Non-Hermetic Grimoire

These have long been a favorite of mine and there is actually a hidden mechanic that David used when working these out.

I haven't checked your creations against this but David apparently intended some flexibility.

An additional modification to Fenicil style rituals to reduce their horrendous XP cost was suggested by YR7:

I wrote up 3 Fenicil style rituals for my Terrae-magi (Guernicus Earth magus cult) article: geocities.ws/sanctumhr/Speci ... etrae.html

Now I humbly present a somewhat macabre pre-Hermetic Longevity Ritual as an offering to the Grimoire. No wonder Tytalus and Tremere feared their mater!

Ghastly Vigor of Guorna
Lesser non-Hermetic Ritual, ReMe(Co), R: Spec, D: Spec, T: Ind
Ease Factor: 18

This gruesome ritual spell summons a ghost to rejuvenate the caster's ageing body and protect against Ageing, similar to the effects of a Longevity Ritual (see ArM5, pag168-170). If successful, the magnitude of the ghost's Might is subtracted from the necromancer's next ageing roll. Compelling a ghost in this manner causes the spirit to immediately attack the necromancer in any way it can, regardless of any previous commands or compulsions. Information on this aspect of the spell is not always included in books containing the secret of this ritual.

Unlike a Hermetic Longevity Ritual, as this ritual confers a continuous powerful mystical effect not specifically designed for the caster, the target of the spell suffers a Warping Point for every season they remain under the effect of the ghost's gift of longevity. Hermetic magi and hedge wizards who use this necromantic alternative suffer greatly accelerated Warping compared to those who employ a standard Longevity Ritual. Ageing resistance bonuses from multiple spirits or a Longevity Ritual are not cumulative. The bonus lasts until the caster suffers an ageing crisis, after which the necromancer must compel a new ghost.

This spell is the infamous pre-Hermetic ritual of longevity used by Guorna the Fetid, teacher of both the Founders Tremere and Tytalus. Guorna's use of this Mercurian itual is believed to have warped her into the horrid creature she had became at the time of the founding of the Order of Hermes. Prior to meeting Bonisagus, she had developed the Mercurian precursor of the ritual Exchange of the Two Minds and he is rumoured to have helped her begin translating this alter spell into a Hermetic form for easier casting in return for help developing Hermetic Longevity Rituals. She was slain, most likely by one or both of her two terrified apprentices before ever casting the spell that would free her from her terminally necrotic body.

A copy of this ritual is rumoured to exist within a locked and bound tome in the Library of Fenicil, deep within Magvillus. Bonisagus and Trianomae magi deny any knowledge of this ritual or their Founder's possible debt to such a detestable figure as the archnecromantix.

(Special spell)

Design Note: rules for similar non-Hermetic rituals are detailed in HoH:TL, pages 76-77. In short, this ritual takes 90 minutes to cast, requires 9 pawns of vis (3 each of Rego, Corpus and Mentem) and nine pounds of silver worth of expensive materials such as herbs for fumigation and inks for the inscription of pagan symbols within a magical circle. Magi with the Mercurian Magic Virtue require only half the amount of vis and special materials, but all magi participating must have this Virtue.

Regards,

Lachie

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Thanks for the contribution, Jarkman!

As terrific as Ars Magica's magic system is, spells can sometimes seem rather clinical which is why I always like to add bits of background fluff where possible. I'd never really considered Guorna as a Mercurian even though, in retrospect, the HoH chapters for Tremere, Tytalus, and Ex Miscellanea were pretty clear about that being the case... :blush:

Fun little spells the Muspelli could use to become a much bigger threat.

