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Beyond Alchemy

By Wordman

Submitted on 11 Dec 2006 at 10:03:51 AM EST
Last updated on 11 Dec 2006 at 07:40:55 PM EST

Category: House Rules

How to make potions and other alchemical transformations beyond the abilities of mortals using magic. Can be used with either First or Second Edition.

During the First Age, the undisputed master of alchemy was a Solar named Wyr’palja, whose ritual space for creating potions and elixirs in the eastern city she founded were renowned in both Creation and Heaven. While this was in no small part a credit to her talent in the art, she also had very little competition, as most celestial exalts felt the art was beneath them, particularly other Solars. What they did not realize is that Wyr’palja shared this opinion, and spent a great deal of her life looking for ways to elevate alchemy beyond its mortal, thaumaturgic roots. While she was killed by her Lunar lover before she took her art as far as she theorized, she did manage to uncover methods of using magic during alchemical rituals to form substances beyond the abilities of mortal men.

Wyr’palja authored a series of books containing equal parts theory and practice, starting from nothing and guiding the reader into the art of alchemy. The first three of these, Salt, Aether and Gold are the most widely circulated, still considered the classic bedrock texts of mortal alchemy and relatively easy to find within thaumaturgical circles. While these are her most lucid works, one page in ten of these text contains either coded text or flowery margin notes containing obscure metaphors or inscrutable languages. Some dismiss these sections as the rantings of Anathema and many copies of these tomes are made excluding these sections entirely. Others believe these sections contain secrets of vast import. While modern savants endlessly debate the passages they can actually read, none of the coded pages were deciphered until segments of Wyr’palja’s fourth book, Alkahest were uncovered in the southern deserts.

Written in Old Realm, these pages were significantly more arcane that those of the prior volumes; however, one section contained the key needed to decode one of the sections from Salt, though it took centuries for savants to notice this. That section, combined with other elements of Alkahest found later, made it clear that Wyr’palja considered alchemy to be connected to the universe on a much deeper level than even savants had considered. For example, she clearly considered alchemy as a series of concentric rings. Much like sorcery is layered as emerald, sapphire and adamant, the coded section suggested eight circles of alchemy: salt, aether, gold, alkahest, berith, quintessence, ambrosia and eterna. Since she had used the first four of these as titles for books, an assumption immediately took hold that she had written a book on each of the others as well and a quest for them began that continues to this day.

Alchemic Circles

Like sorcery, necromancy and martial arts, alchemy is organized into “levels” called circles. Alchemy is thought to have eight circles, but at least two of them are still theoretical. Mechanically, the circles function as follows:

Alchemy Charms

Much like sorcery, knowledge of a Charm is needed to work alchemy that uses real magic. Anyone can practice the first three circles without such aids, but higher circles are only possible through these Charms. No one has yet managed to figure out how to design Charms for the last two circles, but the three Charms that are known appear to be similar to sorcery, in that they may be learned by different types of exalts and even spirits, though with occasionally different requirements.

While the Charms below allow access to the circles of alchemy, the actual effect has more to do with the procedure used (see below). In addition to the requirements mentioned, using these Charms require that the caster be a Master of alchemy (2nd ed: Master Degree, 1st: Alchemy •••••).

Comprehensive Deliquescence Cauldron

Cost: 10m; Mins: Lore 2, Craft (Water) 3, Occult 5, Essence 2; Type: Simple
Keywords: None
Duration: Varies
Prerequisite Charms: None

The character commits essence to start a procedure of Alkahest Circle Alchemy. This essence remains committed until the procedure is completed.

Transformative Touch Crucible

Cost: 15m; Mins: Lore 3, Craft (Water) 3, Occult 5, Essence 3; Type: Simple
Keywords: None
Duration: Varies
Prerequisite Charms: Comprehensive Deliquescence Cauldron

The character commits essence to start a procedure of Berith Circle Alchemy. This essence remains committed until the procedure is completed.

Prayer Subverting Tears

Cost: 20m; Mins: Lore 4, Craft (Water) 4, Occult 5, Essence 4; Type: Simple
Keywords: None
Duration: Varies
Prerequisite Charms: Transformative Touch Crucible,

The character commits essence to start a procedure of Quintessence Circle Alchemy. This essence remains committed until the procedure is completed.

