Alchemy
Introduction to Alchemy
Alchemy in Aether Chronicles is the understanding of the Material in order to create or conjure extraordinary effects from individual ingredients. Unlike magic, Alchemy does not require or utilize a person's individual "Affinities" in order to cause any of its base principles. The greater the understanding of the Material world the greater the ability of the Alchemist in question. After all alchemy is not sorcery or magic, but an understanding of the physical as opposed to the ethereal.
The Alchemical Basics
When practicing Alchemy in the Aether setting there are 3 basic rules that one needs to fully understand before even attempting to brew anything more complex than tea.
- You cannot create something with nothing.
- In order to create anything, something of equal value must be lost.
- The ethereum is unpredictable, and cannot be quantified in its raw state.
How many Alchemists have wielded these fundamentals is wide-spreading between many professions, Fighters, Rangers, even certain Mages have been able to pioneer potions and alchemical concoctions. This is only ever limited by the mind of the people attempting to manipulate the material world, the peak of said manipulation being an Alchemist's magnum opus. For some people might refer to this as a philosopher's stone. Though some Alchemists just wish to utilize their craft to create potions to assist those with an aversion or inability to utilize the more magical energies around the aetheric sea and the material planes.
Taboos in Alchemy
Like many enhanced practices, and the fundamental rules which govern them, there are taboos which must be danced around to excel. Most of which have been implemented since science had first gone into effect, such as the obvious of "Don't Mix Magic and Alchemy" however there are a few others which should always be kept in mind.
- Alchemy with no catalyst will take one of its own.
- Gold cannot be transmuted, and if done is only ever temporary.
- True life cannot be given to the lifeless, not without cost.
- An Alchemist must never break the laws of the materials they work with.
For the last taboo, commonly known to alchemists, the "Laws" referred are usually the material laws of the ingredients they use; the usual ones among the material planes are the law of conservation, and the law of providence. The former meaning that any material can only be transmuted into an equivalent amount of the same material, and the latter meaning that a compound material such as water can only be made into watery substances.
Stories of Alchemy
Like many practices there have been many whispers or written tales about great alchemists, and their tools. Many of which refer to philosopher's stones or Alchemists utilizing their abilities to perform great feats. However, most of the time these tales are considered to be words of warning to practitioners across the planes. If anyone would like to read some of these tales, they have been compiled into a nice little book you may read here; Alchemy Tales
Afterword
If there are any additional questions regarding the system of alchemy for Aether, feel free to ask inside of the #lore-questions channel in the main discord. Potential revisions or adjustments to this main document can and will be done for easier understanding. Now go forth and discover the secrets of the material world. Thank you for reading! - Andraei
Being an Alchemist
Of course, being an Alchemist in Aether is something that could be as simple as you brew up a couple of potions while being a fighter, or you dedicate years of your life to the craft and have access to several potion varieties as a crafter officially. Either way, there are a few 'rules' to keep in mind when delving into the profession.
Restrictions
Depending on your class, amount of time spent "training" and just general knowhow of the character you always have to remember. As a player character you can only ever start out and utilize abilities and 'powers' allotted to the equivalent of 3rd level DnD characters. In this regard, always balance out your abilities. Due to this, and also to influence specific usage of the Aether classes, these are some restrictions to the profession:
- Potions cannot be brewed from absolutely nothing, you may get 1 or 2 freebies when crafting a potion. (I.E. someone needs a few healing potions, or a mana potion on aether in order to help a bad injury or sickness) In order to brew a potion, you need to at least roleplay out gathering the materials from somewhere and brewing it.
- The basic potions are known, and have a massive amount of recipes. If you are any class aside from Healer, or Craftsman, you can only brew Healing, Mana, and Stamina Potions. With training, you may trade out one of these potions for a "specialty" brew.
- Potions don't always work, there are certain potions with a confirmed effect but these are few and far between. When drinking a potion, or brewing a potion, a roll is required for success in doing so. Default DC: 10
- Matrices and Infusions must be applied over a given course of time, At bare minimum it is recommended to have any Alchemical tools or weapons have 2 or 3 sessions to craft and obtain the resources.
Benefits
If you decide to dedicate yourself to being an alchemist, you should know that aside from the general restrictions for all people, you gain some buffs for deciding to be a dedicated alchemist. The most notable being the ability to brew specialty potions and using alchemy circles. A few other benefits are listed below, starting with the benefits for being a Healer or Crafter class.
- Healer: Healers are able to make the basic 3 potions as well as Advanced Healing or Buff potions, such as Iron-Skin, Fire Resistance, and Regeneration Potions. When making any of these particular potions they are able to apply their class-specific advantage rolls.