Keeper of the Knowledge of the Dead:
Valgaldrar Ease Factor 33
R: Touch, D: Year, T: Ind
Raises a member of the dead with Magic Might of 15 and the following virtues: The gift, Good teacher, Educated and either Arcane Lore or the improved abilities quality. The XP from the virtues/quality is spread between Artes Liberales and the ability the Tracti desired is on. By use of specializations up to four tracti can be written. Two in two different abilities. Note that so many have died and there is little to stop the Muspelli from summoning forgotten or secret knowledge by this method.
Base: 24+9 year

Form of the Grateful Dragon
Shapeshiftng Ease Factor 33
R: Personal, D: Conc, T: Ind
The Muspelli transforms into a dragon, with 6 virtue points to spend on powers. The reason for the name of this power was the Muspelli who used it chose the ritual power virtue, and used it to grant virtues both to himself and his servants.
Base 33

The Useful Servant
Shapeshifting Ease Factor 30
R: Touch, D: Conc, T: Indv
The Muspelli transforms the targets into a snake, with 3 virtue points of powers. A particularly useful choice a power to mimic the gift of vigor, with enough servants this will give the Muspelli essentially unlimited time to perform rites. Of course, one would want to make sure the servants offered this power are trustworthy. Betrayal would be... bad.
Base: 27 Touch+3

Eternal Servitude
Entrancement Ease Factor 33
R: Eye D: Lifetime T: Group
The target serves you. Forever. Carrying out the most heinous or vile requests the Muspelli can think of, only breaking loyalty if suicide is ordered.
Base: 18 +15 Lifetime

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Awesome, but I can see to problems here.
The box on p. 95 indicates that powers gained can be designed as Greater Powers or Lesser Power. Ritual Powers are not mentioned.
These are even defined to be powers, not qualities, so you can't simply take "Major Quality: Major Virtue: Ritual Power".
This could be seen as an irrelevant omission, but I must admit that - in the absence of being the author or reading his mind - I think this was an intentional limitation.

But even assuming you could do this, how would you pay for the Virtues granted? Since you recive no Might score, you'd have to pay through Fatigue and Confidence, as per RoP: M, p. 47 I suppose.

Cute, except.

Educated provides 50 XPs (Ability of 4), while writing requires requires an ability of 5. Even if the use of Specialties do allow you to write with eg Latin 4 (Wrting), that still kinda leaves you without XPs for Artes Liberales.
Alternatively, you already speak the language of the dead individual, in which case no XPs would be needed for a language, surely, and they could all go into AL.

As well, this is even assuming it was possibly, which I fear I must challenge, as again the daudinga recives points worth of powers not Qualites, which means they cannot be trivially taken as virtues I'm afraid.

I assume this was intended to be T: Individual? both given the description and the lack of a EF modifier?

Crud. You are actually right about that. I suppose we can always make this a Valgaldrar spell. In fact, Keeper of the Knowledge of the Dead, can be remade to come with 6 points spent on ritual powers.

Cute, except.

Educated provides 50 XPs (Ability of 4), while writing requires requires an ability of 5. Even if the use of Specialties do allow you to write with eg Latin 4 (Wrting), that still kinda leaves you without XPs for Artes Liberales.
Alternatively, you already speak the language of the dead individual, in which case no XPs would be needed for a language, surely, and they could all go into AL.

As well, this is even assuming it was possibly, which I fear I must challenge, as again the daudinga recives points worth of powers not Qualites, which means they cannot be trivially taken as virtues I'm afraid.
[/quote]
This adapted from Death Begets Death, which as you'll note takes nothing but virtues, and even takes Arcane Lore! Plus you can take virtues as qualities. Death Begets Death even takes arcane lore. The arcane lore can simply be spent on non-arcane abilities. Again as per the example Death Begets Death.

But yeah, I was planning on using a specialty in something like writing or something than encompasses the two other abilities. (And giving the abilities a tracti writing spec.) Even if you want that to be illegal, you can still take 75 language, 5 artes liberales, and 20 in desired ability.

Edit: It seems arcane Lore can only be spent on arcane abilities. I suppose you can always take the extra XP quality if you aren't getting an arcane virtue.

I assume this was intended to be T: Individual? both given the description and the lack of a EF modifier?
[/quote]
Eep! Yeah that was supposed to be individual.

