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Elemental Alchemy

By Jukashi

Submitted on 06 Aug 2008 at 09:02:59 PM EDT
Last updated on 26 Aug 2008 at 04:44:22 PM EDT

Category: General

The History

All things born of Creation are composed of the five elements: Air, Earth, Fire, Water and Wood. Most are composed of more than one; even objects which seem clearly linked to one element contain aspects of others. A rock may have been shaped by Water or Charred by Fire, taking into itself a part of these elements and it making more than an expression of simple Earth. Pure manifestations of each element – Terrestrial Hearthstones, or the five types of Jade – are magically powerful and not easy to find. And each of these elements, in their true, “living” form, are ultimately born from one of the Five Elemental Dragons, who in turn were born from Gaia, the Mother of all Life.

Long ago, before the First Age, Gaia was worshiped alongside her brothers and sisters. Most benevolent of the primordials, she would occasionally pass down to a select few of her most dedicated servants techniques which, with her favour, allowed them to reshape the essence of her children. In many ways, these techniques – which would later be referred to as “elemental alchemy” by savants of the First Age – were a form of proto-sorcery, reliant on Gaia’s will and limited in power and scope but still, nonetheless, a way of sculpting the world itself.

After the primordial war, elemental alchemy became more widespread as, for a short time, former primordial worshipers focused all their attentions on Gaia and Autocthon. It was in this time, too, that the most skilled users of the techniques, the Terrestrial Exalted, had the time and inclination to study and use elemental alchemy. This was short-lived, however, as the Creation-ruling mandate was handed down to the Solar Exalted by the Unconquered Sun, and worship of that great god was institutionalized across the world. There was no great conversion or campaign against the art; it was simply that a new generation of mortals grew up with the power of the Solars all around them, and the old generation died. Only some Dragon-Blooded retained the techniques, passing them down through their family lines as the First Age went on. When compared to the greater works of Sorcery and the celestial powers of the greater Exalted, elemental alchemy seemed to be little more than a convenience, which was soon eclipsed by the greater utility and luxuries of magitech and genesis.

The Usurpation, though it brought the supremacy of the Dragon-Blooded, also spelled the end for elemental alchemy. The Immaculate Order, designed to affirm the superiority of the Terrestrial Exalted and secretly guided by the Sidereal Exalted who served the Maidens, divided what remained of the worship of Gaia into worship of the Elemental Dragons, and swapped the useful but small power of her followers’ techniques for the powerful, more militant powers of the Immaculate Martial Arts. In the Age of Sorrows, no users of elemental alchemy are known, and Gaia, it seems, has not turned her gaze on Creation for an age. But who knows what the future may hold?

The Basics

Elemental Alchemy is a supernatural discipline by which one calls on a fragment of Gaia’s primordial will, thereby granting command over the elements. A novice can affect direct manifestations of the elements, such a campfire or a breeze, in small ways. A skilled practitioner can use it to perform simple crafts, such as blacksmithing or woodcarving, instantly. A master of the art can heal wounds, create large structures or use their surroundings as a weapon. But attaining such a level of proficiency is the work of a lifetime, even for Exalted, who have simpler methods at their disposal.

Elemental Alchemy can be used by any creature that has the intelligence to learn and the mastery of essence to employ it; but unlike sorcery, which is an extension of its user’s will, elemental alchemy requires supplication to Gaia and her continued favour. Once the power has been granted, however, users can develop the techniques themselves on their own, as they are quite intuitive, much less exacting than sorcery. As such, players and Storytellers are free to develop the art in new ways; when doing so, however, keep in mind these limitations:

Elemental Alchemy affects only the Elements
Earth, Air, Fire, Water and Wood, and things composed of these, are the only things that elemental alchemy has any power over. This includes pretty much anything in Creation, even flesh and blood. With special training, this may even include things which are not directly under the Elemental Dragons’ purview; if a user of the techniques were in Autocthon, they could have limited control over the element of Lightning, since in Creation, lightning exists as part of Air. What elemental alchemy cannot affect is anything which contains the “Celestial Elements”: Solar, Lunar, Sidereal or Abyssal essence. This applies to souls, most gods, and anything wholly or partially composed of one of the five magical materials (except Jade, but this still requires extra skill).
Elemental Alchemy requires skill
Someone who uses elemental alchemy can transform a lump of metal into a blade, or raise a stone wall from the mountainside, or sculpt a man’s arms into wings. But without knowledge of blacksmithing, the blade will bend and break; without knowledge of architecture, the wall will crumble. Trying to recompose flesh without expert medical knowledge is an extremely bad idea. Whenever a character uses elemental alchemy for anything but the simplest acts, an (Essence + Ability) roll of some sort is always required. The default Ability when no other applies better is Occult.
Elemental Alchemy is cheap
Since elemental alchemy draws on Gaia’s will, and does little beyond rearrange what already exists, the willpower and essence costs for using it are very low. In general, a particular Ritual will cost no more motes of essence than the amount of successes required on the (Essence + Ability) roll, occasionally modified upwards for scope.