- Crafter: Crafters are capable of making just about any potion they can think of, within the restriction of requiring ingredients or materials to make them of course, in addition to being able to apply their advantage to creating them. When brewing a potion, or infusing objects using alchemy they can utilize their class-specific advantage.
- Alchemists are capable of using Alchemy circles for quick assembly/brewing/infusion. These work much the same as magic items, and are highly recommended to bring up to a DM in order to balance their abilities.
- Alchemy or Alchemically infused items cannot be nullified or detected by most magical means (I.E. counterspell, anti-magic field, detect magic.) however, they do require upkeep by feeding resources, or only have limited uses before needing to be refreshed.
- Utilization of Alchemical matrices to create objects/one-use weapons or tools. I.E. using a portion of the ground to create a spear to land a few solid hits, or a shield to absorb one big blast.
- "Combat Potions" such as longstrider, fire-breath, invisibility, and things like blink potions are able to be created and used by alchemists. These also include hostile potions such as poisons, firebombs, and flashbangs.
- For particular modules that have a "Potion Limit" Crafters are able to bring along as many potions as they were capable of preparing beforehand.
"Progression" in Alchemy
You are able to progress in alchemy, being able to learn new recipes or be more efficient at your particular method of brewing or transmutation. In all these cases, like always in Aether, this requires DM oversight before obtaining. However, if this is something that you wish to pursue. You are capable of gaining some of the benefits allotted to specialized alchemists. A few examples of things you can learn or progress as an Alchemist even if you are any class are as such:
- Combat Matrices (Summoning Weapons/Constructs)
- Harvesting Ingredients from areas or monsters traveled.
- Able to learn new recipes given time and study (outside of the basic 3, up to a maximum of 3 additional potions.)
Types of Alchemy
Knowing the basics and what shouldn't be done is one thing, but putting them into practice is something else entirely. Such a wide-ranging practice can be rather complex to several people so many knowledgeable alchemists have placed their work under certain "fields of study" to better teach those who would like to learn. Some of which are listed below:
Herbology (Herbalist)
One who would study plants, fruits, and ingredients capable of being cultured and grown in a farmstead or specialized area. These types of alchemists are commonly found around druidic circles and natural environments. Not to mention the most common out of all types of alchemists. Being as they do not require much more than a burner, flask, and herbs in order to craft special potions. Though, their knowledge of the ingredients and needs for their growth allow them to be rather versatile in where they may set up shop, or what they utilize those ingredients for.
Four-Elements (Elementalist)
These Alchemists commonly deal in the four elements. Fire, Water, Earth, Wind, utilizing and manipulating them to great effect. The term is also being used by mages practicing particular affinities which is not unlike what Alchemists do sharing the title. However instead of using spells and runes to manipulate the energy around them, these Alchemists utilize Matrices and Compounds to create similar effects. An example being an Alchemist with a hammer or blade with a formula along the blade which causes it to erupt in flame. Transmuting the oxygen around it into highly-combustible materials.
Crystology (Crystologist)
Crystologists are ones who study naturally forming ores, crystals, and geological phenomena relating to alchemical ingredients. These types of alchemists are ones to commonly utilize "Mana Crystals" or condensed fonts of Aetheric energy that sometimes find their way manifesting themselves in material form. This is one of, if not the only, rare case in which magical energies can be utilized in potion making and alchemy. Utilizing Crystal strainers or crystal dust in matrices, Crystologists are capable of using these Aetheric energies to transmute not just materials but certain effects derived from the latent energy stored within the crystals itself.
Cryptozoology (Monster-Hunters)
Cryptozoology, or study of mythical beasts often refers to Alchemists, or even casual researchers who wish to learn from the beasts roaming the world. How dragons can remain doused in flame without burning themselves, how a changeling can alter their form, what gives werewolves their inherent regeneration abilities. There have been many alchemists who harvest or study these creatures to mimic or outright duplicate their effects, and they have done so to great effect. After all, a popular potion derived from this is the "Dragon's Breath" potion. Though some have put together matrices and mutegens that grant them access to these creatures abilities much longer than just a single-use case.
Vitalis (Healers)
Users of Vitalis, or Healing alchemists, commonly use many methods in order to mend wounds and cure disease. Their area of focus being able to turn back the clock on a person's body or fully mend injury can come from many places of study. Most often no matter what the source these Alchemists are very versatile in finding a way to pull life from their work. Even giving it to certain things never meant to move such as golems or chimera. However, this rides a fine line of taboo, and if utilized improperly can make homunculi or horrendous creatures.