Cute. The author didn't follow his own guidelines! Valgadr uses the same language, specifying 'powers'. Good catch.

As mentioned above, author fails to follow his own guidelines.

Is Mark Shirley on this forum? If so, can we get this cleared up?

That even violates the language of Arcane Lore. Naughty Author.

no biggie.

If you look int he box defining powers, you'll see
"If you have Realms of Power: Magic, these powers can be designed as either Magical Qualities (if the creature has a Might score)" which in turn allows them to take the major virtue or minor virtue quality.

So the Valgadr can give the undead virtues. Nor is the arcane lore any real issue, since it can be replaced with the improved abilities quality.

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Indeed, excellent. Beautiful catch.
That solves everything, really, as well as allowing your effects more or less as written.
All that's left thes is that the Ritual Powers must be paid for.
Via Confidence if nothing else is available, as I understand.

Yup confidence is a valid payment method. It would limit granting virtues willynilly, but still allow the occasional use of them.

Erm... Aren't you supposed to discuss thing in another thread and only post/edit the final consensus?

Interestingly, that's not in the intro to this particular thread.
However, I would happily delete the parts of the above discussion if it helps you.

You're right. I just don't like commenting in perma-threads, not that I had anything to say in this case.

While the magics employed by Soqotran sorcerers can be unorthodox, the tradition’s idiosyncratic understanding of magic does offer the potential for some very practical effects as detailed below.

Blessing of the Versatile Tongue
Myrrh 18
Range: Touch. Duration: Perpetual. Target: Individual.
This spell confers upon its target the Minor Heroic Virtue “Gift of Tongues” (See Houses of Hermes: True Lineages, page 105). For the duration of the effect, the target is able speak and understand any language known fluently to the person he’s communicating with. Naturally, this spell is extremely popular with merchants and other travellers.
(Base 3, +3 Touch, +12 Perpetual)

Frustrate the Malarial Fly
Cinnabar 21
Range: Touch. Duration: Perpetual. Target: Individual.
This spell grants its target a permanent +9 bonus on Recovery rolls related to the Major Disease, “The Ague”, Mythic Europe’s equivalent of Malaria (consult Art & Acadame, page 47 for details).
Note: The average recipient of this spell is rendered effectively immune to “The Ague”, having a 50% chance to ”Improve” each week and failing to “Stabilize” only on a Botch.
(Base 6, +3 Touch, +12 Perpetual)

Mend the Damaged Tree
Aloe 18
Range: Touch. Duration: Regrowth. Target: Individual.
This spell enhances the natural regenerative properties of a tree, allowing it to recover from any an all non-fatal injuries by absorbing plant material provided by the spell’s caster (often using foliage and incense harvested from the very same tree). As usual with Aloe Magic, the spell takes until the following dawn to do its work, but healing is complete and total.
Due to the Sorcerers' reliance upon their Spirit Allies, knowledge of this spell is widespread among the sorcerers who spend vast quantities of Vis to ensure a successful casting.
(Base 15, +3 Touch)

Steal the Voice
Myrrh 24
Range: Voice. Duration: Sun. Target: Individual.
This spell afflicts the victim with the “Mute” flaw, preventing him or her from speaking for the duration of the effect.
Long ago, when Socotra’s magicians were at war, the Myrrh Tribe used this effect against the Olibanum magicians to great effect, preventing their enemies from being able issue commands to objects and phenomena they control with their magic.
(Base 12, +6 Voice, +6 Sun)

The Enchanted Net
Olibanum 15
Range: Voice. Duration: Concentration. Target: Individual.
This spell is allows a Soqotran Sorcerer to verbally control the motion of a large fishing net for so long as he concentrates. Originally using the ‘Perpetual’ duration, this version of the spell is much lesser known and is used for combat purposes, allowing the Sorcerer to circumvent the MR of supernatural creatures (or Hermetic Magi) by dropping the net on them with a successful Finesse roll.
If the attack succeeds with an Advantage of 1 or better, the defender is grappled, imposing a -6 penalty on Attack and Defense and inhibiting casting gestures until the victim (or someone else) spends a round to free him from the confining folds of the net.
Note: Versus non-magic resistant foes, the net does not require any attack roll to entangle its victim and cannot be escaped so easily while the caster concentrates.
(Base 6, +6 Voice, +3 Concentrate)

PS. Apologies for the delay in getting these spells written up.

