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Alchemy
is the binding of energy according to conditions. In effect,
that allows the creation of items who can cause magical effect
no matter who operates them. It also serves a secondary effect;
the binding of curses. Any mage can cause a bad spell to affect
someone; only the alchemist can cause that spell to operate
according to conditions.
Awakening
Alchemy is either due to intense emotion where one tries to
invoke a curse or something similar, or through a deliberate
attempt.
There
are three things that an Alchemist needs to be able to bind
energy; first of all, he needs the object or person that the
magic will be bound into. Second, he needs to be able to create
the effect that he wants to bind; for instance, if he wants
to create a wand of fireballs, he needs to be able to CREATE
a fireball. Third, he needs a source of energy; for one-use
items, the energy required to cast the spell is sufficient,
but for multiple-use items that is not enough.
Items
thus have a limited number of uses. The more effort and power
invested into an item, the longer it will survive, but eventually
it will lose its power, and it will require a mage with the
same combination of abilities required to make the item to
recharge it.
Alchemy
Scars take the form of curses related to the type of spell
the mage was trying to bind.
Alchemy
focuses depend directly on the spell being bound, as if that
spell were being cast. In addition, a focus will be dissolved
by the binding, whether it was the first time used as a focus
or the fiftieth, in order to supply the energy to enforce
the binding.
LEVEL
ADVANCEMENTS:
None:
As with all sorcery, once awakened an Alchemist proceeds directly
to the Apprentice stage.
Apprentice:
The apprentice is able to detect the extent of an existing
binding, depending on the complexity and the extent to which
the binding mage tried to conceal his intent. Thus the apprentice
can determine the conditions of most curses and what effects
an item may reproduce.
Journeyman:
The mage may begin to bind spells into one-use items such
as scrolls and potions and cast a curse that will take effect
once when the conditions are met.
Mage:
The mage may bind spells into multiple-use items. The energy
for the first, initial binding is that required to cast the
spell; after that, each 'casting' of a spell counts as two
uses of the item should the creation be successful. Correspondingly,
the longer a mage takes to complete an item, the more uses
it will have.
Adept:
The mage may bind a spell into a continual-use item. The spell
will be continuously in effect, but this has a cost; the energy
is either drawn from the bearer of the object, or it will
gradually drain out. If it is drawn from the bearer, the spell
will take effect when the bearer puts on/wields the item.
At this level, the adept is skilled in the conservation of
energy, so such items last a long time; they are not, however,
permanent.
LOST ABILITIES: It is known for a fact that ancient
mages created powerful items that did not lose energy, perhaps
drawing on some unknown replenishable source; however, the
means of doing so have been lost since the Scourge, and attempts
to duplicate existing items have resulted in failure.
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