Alchemy Procedures

The actual effects of alchemy, including magical alchemy, depend on the procedures. In general, the result is an item of some kind, usually a consumable liquid. There are some procedures which have a permanent effect, such as transmutation of one material into another, but the vast majority of alchemy produces one-shot effects that only last a short while after being consumed.

Alchemical procedures of all circles cost the same amount to learn (1 xp), but vary widely in complexity. As the circle of the effect increases, ingredients become more and more esoteric and difficult to obtain. High circle alchemy often requires extremely exotic ingredients, without commentary on how to actually acquire them. For example, while a mortal alchemy procedure may call for “the menstrual blood of a virgin”, a high circle procedure might require “the unrequited love of a virgin for a stranger”. How this is captured and transported is up to the alchemist. It is also conceivable that a procedure might require ingredients that can only be produced by higher circles of alchemy than the formula in which they are used.

Once alchemy crosses into the magical realm, it also requires essence, often committed for days at a time. Rituals become longer as well, and often require the maintenance of a very specific set of circumstances for a sustained period, or the result is ruined.

Products of magical alchemy are more formidable than their mortal counterparts, which have a number of limits (see Player’s Guide, pg. 138). Some of these do not apply to magical alchemy. In particular:

Basic Magical Alchemy

After the design of the alchemy Charms, Wyr’palja’s most important and basic discovery involved the condensation and distillation of certain Charms into liquid form. The bulk of known procedures in magical alchemy (that is, of alkahest circle or higher) involve capturing one Charm or another into an elixir, which can later be invoked by the one who drinks it.

Only certain Charms can be captured in his way. To be captured by alchemy, a Charm must have a duration of at least one scene, but no longer than one day and only Charms that produce effect internal to the caster can be made into potions. So, for example, Integrity-Protecting Prana could be distilled with alchemy but, since the effects Chaos-Repelling Pattern or Object-Strengthening Touch extend beyond the caster, they cannot. Charms that allow the character to shape essence into external effects, such as Inexhaustible Bolts of Solar Fire, Spirit-Repelling Diagram or Glorious Solar Plate, cannot captured as potions. Some Charms walk the line between these two extremes, empowering the user with an effect that can affect other people. Such Charms generally have more difficult procedures, but can be captured if the effect is untargeted. For example, Respect Commanding Attitude affects anyone who can see or hear the character, so could be captured by alchemy. Irresistible Questioning Technique or Heroism-Encouraging Presence, however, affect only specific targets (the interrogated or the caster’s allies, respectively), so could not be captured. Since the pool-reducing effect of Snake Form applies to anyone who attacks the caster, it too can be captured. Charms that require a permission of a maiden or those that cannot be learned by the Eclipse caste can never be captured, even if they meet the other criteria. This, for example, disqualifies Lunar shapeshifting Charms like Tool Hand Technique, which Eclipses cannot learn because they are prohibited from learning Finding the Spirit’s Shape, one of its prerequisites.

The storyteller may wish to allow certain Charms with durations longer than one day to be captured as potions, such as Bestial Traits Technique, but the resulting potion effect will only last one day. Charms with variable costs or durations can only be captured a minimum level.

Procedures usually take as many days as the combined total of the Charms minimum ability/attribute and essence ratings to complete, during which time the alchemist must give the process his constant attention. Roughly speaking, procedures typically require one major ingredient for each day. In addition to the cost of the alchemy Charm, the entire cost of the Charm (including Willpower and health, if any) must be committed for the duration of the procedure.

The Charm’s minimum essence requirement defines which circle of alchemy is needed to produce it. For example, Essence 2 Charms require berith circle. Charms that explicitly emulate one of the five magical materials, such as Scimitar Claw Technique, require a minimum of ambrosia circle alchemy to capture. The alchemist must actually know the Charm being captured. In addition, most procedures require the knowledge (though not necessarily the use) of a Charm capable of investing your own power into others, such as Power-Awarding Prana (Solars), Excellent Implementation of Objectives (sidereal), Crew Sustaining Technique (abyssals), Form-Fixing Method (Lunars), Bestow the Saffron Mantle (terrestrials) or Benefaction (spirits).

