Alchemy Process
Alchemy Process
Alchemy Process
You should choose which Extract you use carefully, however, as you may need a specific
component in a different recipe. Since you cannot swap out Extract in the generic sense, the
alchemist might find it helpful to store Extracts and only add them to their inventory as desired
for a specific recipe.
A Preparation is a simple (usually herbal) compound, requiring only a few simple steps and
ingredients to properly create. Creating preparations requires the proper ingredients and the
proper Trade Tools. A Workshop is not required to create preparations, though if one is
available, it grants benefits on preparation crafting Tests.
Prescriptions and formulas are complex, multistep chemical procedures akin to professional
brewing with precise times, temperatures, and methods that may take hours, days or weeks to
complete. They are written down as arcane chemical texts and diagrams.
Take-away:
Concoction recipes (prescriptions and formulas) are complex. Preparation recipes (remedies and
toxins) are simple, short instructions that can often be completed in a few hours at most. Often
preparations are formed into rhymes to make them easier to remember.
For example:
In the summery piney wood Crush it under ye muddling stone
There ye find alfunas good. Rub it over ye broken bone
Internal (Consumed, ♦ Cataplasm (moist mostly-inorganic mass,
often heated)
Liquid) ♦ Cream (thick, semi-solid)
♦ Embrocation (thin liquid)
♦ Draught (brewed, usually vegetable-based) ♦ Liniment (particulate, oil-based lotion)
♦ Elixir (distilled, clear, often sweetened) ♦ Ointment (smooth, oil-based lotion)
♦ Oil (dissolved into or made from an oil) ♦ Poultice (moist mostly-organic mass, often
♦ Philter (brewed, usually animal-based) heated)
♦ Potion (brewed, usually mineral-based) ♦ Salve (smooth, oil-based lotion,
♦ Tincture (dissolved in alcohol) particularly cool-feeling)
♦ Tonic (steeped in water) ♦ Unguent (soft, greasy, viscous)
Three primes[edit]
According to Paracelsus (1493–1541), the three primes or tria prima – of which material substances
are immediately composed – are:[2]
Air 🜁 ( )
Earth 🜃 ( )
Fire 🜂 ( )
Water 🜄 ( )
Arsenic 🜺 ( )
Phosphorus or
Alchemical compounds[edit]
Alchemical symbols in Torbern Bergman's 1775 Dissertation
on Elective Affinities
The following symbols, among others, have been adopted into Unicode.
Spirit of wine (concentrated ethanol; called aqua vitae or spiritus vini) 🜈 ( ), S.V. or 🜉
( )
Alchemical processes[edit]
1. Calcination (Aries ) ♈︎
2. Congelation (Taurus ) ♉︎
3. Fixation (Gemini ) ♊︎
4. Solution (Cancer ) ♋︎
5. Digestion (Leo ) ♌︎
6. Distillation (Virgo ) ♍︎
7. Sublimation (Libra ) ♎︎
8. Separation (Scorpio ) ♏︎
9. Ceration (Sagittarius ) ♐︎
10. Fermentation (Capricorn ) ♑︎(Putrefaction)
11. Multiplication (Aquarius ) ♒︎
12. Projection (Pisces ) ♓︎
Units[edit]
Several symbols indicate units of time.
Month 🝱 ( ) or or xXx
Day-Night 🝰 ( )
Hour 🝮 ( )
Antimony/Stibnium – Sb
Bismuth (German: Wismuth) – Bi
Copper/Cuprum – associated with Venus. Cu
Gold/Aurum – associated with the Sun. Au
Iron/Ferrum – associated with Mars. Fe
Lead/Plumbum – associated with Saturn. Pb
Quicksilver/Hydrargyrum – associated with Mercury. Hg
Silver/Argentum – associated with the Moon. Ag
Tin/Stannum – associated with Jupiter. Sn
Luna cornea – silver chloride, formed by heating horn silver till it liquefies and
then cooling.
Salts[edit]
Glauber's salt – sodium sulfate. Na2SO4
Sal alembroth – salt composed of chlorides of ammonium and mercury.
Sal ammoniac – ammonium chloride.
Sal petrae (Med. Latin: "stone salt")/Salt of Petra/Saltpetre/Nitrate of
potash – potassium nitrate, KNO3, typically mined from covered dungheaps.
