Wondrous Transmutation
Price: 1-3 dot hearthstone; Circle: Emerald; Anchor: Artefact 2+ (Alchemy equipment)
Target: Object or Character
Spell Duration: Instant; Casting Duration: 12 Hour Ritual
Essence Aspect: Special; Favoured Aspect: Special
It is said that the Anathema devalued hard work with their magics, turning lead into gold at a whim. Modern sorcerers know such feats are indeed possible with the correct tools. Through careful mixes of acids, ground-up hearthstones, salts and stranger reagents, the sorcerer-alchemist can transform base materials into other things.
Ritual: The sorcerer requires access to a workshop set up for alchemy, as well as a thematically appropriate Artefact which can be used as part of their ritual. The ritual involves the careful dissolution and rendering down of a hearthstone in a way which does not violently unleash the trapped essence, followed by the application of the reagent to the object or character that the sorcerer wishes to transmute. The substances a sorcerer can create are dependent on the essence aspect of the hearthstone used as the price. For example, Solar essence is required to produce gold, while Fire essence can be made to make rubies and Wood essence make emeralds. Necrotic hearthstones are required to make the strange wonders of the lands of the Dead, while hellish essence is needed for the ores of the Demon Realm.
Mechanics: This spell permits the sorcerer to transmute the composition of an object or a character to a single homogenous substance. The sorcerer rolls their (Intelligence + Craft (Water)) at a difficulty equal to the (1+ the Resources value of the final object), paying the Price of a one-dot hearthstone. As a result, it is much easier for an alchemist to turn lead into brass rather than gold. He may not create mundane substances with a Resources value greater than 5. He might be able to transmute a boulder to tin or iron, but he cannot turn it into solid gold.
If he attempts to make a magical material with this spell, such an act is Difficulty 6 and has a Price of a three dot hearthstone. This creates an amount of the magical material worth Resources 4. Additionally, the magical material forms as tiny fragments within the transmuted object, which must be carefully purified and cleansed with thaumaturgical ritual before they can be used for anything. Attempting to pass off unpurified transmuted jade as mined jade is a capital offence in the Realm, due to the dangerously unpredictable effects that it can cause.
Effects: With a success, the alchemist has successfully transmuted the object into a form as described above. On a failure, the object is still transmuted, but the end product is impure dross of the Storyteller's choice. Should he fail the roll by three successes or more, he experiences a dramatic failure producing something hazardous or otherwise unexpected. Very rarely such a failure can still have productive results - yellow jade is an example of such an anomaly.
If used against a living target, the character must be kept Inactive and restrained throughout the ritual. The results are resolved as a Shaping attack against the target. Mortal characters die instantly as they are transmuted. Enlightened characters take (sorcerer's Essence) dice of aggravated damage a tick which ignores armoured soak, until they either die, the spell is countermagiced, or they are freed from their restraints. Damage inflicted by this spell can inflict disabling wounds even against characters who heal as Exalts, with the Crippling injuries representing extremities or organs that were alchemically transmuted. Otherwise, the same conditions of success and failure apply as above. The origins of more than one behemoth come from a failed alchemy experiment.
Price: 1-3 dot hearthstone; Circle: Emerald; Anchor: Artefact 2+ (Alchemy equipment)
Target: Object or Character
Spell Duration: Instant; Casting Duration: 12 Hour Ritual
Essence Aspect: Special; Favoured Aspect: Special
It is said that the Anathema devalued hard work with their magics, turning lead into gold at a whim. Modern sorcerers know such feats are indeed possible with the correct tools. Through careful mixes of acids, ground-up hearthstones, salts and stranger reagents, the sorcerer-alchemist can transform base materials into other things.
Ritual: The sorcerer requires access to a workshop set up for alchemy, as well as a thematically appropriate Artefact which can be used as part of their ritual. The ritual involves the careful dissolution and rendering down of a hearthstone in a way which does not violently unleash the trapped essence, followed by the application of the reagent to the object or character that the sorcerer wishes to transmute. The substances a sorcerer can create are dependent on the essence aspect of the hearthstone used as the price. For example, Solar essence is required to produce gold, while Fire essence can be made to make rubies and Wood essence make emeralds. Necrotic hearthstones are required to make the strange wonders of the lands of the Dead, while hellish essence is needed for the ores of the Demon Realm.
Mechanics: This spell permits the sorcerer to transmute the composition of an object or a character to a single homogenous substance. The sorcerer rolls their (Intelligence + Craft (Water)) at a difficulty equal to the (1+ the Resources value of the final object), paying the Price of a one-dot hearthstone. As a result, it is much easier for an alchemist to turn lead into brass rather than gold. He may not create mundane substances with a Resources value greater than 5. He might be able to transmute a boulder to tin or iron, but he cannot turn it into solid gold.
If he attempts to make a magical material with this spell, such an act is Difficulty 6 and has a Price of a three dot hearthstone. This creates an amount of the magical material worth Resources 4. Additionally, the magical material forms as tiny fragments within the transmuted object, which must be carefully purified and cleansed with thaumaturgical ritual before they can be used for anything. Attempting to pass off unpurified transmuted jade as mined jade is a capital offence in the Realm, due to the dangerously unpredictable effects that it can cause.
Effects: With a success, the alchemist has successfully transmuted the object into a form as described above. On a failure, the object is still transmuted, but the end product is impure dross of the Storyteller's choice. Should he fail the roll by three successes or more, he experiences a dramatic failure producing something hazardous or otherwise unexpected. Very rarely such a failure can still have productive results - yellow jade is an example of such an anomaly.
If used against a living target, the character must be kept Inactive and restrained throughout the ritual. The results are resolved as a Shaping attack against the target. Mortal characters die instantly as they are transmuted. Enlightened characters take (sorcerer's Essence) dice of aggravated damage a tick which ignores armoured soak, until they either die, the spell is countermagiced, or they are freed from their restraints. Damage inflicted by this spell can inflict disabling wounds even against characters who heal as Exalts, with the Crippling injuries representing extremities or organs that were alchemically transmuted. Otherwise, the same conditions of success and failure apply as above. The origins of more than one behemoth come from a failed alchemy experiment.
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