For each full day of the procedure, in addition to any tests required for staying awake, the alchemist must make an Intelligence + Occult test with a difficulty equal to the minimum essence requirement of the Charm being captured. If any of these tests achieve some successes, but fail to beat the difficulty, alchemist knows the result will not work, and can stop the process. He may begin again, but any ingredients used up to that point are ruined. If any of the tests fail, the final product will be useless, but the alchemist is not aware of this. Botched tests result in the same effect as botching a sorcery shaping roll. Alchemy requires a great deal of patience, so even if a given test succeeds, the alchemist must get at least one success on a Temperance roll. If this fails, the outcome of the procedure will be unchanged, but will take an additional day unless the alchemist spends of point of Willpower. If this roll botches, the alchemist has rushed and ruined the result (he will know this immediately). The alchemist may not recover Willpower naturally during the procedure.

Martial Arts Charms are more difficult to distill. In addition to other requirements, capturing Martial Arts Charms requires that the alchemist be a master of the style (i.e. know all the style’s Charms). It also takes additional time: one day for terrestrial, two for celestial and three should someone figure out how to distill sidereal martial arts.

Should all the tests above succeed, the result is a single dose of the distilled Charm. Alchemists can attempt to make more than one dose at a time, but this requires more ingredients and each additional dose raises the difficulty of the Intelligence + Occult tests by one. As long as the result remains sealed, it will remain ready for use indefinitely, though some procedures may create more delicate potions.

To use a potion of this kind, the user must pay either three motes or 1 willpower as they drink the potion, an act that requires a single dice action. When this action is completed, the imbiber immediately gains the effect of the captured Charm for its standard duration, provided he has the necessary ability/attribute minimums. The essence minimum does not apply, allowing these potions to be used by mortals or even, in some cases, animals. The captured Charm does not count as Charm use for the character’s action, nor does it require knowledge of prerequisites, but it behaves like the Charm in all other respects, including any restrictions. For example, if someone wearing armor drinks a potion based on Iron Kettle Body, the effect fizzles because that Charm is not compatible with armor. If the Charm normally allows the caster to reflexively spend essence for some purpose (e.g. Essence Discerning Glance), the drinker may do so if they have an essence pool; however, no such pool is provided by the potion.

These type of potions are considered to have an Artifact rating equal to the Charm’s minimum essence.

Artifact Alchemy

Magical alchemy is also capable of producing effects that are not based on Charms. Such alchemy creates an artifact, its rating dictating what circle of alchemy is needed to produce it. Naturally, a procedure is needed for each type of artifact created. The artifact is usually a potion of some kind, but may be some other form of transitory object.

Effects from this kind of artifact almost always last a scene, though some may have instant effects. Most cost three motes or 1 willpower to activate and a single dice action to drink. All but the most powerful can be used by anyone, including mortals.

Low level artifact potions tend to be simple items (similar to the potions you might find in a video game or a d20 campaign); however, creating such potions often costs more than the result, making them somewhat rare. More advanced potions (such as a “Jeckyll and Hyde” style serum or magical poisons) are rarer still.

Creating artifact elixirs follows the rules in Savant & Sorcerer with the following changes:

Transmutation Alchemy

Some alchemy procedures avoid creating temporary items, instead using a temporary procedure to transmute one permanent material into another permanent material. Even mortal alchemists, for example, can transmute base metals into gold (with the Heavenly Transmutation Processes, Player’s Guide, pg. 142). Higher circles can transmute more exotic materials, up to and including the magical materials. Rumors persist of procedures that can transmute living beings or abstract concepts (such as love).

More impressive are the creation of catalysts, objects that anyone can use to make such transformations. While mortal alchemists understand how to transmute base materials into gold, the creation of the philosopher’s stone, an object that can do so at a touch, eludes them. Magical alchemy can do so however, at least for lesser materials.

Most high circle transmutations, while effective and permanent, are extremely expensive. Generally, the value of the materials consumed and the time needed to gather and prepare them vastly outweighs the value of result, so often this type of alchemy is done more for research or training than out of practical need.

Since quintessence and ambrosia (Sidereals, pg. 26-27) can already be transmuted into other materials, much of the research effort for this type of alchemy is spent examining these materials. Nearly all of the higher level transmutations consume at least some quantity of either or both of them.

