Alchemy

## Alchemy & Chemos

Alchemy is only possible during Chemos, the Witching Day that occurs on the 14th of each month, when many of the fundamental forces of nature are magically influenced. Mana and alchemical bonds possess unique traits under these circumstances, allowing them to be used in the alchemical arts. Attempting alchemy on other days is only useful for training purposes; it won't sustain produce long-term alchemical bonding, and all magical effects would be too weak to work anyway.

Alchemy is a science that does not require any form of innate magic to perform. However, magical alchemists have several advantages over terrestrials. Most terrestrial alchemists study and train in only a few recipes, and must have access to the resources to learn them. Magical alchemists can magically shape and refine the alchemical energies in ways that terrestrials cannot, simplifying their procedures greatly. An inexperienced magical alchemist can be a worthy match for an expert terrestrial alchemist and should expect roughly similar results.

### The Seven Forms of Alchemy

There are seven forms of alchemy, each of which are influenced by different natural forces and energies. Refer to the table below:

 Slayers
 Resistances
 Pharmacy
 Solutions
 Bio

### Alchemical Ranks

Alchemy recipes have an "Alchemy Form" and a "Rank" associated with them. Higher ranks are harder to craft, and there are fewer opportunities to craft them.

Three ranks exist: Light (1), Strong (2), and Potent (3). Potent alchemy is quite rare, especially among the already-scarce alchemy forms.

## The Energies during Chemos

Only a few Alchemy Forms can be crafted each Chemos event, which are effectively random each time. This is due to astrological magics that influence the magical chemistry that can be achieved. This has profound economic implications. Years could theoretically pass without the ability to craft a single healing potion, or it may be possible for three months straight. Chemos events can drastically shift supply and demand of extremely critical resources, which in turn can disrupt the world's factions in countless ways.

These types of recipes possible for the next Chemos can only be predicted on the previous Witching Day (the Day of Omens) on the 7th. Within this window of opportunity, trained alchemists can usually identify which forms of alchemy will be possible when the day arrives; or at least predict something reasonably close.

### Determining Alchemy Forms on Chemos

To determine which Alchemy Forms and Ranks are available, the GM does the following in secret:

* Determine X (the number of Chemos Results) by rolling 1d6, 1d6 and taking the highest result (or higher rolls if you want stronger alchemy).
* Roll on the Chemos Results Table below X times. For each result, increase the Rank of that Alchemy Form by 1.
* Alchemy Forms start at Rank 0 (Unavailable), but can reach Light (Rank 1), Strong (Rank 2), and Potent (Rank 3).

 6 - 10
 11 – 13
 14 – 16
 17 – 18
 19 - 20

## Creating Alchemy Products

Alchemists create products using recipes they've learned or invented. However, because of the way mana interacts during Chemos, recipes cannot simply be replicated by following measurements and procedures. Only someone trained in the Alchemy proficiency or the related sub-field can complete a mixture.

Recipes require specific amounts of Bio, Ley, and Chi energies; energies available during Chemos. For example, an easy recipe may call for 10-12 Bio, 6-10 Ley, and <5 Chi (less than five Chi). When the energies are within a valid range, the alchemist can complete the mixture.

Each ingredient added to a mixture affects its composition. Ingredients are often collected from different Monster Types. Alchemists must choose their ingredients carefully, since additional ingredients can add 'Chaos.' If the Chaos rating is too high, the alchemist could ruin the mixture.

After each ingredient is added, roll a Studies test.

* If the result is less than the current 'Chaos' rating, the alchemy is ruined.
* On 11+, add or subtract 1 from any energy.
* On 14+, add or subtract 1 from any energy and remove 1 Chaos.
* On 17+, add or subtract 2 from any energy and remove 1 Chaos.
* On 20+, add or subtract 2 from any energy and remove 2 Chaos.
* If all of the energies are within range of the recipe's requirements, the recipe succeeds.

Once an alchemist has completed a recipe, they may automatically succeed at the recipe in the future on two conditions: they must use the identical ingredients, and the conditions of Chemos allow its creation.

### Procedures (Free to Apply)

* Heat: -1d4 Bio, -1 Ley, -1 Chi, +1 Chaos
* Strain: -1d4 Ley, -1 Bio, -1 Chi, +1 Chaos
* Dilute: -1d4 Chi, -1 Bio, -1 Ley, +1 Chaos

### Common Mixtures (~1 Silver)

* Alchemical Plants: +2d10 {Any Type}, -2d6 {Any Type}, +2 Chaos
* Alchemical Seeds: +2d10 {Any Type}, +3 Chaos
* Alchemical Flowers: -2d6 {Any Type}, +2 Chaos

### Uncommon Mixtures (~5 Silver)

* Aerokin Heart: +1d10 Ley or Chi, +1d4 Bio, +1 Chaos
* Earthkin Heart: +1d10 Bio or Chi, +1d4 Ley, +1 Chaos
* Reptilus Heart: +1d10 Bio or Ley, +1d4 Chi, +1 Chaos
* Undead Heart: +1d4 Any, +1 Chaos

### Uncommon Boosters (~5 Silver)

* Floran: +1d6 Chi, +1d6 Bio or Ley, +1 Chaos
* Seakin Heart: +1d6 Bio, +1d6 Ley or Chi, +1 Chaos
* Sectoid Heart: +1d6 Ley, +1d6 Bio or Chi, +1 Chaos

### Rare Ingredients (~2 Gold)

* Demon Heart: +/- 2 or 3 Any, +1 Chaos
* Drakonis Heart: +/- 1 Any
* Fey Heart: -1 Chaos
* Mutant Heart: +1d10 Any

## Example Recipes

 Easy
 Medium

Recipes can vary greatly, even those that produce identical results. GM has discretion on recipes you've discovered.