Mythic Alchemy

by Mark D F Shirley



The copyright of this article remains with the original author. Articles may be copied or distributed freely for personal non-profit use, provided that the author is properly credited.


Editor's note: Since first writing these rules a couple of years ago, the author wishes to distance himself from this work. He feels that the rules are overly powerful and overly formulaic. Nevertheless, some may find this of interest. Use at your discretion.

Nota Bene

I do not believe that this account of alchemy is entirely within the paradigm for 13th century Europe. It is a mock-up of actual alchemical thought, but hailing from much later in history. However, it is not totally unreasonable that the forerunner of 16th century alchemy could not have been present at the time-period covered by Ars Magica.

Most of the game system was adapted from "The Compleat Alchemist" by Pandevelopment, a production of Wizards of the Coast meant to be used for any game systems. This extension of those rules is not intended to be a challenge to the Copyright of that book, but all new material on this page is copyrighted by Mark Shirley.


The Alchemist

Alchemy is the "raising of vibrations", that is the activation of the mystical properties of mundane substances through the use of "rare earths". These rare earths focus the alchemist's Will acting as a catalyst, unleashing the fluid vis resident in all things.

Alchemists have the Gift, but once alchemical training has commenced, Hermetic magic cannot be then learnt. Likewise Magi cannot learn true alchemy - that practised by some members of the Order (most notably Verditii) is an abased form which merely assists in the creation of potions. However, alchemical compounds are magical, and are treated like invested items for all purposes (such as Magic Resistance).

Alchemists consider themselves to be "brothers" to the Magi of Hermes, as they claim that Alchemy was the invention of Hermes Himself. They are integrated into the Guild system of Medieval Europe, although often practice their craft in secret. Paracelsus is a figurehead of alchemical research, and is a founder, so to speak, of alchemical brotherhoods. If an Alchemist ever entered the Order of Hermes though, he would be seen as a traitor to his Guild, and would find it very hard to find books of formulae and specialised ingredients he requires to continue his art.


Alchemical Teaching

There are two "circulations" of alchemy, the lesser circulation which deals with organic matter, and the greater circulation which affects inorganic matter.

Three mystical substances are worked with in alchemy, as are three Kingdoms (animal, vegetable and mineral).

  1. Each Kingdom has a Mercury (Note: not the same as quicksilver), and this is the equivalent of what Magi call Fluid vis. It is the Mercury which is "circulated", which raises the magical properties from mundane substances. All three Mercuries are derived from the same original source, but manifest under different vibrations in each realm.
  2. The Salt (not the same as sea-salt) is unique to each manifestation of the Mercury within a Kingdom - For example, there is one Vegetable Mercury, but salts for Oak, Poppy, Seaweed, etc. The process of alchemy is to free the Mercury from the Salt.
  3. The third Substance is Sulphur (not the same as brimstone). Sulphur is normally found in its oily form adhering to the Mercury. It is separated from the Mercury only in the Greater Works, where a pure Essence (That is, Mercury without Sulphur) is required.
There are nine Vibrations which interact with the three substances to form the material world, and hence the three Kingdoms. The vibrations are not fully understood until the Greater Works are accomplished, but they are base, primal manifestations of the world. A purified Mercury under the influence of a Vibration (called an Essence) is what Hermetic Magi term Vis, and is highly prized by the competent alchemist. Any number of vibrations can affect an Essence, thus the variety of this mystical substance is great. The more vibrations, however, the more mundane the object is. Primary Essence is affected by only one Vibration, and so comes in nine forms. It is the most powerful of the Essences. Secondary Essence resonates to two Vibrations and there are thus 81 different types. Very few alchemists care about the 729 Tertiary Essences or any lower Essences because they are too impure, and therefore worthless. In all there are reckoned to be 435,848,049 Essences, a nine-digit number with reduces via numerology to the number 9 - a highly mystical number. There are believed to be only 435,848,049 different substances in the whole of Creation. Lists are being made...


Alchemical Methods

Procedures

The alchemist must be well versed in many procedures and crafts required for the creation of his concoctions. Many of these skills he must master himself, for they are an integral part of the creation process. Procedures are treated as abilities somewhat akin to Crafts.