Creating New Procedures

Alchemy is, in some ways, easier than creating other magical wonders, largely because it follows known recipes in the form of procedures. It is the creation of new procedures, however, that marks a true alchemist. This requires much research and experimentation, following the rules for “design from first principles” (Savant & Sorcerer, pg. 30), except that each roll represents a month, not a week. In addition, the process requires the consumption of much raw material, often of very exotic natures, in various trial mixtures. Also, botches during this process tend to be fairly catastrophic, usually causing explosions at the very least.

Controlling Magical Alchemy

Magical alchemy can be quite unbalancing if dropped casually into a campaign. Storytellers should spend some time thinking about how they wish to control magical alchemy before introducing it. These rules offer a number of possibilities for doing so, but most of them are outside the scope of game-mechanics, so require the Storyteller to use them wisely. In no particular order, the following can be used to limit the impact of magical alchemy:

Sample Magic Alchemy Procedures

Alkahest Circle

Alkahest

Procedure Duration: 3 days
Procedure Commitment: Charm cost + 10m (20m total)
Roll: Wits + Occult
Roll Frequency: each day
Roll Difficulty: 4
Prerequisites: Lore 2, Craft (Water) 3
Appearance: Highly reflective silver ink
Artifact:

The defining procedure of the alkahest circle, this ritual produces of its namesake. Alkahest is a universal solvent, capable of dissolving any matter, including the five magical materials. As such, it is incredibly difficult to store, transport and handle. This procedure solves this problem by suspending the result within a field of magic, then encasing the field in a glass bottle, such that the field prevents contact between the alkahest and the container. One mote per week must be fed into this field to sustain it.

The small quantity of alkahest produced by this procedure (only about the size of a small pearl) means that the only real practical use for this material is in other alchemical procedures. Nearly all of the higher circle procedures use alkahest in some way, usually for dissolving small quantities of magical material into the mixture. To use alkahest, the material to be dissolved is dropped into the bottle onto the alkahest, which then dissolves an equal volume of the material, forming a solution that can then be poured into another mixture. At this point all of the alkehest has been consumed.

Most often, the solution produced by the process above is added to a diluting agent like water or oil and the resulting mixture used in the production of other alchemical products. Such liquids are referred to with names like “white jade water” or “orichalcum oil”. A single unit of alkehest used for this purpose produces five “units” of an oil or 25 units of a water. Unless otherwise noted, the exact type of the diluting agent does not matter to a procedure. For example, it doesn’t matter if the “moonsilver oil” required by a procedure was produced using olive oil, sunflower oil or peanut oil, unless noted in the procedure.

Making alkahest requires several pints of quicksilver, a single star topaz tooth from each of three different living ash devourers (Creatures of the Wyld, pg. 54), a gallon of nitric acid and half a pint of blood extracted from a living furnace rhino (Creatures of the Wyld, pg. 62) within 72 hours of the start of the ritual.

Briardust Transmutation

Procedure Duration: 1 day
Procedure Commitment: Charm cost + 15m (25m total)
Roll: Intelligence + Occult
Roll Frequency: Once
Roll Difficulty: 1
Prerequisites: Lore 2, Craft (Fire) 3

This transmutation process converts the elemental aspect of a single charge of firedust into the elemental aspect of wood, producing briardust. Other, similar procedures exist to produce the other four types of alternate element dusts.

This procedure is extremely easy to perform, but requires a great deal of essence to be committed and is extremely tedious. A charge of fire dust is placed into a small glass bulb. This bulb’s narrow spot is connected to the spout of an empty, identical bulb with a thin tube of green jade, forming an hourglass. Essence is committed to the jade and the sand is run from one bulb into the other. The hourglass is then inverted and run through again. This process is repeated until the dust has gone through the jade tube 125 times.

This is one of the few alchemical processes that can be run unattended. Some alchemists set up racks of these hourglasses, start as many of them as they can afford to commit essence into, then leave the turning of the glasses to either clockwork or assistants. Alchemists with a connection to the element of Wood reduce the commitment cost of the ritual by 5 motes.