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I think I did not post them when I originally designed them, so I am posting them now. :slight_smile: I revewed some of the effects in light of better understanding of some things and corrected a few calculation mistakes.
if you want to comment, maybe it would be better if you did it in the original thread instead of here, in order not to contaminate Gremlin44's thread :slight_smile: The thread: https://forum.atlas-games.com/t/mechanica-of-heron-can-this-be-done/5388/1

WONDERS OF ALEXANDRIA: MECHANICA OF HERON
The Mechanica deals with stuff that seems to look mundane as far as I can see. this "magic" is about making magical stuff out of what was pure physics work. This entry uses Igneus, a 3rd century Mechanician from Alexandria as the creator of the items. He had a lab total of around +20 (easily achieved for a mechanician) and up to +24 when he is older and more experienced. Igneus had a penchant for fire and heat effects. He would have made good friends with a classical Flambeau magus.

Some sample items that Igneus and his helpers would have created.

Lightbringer
Effectively, a POF wand
CrIg35
Penetration: 22, 12 uses/day.
Range: Voice. Duration: Momentary. Target: Individual.
A (rather bulky) brass baton with the head of a dragon at one extreme. The dragon head has its mouth open, ruby eyes, and is profusely decorated. The baton shots jets of flame using an improved naphtha mix. It deals +15 damage to the target at voice range. After running out of charges, the baton needs to be recharged before it can be used again. This is a time consuming operation, but not something overly complicated.

Igneus created this item because his patron demanded him to accompany him in an upcoming military campaign. Being a total toad in close combat, Igneus decided he would need some kind of combat capabilities to survive. The best way to keep enemies at bay is playing with their fear of “the mighty wizard” (and roast them if they get too near). Igneus had to experiment to create this item, and the result is that the results tend to be so spectacular that he attracts the attention of everybody at Voice range each time he uses Lightbringer (minor flaw).
B10; +2 voice; Penetration +11, uses/day +4
Magnitude: 7
Difficulty Level: 24 (7*3 +3 easily transportable)
Cost: 8 pounds

Alter Mechanica: Lightbringer
Penetration 12, 12 uses/day.
Some years after the military campaign that was so scary for Igneus, he decides to go on an expedition (men never learn…). Carrying a Baton all day long is not something he wants, especially one that is so easy to spot. Igneus decides to alter Lightbringer and turn it into an armband. The final design looks like an armband that links a small deposit of naphtha located in Igneus’ back to a shooting overture just under his wrist. The mechanism operates by pulling a string attacked to his fingers with a strong movement of his wrist. The conversion works well, but the effect still has the flaw of attracting everybody0s attention at voice range when activated.
Inspiration for the second potential design form of the Lightbringer: Image in Sub Rosa #3 p.14 (Societas Flambonis)
CrIg30. Hand sized (+6) and Penetration 12, since the downsizing of the shooting mechanism has limited the impetus of the flames. The item requires to have a Base effect of difficulty 18 (6th magnitude spell effect) to accommodate the smaller size with the same lab total. This heavily reduces the penetration.