LevelProcedureAttribute
IBasic Procedures: weighing, powdering, mixing, simple heating(Dex)
IIHeating Procedures: calcination, subjecting to the Alchemists Fire, sublimation, gasification(Int)
IIIFounding Procedures: smelting, casting(Str)
IVMetalworking (whitesmithing): drawing, beating(Dex)
Glassworking: glassbowing, polishing(Dex)
Woodworking: carving, carpentry(Dex)
Clayworking: pottery, firing(Dex)
Gemworking: gemcutting, polishing(Dex)
VVintners Procedures: distillation, fermentation(Int)

They are graded according to when in his career an alchemist will need a particular skill - at Alchemy rating of 1, must know the level I procedures. By Alchemy 3, level II procedures are required. For Alchemy 4 Level III procedures must be known, as well as one or more of the level IV procedures. Metalworking and Gemworking (both level IV prodecures) must be known by the time Alchemy 5 is reached, and The level V procedures are needed for Alchemy 6 and higher processes.

Isolation of Rare Earths

To an alchemist, the most precious and important of all substances are known as rare earths. These are substances that focus the alchemist's will, unleashing the power resident in the Mercury. Rare Earths consist of elemental substances such as antimony, cinnabar, pitchblende and various salts and metal oxides. They also contain trace amounts of all the elements, and can be found in small quantities in all types of soil and sand. While most people cannot distinguish rare earths from fine soil, an alchemist with the correct ability (Isolate Rare Earths) will easily be able to isolate a number of drams equal to half the score of the ability in a week, or 3 times the skill in a month - this is tiring repetetive work which requires great concentration.

Finding Ingredients

An alchemist must spend a certain amount of time hunting for the ingredients he needs. Rich alchemists can often buy many of these supplies in large cities, but this is not always reliable. One must be in the correct terrain and the correct time of year for many of the ingredients required (discovered though successful Int + Appropriate Lore). Once these two factors are determined, make a Per + Search roll, each roll occupying a day. The EF depends on the rarity of the ingredient, and for each 5 full points over this ease factor, the equivalent of 1 dried ounce of the ingredient is collected. Of course, one is not always certain what one will need, so general collection is also recommended. An alchemist typically has chests/bottles/jars of ingredients, each labelled along the lines of "Plants collected in the Gladden woods in the Spring of 1220AD". When the alchemist discovers that he needs a certain ingredient that grows in woods during Spring he can go to that chest and look for it. There is a 60% chance that 1-10 ounces of any given common ingredient will be present, and a 10% chance that 1-5 ounces of any rare ingredient will be present. Once an ingredient has been determined to be present, then it should be noted down as being so. Each such collection takes a month of collecting to create, and must be refreshed by another 2 weeks of work every year or the percentage chance of finding ingredients is reduced by 10% / 2% respectively per year of neglect - the ingredients are used up, lose their potency, go off etc.

Gemstones must nearly always be purchased from a Lapidiarist in a large city.

Researching Processes

To create a substance an alchemist must first come up with a formula. Alchemists are jealous with their secrets, and are not generally willing to give (or sell) their formulas to others. By taking basic examples from the books that an alchemist was given by his master, and a few weeks experimenting in the laboratory, an alchemist can invent a formula that has the effect he desires. This is an Int + Alchemy roll. The alchemist must accumulate points at a rate of one roll per week of study until a total of 2x(Procedure Ease factor of required process + Difficulty of process) is reached (see accompanying table). This is a stress roll, a botch indicates that the task is forever beyond the alchemists knowledge.

New Procedures

Alchemists have a set of stock formulae passed down to them in texts. These are given in the rules below. However, it is also possible for an alchemist to create new processes. These are researched in the same way as set formulae, but take twice as long. The SG should determine what goes into their make-up. The research takes twice as long as normal, and the alchemist must experiment when performing the process (see experimentation rules, below). In addition, the Procedure Ease Factors are increased by 2.

Studying Alchemy

Alchemy can be studied like Magic Theory can; the alchemist spends a season locked up in the laboratory experimenting wth compounds in an attempt to learn more about the way that alchemical substances work. Most of the time an alchemist is studying for the next stage of alchemy - for instance, an alchemist with a skill of 4 will spend time experimenting with attempting to raise the vibrations of gemstones as groundwork for creating a talisman. The process takes a season, and the following total is computed: Stress die + Int + Alchemy + (3 x No. of Livres spent). The result determines the number of experience points earned for Alchemy (if the total is twice one's current skill, earn 2 exp, etc); with the restriction that one can earn no more experience points than half one's Alchemy skill (Alchemy is a complicated process, restricting one advancing too fast). The money is spent on ingredients and equipment that are consumed in the experimentation - A rich alchemist can afford better ingredients, and thus potentially learn more.