Botching the roll for this procedure usually means the jade tube cannot handle that much essence being committed to it and explodes at some point in the ritual, usually igniting the dust.

Cage Sweat

Procedure Duration: 5 days
Procedure Commitment: Charm cost + 3m (13m total)
Roll: Intelligence + Occult
Roll Frequency: each day
Roll Difficulty: 1
Prerequisites: Lore 2, Craft (Water) 3, Armored Scouts Invigoration, Power-Awarding Prana (or similar)
Appearance: Similar to salt water
Effect duration: 1 day
Artifact:

This procedure creates a potion that duplicates the effects of Armored Scouts Invigoration (Exalted 2, pg 205). This Charm has a variable cost and, as mentioned above, potions built on such Charms can only be duplicated at a minimum level, meaning that when used, the effect is as if only three motes was spent on the Charm. Also, the duration of this Charm is indefinite, which would normally mean it is not capturable. This rule is specifically overridden for this Charm; however, the duration of the potion effect is only one day.

This potion is mixed in a steel helmet, which must be filled with mortal sweat collected from the padding of actively worn armor.

Distilling the Sun

The process by which orichalcum is refined from gold (Savant & Sorcerer, pg. 39) is a procedure of this circle.

Jade Whiskey

Procedure Duration: 3 days
Procedure Commitment: Charm cost + 2m (12m total)
Roll: Intelligence + Occult
Roll Frequency: each day
Roll Difficulty: 1
Prerequisites: Lore 2, Craft (Water) 3, Minding the Dragon’s Eggs, Bestow the Saffron Mantle (or similar)
Appearance: Similar to whiskey, tinted with the color of the elemental aspect of the effect.
Effect duration: 1 day
Artifact:

A favorite terrestrial alchemists, this procedure produces a potion that allows their minions to detect jade or to detect jade of elemental aspects other than their own. Duplicating the effects of the Minding the Dragon’s Eggs Charm (Aspect Book: Air, pg. 70-71) when drunk, with the type of jade being detected being the type used in the construction of the potion.

In addition to a pint of whiskey, the primary ingredient in the production of this potion is one unit of jade oil. This procedure may be used with any kind of jade, but only one type may be used at a time. Terrestrials using a type of jade different from their elemental aspect must commit an additional mote of essence. The procedure also requires parts of three different plants common to the region associated with the elemental aspect: one root, one leaf and one stem.

Berith Circle

Berith

Procedure Duration: 1 day
Procedure Commitment: Charm cost + 15m (30m total)
Roll: Intelligence + Occult
Roll Frequency: each hour
Roll Difficulty: 3
Prerequisites: Lore 2, Craft (Earth) 3
Appearance: A small lump of dark gold
Artifact: ••

The fabled “philosopher’s stone”, berith is indicative of this circle of alchemy. While lesser alchemy can transmute base metals to gold with complex transformation rituals, this procedure creates a stone that can do so in an instant, with just a touch. Though normally cordial and respectful of any alchemist, Wyr’palja’s treatment of those obsessed with berith for the purposes of greed was nothing short of vitriolic and she seems to have created this procedure largely out of spite. She was more interested a family of other procedures in this circle, very similar to this one, which create stones that transform base materials into more practical, if mundane, materials, such as diamond or titanium.

Anyone can use berith by spending a point of willpower by placing it on a pile of base material and spending a point of temporary willpower. The berith is consumed, transforming the material in the pure gold. A volume of base material roughly equal to what would fit in a large wagon can be transformed by a single stone. The shape and volume of the gold remains that of the original, so some alchemist/artists use belith to produce gold sculpture in forms that would be otherwise impossible to form. Since volume remains the same, the resulting gold is usually much heavier than the original material. Accomplishing this takes energy, which berith tends to suck from the surrounding area. This almost always radically lowers the temperature of the surrounding countryside, sometimes for miles, and has been known to pull stray motes from exalted or, occasionally, snuff out an active nearby Charm. Living material is otherwise immune to the effects of berith.

Production of berith is extremely expensive, generally more than value of the gold it can produce. It requires two units of orichalcum oil, one unit of moonsilver water, 50 pounds of marble suitable for manse construction and a pinch of the dust from the remains of a dead abacasteri (Creatures of the Wyld, pg. 52-53). This procedure is very rapid, but extremely intense. Rumors persist of alchemists that have accidentally turned their own blood into molten gold when making a mistake in this ritual.

