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    Milo v3's Avatar

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Akay, here is the current draft of ALCH.

    Alchemetry
    72
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    "We're made of star-stuff."

    Alchemetry is the careful application of magical charges to alter the fundamental properties of materials and objects. A master of alchemetry understands materials on a very deep level, and knows how to cause drastic changes with small applications of puissance. Any engineering project which calls for materials outside of the mundane requires someone skilled in alchemetry. Alchemetry was originally conceived as a scientific offshoot of the royal art of alchemy, and bears many outward resemblances to this pseudoscience. However, alchemetry actually deals with contacting and negotiating with the elementals of everyday matter, and convincing them to change the way they form materials.

    Alchemetry often involves the use of astronomic gauges and astrolabes, employed to determine the alignment of heavenly bodies, as well as more traditional alchemical supplies such as flasks and scales. Any such specialized equipment counts as a masterwork piece of equipment, and provides a +2 circumstance bonus on the Gramarie check made to prepare an alchemetric principle. The Almagest is a mythical alchemetric treatise which is said to describe the motion of the planets in exacting detail.

    Key Skill: Diplomacy

    ALCH 101: Intro to Alchemetry 10
    Prerequisites: None
    Preparation Time: 30 minutes
    Target: Solid material of no more than 8 cubic ft. and weighing no more than 5,000 lb
    Save: Fort Negates
    Tools: Measuring flasks and astrolabes.

    This course of study teaches the gramarist to convince the fundamental properties of materials to alter themselves. The target must be a single body of uniform material (even if that uniform material is an alloy). Any mass can only have one modification to a given statistic at a time (for example, a mass of iron can't have its durability raised twice).

    2 Point Principles
    • Durable: The hit points per inch of thickness of the target are increased or decreased by a half of your Alchemetry training (minimum of 1 hit point per inch).
    • Elastic: The hardness of the target is increased or decreased by one fifth of your Alchemetry training (minimum hardness 0).
    • Insulation: The target increases and decreases in temperature by a different factor than it normally would from external heat sources and temperature conditions. Divide your Alchemetry Training by ten (minimum 1), and pick either that number or its inverse (1/the result) as the new heat capacity factor. All temperature changes to the body are multiplied by this factor before being applied to it. This also affects cold and fire damage sustained by the target.
    • Resistivity: The target increases and decreases electric currents by a different factor than it normally would. Divide your Alchemetry Training by ten (minimum 1), and pick either that number or its inverse (1/the result) as the new resistivity factor. This affects electricity damage that would be dealt to the target and inversely affects the length required for amps to travel at which amps are lost. For the purposes of class features and other abilities, a material is considered conductive if it takes 1/4 or lower damage from electricity.
    • Sturdiness: The break DC of the target can be increased or decreased by one quarter of your Alchemetry training (minimum DC 3).


    ALCH 112: Spooky Solvents [Thesis] 10
    Prerequisites: x Training
    Preparation Time: 30 minutes
    Target: Specific liquid of no more than 1 pint
    Tools: Measuring beakers and crucibles.

    This course of study teaches the gramarist how to transform one liquid to another, or to forcefully separate chemicals within liquids.

    1 Point Principles
    • Aquatic Alchemy: Each time this principle is taken select two of the following liquids; acid, alchemist's fire, antitoxin, crude oil, lantern oil, oil of detect poison, oil of erase, oil of mending, oil of purify food and drink, universal solvent, water, or wine. By preparing this principle on one of the liquids you have selected, you can coax elemetals to change into another liquid you have selected for this principle. Oils that have spell effects have a caster level equal to 1 + a third of your ALCH training. This principle can be taken up to six times.
    • Purify Potion This principle can be used to purify substances selected for aquatic alchemy. A single solute of your choice with a concentration of at least 10,000 parts per million is removed from the solvent, and it ends up distilled in a space adjacent to the fluid (the exact location may be decided as a logical decision). This principle can also specifically be used to purify alkahest, reconstituting solid objects and creatures that have been dissolved in it. In addition when this course is used through this principle it can target a much greater volume, up to 8 cubic feet. [1]
    • Slick and Stick: Add the items; salve of slipperiness and sovereign glue, to the list of liquids you have selected for Aquatic Alchemy. [6]


    2 Point Principles:
    • Elementric Containment: Knowing the principle allows you to spend a free action when creation acid or an alchemist's fire with Aquatic Alchemy, to set it's energy damage to a different form. You can set the energy damage to be any of the following; acid, cold, desiccation, electricity, fire, or sonic. [3]


    ALCH 119: Architecture of Animals 6
    Prerequisites: x Training, BIOY 10
    Preparation Time: 1 hour
    Target: Specific solid material of no more than 8 cubic ft. and weighing no more than 5,000 lb
    Tools: Enzymes and crucibles.