Creating Alchemical Substances

Each process has a Difficulty, a Level, a Procedure Ease factor and a Chance of explosion.

Note that Alchemy is a constructive process, each step dependent on the previous one. One must create at least one of each Process before it is possible to move on to the next level of Alchemy. Some levels have more of a restriction than this, for example, one must create four Talismans before attempting an Elixir.

Experimentation

Alchemists can experiment, just like their Hermetic counterparts. This works in the same way as for Magi: a simple die is added to the lab total, and a roll on the Extraordinary Effects table is made. Additional risk can also be taken, but this is dangerous - add the Risk factor to the Chance of Explosion.


Process Table

DifficultyProcessLevelProcedure Ease FactorChance of Explosion
1Concoctions/tinctures56none
(rare)107none
2Toxic Powders/Salts107+1
(rare)158+1
3Impure Essences158+1
Venoms209+2
4Devices209+2
5Talismans2510+2
6Elixers/potions3010+5
7Dusts3511+7
8Solvents4011+8
9Gases4512+10
10Essences5012+10
11Constructs5513+3
12Homunculi6013+10
13Advanced Essences6514+7
Advanced Operations7014+7
14Philosopher's Stone7515+10

Adjustments to Lab total required:


Explosions Table

Quality dieEffect
2-5Minor explosion.
No-one is injured, only 2-20 shillings of damage is done.
The lab may still be used, but the process is ruined.
6-8Explosion.
Anyone within 20 paces of the operation will suffer +5 damage. 20-200 shillings of damage is done, 1 week is needed to repair the lab.
The operation in progress in ruined.
All compounds have only a 30% chance of survival.
9-12Major explosion.
Anyone within 40 paces suffers +10 damage, double if solvents were being made.
The lab itself will take 200-250s worth of damage and take 2-5 weeks to repair.
The operation is ruined, and all other stored compounds have only a 10% chance of survival.
14+Catastrophic explosion.
Anyone within 100 paces will suffer +20 damage. Double this figure if solvents are involved.
The alchemists furnace has been destroyed along with 300-800s worth of other equipment.
The lab suffers structural damage.

Note that armour does not normally affect soak rolls from explosions. If an event other than an explosion is chosen by the SG, a quality die is still rolled and an effect of appropriate magnitude is devised.


Concoctions

Concoctions are part of the Lesser Circulation. They are infusions of Sulphur and Mercury, having removed the impure Salt.

They are either liquids or ointments. Residual Salts in a concoction cause minor side-effects: eg. Tincture of peppermint might produce a strong smell for several days.

Materials: All concoctions begin with one fluid ounce of pure water and one dram of rare earths.

Procedures: Weighing, Powdering, Mixing

Concoctions last 5-10 rounds, except for cures, whose effects are permanent.

Cures will promote recovery from a disease. If the disease is the result of magic, they have no effect, unless the spell is of Instant Duration, and magic is not maintaining the disease. If the disease is "natural" (i.e. due to submundanes) then add 5 to any attempts to cure the disease (usually adds to the wound recovery roll). If the disease is caused by direct possession by an Infernal spirit, then that spirit suffers a -3 to all escape rolls.

They can be addictive to the user if taken too frequently - for every time the same concoction is taken after the first, one must make a Stm roll of (5 + #concoctions taken). A failure means the loss of a Fatigue level and a point of Stamina until a concoction is received. These effects may wear off after some time without a fix, but the addiction roll EF does not diminish with time.

Unfinished concoctons can have their effects reversed by the addition of contrary vine.

They cannot increase a statistic or skill over 5.

For penetration purposes, Concoctions have a Penetration of Stress die + 5, Rare Concoctions have a Penetration of Stress die +10.

Common Concoctions

Rare Concoctions


Toxic Powders

Part of the Lesser Circulation, toxic powders are the Activated Salt, still bound to the Mercury.

Materials: All toxic powders begin with one dram of rare earths.

Procedures: Weighing, Powdering, Mixing, Simple Heating

They can be added to food or drink, thrown in breakable vials, dispersed by hand or propelled via blowtubes. If hurled in vials, alchemic powders have a range of (Simple die+Str+Throw)x5 feet. If expelled from a blow tube they have a range of 10 feet.

Many deal with Fey herbs, and so may be unpredictable in their effects. The SG must judge this; if nothing more, the compounds may be hard to collect.