Complex Alchemy
As one's skills with Alchemy progresses, they may find more efficient or more complex ways to get to the desired effect of what they desire. Whether this is through the manipulation of materials with transmutation, or the utilization of Alchemical Matrices, commonly referred to in the practice as "formulas" these can take several forms. Either being as alchemical formulas, natural lattices in brewing, or a specialized set of equipment which causes the materials to move through in a very specific way. With the use of these items alchemists can turn very simple brews into complex potions, and even use the materials around them in abundance to create impromptu weapons and structures.
However, most of the time usage of these particular methods and skills to create anything overly complex requires the skilled hand of a crafter. Someone who has dedicated years if not decades of their life to the pursuit of their craft.
Matrices
There is a tool in Alchemy referred to as a matrix, or to some Alchemy Circles. These are chemical formulas spurred on by a catalyst that aid in transmuting materials and ingredients into a desired form. Usually these take the form of specialized chalk circles, or markings in a material during brewing or transmutation. In order for a Matrix to work a large amount of research into the materials and desired effect is required, for some taking several years or decades to do so. However these tools are extremely versatile, able to create weapons from the ground or complex objects depending on the formula used.
Chimerism
Another complex form of alchemy is the alteration and combination of separate beings, creating a creature called a Chimera. Most often people know this to be a Lion with the wings of a dragon, tail of a scorpion, with the head of a goat and snake. But really it is an amalgam of creatures melded together with the alchemical process of experimentation on living beings. In some cases this is to better further healing alchemy and to mend a broken body, or to create stronger creatures for the sake of survival, but for some this is the creation of monsters. After all it dwells eerily close to the taboo of homunculi.
Compounds
Alchemists, especially experienced ones, are capable of putting together what some would call "Offensive Potions" but are really compounds. These are most often used as tools for adventurers and sold for a decent amount of coin. This could be anything from a flask that bursts into a flash of blinding light when thrown to a firebomb that causes a wall of fire. These complex potions or mixtures are some Alchemist's pinnacle of achievement depending on their field of study. However they are difficult to make without the proper training.
Ingredients
Alchemy is the concept of mixing together ingredients, components, and even magic itself in order to produce something that did not exist before. In Alchemy there are three divined great pursuits - the perfected form of Rebis, the Philosopher's Stones, and the Fountain of Youth.
See also: Alchemy Ingredients Spreadsheet
Low-End Ingredients (Common)
- Peacebloom - Found in open areas, a white and gold flower commonly found in patches of grass.
- Silverleaf - Bushes of this can be found commonly near trees in temperate areas.
- Bloodthistle - Spiny bushes, sometimes with rose-like flowers that are blood red. Typically found in woods.
- Earthroot - Found in mountains and hills, can be chewed to dull pain.
- Mageroyal - Gorgeous flowers whose stems are highly valued. Most rare of the common plants.
Middle-Tier Ingredients (Uncommon)
- Briarthorn - Sharp, dagger like roots and vines growing near trees. Valued for their high mineral content.
- Throttleweed - Long, weed-like plants that grow in freshwater, helps preserve other ingredients.
- Bruiseweed - Any contact with this plant turns it from green to purple - short-lived as a component, but powerful when used in a potion. Can amplify effects.
- Tomb Moss - A fairly taboo item, potent for making toxins and antitoxins, depending on how it is brewed.
- Feral Ironflower - Tough weed, though rarest of the Middle Tier Ingredients. Powerful pain suppressant.
High-Tier Ingredients (Rare)
- Knightsblood - Found only in very particular areas, typically of great bloodshed or tragedy. This is one of the most dangerous ingredients as, while it can dramatically increase effects when cooked properly, it can also be a potent poison if done wrong. Thankfully it is easy to tell thanks to color hue shifts that happen exclusively with it that experienced alchemists can identify. Amateurs, less so.
- Liferoot - Named for its potent healing, even as a raw ingredient. Makes the strongest mending potions before amplification.
- Dragon's Teeth - Unusual and unstable - can cause a multitude of effects.
- Firebloom - Resistance amplifier for magic, makes the consumer less likely to be harmed by intense magical heat.
- Goldthorn - a cousin of Briarthorn, equally sharp with golden streaks through it. Highly valued for their exemplary mineral content.
Mythic Ingredients (Rarest)
- Purple Lotus - Found only near Elven ruins, this plant is so potent at amplifying other ingredients, that it is only rivaled and exceeded by the Black Lotus. At times, one of these flowers has been worth more than a horse.
- Black Lotus - The most potent ingredient amplifier. Value exceeds that of an entire manned Aetheric Vessel.