usually these are Passive qualities which hinge upon ritual, contact with blood, being damaged, celestial phenomena like being beneath a moon or the sun, or coming into contact with a Metaphor. The Glyphics of Ensorcelling can receive information from these as well.
    • Nullifier: Nullifiers stop a reaction when their Directives are met, undoing a Potion or an ability.
  • Sealant: A reagent which causes the material to resist further reaction.

Fission

  • Fission: - Fission is the consequence of overloading Alchemistry reactions, creating splashes and explosions of toxic and acidic Alkemicals which might poison, burn, cause a rash, transmute the skin with aesthetic changes, or even create cancer resistant to arcane treatment.

Chemistry Processes

Preparation

Preparation of reagents or mediums for separation and reaction. Not an exhaustive list.

  • Smelting - Ingots are easier to work with than ore, but properties reactive to the smelting process might be lost.
  • Desiccation - Drying out flora.
  • Grinding - Crushing materials down to grains or powder.

Separation

Processes for separating reagents into new materials or changing their Mediums.

  • Sublimation - Subliming one substance from two.
  • Evaporation - Separating solids which do not sublimate in a solution.
  • Filtration - Separating solids and liquids in a mixture.
  • Sieving - Separating powders and liquids with a sieve.
  • Chromatography - Separating liquid or gas compounds in a solution based on their differences in solubility.
  • Crystallization - Evaporating or cooling dissolved solids into pure crystals using a crystal nucleus. Popular among gnomes.
  • Distillation - Separating liquids in a solution
  • Condensation - Separating vapors (gases) from and back into liquids with a retort.
  • Fractional Distillation - Separating miscible (dissolved) liquids.
  • Extraction - Separating immiscible (undissolved) liquids using a separation funnel.
  • Magnetic - Separating magnetic materials using magnets.

Reaction

Various reactions may convert or alter Alkemicals.

  • Oxidizing - Adding air
  • Reducing - Removing air
  • Electrolysis - Introducing a current of Luxium to induce reaction in otherwise non-reactive materials.

Alchemistry Products

Alkatology

Alchemists may tune Alkahest to a specific Metaphor, or else combine it into a specific tier. They use chemistry to condense it down into its higher forms.

Potionmaking

Alchemists may create elixirs conferring any Active ability from a Flora Magic, Beast Magic, or Mineral Magic Gramarye to their imbiber. When conferring a Passive ability in this way, it will last a brief amount of time.

Infusion

Alchemists may Infuse the Passive ability of any Flora Magic, Beast Magic, or Mineral Magic Gramarye into a material. This will grant the material a half-life, which will fade over time. They may also change the structural or material properties, such as applying the aesthetics of Steel to Wood create Woodsteel manipulable by Flora Magic. As a rule, a material will always be one Medium at a time, derived from the base material.

Mutagenics

Alchemists may create special Mutagen, which are a form of Gramarye that changes the biology of the one receiving it. Unlike other Gramarye, Mutagen have an acclimation phase where they penalize the subject until they are mastered.

Tiers of Mastery

Novice

Novice Alchemists

  • Mediums:
    • A Novice Alchemist may use Mediums.
  • Reagents:
    • A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
  • Alkatology:
    • A Novice may not condense Dust into Slivers.
    • A Novice may convert Aetherite into other Metaphor Alkahest.
    • A Novice may not yet convert other Metaphor Alkahest into Aetherite.
  • Potionmaking:
    • A Novice Alchemist may impart CR1 infusions into a material.
  • Infusion:
    • A Novice Alchemist may impart CR1 infusions into a material.
    • They may only add one Infusion to a material.
    • This costs 1 Gram of Dust belonging to the appropriate Metaphor.
  • Mutagenics:
    • A Novice may not yet apply Mutagenics formulae.
    • A Novice may not yet invent Mutagenics formulae.

