Alchemy

Alchemy

The Types of Alchemy

### Auromancy

Auromancy is the basics of Alchemy, the usage of transmutation for basic functions, ie, creating fire, making things float. All Sigil based Alchemy is Auromancy, but not all Auromancy is sigils. Sigils have different functions based on the symbols and art within them. Auromancy can also be done with a Casting Gauntlet, which is about using a substance known as Essencia to fuel the transmutations, rather than your own magic or a sigil. Beyond that, is the Mythical Philosopher's Stone, which can do much the same as a Gauntlet, but at no cost.

### Equivalent Exchange/Equivalent Exchange (Revenir)

Equivalent Exchange is the art of using Auromancy to achieve the transmutation of an object into another object. EE has two basic functions, Higher Transmutation, and Lower Transmutation. Generally, Higher Transmutation takes two objects, and turns them into a higher form of the object. Lower Transmutation takes one object, and turns it into a lower form of the object. For example, 2 Normal Seeds could be transmuted into a normal herb, then two normal herbs could be transmuted into one High Quality Herb, which could be turned into 1 High Quality Seed. This is achieved with a sigil normally, but any Auromancy Transmuter would suffice. While Equivalent Exchange starts small, it is the most versatile type of alchemy. By taking Green Herb, and A Vial of Raw Magic, you can transmute a Green Potion, which then two could be put into a Higher Grade Transmutation for High Green Potion.

Equivalent Exchange transmutations tend to have a high failure rate when done with just basic sigils, however, as the path is followed, it can scale massively the more equipment is made.

The Basic Object for someone specializing in this path is the Transmutation Table, an advanced Sigil array carved into stone that is able to turn whatever is put into it into Essencia for use into transmutation later. Any object introduced to the table will be remembered by it. Because a lot of the human element is removed, and left be to the Table, the failure rate becomes very low, but you still have to make the item at least once, and if the table fully runs out of Essencia, it will lose memory of all recipes inside.

This path is one of a resourceful Alchemist, able to gain supplies and ample space for any mishaps, but one of most luxury down the road. As with enough time and research, you could develop devices to pull Essencia from the very decay of the universe, rather than burning items away in a Table or Magic Furnace. (These are known as Energy Collectors)

### Synthesis/Synthesis (Revenir)

Synthesis is a Sigil Based Alchemy, one based around what could simply be seen as quickly crafting objects, taking out the manual labour. All Synthesis is done with a Sigil known as the ‘Synthesis Sigil’ a scaling sigil with places for ingredients. Synthesis has a much higher success rate for crafting objects than Equivalent Exchange does, but the product is normally of a lower grade. Synthesis is technically a type of Equivalent Exchange, but for practical purposes, it is seen as separate due to it not having as much potential. Synthesis can craft things normally made by hand, like potions, or arrows, if skilled enough, even weapons could be crafted this way, but never anything enchanted, or especially eye catching. It’s the Common Man's Alchemy, which isn’t a bad thing, it’s useful when you are without supplies, and on your own. If I am rambling, it is because I have not much to say about the art of Synthesis.

### Infusion/Infusion (Revenir)

The Art of Infusion is one of being more in touch with the metaphysical. You utilize essencia from either a Magical Furnace, Energy Collectors, or some other source to power a massive sigil known as an ‘Infusion Altar’. The Infusion Altar can be used to bequeath aspects of one object upon another one, or if the object already has a unique aspect to it given by the altar or some other source, moving it or restoring it to its full power. For example, infusing a feather into a rock could make the rock lighter, could make you fall slower when holding the rock, or many other things. You must be able to get Liquid Essencia from one of the two sources, if a Magical Furnace, it will naturally collect in a device known as an Alembic after materials are burned, and it can be jarred after being put inside, but for an Energy Collector, you will need a device known as an Essencia Relay, which can pull the Essencia from the Collector, and put it into itself, to then be jarred.

Infusion Altar sigils must be carved into the ground, like a tiny, or large moat. Essencia must be poured into it, and pedestals must be set up parallel to each other to put the items you wish to infuse into your primary object. Everything must be balanced. Nothing must be out of place, both sides must mirror, you must have objects in even pairs, even if you only wish to infuse one object into another.

### Artifice

Artificing is similar to Infusion, wherein it is imbuing an object with a special effect, but this time, the special effect is designed to improve a physical aspect, or metaphysical aspect of the person, their strength, their luck, their speed. It is done with heavily condensed magic, you must learn to use your preferred Auromancy Transmuter to take Jarred Magic, and utilize your willpower and magic to enforce your desired effect on it. This Jarred Magic, after doing this for a good 30 minutes or more, will finally be typed. It will not react, you will not know if it worked, from this point, you need to soak the object inside of a Cauldron.