Mechanically, Elemental Alchemy requires abilities referred to as Powers, in reference to the elemental Paths of the Dragon Kings. Powers are learned much like Charms and follow on from each other in branching trees much like Charms do. They are then employed using Rituals, which are particular ways of using Powers. For example, the Water Transformation Power grants the basic ability to alter water into different forms, but by itself does nothing; with the Current Ritual, however, they can use their Water Transformation Power to create a current within a body of water, depending on the result of their (Essence + Occult) roll. If they also had the Air Transformation Power, they could learn the Water Freeze Ritual, which transforms water into ice. Most Powers grant a certain number of Rituals for free when learned; additional Rituals are quick and easy to learn, requiring only a number of days equal to their rolls’ minimum difficulty and 3xp each, or one bonus point at character creation. Powers require a number of weeks equal to their minimum Essence and 10xp/7BP each (8xp/5BP for Dragon-Blooded). Triple training time in both cases if the character lacks a tutor, or merely double if the character is a Terrestrial Exalt or has resources of information to guide them such as instructional texts. Powers are permanent, granting a constant increase to the characters’ abilities. The majority of Rituals are employed like Simple Charms. Using a Ritual does not count as a Charm activation, but a Simple Ritual cannot be used in the same turn as a Simple Charm.

What all Rituals require, however, is for the character to display the circular Symbol of Gaia to invoke the primordial’s Will. The Symbol, once used by Gaia’s worshippers, is similar to the pentagram used in modern times to represent the Dragon-Blooded and the five elements, but enhanced with additional shapes and letters that allow the Symbol to act as a focus of primordial power. The Symbol is simple enough that, as a Miscellaneous Action taking 3 ticks, it can be reliably drawn with a finger or a piece of chalk, after which the character (if they have learned the Gaia’s Will Power that forms the prerequisite to all other Powers) need only spend 1 mote to call a small part of Gaia’s power to the area. The character then humbly guides this force using the spiritual discipline of their Powers and Rituals. If the mote is committed, the Symbol remains potent so long as the character stays near, allowing more Rituals to be used. Some users of elemental alchemy inscribe the Symbol on their clothes (or even their bodies), allowing rituals to be used whenever; since the Symbol must be on view to be used, however, this will clearly identify the user as an elemental alchemist. Nothing more than (character’s Essence x 5) yards away from the Symbol can be affected by their Rituals. The Symbol also acts as a focus by which Gaia can judge the alchemist’s intentions; if their use of of alchemy is harmful to Creation or otherwise objectionable to the wishes of the primordial, the Symbol does not function and no Rituals can be used. Dragon-Blooded can learn a Charm called Expression of Will (Permanent, Essence 3, Lore 3) that obviates the need for the Symbol, but this merely allows them to turn themselves into a focus for Gaia’s will.

Elemental Alchemy is a Shaping effect and is vulnerable to Charms and other effects that resist or prevent Shaping.

Powers

Below is a list of Basic Powers. The creation of additional Powers by players and Storytellers is recommended.

Gaia’s Will
Minimum Essence: 1
Minimum Occult: 2
Prerequisites: None
This is the basic Power that allows all elemental alchemy to be used. A character with this Charm can infuse a Symbol of Gaia with essence and call part of Gaia’s power to their location. This Power requires some form of instruction, be it a tutor or a text on the subject, and learning it must involve traveling to an uncapped Demense and calling on Gaia’s attention using a Prayer roll (base Difficulty 10, but reduced by 1 for every level of the Demense’s Rating and by a further 3 if the character draws a Symbol of Gaia before doing so, which is also practiced as part of learning this Power). Gaia must approve the character before they can learn any Powers or Rituals.

Air Transformation
Minimum Essence: 1
Minimum Occult: 2
Prerequisites: Gaia’s Will
This Power represents the character’s understanding of the element of Air, and allows them to shape it using Rituals. It allows manipulation of no more than (Essence x Occult) cubic yards of material. Learning this Power grants the character use of the Zephyr and Frost Rituals.

Earth Transformation
Minimum Essence: 1
Minimum Occult: 2
Prerequisites: Gaia’s Will
This Power represents the character’s understanding of the element of Earth, and allows them to shape it using Rituals. It allows manipulation of no more than (Essence x Occult) cubic yards of material. Learning this Power grants the character use of the Sculpt and Harden Rituals.