Salt/Common salt – A mineral; sodium chloride, NaCl, formed by
evaporating seawater (impure form).
Salt of tartar – potassium carbonate; also called potash.
Salt of hartshorn/Sal volatile – ammonium carbonate formed by distilling
bones and horns.
Tin salt – hydrated stannous chloride; see also spiritus fumans, another
chloride of tin.
Vitriols[edit]
Blue vitriol – copper(II) sulfate pentahydrate.
Green vitriol – a mineral; iron(II) sulfate heptahydrate. (or ferrous sulfate)
Red vitriol - cobalt sulfate.[1]
Sweet vitriol – diethyl ether. It could be made by mixing oil of
vitriol with spirit of wine and heating it.[2]
White vitriol – zinc sulfate, formed by lixiviating roasted zinc blende.
Others[edit]
Alkahest – universal solvent.
Azoth – initially this referred to a supposed universal solvent but later
became another name for Mercury.
Bitumen – highly viscous liquid or semi-solid form of petroleum.
Blende
Brimstone – sulfur
Potions
Antidote Mugwort Suspension
Elixirs
Elixir of Arcane Cultivation Weavemoss Sublimate
Grenades
Alchemist's Fire Fire Amber Salt
Carrion
Autumn Acorn Bullywug
Crawler Balsam Bonecap
Crocus Truffle Trumpet
Tentacle
Xorn
Wispweed Snake Venom
Scales
Spider Silk
Healing Draught
“Shallyatränen”
Draught, Concoction, Apothecary, 10/-, Scarce
If you have more than 0 Wounds, recover
Toughness Bonus Wounds immediately.
Dose: 1 per encounter.
Healing
Draught
(Shallyatränen)
Draught Concoction A, H 10/- Scarce Hemlock, musk mallow,
Shallya’s wort
Bark, honey, spirits, peat,
wildflowers
Healing Poultice
“Kleinensegen”
Poultice, Concoction, Apothecary or Herbalist, 12/-, Common
This foul-smelling medicinal wrap is made
from animal dung and urine combined with
any number of common herbs such as
Sigmafoil, Tarrabeth, and Valerian. You do not
suffer any Minor Infections from a Critical
Wound treated with a Healing Poultice.
Healing
Poultice
(Kleinensegen)
Poultice Concoction A, H 12/- Common Dittany, sigmafoil,
tarrabeth, valerian
Dung, grass, leaves, urine,
Moss
Tincture of Hercules Woundwort (50 GC/Plentiful): Aids in healing of wounds (+20 to Heal Wounds skill;
+1 to wounds). Components: Common Reagents.
Bromide of Toxin Antidote (50 GC/Scarce): If administered immediately, permits Poison test at +50 to
reduce level of dosage by one (i.e., neutralizes one dose of toxin). Components: Common Reagents and 1
measure of toxin to be neutralized.
Bromide of Deleriant Antidote (50 GC/Scarce): If administered immediately, permits Poison test at +50
to reduce level of dosage by one (i.e., neutralizes one dose of deleriant). Components: Common
Reagents and 1 measure of deleriant to be neutralized.
Bromide of Venom Antidote (50 GC/Average): If administered immediately, permits Poison test at +50 to
reduce level of dosage by one (i.e., neutralizes one dose of venom). Components: Common Reagents
and 1 measure of venom to be neutralized.
Unguent of Phlegethon (200 GC/Rare): A viscous form of Lesser Water of Fire, which is flammable
without heat. Produces normal firelight. When applied to body, reduces fire damage by 2 points. One
application covers one guy, or half a real big guy. Components: Common Reagents; Durable Water and
Durable Fire.
Unguent of Burnbalm (50 GC/Plentiful): Soothes and promotes healing of burned tissues. Heals 2 wound
points caused by fire damage. Subsequent applications have no effect on the same wound. Components:
Common Reagents (including common healing herbs)
Tincture of NightEye (50 GC/Scarce): Drops placed in eye to provide Night Vision: made from eyes of any
living nightvisioned humanoid. (Note that dwarfs and elves look askance at humans who prepare or use
this tincture, under suspicion that eyes came from dwarfs and elves, which are easily obtained; most
goblinoids provide equally effective components, but cause some discomfort and swelling.) Components:
Common Reagents and two eyes of a night-visioned humanoid. Harmful Side Effects: Dulled Senses
(Sight) 99-00.