The effects of Toxic Powders last 2-20 rounds (roll 2 simple dice and add). Poisons have permanent effects.

Common Toxic Powders

Rare Toxic Powders


Compounds

Part of the Lesser Circulation, compounds are the impurely obtained Essences, derived by partially removing the Sulphur. They are more complex than the simple enhancement of the natural magic of herbs found in the creation of concoctions, and are often multi-step processes combining a number of effects. The effects of compounds can last for up to a day.

Materials: All compounds begin with one dram of Rare earths

Procedures: Weighing, Mixing, Simple Heating. Essence of Jasmine also requires Subjecting to the Alchemists Fire.

Venoms come under this category as well, Essences that have been concentrated to a sticky state whilst still retaining the natural venom of the animal of origin. Venoms are the first part of the second stage of the Lesser Circulation, involving Organic matter of Animal nature.

1 dose is sufficient to coat either:


The venom must be applied within 1 min of being used, and is only effective for up to 2 hits (only one for 80% of the time).

Common Compounds

Venoms


Devices

This is the first step into the Greater Circulation; that is, the raising of vibrations in Inorganic substances. At this stage it is a very impure and inexact science, and so an alchemist is always considered to be experimenting when creating devices unless they have already mastered the Greater Circulation (level 7).

Materials:Jeweler's tools and molds, glass-working equipment. Rest varies according to device.

Procedures:Weighing, Smelting, Casting, Glassworking, Metalworking, Polishing

All devices are designed to enhance the natural properties of the non-magical item.


Talismans

As part of the Greater Circulation, the creation of talismans is a fundamental process. It is the raising of the Vibrations in a gemstone so that it radiates its natural magic due to sympathetic resonance with the metallic base which it is set in. The effects last 10 mins and can be used but once a day. Each is specifically attuned to a single user, and will not work for any other. An alchemist must complete at least four talismans before he can proceed to a higher level of Alchemy.

Materials: All talismans use a base of 1 oz each of gold, silver and platinum, 5 ounces of the specified metal, 1 dram of rare earths and a five carat gem of the type specified

Procedures: Weighing, Powdering, Mixing, Calcination, Smelting, Casting, Wire-drawing, Polishing

Many Talisman effects are given Hermetic spell equivalents - this is to give an approximation of power. For instance, to lie successfully to someone with an Agate Talisman requires a Com + Guile roll of 18+, but it does not create clouds of mist, like in the spell "Frosty Breath of the Spoken Lie".

The Talismans are split into planetary correspondences. Alchemists believe that it may be detrimental to have two talismans of different planets active at any one time, as their vibrations may interact. The first time it happens, for example, reduce the potency of both effects by half. Further multiple activations have a knock-on effect - what happens is up to the SG.


Elixirs

A partially worked and treated gemstone forms the base of an elixir. It is then augmented with Alchemic solution and elements from the Lesser Circulation (primarily animal in nature) to create a liquid of potent effect.

Materials: All elixirs start with a fluid base called Alchemic Solution. This consists of 1 carat each of twelve gemstones, 1 dram of rare earths and 1fl oz of pure water. (*)

Procedures: Creating Alchemic Solution: Weighing, Powdering, Mixing, Subjecting to the Alchemists Fire. Preparing ingredients: Weighing, Calcination, Mixing. Combining alchemic solution and ingredients: Subjecting to the Alchemist's Fire, Distillation, Fermentation

Elixirs work through the Law of Similarity. The effects last for 30-60 mins. If magic tries to counter the effects of dusts, make an opoosed roll of the level of effect of the dust versus the level of the spell+10.

(*) An alchemist can spend a season making just alchemic solution (it is the base for many other future procedures). This involves only the processes for creating the base, and so it is possible for the alchemist to make many more doses in a season, if he can afford the ingredients. Thus he can produce a maximum of 1 dose per level of alchemy skill. Difficulty 6; Level 20; Procedure Ease Factor 10; Chance of Explosion +4


Dusts

Dusts, like elixirs, straddle the Greater and Lesser Circulations, combining both organic and inorganic processes.

Materials: All alchemic dusts begin with a base of 5 drams of rare earths, 4 oz of sulphur and 2 oz each of silver, gold and platinum, powdered.

Procedures: Creating base: calcination, powdering, weighing, mixing, subjecting to the alchemist's fire. Preparing ingredients: weighing, calcination, powdering. Combining base and ingredients: mixing, subjecting to the alchemist's fire.