Fire Transformation
Minimum Essence: 1
Minimum Occult: 2
Prerequisites: Gaia’s Will
This Power represents the character’s understanding of the element of Fire, and allows them to shape it using Rituals. It allows manipulation of no more than (Essence x Occult) cubic yards of material. Learning this Power grants the character use of the Ignite and Heat Rituals.

Water Transformation
Minimum Essence: 1
Minimum Occult: 2
Prerequisites: Gaia’s Will
This Power represents the character’s understanding of the element of Water, and allows them to shape it using Rituals. It allows manipulation of no more than (Essence x Occult) cubic yards of material. Learning this Power grants the character use of the Current and Dampen Rituals.

Wood Transformation
Minimum Essence: 1
Minimum Occult: 2
Prerequisites: Gaia’s Will
This Power represents the character’s understanding of the element of Wood, and allows them to shape it using Rituals. It allows manipulation of no more than (Essence x Occult) cubic yards of material. Learning this Power grants the character use of the Health and Poison Rituals.

Metal Transformation
Minimum Essence: 2
Minimum Craft (Fire): 3
Prerequisites: Earth and Fire Transformation
This Power represents the character’s understanding of metals and how they are purified from Earth by the element of Fire. Learning this Power grants the character use of the Smelt and Forge Rituals.

Flesh and Blood Transformation
Minimum Essence: 2
Minimum Medicine: 4
Prerequisites: Wood, Water and Fire Transformation
This Power represents the character’s understanding of flesh and blood, and the combination of living wood, flowing water and consuming fire that forms various types of soft tissue. Learning this Power grants the character use of the Heal Ritual.

Bone Transformation
Minimum Essence: 2
Minimum Medicine: 4
Prerequisites: Flesh and Blood Transformation, Earth Transformation
This Power represents the character’s understanding of bone, and the array of elements that compose it’s substance and link it to the living flesh around it. Learning this Power grants the character use of the Set Ritual.

Alchemical Transformation
Minimum Essence: 3
Minimum Occult: 4
Prerequisites: All [Element] Transformation Powers
This Power allows elemental alchemy to be used to perform thaumaturgical alchemy. Learning this Power grants the character use of the Instant Alchemy Ritual.

[Element] Generation
Minimum Essence: 2
Minimum Occult: 3
Prerequisites: [Element] Transformation
Normally, an elemental alchemist must draw from a source of their element in order to use it; in order to heat a piece of metal, for example, a source of Fire must be drawn from. This Power allows an alchemist to convert some of their own essence into that of a particular element. By doubling the mote cost of a Ritual, they may generate the elemental essence it requires themselves. Dragon-Blooded reduce this additional cost by 1m, or 2m if their Aspect matches the element in question. Rituals which combine two or more elements add this cost for every element that needs to be generated. In the process of learning this Power, the character may learn one Ritual that they have the prerequisites for for free.

[Element] Sculpture
Minimum Essence: 3
Minimum Occult: 4
Prerequisites: [Element] Transformation
This Power doubles the quantity of material that a character can manipulate using Rituals related to the element in question, but any such large-scale shaping requires double the mote expenditure to do so. In the process of learning this Power, the character may learn one Ritual that they have the prerequisites for for free.

[Element] Command
Minimum Essence: 4
Minimum Occult: 5
Prerequisites: [Element] Sculpture
This Power triples the quantity of material that a character can manipulate using Rituals related to the element in question, but any such large-scale shaping requires triple the mote expenditure to do so. In the process of learning this Power, the character may learn one Ritual that they have the prerequisites for for free.

[Element] Extension
Minimum Essence: 3
Minimum Occult: 4
Prerequisites: [Element] Sculpture
Normally, elemental alchemy is limited to things of Creation, and the reflections of them that inhabit the Wyld. But although they may not flow from the Elemental Dragons, other worlds also possess things of Air, or Water, or the other elements. This Power allows the character to use their Rituals outside Creation by adding 1wp to its cost. In the process of learning this Power, the character may learn one Ritual that they have the prerequisites for for free.

[Element]’s Purity Understanding
Minimum Essence: 4
Minimum Occult: 5
Minimum Craft: 5
Prerequisites: [Element] Extension, [Element] Command
This Power allows understanding of the absolute elemental purity of a particular type of Jade. The character with this Power may use their Rituals to control Jade of that colour. In the process of learning this Power, the character may learn one Ritual that they have the prerequisites for for free.