    This course of study teaches the gramarist how to transform one organic material into another. When this course is used, you are actually using two principles from this course, one to determine the target of the "principle", and one to determine the material for the target to transform into. You cannot use a principle from this course, until you have at least two principles from this course.

    1 Point Principles
    • Amber Alchemy: You use this course to transform organic materials into and from Amber.
    • Carapace Alchemy: You use this course to transform organic materials into and from Chitin.
    • Ebony Alchemy: You use this course to transform organic materials into and from Wood.
    • Plastic Alchemy: You use this course to transform organic materials into and from Wax.
    • Ivory Alchemy: You use this course to transform organic materials into and from Bone.
    • Woven Alchemy: You use this course to transform organic materials into and from Silk.


    ALCH 163: Primitive Products 4
    Prerequisites: x Training, GEOC 10
    Preparation Time: 1 hour
    Target: Specific solid material of no more than 8 cubic ft. and weighing no more than 5,000 lb
    Tools: Measuring tools and crucibles.

    This course of study teaches the gramarist how to transform one primitive construction material into another. When this course is used, you are actually using two principles from this course, one to determine the target of the "principle", and one to determine the material for the target to transform into. You cannot use a principle from this course, until you have at least two principles from this course.

    1 Point Principles
    • Adobe Alchemy: You use this course to transform primitive materials into and from Mud.
    • Dune Alchemy: You use this course to transform primitive materials into and from Sand.
    • Green Alchemy: You use this course to transform primitive materials into and from Wood.
    • Igloo Alchemy: You use this course to transform primitive materials into and from Snow.


    ALCH 202: Irregular Properties 7
    Prerequisites: x Training
    Preparation Time: 1 hour
    Target: Solid material of no more than 8 cubic ft. and weighing no more than 5,000 lb
    Tools: Thermometers and astrolabes.

    This course of study teaches the gramarist to convince the elemental properties of materials to alter themselves. The target must be a single body of uniform material (even if that uniform material is an alloy). Any mass can only have one modification to a given statistic at a time (for example, a mass of iron can't have its flammability raised twice).

    1 Point Principles
    • Resonance: This makes a material resonate better with vibrations, reducing it's vulnerability to sound. A material of increased resonance does not have it's hardness bypassed by sonic damage, and it only takes half damage from bludgeon damage as if it was energy damage.


    2 Point Principles
    • Buffering: This either increases or decreases the amount of reactions acidic chemicals cause upon the material. A material of increased buffering takes only half as much acid damage as it normally would, and if it comes in contact with a fluid that deals acid damage and is not destroyed by it after a number of rounds equal to the number of squares the fluid could cover, the fluid is rendered pH neutral (assuming the target remains in contact with the fluid). A material of decreased buffering takes twice as much acid damage as it normally would.
    • Flammability: This make a material either more or less flammable. A material of increased flammability loses all immunity and resistance to fire, fire damage ignores the materials hardness, and fire no longer only deals half damage if it normally would. A material of decreased flammability only takes half as much fire damage as it normally would.
    • Magnetism: This makes a material either more or less magnetic. A material of increased magnetism is treated as ferrous and it takes twice as much electricity damage as it normally would. A material of decreased magnetism stops counting as ferrous and it takes only half as much electricity damage as it normally would (this can only be done to materials that are magnetic).


    ALCH 286: Mysterious Metallurgy [Thesis] 10
    Prerequisites: x Training
    Preparation Time: 1 hour
    Target: Specific solid material of no more than 8 cubic ft. and weighing no more than 5,000 lb
    Tools: Bunsen burner, crucibles, and tongs.

    This course of study teaches the gramarist how to transform one planetary metal into another. When this course is used, you are actually using two principles from this course, one to determine the target of the "principle", and one to determine the metal for the target to transform into. You cannot use a principle from this course, until you have at least two principles from this course.

    Metals transformed by this course are identifiable as such by a DC 20 Appraise check, which shows what the original metal was, and as such they are often not worth as much as the "real" metal.