Apprentice

Novice Alchemists

  • Mediums:
    • A Novice Alchemist may use Mediums.
  • Reagents:
    • A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
  • Alkatology:
    • A Novice may not condense Dust into Slivers.
    • A Novice may convert Aetherite into other Metaphor Alkahest.
    • A Novice may not yet convert other Metaphor Alkahest into Aetherite.
  • Potionmaking:
    • A Novice Alchemist may impart CR1 infusions into a material.
  • Infusion:
    • A Novice Alchemist may impart CR1 infusions into a material.
    • They may only add one Infusion to a material.
    • This costs 1 Gram of Dust belonging to the appropriate Metaphor.
  • Mutagenics:
    • A Novice may not yet apply Mutagenics formulae.
    • A Novice may not yet invent Mutagenics formulae.

Journeyman

Novice Alchemists

  • Mediums:
    • A Novice Alchemist may use Mediums.
  • Reagents:
    • A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
  • Alkatology:
    • A Novice may not condense Dust into Slivers.
    • A Novice may convert Aetherite into other Metaphor Alkahest.
    • A Novice may not yet convert other Metaphor Alkahest into Aetherite.
  • Potionmaking:
    • A Novice Alchemist may impart CR1 infusions into a material.
  • Infusion:
    • A Novice Alchemist may impart CR1 infusions into a material.
    • They may only add one Infusion to a material.
    • This costs 1 Gram of Dust belonging to the appropriate Metaphor.
  • Mutagenics:
    • A Novice may not yet apply Mutagenics formulae.
    • A Novice may not yet invent Mutagenics formulae.

Expert

Novice Alchemists

  • Mediums:
    • A Novice Alchemist may use Mediums.
  • Reagents:
    • A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
  • Alkatology:
    • A Novice may not condense Dust into Slivers.
    • A Novice may convert Aetherite into other Metaphor Alkahest.
    • A Novice may not yet convert other Metaphor Alkahest into Aetherite.
  • Potionmaking:
    • A Novice Alchemist may impart CR1 infusions into a material.
  • Infusion:
    • A Novice Alchemist may impart CR1 infusions into a material.
    • They may only add one Infusion to a material.
    • This costs 1 Gram of Dust belonging to the appropriate Metaphor.
  • Mutagenics:
    • A Novice may not yet apply Mutagenics formulae.
    • A Novice may not yet invent Mutagenics formulae.

Master

Novice Alchemists

  • Mediums:
    • A Novice Alchemist may use Mediums.
  • Reagents:
    • A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
  • Alkatology:
    • A Novice may not condense Dust into Slivers.
    • A Novice may convert Aetherite into other Metaphor Alkahest.
    • A Novice may not yet convert other Metaphor Alkahest into Aetherite.
  • Potionmaking:
    • A Novice Alchemist may impart CR1 infusions into a material.
  • Infusion:
    • A Novice Alchemist may impart CR1 infusions into a material.
    • They may only add one Infusion to a material.
    • This costs 1 Gram of Dust belonging to the appropriate Metaphor.
  • Mutagenics:
    • A Novice may not yet apply Mutagenics formulae.
    • A Novice may not yet invent Mutagenics formulae.

Grandmaster

Novice Alchemists

  • Mediums:
    • A Novice Alchemist may use Mediums.
  • Khmeia:
    • A Novice Alchemist may use simple materials from CR1-3 Fauna and Minerals.
  • Alkatology:
    • A Novice may not condense Dust into Slivers.
    • A Novice may convert Aetherite into other Metaphor Alkahest.
    • A Novice may not yet convert other Metaphor Alkahest into Aetherite.
  • Potionmaking:
    • A Novice Alchemist may impart CR1 infusions into a material.
  • Infusion:
    • A Novice Alchemist may impart CR1 infusions into a material.
    • They may only add one Infusion to a material.
    • This costs 1 Gram of Dust belonging to the appropriate Metaphor.
  • Mutagenics:
    • A Novice may not yet apply Mutagenics formulae.
    • A Novice may not yet invent Mutagenics formulae.
"Something something Alchemists ask for random jank things and send adventurers on quests to bring back curio they might study.."

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