Rituals

The essence cost to use a Ritual is a number of motes equal to the Difficulty of the action the character want to accomplish, occasionally modified by Powers. The means of deciding the Difficulty of an action is given in the description of each Ritual; most are simple, but those with specific mechanical effects may describe a more complex formula. When a Ritual describes accumulation of successes, it is describing the means of determining Difficulty. If the Difficulty of a certain action is not met, the Ritual fails, with consequences decided by the Storyteller, and the motes spent to attempt it are lost. Terrestrial Exalted reduce the mote cost to use a Ritual of their Aspect by 1 mote.

Zephyr
Min. Cost: 1m
Prereqs: Air Transformation
Creates a wind. Character rolls (Essence + Occult), each successes allows an additional 5mph to the wind speed.

Frost
Min. Cost: 1m
Prereqs: Air Transformation
Cools things. Character rolls (Essence + Occult); 1 success can cool a lukewarm drink, 2 successes can freeze room-temperature water, 3 successes can numb flesh, 4 successes can cause frostbite. Hotter targets have higher difficulty.

Sculpt
Min. Cost: 1m
Prereqs: Earth Transformation
Shapes rock, clay and soil. Perform part of an extended Craft (Earth) roll instantly, replacing Intelligence or Dexterity with Essence.

Harden
Min. cost: 1m
Prereqs: Earth Transformation
Gives objects some of the hardness of stone. Each success on an (Essence + Occult) roll adds 2B/2L and +1 Hardness to an object’s soak. Inanimate objects only.

Ignite
Min. cost: 1m
Prereqs: Fire Transformation
Sets something flammable on fire. Roll (Essence + Occult); 1 success produces fire the size of a candle flame, 3 successes a campfire, 5 successes a bonfire.

Heat
Min. cost: 1m
Prereqs: Fire Transformation
Warm something up. As Frost, but in reverse.

Current
Min. cost: 1m
Prereqs: Water Transformation
Make water flow. As Wind, but with liquids.

Dampen
Min. Cost: 1m
Prereqs: Water Transformation
Make something wet. Sorta useless? Make floors slippery, clothes wet.

Health
Min. Cost: 2m
Prereqs: Wood Transformation
Increase fertility and wholeness. Roll (Essence + Medicine), every 2 successes adds 1 to Stamina for one week. Botch has opposite effect.

Poison
Min. Cost: 2m
Prereqs: Wood Transformation
Make something toxic. Roll (Essence + Medicine), very 2 successes adds +1 difficulty on a (Stamina + Resistance) roll, failure incapacitates victim with -2 penalty to all actions for (successes) weeks. Inanimate substances only.

Smelt
Min. Cost: 1m
Prereqs: Metal Transformation
Smelt ore into metal instantly. Roll (Essence + Craft [Fire]); 1 success for ordinary metals, higher difficulty for more exotic metals.

Forge
Min. cost: 1m
Prereqs: Metal Transformation
Shapes metal objects. Perform part of an extended Craft (Fire) roll instantly, replacing Intelligence or Dexterity with Essence.

Water Freeze
Min. Cost: 1m
Prereqs: Water and Air Transformation
Turn liquid water into ice, and vice versa. Roll (Essence + Occult); 1 success freezes a barrelful of water, 2 successes freezes enough to stand on, 4 successes freezes enough to form a bridge across a river.

Water Boil
Min. Cost: 1m
Prereqs: Water and Air Transformation
Turn liquid water into steam, and vice versa. Roll (Essence + Occult); 1 success evaporates a barrelful of water, 2 successes boils a bathtub, 4 successes turns a large pond to steam.

Heal
Min. Cost: 3m
Prereqs: Flesh and Blood Transformation
Close wounds. Roll (Essence + Medicine); 1 success minimum. Every 2 successes over this heals 1hl, every 3 successes over heals 1lhl; add target’s wound penalty to the difficulty to represent more severe wounds, health level must be healed starting with the most severe. Failure causes 1lhl damage for every success lacking from the total difficulty, and may cause lasting wound penalties. Botching is bad news; Storytellers are encouraged to be imaginative. This Ritual cannot heal broken bones unless they have been set, either normally or with the Set Ritual.

Set
Min. Cost: 2m
Prereqs: Bone Transformation
Set broken bones and align flesh wounds, allowing them to be healed without lasting damage. Roll (Essence + Medicine); 2 successes will set a fractured bone or a deep cut; 3 successes can set a broken bone, and 5 successes will set shattered bone or mangled flesh. As with the Heal Ritual, failure causes 1lhl of damage for every deficient success.

Instant Alchemy
Min. Cost: 2m
Prereqs: Alchemical Transformation
Performs thaumaturgical alchemy instantly. Roll as normal for formula, replacing Attribute with Essence and adding +1 to Difficulty for every successive Degree; success transforms ingredients into finished product.

Ratings
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