Flames of Alexandria
Braziers of eternal flame without fuel. 2 of them because it looks cooler (cosmetic effect)
CrIg24
Pen: 0, Constant effect.
Range: Pers. Duration: Sun. Target: Ind.
The Flames of Alexandria are a pair of braziers on a tripod that have an eternal flame without fuel. This is not obvious at first sight, since the height of the tripod means that the braziers are above the eye level of the observer. They illuminate a whole room with a light equivalent to a cloudy day. Igneus built 2 pairs of these braziers, 2 for himself and 2 for his patron (2 seasons in total). A pair of them can be found still working in the council chamber of Castra Solis, but nobody has bothered investigating them. They are just assumed to be Hermetic by casual observers.
Base 4, +2 Sun, +2 Room; +1 2 uses/day, +3 environmental trigger
Magnitude 5.
Difficulty Level: 15
Cost: 5 pounds for the pair

Crown of Light
Aura of Rightful Authority crown.
ReMe25
Pen: 0, 1 use/day
Range: Touch. Duration: Sun. Target: Room. 1 use/day
The crown of light is a crown that uses mirrors, transparent jewels and reflective gold and silver to project the light of a candle around the wearer in an awe-inspiring display. The wearer appears to shine and appear god-like, and people tend to be willing to follow his lead, assuming him to be their natural superior. The crown also prevents the wearer from moving fast, since the candle and mirror displays need to be moved with care, so he must act regally whether he likes it or not. After each use, the mirrors and jewels become dirty with smoke and need to be cleansed, preventing repeated use of the item. Being designed for awe inspiring entries and processions, this is not a major problem. The candle is designed to last quite a long time, and the effect remains even if the candle is consumed and the light recedes since the awesomeness is still in the mind of the observers.
Base 5, +1 Touch, +1 Sun, +2 Room; 1 use/day,
Magnitude 5.
Difficulty level: 15 (5*3 +3 Easily transportable -3 Additional time to use)
Cost: 5 pounds

Focus of Helios
Archimede's burning mirror
MuIg25
Pen: 0, unlimited uses/day
Range: Voice. Duration: Momentary. Target: Part.
This huge enchanted mirror gathers and concentrates the sun's light and heat into a narrow beam, which can be used to ignite distant objects. If the item’ user succeeds on his Aiming roll, the target becomes extremely hot and may ignite flammable objects, like ships. After each use, the mirror needs to be recalibrated and focused again. The Focus of Helios can only be used in clear days; fortunately, those are quite common in the Mediterranean. On those clear days, Voice range can go well beyond a mile.
Base 4, +2 Voice, +1 Part; +10 uses/day.
Magnitude 5.
Difficulty level: 9 (5*3 -3 Additional time to use, -3 wagon sized)
Cost: 3 pounds

Wings of Ikaros
Wings of Soaring Wind
CrAu37
Pen: 0, 3 uses/day
Range: Touch. Duration: Conc. Target: Ind.
A pair of wings made of wax, brass, wood and eagle feathers attached to a rigid leather jerkin. It allows the wearer to fly, even if it is a tiring experience to do so (you need to flap the wings with your arms), and not overly comfortable. The wings have Daedalos’ warning to Ikaros written in the jerkin’s chest, as a reminder to the user about the dangers of hubris. Igneus designed it to accommodate the baton form of Lightbringer in a special compartment in the belly to be able to “play dragon” and shot jets of flame to the ground while making low flights. It is extremely vulnerable when doing so, though (risk of crashing and of being shot down), so he tends to avoid doing that. To fly the Wings, the wearer uses Athletics.
Base 5, +1 Touch, +1 Conc, +2 highly unnatural, +1 Rego req.; +5 item maintains concentration, +2 uses/day
Magnitude 8.
Difficulty level: 24
Cost: 8 pounds

Fireplace of Wonders
MuIg20
Pen: 0, 1 use/day
Range: Touch. Duration: Conc. Target: Ind.
A big fireplace that can change the color and shape of the flames in it by an ingenious system of wind pipes (lots of them) and powders that can be blown into the steady fire, shaping it in any form the controller (using a series of levers) wants. It tends to be used to tell stories. Given its extreme flexibility it has been used even to draw maps. The fireplace is extremely useful to make impressive fire displays and to illustrate moods or stories in the area. It is especially popular with children and with visitors during troupe representations. Without constant maintenance, the wind pipes that manipulate the fire become chocked with soot and the item stops working, so it might still be laying in a townhouse in Alexandria or the Middle East without its current proprietors knowing they have such a marvel at home.
Base 4, +1 Touch, +1 Conc. +1 Complexity (mutable display); +5 Item maintains concentration.
Magnitude 4.
Difficulty level: 6 (4*3 -3 cart size -3 Additional time to use).
Cost: 2 pounds