Clarity Spirit

Procedure Duration: 4 days
Procedure Commitment: Charm cost + 3m (18m total)
Roll: Intelligence + Occult
Roll Frequency: each day
Roll Difficulty: 2
Prerequisites: Lore 3, Craft (Water) 3, Spirit-Detecting Glance, Power-Awarding Prana (or similar)
Appearance: A thin, pale turquoise, slightly carbonated liquid.
Effect duration: One scene
Artifact: ••

This bitter, ephemeral elixir allows an imbiber to see dematerialized spirits, duplicating the effect of Spirit-Detecting Glance. It is made from three bottles of the finest champagne, two units of orichalcum water, one unit of starmetal water and the immaterial eyes of a spirit or elemental slain while dematerialized.

Firedust Catalyst

Procedure Duration: Until 30 successes are achieved
Procedure Commitment: Charm cost + 5m (20m total)
Roll: Intelligence + Occult
Roll Frequency: Daily
Roll Difficulty: 4
Prerequisites: Lore 2, Craft (Air) 2, Craft (Fire) 4
Appearance: A two-inch sphere of fragile multicolored glass
Artifact: •• (Power ••, Usefulness ••, Game Impact •, Script Immunity •, Drawback •• (Essence -1, Component 1, Notoriety 2, Maintenance 0))

Terrestrial alchemists in the south do quite well for themselves producing these baubles for sale. Anyone may use them to convert a decent number of firedust charges into another type of [[Shataina/AlternateElementDusts|elemental dusts]]. To do so, up to 10 charges of firedust are placed into a stone (usually marble) cask. The catalyst is gentle placed on top, then a pinch of elemental dust of some kind is sprinkled over the catalyst. The cask is sealed, then shaken vigorously until the catalyst shatters and all the pieces are ground to dust (this usually takes about a minute). The cask is then opened to reveal all of the dust has been converted into whatever type as sprinkled over the catalyst.

Producing a firedust catalyst requires a glassblowing kiln that contains five openings, one directly facing each of the elemental poles. The fire in the kiln must be ignited by with a charge of firedust loaded from the opening facing the pole of fire. The alchemist must then make five hollow spheres of colored glass, one for each pole. The color must match the color of the pole and must be created while using the opening facing that pole. Once these spheres cool, a small hole is drilled in each, and a tear shed voluntarily by a spirit aligned with the corresponding element is placed inside. The spheres are then placed into the fire-facing opening, melted down. The molten glass is then dropped into a tub of water just so, forming a sphere. This is then extracted and cooled with blasts of air from a bellows. It is then wrapped in grape leaves and buried in loose earth for at least an hour.

Hound’s Tongue

Procedure Duration: 3 days
Procedure Commitment: Charm cost + 3m (18m total)
Roll: Intelligence + Occult
Roll Frequency: each day
Roll Difficulty: 2
Prerequisites: Lore 2, Craft (Wood) 1, Craft (Water) 3, Friendship With Animals Approach, Power-Awarding Prana (or similar)
Appearance: Thick purple liquid with swirls of black.
Effect duration: One scene
Artifact: ••

Hound’s Tongue allows a rudimentary communication with animals, duplicating the Charm Friendship With Animals Approach (Exalted 2, pg. 209). Creating it requires several spoonfuls of the ground horn of a forest mimic (Creatures of the Wyld, pg. 34), every drop of blood from an adult ink monkey (Creatures of the Wyld, pg. 41), a pint of tree-singer urine (Creatures of the Wyld, pg. 51), and at least five tongues from single pack of eight-tailed mole hounds (Creatures of the Wyld, pg. 56).

