GLOG Subsystem: Alchemy
As above, so below. As within, so without. This is the basic law of alchemy - if you want to change the surrounding world you have to change yourself, and if you want to change yourself, you have to change the world. Alchemists seek many things: the philosopher's stone, the elixir of life, the universal solvent. These are not rules for them - they are rules for the more mundane uses of this magical science.
###What do you need for alchemy?
- First of all - a laboratory with all the strange glass bottles you might imagine. They will be of help. Each further stage of the Great Work will require further gear.
- Second - poisonous ingredients. Some of them you will be using to create prima materia, others you will intake during the process.
- Third - the basis, or the thing of which properties you wish to release and strengthen.
###The Great Work The Great Work of alchemy is divided into four stages:
- Nigredo, or the blackening.
- Albedo, or the whitening.
- Citrinas, or the yellowing.
- Rubedo, or the reddening.
Each further stage empowers the basis, however it requires more work, equipment and prima materia.
###Nigredo:
- Required equipment: a strong fire, fueled by pure spirit (as in, alcohol). An airtight glass container.
- Amount of prima materia: a few drops, enough to moisten the base (costs 40 sp).
- Time taken: an hour or two, until the substance in the container is burnt into a auniform black paste.
- Effects: the intended effect of the substance is purified and strengthened twofold, taking the form of a black paste that is rubbed over wounds.
###Albedo:
- Required equipment: an alembic, a separatory funnel, a controlled flame. Also, the same as previous.
- Amount of prima materia: enough to soak the paste completely (160 sp)
- Time taken: 8 hours, as all that is unneeded is separated and replaced with prima materia. The result is a white powder.
- Effects: a further twofold strengthening of the effect, while it also grows faster (takes effect within 6 seconds), the powder is either snorted or rubbed into wounds, it can also be dissolved in spirit and drank.
###Citrinas:
- Required equipment: as albedo, and also an intricate set of lenses and a prism.
- Amount of prima materia: enough so that a layer of it forms on the powder, splitting the hitting light into impossible colours (640 SP)
- Time taken: a week, as the equipment is left in the light of the sun. The alchemist needs to check up on it for an hour everyday, in order to make sure that the process is going right.
- Effects: a yellow oily liquid that refracts light into colours that you can see nowhere else. Injected it takes effect immediately. It's strength is also increased fourfold from the previous step, while the effects become wider (a herb that is used for curing sight gives night vision, in example).
###Rubedo:
- Required equipment: your own body.
- Amount of prima materia: an entire jug, tasting like you're drinking sunlight (2560 SP)
- Time taken: 32-CON hours, during which the alchemist can do nothing else, as they transform the substance within them with a regimen of meditation and imbibed poisons and cures.
- Effects: red blood that flows out of the alchemist's eyes at the end of the process. It never coagulates and if ingested it grants the effects of the potion for seven days and seven nights.
Some Examples: If you put in some betel nuts, you first get a paste that acts as a stimulant without the side effects, then you get something that acts like cocaine, then you get an oil that makes you really hyper and makes time slow down for you, then you get something that has the same effects for 7 days.
If you want some downers instead, let's try out some opium! First you get a paste that gets rid of pain of the wounds it's rubbed into and causes you to feel a warmth inside, then a white powder that turns off pain and fatigue, then an oil that makes you more immune to damage both to your body and your mind, and finally something that can make you almost undefeatable for 7 days.
If you dislike drugs, then let's make a healing potion! First, we take some honey as it is known to help wounds. Then, we get a paste that cleans wounds and helps them heal. Then, we get a powder that immediately cures 2d6 HP or a mortal wound. Then an oil that completely cures all wounds. Then, finally, we get a drop of red blood that will slowly regenerate all of your long term injuries over 7 days.
But what if we want some night vision? As we know, golden carrots are the answer! (Okay, I'm maybe a bit cheeky here but you get the idea) - first we get a paste that gives you cat's vision, then a powder that makes you see even in the darkest cage, then an oil that makes you see even through magical darkness or smoke, and finally something that lets you see all for 7 days.