The Magic of Transformation: An Alchemist's Guide to Transmutational Research

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Magic research - Master of Alchemy The field of alchemy is a fascinating branch of magic research that focuses on the transformation of matter and the exploration of its hidden properties. Those who dedicate themselves to studying this ancient art and unlocking its secrets are known as Masters of Alchemy. Masters of Alchemy are highly skilled individuals who have spent years delving into the mysteries of the elements and honing their magical abilities. Their research is centered around understanding the principles of transformation and applying them to various substances in order to create powerful potions, elixirs, and magical artifacts. Alchemy is a multi-faceted field with many different branches and areas of focus. Masters of Alchemy may specialize in the study of healing potions, seeking to unlock the secrets of rejuvenation and immortality.



Alchemy

Alchemy is the school that studies transforming objects or materials into powerful potions, with various effects. There are also legends that it might be possible to create gold using Alchemy.

Crafting [ ]

Recipe Required Level Ingredients Description Effect
Mana Potion 1 300 Mana
50 Water
A small blue potion. Restores Mana . +200 Mana
Health Potion 3 200 Water
1 Medicinal Herbs
A small red potion. Restores HP . +80 HP
Strength Potion 4 300 Water
3 Mouse Tail
A potion that makes your attacks more damaging. Boosts Attack temporarily. +10 Attack for 180 sec
Vitality Potion 5 400 Water
100 Monstrium
1 Medicinal Herbs
A potion that fills you with vigor. Temporarily raises Max HP . +100 Max HP for 180 sec
Defense Potion 6 300 Water
2000 Stone
A potion that hardens your skin. Temporarily raises Defense . +8 Defense for 180 sec
Speed Potion 7 300 Water
3 Bat Wing
A potion that makes you attack quicker. Reduces Attack Delay temporarily. -14% Attack Delay for 180 sec
Potion of Regeneration 9 600 Water
1 Berry
2 Ivy
A potion that improves the speed at which you regenerate HP . +1 /sec for 180 sec
Venomous Brew 10 400 Water
1 Death Mushroom
A dangerous liquid that can be used as a weapon. Poisons enemies. -16 enemy HP /sec for 20 sec; duration stacks
Potion of Mana Regeneration 12 500 Water
2 Mushroom
A potion that restores Mana over time. +30 Mana /sec for 60 sec
Silver Bar 16 2500 Iron An ingot of pure silver. Useful for crafting.
Potion of Focus 17 2200 Water
1 Silver Bar
A potion that increases your focus, allowing you to hit the weak spot. +6% Critical for 180 sec
Monster Candy 18 1500 Monstium A treat for your monsters! They will work harder and faster for a short time. Give many for the effect to last longer! +100% creature gathering speed for 180 seconds; duration stacks.
Stun Bomb 19 4500 Iron

Alchemy in RPGs: What Makes it Fun? (1 Viewer)

Have you ever checked out Lydon Hardy's Master of the Five Magics?

I'm not saying that it is the answer, but it's an interesting answer in a given setting.

JamesG

Validated User
Validated User

The text adventure Hadean Lands has a brilliant alchemy system, whcih I have wondered about how to port to tabletop - often the formulae you learn in the game aren't exactly what you need, and substituting components or actions to tweak the results are needed - for example, the first, tutorial puzzle involves adapting an alchemical formula you know, for cleaning corroded brass, to open a rusted iron hatch in the starting room.

SunlessNick

Mildly Darkened One
Validated User 20 Year Hero! Philippus Aureolus Theophrastus Bombastus von Hohenheim. Awesome! From which we get the adjective bombastic.

Blackwingedheaven

Crystal Human
Validated User

Personally, I find alchemy in fantasy games interesting because it gives you the chance to do SCIENCE! while everyone else is doing magic. Even if alchemy is "just" another kind of magic mechanically, the (pseudo) scientific trappings involved can be a lot of fun.

committed hero

nude lamia mech
Validated User 20 Year Hero!

My favorite treatment of the subject was done by Ken Hite, https://www.drivethrurpg.com/product/170326/Alchemy

For good or ill, some of the major consequences are more or less story elements rather than mechanical powers.

Yikes! I asked this question in a more crass manner fifteen years ago: https://forum.rpg.net/index.php?threads/why-does-alchemy-suck.304642/

Bình

Unregistered user
Validated User

I just like throwing bottles like Molotovs.