Master’s Toast

Procedure Duration: 7 days
Procedure Commitment: Charm cost + 5m (18m total), 1 wp
Roll: Intelligence + Occult
Roll Frequency: each day
Roll Difficulty: 2
Prerequisites: Lore 3, Craft (Water) 3, Fivefold Bulwark Stance, Power-Awarding Prana (or similar)
Appearance: A clear liquid, in which dirty clouds dart erratically.
Effect duration: One scene
Artifact: ••

Master’s Toast is a potent alcoholic drink that increases the imbiber’s ability to defend himself with melee weapons, duplicating the effects of Fivefold Bulwark Stance (Exalted 2, 194). Producing this potion requires an exceptional sword that has been inhabited by a spirit or ghost with a Melee rating of at least five. This sword must then be used to parry 25 blows from each of the magical materials (five from each color of jade). These blows must be legitimately intent on cutting the wielder, but need not be viscous. The tip of the sword is coated with one unit of orichalcum oil and then dissolved with alkehest, dealing one level of unsoakable aggravated damage to the spirit or ghost inhabiting it. The dissolved tip is then added to a gallon of 200 proof alcohol, into which another unit of orichalcum oil is added. As the procedure progresses, the mix must be stirred continuously with the remainder of the sword, which the spirit or ghost must continue to inhabit. Other ingredients add over the course of the ritual are 625 thorns (from the stems of red roses) completely dissolved in nitric acid, a splinter from a shield used while defending something from a superior force and a unit of gossamer harvested harvested from a dream of a valiant defense of some kind.

Quintessence Circle

Alchemy of this circle often requires the use of quintessence or ambrosia (Sidereals, pg 26-27). These materials dissipate into essence as soon as they enter Creation, so using the raw form of either of them requires the alchemist to work either in Yu-Shan or a spirit’s sanctum. Both of these materials can be transformed at will into other forms, however, which do survive in Creation, so often procedures of this circle require materials made in this fashion.

The First Gate

Procedure Duration: Until 60 successes are achieved
Procedure Commitment: Charm cost + 15m (35m total), 2 wp
Roll: Intelligence + Occult
Roll Frequency: Daily
Roll Difficulty: 5
Prerequisites: Lore 5, Craft (Wood) 2, Craft (Water) 4
Appearance: A glowing white liquid
Artifact: ••• (Power •••, Usefulness •, Game Impact ••••, Script Immunity ••, Drawback ••• (Essence -2, Component 4, Notoriety 1, Maintenance 0))

A story from the Primordial War that few know involves a circle mate of Wyr’palja whose soul was corrupted by Primordial. As his corruption became evident most in heaven, including the Unconquered Sun wanted him destroyed, but his circle mates came up with a plan involving three “gates” that would be used to filter the corruption out of him. This potion was the first of these gates. Unless it is voluntarily consumed by a celestial exalt who knows exactly what it will do, this potion has no effect. Otherwise, the potion causes the exalted soul shard to leave the drinker’s body. Unless great care is taken, this will kill the body within seconds and the soul will seek out a new, worthy body to inhabit. In the sole instance when this potion was used, the shard was somehow prevented from escaping while the other two gates cleansed the shard and coerced it back into the body before he died.

In modern times, though a few spirits remember the event even fewer know of the potion itself, no one remembers how the potion was made. With the appearance of Infernal and Abyssal exalted, however, a few have become interested in this legend, thinking that it may offer a way to restore these tainted Solar shards back to their original glory.

The key ingredient to this procedure is a blue flower called cunaria that grows only very rarely in Yu-Shan. The petals of the flower must be flattened between two panes of adamant and exposed for a full day to the light of an iconic anima of the celestial type to which the soul will be restored. Once so dried, the petals are crushed with a hearthstone of the same celestial type. An arrangement of lenses and prisms is set up to focus on the hearthstone. When another iconic anima is activated, its light is concentrated by the lenses onto the hearthstone, which shatters and forms a circulating ring of swirling energy floating between the lenses. The crushed cunaria is added into this swirling energy, very slowly, along with three uints of oil made from the material associated with the celestial type. Towards the end of the ritual, a talon volunteered by a celestial lion (Games of Divinity, pg. 33) is dissolved with alkahest and added to the mix. At the end of the ritual, a marble basin is placed beneath the energy crucible and a pail of pure water is upended above. The energy is instantly cooled by the water as it falls, collecting in the basin below as a glowing white liquid. Before it fully cools, this liquid must be stored in a flask made from quintessence, where it must remain until it is used, or it evaporates.

