Art of Alchemy

Alchemy procedures are usually called formulas and are referred to as such in the table below.

In addition to the Occult requirements common to all thaumaturgical learnings, this art requires the thaumaturge to have Lore 2 to gain a degree and Lore 4 to become a Master. Additionally, most formulas require at least one dot per degree in Craft (Water) to learn and many that do not require Medicine (in the case of healing formulas) instead or in addition. These additional requirements will be noted in the formulas’ description, Craft (Water) is to be assumed unless specifically noted.

Alchemical Formulas

Apprentice Level Formula Attribute Difficulty Casting Time
Alchemical Touchstone Perception 1 one action
        Resultant item can detect the presence or absence of a single substance or property. Each touchstone is good for one season.
Life’s Little Luxury Blends Intelligence 1 one hour
        Creates superior soaps, deoderants, trick powders, etc. Each item is a separate formula.
Initiate Level Formula Attribute Difficulty Casting Time
Blind Courtesan’s Caress Potion Wits 3 one hour
        Creates a preparation that grants acute sense of touch for several hours.
Blood-Staunching Compress Intelligence 3 one hour
        Allows the thaumaturge to create a compound that, when applied to bandages, automatically stops bleeding and makes wounds less likely to reopen. These compounds usually last for one year and the formula requires Medicine as well as Craft (Water) to learn.
Bloodhound’s Nose Potion Wits 3 one hour
        Creates a preparation that grants acute sense of smell for several hours.
Craft Sleep Grenade Intelligence 2 six hours
        Creates five grenades that expel a sleep-inducing gas upon detonation.
Craft Smoke Grenade Intelligence 3 twelve hours
        Creates five grenades that expel vision-obscuring gas upon detonation. Unlike the similar, Initiate-grade formula this does not require Southern firedust.
Draught of Blessed Respite Intelligence 2 one hour
        Creates five doses of a potion that gives a full night’s sleep in any environment. A half-dose can put the user into a half-sleep during which they may function at lowered capacity, but may still gain some rest. It is important to remember that the potion, which will last for several years, is addictive if taken too many times in quick succession.
Eagle’s Eye Potion Wits 3 one hour
        Creates a preparation that grants acute vision for several hours.
Exquisite Chef’s Palate Potion Wits 3 one hour
        Creates a preparation that grants acute sense of taste for several hours.
Fox’s Ear Potion Wits 3 one hour
        Creates a preparation that grants acute hearing for several hours.
Hero’s Recovery Intelligence 3 one hour
        Create a single dose of a potion that grants Exalted healing to a mortal for a short period of time (although too many doses slow down their healing). This formula requires Medicine to learn as well as Craft (Water).
Miasma-Warding Mist Intelligence 2 one hour
        Creates a single dose of a compound that protects mortals from the poisonous air of Malfeas. It has a narcotic quality that can lead to addiction. The irises of those under its influence gleam with silver, but this fades once the drug wears off. Habitual users’ hair, teeth and nails turn leaden gray over a few months equal to their Stamina. Yearly use can lead to physical degeneration which can become permanent.
Strange Days Tincture Intelligence 2 one hour
        Creates a potion that allows the user to dream the events of the previous day as though they were a member of the opposite gender.
Venom-Allaying Draught Intelligence 2 one hour
        Creates anti-venom specific to one kind of poison that allows the user to test against the toxin’s Toxicity as if they were an Exalt. The anti-venom lasts for several years. Each formula is learned separately unless the alchemist has the Adept degree.
Wound-Cleansing Unguent Intelligence 1 two hours
        Creates a substance that, when applied to a wound, negates the risk of infection for that wound unless the attending physician botched their roll. This unguent can be stored for years or will last for several months if applied to an unused bandage. This formula requires Medicine as well as Craft (Water).
Adept Level Formula Attribute Difficulty Casting Time
Age-Staving Cordial Intelligence 3 one hour
        Creates a single dose of Age-Staving Cordial. The formula requires the sap of a vine from the jungles of the Far East and the poison of a species of clam from the Southwest coasts. This dark red powder creates a brew that slows aging when mixed with water or wine.
Alchemical Weapon Fuel Intelligence 4 three hours
        Creates enough alchemical fuel for a single shot of a flame weapon or for five shots of a boom weapon.
Alloy Soulsteel Manipulation 3 one day
        Allows the alchemist to refine Soulsteel for crafting. This formula requires a ghost as a reagent and Craft (Fire) instead of Craft (Water) with a minimum Ability rating of 4 in Craft (Fire).
Ardent Embrace Resin Intelligence 2 one hour
        Creates a substance that ignites when it contacts air or water. It is incredibly sticky and anything that comes into contact with it is subjected to environmental damage equivalent to a bonfire (per p. 131 of the Core Rules) for a short time.