Breath of Aeolus
Structure chamber of spring breezes
CrAu24
Pen: 0, Constant use.
Range: Touch. Duration: Sun. Target: Structure.
A big face of a blowing titan (Aeolus) set in a wall of the underground area of the patron of Igneus. An ingenious water system behind the statue keeps cooling the air and keeps it cycling, so it does not become stagnant.
(Base 1, +1 Touch, +2 Sun, +3 Structure, +1 unnatural; +1 uses/day, +3 environmental trigger
Magnitude 5.
Difficulty level: 12 (5*3 -3 cart size)
Cost: 4 pounds

Bathtub of Cleopatra
ReAq7
Pen: 0, 24 uses/day
Range: Touch. Duration: Instant. Target: Individual.
This system regulates the temperature of a big bathtub full of water (or another liquid, like milk) to a nice warm state or the temperature that the user wishes. It does this using a series of canalizations linked with a boiling water cauldron and other canalizations linked with a cold water source. The amount of heat can be regulated by a system of levers and shutters that can be operated from within the tube itself. After a few changes of temperature the boiling water source tends to become exhausted and needs to be left to cool before using it again. The item needs to be prepared before use, since the water caudron needs to be brought to boiling temperature.

This was one of the first projects made by Igneus. These bathtubs were fairly popular among the nobility of Alexandria, and the apprentice Mechanicians created a lot of them to practice their art and get easy income and patronage. A few of them might still lay around abandone in several parts of the old Hellenistic area of influence.
Base 1, +1 touch; +5 uses/day
Magnitude 2.
Difficulty level: 3 (2*3 -3 cart Sized -3 Additional time to use; minimum difficulty is 3 anyway)
Cost: 1 pound

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What do you think? Sorry the language, but I thought... magical transport to one Gifted that can't overcome so easily the Gift... making one Animation that cover that. Sorttes Virginale tell the horse where it must go.

http://mariojpcsimon.blogspot.com/2014/05/ayudas-y-trasfondo-para-ars-magica-ix.html

The process of Elementalist Investigation and Integration. I was thinking on make one difference, and I think that the way to get more of that it's the first advantage after create one Elemental Theory, but they need at elast ideas to make the whole, and some minor Advantages to get more after and all that.

Ease of the Covenant
( Succurro Salutem Gen)
Range: Touch Duration: Season Target: Group
(Base Effect +3 Season, +1 Group)
Description: At level 5 it adds +1 to the Living Conditions Modifier of a group. Each additional magnitude adds another +1. This amulet needs to be made with 4 charges and so needs a Lab Total of at least 16 higher than it's level.
LT LC Modifier
21 +1
26 +2
31 +3
36 +4
41 +5
46 +6*
etc.

  • At + 6 and above it's a Magnitude 6 effect and therefore causes warping.

Blessing of the New Life
( Succurro Salutem Gen 10)
Range: Touch, Duration: Moon Target: Individual
(General Effect (4) +2 Moon)
Adds +4 to the roll to not get childbed fever. Use of amulets like this dramatically reduce female mortality in the communities with Cunning Folk or Learned Wizards.

Once you have a Lab Text, this is inaccurate. You can give it as many charges as your Lab Total will allow, regardless of its strength.

It causes 1 warping a year for being a continuous effect, regardless of its strength. As it's an Amulet, it was made for the group, so being a powerful effect doesn't change anything.