King For a Day

Procedure Duration: 7 days
Procedure Commitment: Charm cost + 3m (23m total)
Roll: Intelligence + Occult
Roll Frequency: each day
Roll Difficulty: 3
Prerequisites: Lore 4, Craft (Water) 3, Authority Radiating Stance, Power-Awarding Prana (or similar)
Appearance: A royal purple syrup.
Effect duration: One scene
Artifact: •••

Anyone consuming this potion can instantly get people to follow his orders, as it duplicates the effects of Authority Radiating Stance (Exalted 2, pg. 204). The potion is made with the stomachs of five queen bees fed with honey made from quintessence, one unit of orichalcum oil, and the lamentations of a mob cut down because they failed to organize.

Orison Coagulation

Procedure Duration: 10 days
Procedure Commitment: Charm cost + 30m (50m total)
Roll: Intelligence + Occult
Roll Frequency: Daily
Roll Difficulty: 5
Prerequisites: Lore 5, Craft (Fire) 3

Though this procedure is prohibited in Yu-Shan (severity 2), it is estimated that from one to five percent of the population is using it at any given time. It is a long ritual that transforms a volume of quintessence into about 25-50% more ambrosia than could be gained through trading that same quintessence. Generally used by residents of heaven with Salary ••• or lower, this procedure requires so much quintessence that their salary effectively drops a dot while the procedure is underway. Once it is complete, however, their original Salary is not only restored to normal, for the next month it also increases by one dot. Richer spirits can use this procedure as well, but rarely find it worth the risk or bother.

The complex stone and crystal apparatus used for this procedure must have been made from ambrosia, but the quintessence used must be handled in its raw state. The entire process must be ignited with a small vessel of pyre flame (Abyssals, pg. 256). On each day of the ritual, in addition to quintessence, the apparatus must be fed one unit of starmetal water, the smoke from a burning animal sacrificed to the gods and the ash of a burned stick of incense formed from the virtues of four different people working in the name of the gods.

Vivid Dragon Amalgamation

Procedure Duration: 3 days
Procedure Commitment: Charm cost + 10m (30m total)
Roll: Intelligence + Occult
Roll Frequency: Every 8 hours
Roll Difficulty: 4
Prerequisites: Lore 4, Craft (Fire) 5

For the few who know this transformation ritual, the jury is still out on if it has any practical value or only creates a good looking novelty. Using this process, jade of different colors can be alloyed together to form jade of any color at all. Unexpectedly, even though the color of jade comes from the light it reflects rather than emits, when jade is mixed together, its colors mix like the colors of light do, rather than the way, say, paint mixes together as one might expect. As a result, mixing together, say, red, green and blue jade produces white jade, causing much confusion among artists. Similarly, red and green mix into yellow, red and blue produce magenta and so on. More bizarrely, adding black jade does darken the mix and white lightens it, as if they were paint. By mixing jade in the correct ratio, any color can be produced.

The most study on this kind of jade in modern times occurs at the Heptagram, where alchemists attempt to discover how well such jade combines the properties of its components.

A single transformation of this kind can combine about as much jade as would be needed to fashion a suit of articulated plate, which must be melted in a prismatic crystal forge made from quintessence. In addition to the jade used, this ritual consumes three units of moonsilver oil, a pound of snake scales that exactly match the colors of jade being mixed (and in the same ratio), and an ounce of liquid sunlight.

Ambrosia Circle

No procedures of this circle are known. In heaven, ambrosia can be turned into almost anything including jade, but only that formed from prayers to the celestial incarna can be made into the more noble magical materials. It is thought that Wyr’palja was working on a way to convert “run of the mill” ambrosia to into these elements using this circle of alchemy.

Eterna Circle

Much as the philosopher’s stone consumes the thoughts of mortal alchemists, the ability to create catalysts that can transmute mundane material into the five magical materials consumes most of the theorizing about this circle.

Ratings
Submission Rating: Description: +2 | Rules: +2 | Originality: +2

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Description: +1 | Rules: +1 | Originality: +1 - Jukashi (about 1 year)

I love it! Very in-depth and thorough. Adds lots of options to stories.

Description: +1 | Rules: +1 | Originality: +1 - Bill Garrett (about 1 year)

A lot of good work and background information.

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Copyright White Wolf Publishing, Inc.

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