    1 Point Principles
    • Copper: You use this course to transform metals into and from Copper.
    • Lead: You use this course to transform metals into and from Lead.
    • Mercury: You use this course to transform metals into and from Mercury.
    • Iron: You use this course to transform metals into and from Iron.
    • Silver: You use this course to transform metals into and from Silver.
    • Tin: You use this course to transform metals into and from Tin.


    2 Point Principles:
    • Gold: You use this course to transform metals into and from Gold.
    • Platinum: You use this course to transform metals into and from Platinum. When you transform a metal into platinum, it is at a ratio of 10:1 rather than 1:1 (transforming platinum into other things does not have an altered ratio). [8]


    ALCH 364: Unexpected Materials [Thesis] 25
    Prerequisites: x Training
    Preparation Time: 1 hour
    Target: Specific material of no more than 8 cubic ft. and weighing no more than 5,000 lb
    Tools: Bunsen burner, crucibles, and tongs.

    This course of study teaches the gramarist how to purify planetary metals to an extent that they gain supernatural traits. These resulting metals have all the traits of it's un-ascended form, and it gains additional traits from ascension.

    2 Point Principles
    • Alkahest: You can use this principle to ascend Tin into Alkahest.
    • Carmot: You can use this principle to ascend Copper into Carmot.


    3 Point Principles
    • Cursed Lead: You can use this principle to ascend Lead into Cursed Lead.
    • Moonsteel: You can use this principle to ascend Silver into Moonsteel.
    • Orichalcum: You can use this principle to ascend Platinum into Orichalcum.


    4 Point Principles
    • Phlogiston: You can use this principle to ascend Iron into Phlogiston.
    • Quicksilver: You can use this principle to ascend Mercury into Quicksilver.
    • Sunmetal: You can use this principle to ascend Gold into Sunmetal.



    ******* I suggest we have a table or section at the end of the update that states the properties of all materials listed in gramarie. *******

    ALCH 217: Reactive Reagents [Military][WIP] 10
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    Prerequisites: x Training
    Preparation Time: 2 hours
    Target: Specific material of no more than 8 cubic ft. and weighing no more than 5,000 lb
    Tools: Phosphorous and crucibles.

    This course of study teaches the gramarist how to improve the destructive power of dangerous chemicals. Whenever you create a chemical with this course you need to select that chemicals Trigger. A trigger is the circumstance that causes the chemical to react, and are as follows:
    • Charged Triggers if a 1 Amp is sent through it, per 5 ft. volume of the mass.
    • Collision Triggers if dealt 6 points of physical damage of a specific type in a single turn, per 5 ft. volume of the mass.
    • Energized Triggers if dealt 6 points of energy damage of a specific type in a single turn, per 5 ft. volume of the mass.
    • Exposure Triggers if the surface of the chemical comes in contact with 1 cubic foot of gaseous oxygen, per 5 ft. volume of the mass.


    1 Point Principles
    • Secondary Trigger: Instead of modifying something, knowing this principle lets you select an additional trigger for chemical created by this course. This can be taken twice, granting a third trigger slot for your chemicals. [4]

    2 Point Principles
    • Alchemists Inferno: This principle alters the properties of Alchemists Fire to turn it into a powerful explosive called Alchemist's Inferno. When this is triggered it immediately converts the entire mass into an explosion that has an effect radius of 5 ft. per 5 cubic ft. of volume that the mass has. Anything in the effect radius takes 2d6 energy damage (same energy type as the alchemists fire used to create the alchemist's inferno). Combustibles that take this damage are set on fire, except that the damage is whichever damage is being used rather than necessarily being fire damage.
    • Brisance Bombs: This principle alters the properties of a Thunderstone to turn it into a potential grenade known as a Brisance Bomb.
    • Corrosive Catalyst: This principle alters the properties of Acid, allowing it to cause impressive reactions when it comes in contact with other chemicals, though its PH becomes much closer to 7 (causing the acid to deal 1d4-3 damage). This chemical does not function like the others and lacks a trigger, instead it counts as Triggering circumstances for a mass of equal or lesser volume of a chemical that it is comes in contact with. This destroys an amount of corrosive catalyst equal to the volume triggered.
    • Dirty Bomb: This principle alters the properties of a Poison converting it into a toxic gas.
    Last edited by Milo v3; 2015-02-16 at 10:25 PM.
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