Fireball!
Lightning bottle!
Smoke bomb!

You need healing? Don't dodge! Healing Molotov!

DMH

Master of Mutant Design
Validated User 20 Year Hero!

Personally, I find alchemy in fantasy games interesting because it gives you the chance to do SCIENCE! while everyone else is doing magic. Even if alchemy is "just" another kind of magic mechanically, the (pseudo) scientific trappings involved can be a lot of fun.


This plus some games have rote spells and dynamic alchemy. In other words a spell that has the same effect over and over whereas alchemical concoctions that rely on skill rolls and the possibility of great success or horrific botches.

SpoonR

Validated User
Validated User

I just like throwing bottles like Molotovs.

Fireball!
Lightning bottle!
Smoke bomb!

You need healing? Don't dodge! Healing Molotov!

It’s been a while, but iirc the mmo Rift had a ranged class that was this kind of alchemy but with a crossbow. Fire bolt! Healing bolt! Then you can do healing and acupuncture simultaneously.

I like alchemy when it’s a toolkit. Systems where spell A is spell A, but alchemy is “gimme a minute and I can whip up a potion that will do what you need”. A more freeform variation of a magic system. I think Blades in the Dark has a version of this.

Also, monster body part potions give the gm an option to allow but control potentially gamebreaking spells. Stop the baddy before they get all the ingredients for their “summon demonic entity” potion - characters can research potion variants and decide which rare herb to monopolize. Flying may bypass lots of stuff, but if you need to hunt down dragon essence for the potion. A bit more elegant than “a diamond worth 1000 gp” spells.

ARBco

Julian Kay ● RPG Freelancer
Validated User

A lot of games just make alchemy a slightly remixed version of their magic system, and I think we can discount those for purposes of this discussion. If it's just "throw beaker of acid" instead of "throw acid spray", then that's just largely a reskinning.

I think potentially you have two main things. The first is potentially having a sense of exploration and discovery; if you have a system where ingredients are key, then you have to either experiment to find out what you can do or adventure to find the ingredients you need. Granted, the main issue with this is that it would need to be freeform if you don't want players to just dig through a book for recipes, or be randomized via tables or the like, but it's fun in games like Skyrim to mash ingredients together and slowly unlock effects.

Another is just being able to be the extra-preparation wizard and take gambles on what you think will be useful, the feeling of kitting out your group with fire potions to face the dragon or the like. A lot of modern games (like the aforementioned Blades) let you declare after the fact, which is good for seamless narrative-building, but there's also a charm of prepping and making do with your prediction; especially when you get it just right.

Alchemist Alchemy Questions

An Alchemist is able to brew a potion as per the Brew Potion bonus feat of any 1st to 3rd level spell he/she knows and is able to 'cast' (from within the potion spell list or as allowed by DM) as with any of the Craft Magic Item feats.

An Alchemist(with no additional spell casting multi-class)is only provided with 2 extracts(+any provided by INT bonus)at 1st level within his/her formula book and new extract formula from his formula class list after research and upon reaching a new XP level and nothing else.

So an Alchemist at 1st level has the ability to Brew a Potion(Potion not Extract)but can't because he/she doesn't know any recipes/spells for them.
Where do the spells/recipes for brewing a potion as per the bonus feat come from? In the case of a Single Class Alchemist or a Multi-Class Alchemist without a spell casting 2nd class this is an unusable feat unless there is another source of spell knowledge/recipes.

Are these spells/recipes able to be obtained as an Alchemist could obtain extract formula from studying a wizard spell book or a scroll?
as per APG;
"An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements.
"An alchemist can study a wizard’s spellbook to learn any
formula that is equivalent to a spell the spellbook contains."

Does 'formula' specifically mean extract formula or does it mean formula in a broader sense to include both potions and extracts?

Upon succesfully learning a 1st to 3rd level spell(without a focus or divine focus component) from a spellbook or scroll after the required spellcraft checks(but leaving out the decipher writing bit cuz "An alchemist does not need to decipher arcane writings before copying them.") etc. and adding it to his/her formula book the Alchemist can now brew a potion of that spell(provided it is on the potion spell list and he/she is able to cast it and it doesn't require a focus or divine focus component).

Have I got that right? Am I missing somthing? or is somthing just missing?