Like Toxic Powders, Dusts can be added to food or drink or dispersed throughout an area. Unlike Toxic Powders, dusts require a complex base and more mental control, which is used to concentrate the properties of the various ingredients and make the dusts more potent. Many of the effects are produced due to the Law of Similarity.

The duration of the effects of Dusts is generally an hour, unless noted differently below. The completed mixture must be stored in an airtight vial or cannister. If hurled in vials, alchemic dusts have a range of (Simple die+Str+Throw)x5 feet. If expelled from a blow tube they have a range of 20 feet. If magic tries to counter the effects of dusts, make an opposed roll of the level of effect of the dust versus the level of the spell+10.

Explosions while creating a dust will spead the dust over the area of the explosion as well as the usual effects. Reduce the effect's potency due to the dispersal of the dust.


Solvents

Solvents are highly corrosive acids used to dissove various substances. While mastering this skill, alchemists learn the basic natures that unite organic and inorganic substances and how to control the ways in which they interact with each other.

Solvents are not the same as acids - all solvents begin with a base of aqua regia, a mundane acid. Through alchemical processes, the vibrations of this acid are raised through the action of alchemic solution, creating a much more powerful substance.

Materials: All solvents start with a base of 1 fluid ounce of alchemic solution (see elixirs), 8 fluid ounces of aqua regia and 2 ounces of mercury.

Procedures: Creating base: weighing, powdering, mixing, subjecting to the alchemist's fire. Preparing ingredients: weighing, calcination, powdering. Combining base and ingredients: mixing, subjecting to the alchemist's fire.

It is vital that alchemists take care with solvents. They must be stored in the correct containers, and may cause dangerous combinations with other alchemic compounds.


Gases

While mastering this process, alchemists learn how to use the gasification process to make gases from certain types of alchemic dusts. While these gases have the same effects as the dusts from which they are made, their form allows them to cover a much greater area of effect and seep through such small openings as cracks under doors. Unfortunately for the alchemist, gases are also quite volatile and somewhat dangerous to make.

Gases must be contained in airtight vessels. When released, one dose of gas billows into a cloud with a volume of 100 cu ft. Gases dissipate and lose effectiveness at altitudes above 100', and are dificult to use outdoors where weather coditions may modify their effectiveness.

Materials: One dose of alchemic dust, 1 dose of standard acid

Procedure: Gasification

The following dusts can be made into gases:


Essences

Essences are substances that form the basis of all great works of Alchemy. They are created by subjecting metals or elements to minute doses of Universal Solvent under strict laboratory conditions. The Universal Solvent dissolves the material, which is then repeatedly sublimated for purification and concentration. During this procedure the alchemist must become mentally attuned to the substance's nature and focus his will on removing all but the purest, most basic essence of that nature. When this is done, the alchemist will be left with only the Mercury of the desired material.

Materials: 12 ounces of the desired metal or element, 1 dose of Universal Solvent diluted with 24 fluid ounces of clear water (*)

Procedures: Mixing, subjecting to the alchemist's fire in an alembic, sublimation

After the minimum time has elapsed for making the essence (determined by lab total), the alchemist must check for success - creating essences is no easy thing. Success is determined by a simple die - if the result is 9 or 10, the essence has formed. If this process has not been successful, the alchemist can check again once per season for upto four seasons in total, with the chance of success increasing by 1 each check (i.e. need an 8+ second time, a 7+ third time and a 6+ finally). If all of these rolls fail, then the experiment must be scrapped and started again. Note that an alchemist may continue with other work during this time. The chance of explosion goes up by one for these checks (not cumulative) and must be rolled each time.

Alchemists who have mastered this skill are recognised as master alchemists and will begin to attact apprentices from the Guild who wish to learn the trade.

(*) Diluting Universal Solvent is a tricky business. The two component solvents must be added dropwise into separate batches of water, and then these must be mixed dropwise with each other. Make a Dex+Mixing roll against an EF of 12 for this process, then immediately roll for an explosion, modified by the mixing roll as normal, and the alchemist's Dexterity (Modifier for explosion same as Essences, +10). If an explosion results, the Universal Solvent has formed before dilution has been achieved, and a substantial amount of the alchemist's lab may be destroyed - resolve as if full-strength Universal Solvent had been released into the lab. Diluted Universal Solvent is expensive on glassware - it corrodes slowly, and so vessels containing it must be replaced every day.

Types of Essences