Craft Sleep Grenade Intelligence 2 eight hours
        Creates five grenades that expel vision-obscuring gas upon detonation. This requires Southern firedust.
Crane’s Heart Elixir Wits 3 one hour
        Creates a potion that boosts the user’s Compassion for a scene.
Distill Orichalcum Stamina 3 one week
        Allows the alchemist to refine Orichalcum for crafting. This formula requires Craft (Fire) instead of Craft (Water) with a minimum Ability rating of 4 in Craft (Fire).
Dragon’s Heart Elixir Wits 3 one hour
        Creates a potion that boosts the user’s Temperance for a scene.
Final Vengeance Wits 3 one hour
        Creates a potion that temporarily negates Wound Penalties and makes the user automatically succeed on Valor rolls for one scene. Afterwards the user’s Stamina drops and is slowly regained (along with health levels lost in the interim) with rest.
Leopard’s Heart Elixir Wits 3 one hour
        Creates a potion that boosts the user’s Conviction for a scene.
(Material) Refinement Procedure Intelligence 4 fifty hours
        Clears the material of impurities, turning it into exceptional quality material and raising its Resource value by one. This requires what ever Craft Ability is appropriate for the material in question and each material is a separate formula. (This was fan created for the Art of Enchantment but I feel it belongs here as well.)
Munificent Antivenin Intelligence 3 one hour
        Creates an elixir that can violently purge all doses of any poison in the patient’s body, rendering him inactive for five ticks. Following this, he is fatiguing (suffering a -2 internal penalty) until he can rest for at least four hours.
Philtre of Desire Intelligence 2 one hour
This is a category of potions that elicit an emotion in the imbiber. They may grant a die bonus, modify an MDV, or otherwise influence social combat with the person who drinks it. Creating such a potion may require an arcane link from the intended target. See p. 131 of Oadenol’s Codex for details.
River-Straddling Liqueur Intelligence 3 one hour
        Creates a potion that makes the user look androgynous for a short time.
Smelt Starmetal Wits 3 one day
        This ritual allows the alchemist to refine Starmetal for crafting. This formula requires Craft (Fire) instead of Craft (Water) with a minimum Ability rating of 4 in Craft (Fire).
Stabilize Moonsilver Perception 3 one hour
        This ritual allows the thaumaturge to refine Moonsilver for crafting. This formula requires Craft (Fire) and Performance instead of Craft (Water) with a minimum Ability rating of 4 in Craft (Fire). The alchemist’s Performance Ability limits his Occult for the purpose of the pool for this formula.
Tiger’s Heart Elixir Wits 3 one hour
        Creates a potion that boosts the user’s Valor for a scene.
Valiant Warrior Formula Wits 2 one hour
        Creates an elixir that makes the user no longer count as an extra for a day after its use.
Varangian Tattoo Ink Wits 3 one hour
        Creates the special ink used in Varangian casting tattoos. See p. 107 of Compass of Terrestrial Directions: The South for details.
Virtue-Devouring Potion Intelligence 3 one hour
        Creates a potion that drains away the target’s Virtue Channels. If all channels are drained, the target falls into a condition similar to Limit Break. A distinct ritual exists for each of the four Virtues. See pp. 176-177 of The Manual of Exalted Power: Infernals for details.
Master Level Formula Attribute Difficulty Casting Time
8-Scream Devil Powder Intelligence 4 one hour
        Creates a single dose of 8-Scream Devil Powder. See p. 74 of Wonders of the Lost Age for details.
Deathlord’s Breath Intelligence 4 twenty hours
        Creates a magical dust that repels ghosts but is extremely toxic to the living (worse, the body of those who die from it become zombies while their lower souls become hungry ghosts). See p. 131 of Oadenol’s Codex for details.
Heavenly Transmutation Processes Perception 7 *
        This is actually a collection of rituals which can be used to turn a base material, such as lead, into a finer material, such as gold. These formula require the Crafts appropriate to the material (gold from lead would require Craft (Fire) for example) and cannot be learned by alchemists who do not possess at least an Initiate degree in the art.
        * The casting time for these rituals is an hour per Resources 4 quantity of final material.
Internal Alchemy Stamina 3 *
        Used to create another alchemical formula know within the alchemist’s body upon which point it immediately affects him. Botches poison the thaumaturge and this requires the expenditure of additional Willpower and the Medicine Ability in addition to Craft (Water).
        * The casting time for this is two miscellaneous actions and overrides the casting time of the basic formula.
Seven Bounties Paste Intelligence 4 one hour
        Creates a single dose of Seven Bounties Paste.
Sweet Cordial Intelligence 4 one hour
        Creates a single dose dose of Sweet Cordial.
Wind-Fire Potion Wits 4 one hour
        Creates a single dose of Wind-Fire Potion.

Art of Alchemy

Creation Et All Nerdvana