Could an Alchemist reverse-engineer a potion(a potion mind as per brew potion bonus feat not an extract)?

An alchemist can identify a potion as per the following excerpt from APG; "an alchemist can use Craft (alchemy) to identify potions as if
using detect magic. He must hold the potion for 1 round to
make such a check."

depending on your take this could either be;

(a) the alchemist studying the potion using his Craft Alchemy skill, swirling it around in its vial, holding it up to the light, perhaps smelling the potion or even placing a drop on his tongue(eew!) and using his/her experience, skill and knowledge to deduce the contents of the vial

(b) the alchemist is extending the magical aura that allows him to create extracts and bombs as a wizard casts spells and using it to identify the potion within his/her hand as if per Detect Magic

the Detect Magic spell itself does allow the following; "If the aura emanates from a magic item, you can attempt to identify its properties" after the 3rd round of focus/study

so if an Alchemist obtains an actual potion thru an NPC vendor or in some loot that he/she does not currently have the recipe(does not have the spell)for in his formula book can he/she commit further study/hold the potion longer and deduce the recipe? or perhaps using his Alchemy Kit and Craft Alchemy skill break the potion down into identifiable components?

If so, how? By way of a Skill Check or by way of Identify as per Detect Magic?

I also have questions about Mundane Alchemical Items and Poisons but I will leave those for another time as I realize this is already extremely long winded.

Masters of Alchemy may specialize in the study of healing potions, seeking to unlock the secrets of rejuvenation and immortality. Others may be experts in transmutation, able to turn base metals into gold or transform ordinary objects into magical talismans. The research conducted by Masters of Alchemy is often shrouded in secrecy, with many keeping their findings closely guarded.

Magic research master of alchemy

This is due in part to the potential dangers associated with their work. Manipulating the very fabric of reality and toying with the properties of matter can be risky, and a single mistake can lead to disastrous consequences. To become a Master of Alchemy, one must undergo rigorous training and study under experienced mentors. This apprenticeship can last for many years, with the aspiring alchemist learning the ancient texts and techniques that form the foundation of this magical art. They must also develop a deep understanding of the properties of various substances and how they can be combined to achieve desired effects. The research conducted by Masters of Alchemy has far-reaching implications and applications. It can be applied to a wide range of fields, from medicine and healing to creating powerful weapons and tools. Their work is invaluable in helping to push the boundaries of what is possible within the realm of magic. In conclusion, the field of alchemy and its Masters are dedicated to uncovering the hidden potential of matter and harnessing its power. Through years of research and study, these individuals unlock the secrets of transformation and create powerful magical artifacts. The research conducted by Masters of Alchemy has profound implications for various fields and pushes the boundaries of magic itself..

Reviews for "The Secrets of Alchemical Mastery: Lessons from the Pioneers of Magic Research"

1. Ravi - 2/5
I was really disappointed with "Magic Research Master of Alchemy." The game promised an immersive and exciting adventure into the world of magic, but it fell short in several areas. Firstly, the graphics were underwhelming, with low-quality textures and poorly rendered character models. It was difficult to become fully engaged in the game when everything looked so outdated. Additionally, the gameplay mechanics were clunky and frustrating. The controls were unresponsive at times, making it difficult to cast spells or navigate through the environment. Overall, I was left feeling underwhelmed and would not recommend this game to others.
2. Sarah - 1/5
I regret purchasing "Magic Research Master of Alchemy." The game was riddled with bugs and glitches that made it nearly unplayable. Every time I tried to progress in the storyline, the game would freeze or crash. It was incredibly frustrating and made it impossible to enjoy the game. Furthermore, the dialogue and storyline were lackluster and unoriginal. The characters felt one-dimensional, and the plot was predictable. Overall, this game was a waste of time and money, and I would strongly advise against purchasing it.
3. Michael - 3/5
"Magic Research Master of Alchemy" had a lot of potential, but it failed to deliver on its promises. The concept of combining magic and alchemy sounded intriguing, but the execution was lackluster. The game lacked depth and complexity, making it feel repetitive and boring after just a few hours of gameplay. The spells and abilities were limited, and there was not much room for customization or personalization. If the developers had invested more time and effort into expanding the game mechanics and adding more content, it could have been a much more enjoyable experience. However, as it stands, I would not recommend this game to avid gamers looking for a truly immersive and engaging experience.

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