An Amulet for the Crafting of Amulets (Succurro Magicam 35)

Range: Touch Duration: Season Target: Individual
(Base Effect 20 +3 Season)

This amulet grants its user the Major Virtue Strong Amulet Magic, allowing him to potentially create amulets and chartae that are beyond his natural abilities, though no such item will last after the spell concludes. While this isn't too useful for amulet-making, it can be used to create Lab Texts for chartae that are beyond the magician's ability.

A Charta for the Crafting of Amulets (Succurro Magicam 30)

Range: Touch Duration: Moon Target: Individual
(Base Effect 20 +2 Moon)

Far more efficient than the amulet for its purposes, but being a charta, requires a higher Lab Total to invent. Perhaps the amulet might help. (Another way to do this might be to use a Sun-duration charta to work up to the Moon-duration one, if you can get by on daily horoscopes.)

An Amulet for Empowering the Philosopher's Stone (Succurro Magicam 35)

Range: Touch Duration: Season Target: Individual

This amulet confers the supernatural ability of Mythic Alchemy with a score of 4. For Learned Magicians who have reached the limits of experimental philosophy, but do not wish to subject themselves to the necessary ordeals before attaining the alchemist's craft, this amulet provides a useful way to bypass such inconveniences, at the small price of a bit of Warping. But then, you only need to keep it on until you've created the Lapis Major, right?

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Mythic Alchemy has received an unfortunate lack of attention in this thread. This must be rectified!

[size=120]The Steel of Damascus[/size]

This formula is a closely-guarded secret of the finest Mythic Alchemists in the Middle East; some say that the formulae used originate in far Hindustan. Starting with nothing but common iron ore or metal scraps, an alchemist of Damascus can not only eliminate the randomness inherent in medieval steelmaking, but purify the steel to create an alloy harder than any other nonmagical metal. Swords forged from this alloy can cut through weapons made from lesser metal, or rend armor as if it were cloth.

This process actually requires two formulae. The first is the smelting of the steel, and this requires Mythic Alchemy to perform; mere experimental philosophy has not reached the stage where it can produce steel of this quality. The second is the enhancement of the steel's qualities, which can be performed without Mythic Alchemy's aid if need be. It is entirely possible that the second formula is instead a naranj of Solomonic Alchemy; the level for this is unaffected, but the transmutation can be accomplished much more quickly.

Crucible-Fired Steel
Mythic Alchemy, Reagent level 15
Alteration: Major
The alchemist smelts the ore in an alchemical crucible, adding a precisely-measured amount of coal and other secret ingredients, and refines the product into true steel without the randomness of the blacksmith's forge. The metal is suitable for any purpose that requires steel, such as weapon or armor-crafting, and reduces the Ease Factor for any Craft (Swordsmith) or Craft (Armorer) roll by 4. One dose of this reagent makes sufficient steel for a suit of chainmail, two longswords or eight shortswords-in short, a season's work.
(Base 2, +3 Major, +2 size)

Steel of Damascus
Experimental Philosophy, Reagent level 25
Alteration: Major
This formula is used to enhance the qualities of iron or steel bar stock, and is often practiced on the crucible-fired steel created through the former formula. The alloy created is of unparallelled strength; swords made from it need hardly ever be sharpened and have a +3 to damage, while metal armor created from such steel has +3 Protection for no added weight. The formula creates enough Reagent to make a dagger; three doses would make a sword, six doses would make a cuirass, and ten doses would be needed (along with a gambeson and greaves) for a suit of full mail. A single Size increase would create doses equal in size to those created by Crucible-Fired Steel, but only a truly masterful (or Solomonic) alchemist could dream of this.

(Base 10, +3 Major)

Steel created through this process has a distinctive watery banding in the metal. Providing it to a craftsman with the necessary skill may provide weapons and armor of superior or exceptional quality on top of the benefits provided by Steel of Damascus. Such weapons and armor are essentially priceless, on par with Wondrous Items; a story may revolve around a Flambeau of the School of Ramius' quest to acquire this weapon.

(NB: I didn't write the different size requirements, I'm taking them from the books.)

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