Alchemistry

From Antarok
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.

Khmeia

Khmeia refers to the laws governing Reagents and Mediums which 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 Draoidh are excellent skills for sourcing Reagents. Once they have a source, an Alchemist may ration out the material for reuse.
Reagents
  • 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.
An Alchemist may begin play with up to 3 known Khmeia in their Khmeic Formulary for every tier of skill they are. Please notate this on your PC's CS.
Mediums
Alkemicals and Khmeic 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:

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.

Shifting Metaphors costs SP; please see the price list for details.

Potionmaking

Alchemists may create elixirs conferring either any Active or passive ability from a Flora Magic, Beast Magic, or Mineral Magic Gramarye to their imbiber. Full consumption of the potion confers one use of Active abilities, whilst drinking less of it may 'downcast' the ability. When conferring a Passive ability in this way, it will last a brief amount of time.

For example, if you drank half of a Master-tiered potion, you could downcast it to Expert, drinking a fourth would confer Journeyman and so on.

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

  • Khmeia:
    • A Novice Alchemist may discover and use simple reagents from CR1-3 Fauna and Minerals.
    • A Novice Alchemist may use Mediums.
  • Alkatology:
    • A Novice may not condense Dust into Slivers.
    • A Novice may convert Aetherite Dust into other Metaphor Alkahest.
    • A Novice may not yet convert other Metaphor Alkahest Dust into Aetherite.
  • Potionmaking:
    • A Novice Alchemist may impart CR1 infusions into a material.
  • Infusion:
    • A Novice Alchemist may create CR1 Alkemicals.
    • They may only add one Infusion when creating Alkemicals.
    • 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.
  • Khmeia:
    • A Novice Alchemist may discover and 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.
  • Khmeia:
    • A Novice Alchemist may discover and 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.
  • Khmeia:
    • A Novice Alchemist may discover and 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.
  • Khmeia:
    • A Novice Alchemist may discover and 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.."

Articles on Practices

Definitions

Arcana · Arcana List · Theorem · Metaphor · Ascension

Practices

Practices · Alkahest · Ensorcelling
Practices [ Alchemistry · Artifice · Malediction ]
Products [ Contrivances · Alkemicals · Mutagens · Automata · Airships · Railways ]