Clockwork & Chivalry: Alchemy

Vortigern

Banded Mongoose
A series of questions I have regarding Alchemy as represented in this setting.

1.) Exactly how large is a Philosopher's Stone? I would assume this is dependent upon the number of Magic Points it has been created to contain? And that it slowly dwindles in size as it is expended?

2.) Can Potions be created in alternate forms? Such as dusts/powders etc?

3.) Can Potions contain more than one spell in a 'combination' effect similar to sorcery manipulations? i.e. all things designed to affect the same target, etc?

4.) Instead of relying on the the psychology of Elementals, and their fear of Philosopher's Stones, to manipulate and 'control' them... what is the feasibility in this system of creating a 'Control Elemental' spell for each Element? It seems much in keeping with the system, and would be much more reliable I should think?

5.) Much is made of the mystickal applications of the Alchemy in this system, with spells and Potions etc. However I would like clarification regarding some of the less 'adventurous' applications of Alchemy. Such as the transmutation of substances, the producing of mundane/nonmagickal poisons/antidotes/medecines etc. Are these things possible under this system? Or should one instead develop a 'poison spell', place it in a Potion, and then ... you have your poison? Probably the effects of most of these things are likely acheived 'better' by having a spell created to engender the desired effect?

6.) The potential for Alchemists to produce and carry, theoretically, an unlimited number of Potions and/or Philosopher's Stones I can see being rather concerning to many a conservative GM accustomed to the usual Magic Point/POW limits of RQII/BRP.

How has this lack of pre-established capacity worked out for people in play? Has it been a concern? Or have people ended up setting a house-rule limit on such things?
 
Hi,

Ken is more your Alchemy man, but I will have a go :)

1) Yes - it is dependent on how many points have gone into it - the smaller stones are all easily held in the hand, but if you were skilled enough to make one without blowing yourself up, then there is no reason it couldn't get larger and larger...

As it is expended "the Philosopher's Stone shrinks and crumbles away until, when the Magic Points reach 0, there is nothing left of the Stone but a handful of useless dust."

2) Your call - I don't see why not, although you should make the creation process fit accordingly (ingredients;substrate;casting, etc.).

3) Your call - although I might be tempted to increase the difficulty if you do allow it.

4) You could allow the creation of a new spell - but it should certainly be expensive - it is precisely the lack of such a spell which means summoners have to go through the rigmarole of using powdered stone to confine them. Remember, the Elemental "will follow the orders of the first person to break the circle." I think it is more fun that way!

5) If it is Magick, then it's Alchemy (or one of the other Magick systems in the C&C world). If it isn't then it is one of the variety of other Lore or Craft skills. I think it needs a common sense ruling - a lot of things aren't possible without Magick. Other things (manufacturing poisons, for instance) should be allowed.

6) There are plenty of difficulties for Alchemists too. Aside from the Philosopher's Stone mishaps table they are usually (unless in a Royalist army camp or on Oxford campus) best off not being too conspicuous; there is a time factor - they can only produce so much so quickly; you can give them other jobs (create a load of potions for NPC X in your downtime); they need a lab (or a mobile lab); and a 101 other factors that can make it dicey being an Alchemist. That said, in the games we have played they have been balanced fine - they can make deadly interventions, but have not dominated play.

This is not a definitive list of answers though, I'm sure others might handle Alchemists differently.

Hope that helps :)

Long Live the Mainspring!
 
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