Tincture of BeastHearing (50 GC/Scarce): Drops placed in ear to provide enhanced hearing: made from
hearing organs of keen-eared beasts. Bonus of +20 and halves effective range for Listen tests.
Components: Common Reagents and hearing organs of a keen-eared beast. Harmful Side Effects: Dulled
Senses (Hearing) 99-00.
Tincture of BeastSmell (50 GC/Average): Drops placed in nose to produce superior sense of smell;
common compound from beast scent organs is weaker and less effective; compound from select
Beastman glands, and particularly from Ogre and Dragon glands, of special efficacy. Components:
Common Reagents and beast scent organs; exceptional sense of smell from Beastman, Ogre, and Dragon
scent organs. Harmful Side Effects: Dulled Senses (Smell) 99-00 (81-00 from Beastman, Ogre, or Dragon
reagents).
Incense of [Specific] BeastScent (50 GC/Scarce): Releases a strong scent of the beast from which the
incense is made. Only a single species’ scent can be contained in a single measure of incense. Exact
imitation of the scent of a single beast of the species. In outdoors or well-ventilated areas, area of effect
is 4-yard-cubed, duration is 1d6+3 rounds; scent may be dispersed or carried along by draft or wind at
GM’s discretion. In enclosed area, area of effect is 6-yard cubed area, duration is 1d6 hours.
Components: Common Reagents and extracts from specific beast’s glands.
Incense of [Specific] MonsterScent (200 GC/Very Rare): Releases a strong scent of the monster from
which the incense is made. Only a single monster’s scent can be contained in a single measure of
incense. Exact imitation of the scent of a single monster of the species. In outdoors or well-ventilated
areas, area of effect is 4-yard-cubed, duration is 1d6+3 rounds; scent may be dispersed or carried along
by draft or wind at GM’s discretion. In enclosed area, area of effect is 6-yard cubed area, duration is 1d6
hours. Note: Since most monsters are rarely encountered, few creatures or humanoids are familiar with
their scents. However, fear of monsters is almost instinctive, and the scent of creatures which cause fear
or terror may cause creatures and humanoids to test vs. Cool at the GM’s discretion. Components:
Common Reagents and extracts from specific monster’s glands.
Incense of GraveScent (200 GC/Very Rare-10): Releases a strong scent of undead creatures. No effect on
unintelligent creatures. Intelligent humanoids test vs. Cool or are affected with Fear. In outdoors or well-
ventilated areas, area of effect is 4-yardcubed, duration is 1d6+3 rounds. In enclosed area, area of effect
is 6-yard cubed area, duration is 1d6 hours. Components: Common Reagents, Calcinate of Zombie or
Ghoul Flesh.
Soot Punk (50 GC/Average): When ignited, produces a thick cloud of black, acrid smoke which floats in
the air until its particles contact and adhere to a surface. In outdoors or well-ventilated areas, area of
effect is 4-yard-cubed, duration is 1d6+3 rounds; scent may be dispersed or carried along by draft or
wind at GM’s discretion. In enclosed area, area of effect is 6-yard cubed area, duration is 1d6 hours.
Beings and objects passing through the cloud or engulfed in the cloud are covered with dark, black, tacky
soot which adheres to the surface, and resists removal without dedicated scrubbing. Detects as inactive
magick. Note: Good for marking and tracking beings. Punk must remain stationary while cloud is being
formed, else the punk will go out, and the cloud will not be produced. Components: Common Reagents
Fulminate of Sal Armoniac (50 GC/Scarce): 1d6 Wounds at Strength 3 per measure; ignite with fire; not
suitable as a bomb; loud boom and acrid smoke. Components: Common Reagents.
Potion of Healing (Low Herbalist, common)
A healing potion that has been brewed via botanical means rather than created by magic. Herbalism kit
or greater. If Agua Aurea is used, roll with advantage.
1-15 2d4+2
16-24 Greater 4d4+4
25+ Superior 8d4+8
Any three of the following plants: Aloe, rowan, scarlet fey cup, seaweed, shitake, sphagnum moss,
thyme, verbena, willow, yarrow. Agua Aurea (optional). An empty bottle. Any non-viscous liquid (water,
alcohol, etc).
Availability: Common – Average – Scarce – Rare – Very Rare – Artifact