×   Part 7: Aether Chapter 1: Aether Chapter 2: Alchemy Chapter 3: Concoctions and Enchants Chapter 4: Relics Chapter 5: The Planes
Iron & Aether
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Part 7: Aether   ☰

Chapter 2: Alchemy

Alchemy is a singular term that refers to two different practices: the brewing of concoctions, which are fluids that hold special properties; and the enchanting of items, granting otherwise normal and mundane items arcane enhancements.

Concoctions

When Aetherite is distilled and mixed with other resources, such as various plants, herbs, and other liquids, it becomes not only safe to drink, but the brew takes on special supernatural properties. These fluids are referred to as concoctions, of which there are three different types, classified according to their primary use and described here:

In addition to the three concoction archetypes listed above, each brew is further classified by its strength, of which there are four denominations:

When labelling concoctions, the brew’s strength is usually followed by its type, e.g. a weak Potion of Healing will be called just that. For concoctions of strong strength or weaker, Neutral Aetherite can be used, but for exceptional tinctures, at least half of the Aetherite used must be elementally-aligned; which element the Aetherite must be aligned with will vary depending on the nature of the drink.

For a complete list of concoctions both common and rare included in this rulebook, see here. The guidelines to brew concoctions of your own design are given below.

Brewing Concoctions

Concoctions require ingredients such as special plants & herbs, monster parts, Aetherite, time, etc. Given here is a list of different types and strengths of concoctions, along with the necessary resources, pounds of Aetherite required, and the Alchemy Supplies DR that must be passed to do so successfully. When determining the DR, subtract the pounds of Aetherite in your possession from the number given. During the actual act of brewing, for each day after the first, the brew does not constantly need to be attended to, only maintained a couple of times a day, allowing the alchemist to perform other activities (like brewing other concoctions). Only a single concoction can be started during a night's rest, whereas over the course of a day's rest an alchemist can start and maintain a number of concoctions up to their Alchemy Supplies proficiency. Each concoction being brewed takes up its own set of alchemy supplies while it is being made.

Gathering Ingredients

In addition to Aetherite, concoctions require a handful of other resources to be made (weak concoctions exclusively require these resources). These ingredients can be bought, assuming there is an apothecary or other appropriate store nearby, or they can be gathered by the alchemist themself. This can be done whilst out adventuring in the wilderness, or a character can dedicate their downtime to it, the details for which are covered here.

Each type of concoction also has its own dedicated type of ingredients: basically, Elixirs require Elixir Ingredients, Poisons require Poison Ingredients, and Potions require Potion Ingredients. The costs of these Ingredients are as follows:

The exact nature of these ingredients - that is, what exactly they are - is up to your GM.


The length of time and number of Ingredients needed to brew a concoction of a given strength is given next to each level of strength in the table. Failing the Alchemy Supplies DR expends the Ingredients but not the Aetherite.
Concoctions – Time & Ingredients Needed Aetherite Required Alchemy Supplies DR
Weak - 1 day & 1 Ingredient
Elixir 1-2 lbs. 13 minus lbs. of Aetherite acquired
Poison None 14
Potion None 10
Moderate - 4 days & 3 Ingredients
Elixir 3-5 lbs. 23 minus lbs. of Aetherite acquired
Poison 1-5 lbs. 25 minus lbs. of Aetherite acquired
Potion 1-5 lbs. 17 minus lbs. of Aetherite acquired
Strong - 12 days & 5 Ingredients
Elixir 6-10 lbs. 34 minus lbs. of Aetherite acquired
Poison 6-10 lbs. 36 minus lbs. of Aetherite acquired
Potion 6-10 lbs. 31 minus lbs. of Aetherite acquired
Exceptional - 30 days & 10 Ingredients
Elixir 11-15 lbs. 56 minus lbs. of Aetherite acquired
Poison 11-15 lbs. 58 minus lbs. of Aetherite acquired
Potion 11-15 lbs. 51 minus lbs. of Aetherite acquired

Enchanted Items (Enchants)

The process of infusing arcane powers and qualities into otherwise normal and unremarkable items is known as enchanting, and it is also an alchemical process, and so also requires Alchemy Supplies. Also like brewing concoctions, for each day after the first, the enchanting process does not constantly require the enchanter's attention, and only needs to be maintained a couple of times a day, allowing the enchanter to perform other activities during this time.

Enchanted items – more frequently known as enchants – have 3 different categorizations, described here:

In addition to their classification, enchants are also defined by their power level, which gives a general idea of their power. There are 5 power levels, given here:

An item’s power level can increase given the proper amount of time, Aetherite, and work. An enchant does not need to go through all previous power levels to reach a given power level, i.e., a 1st level enchant does not need to become 2nd level to reach 3rd level, it can simply go straight from 1st to 3rd, or 4th, or become an artifact. Neutral Aetherite can be used to enchant items up to 3rd level, but elementally-aligned Aetherite is needed for enchanting an item to 4th level or to make it an artifact. In these cases, only half of the required Aetherite needs to be elementally-aligned, the rest can be Neutral.

Enchanting Items

Enchanting items is less costly in terms of resources than brewing concoctions, however the cost is made up for in time and amount of skill needed to perform the enchantment successfully. The exact process of enchanting an item is largely mechanically unimportant, though any exceptions to this rule will be specified in the item’s description. Because of this, you or your GM are free to describe how you wish to perform the enchantment: do you hammer small bits of Aetherite into the item until the enchantment is complete? Do you soak the item in liquid Aetherite for the amount of time needed? Does the item need to be cooked above boiling Aetherite, soaking up the arcane haze at an unnaturally slow pace? The only limits are your imagination.

Given here is the amount of time, Aetherite, and skill needed to create an enchant of a given power level. When enchanting items of 4th level or higher, the type of Aetherite needed will vary, so discuss with your GM which type(s) of Aetherite seem(s) appropriate for the enchant you are trying to make, and refer to the examples in the following chapter. Only one check using Alchemy Supplies is needed to enchant an item; if you fail this check, the amount of time you spent is lost, as is the Aetherite – however, the process of enchanting the item has already begun, and you can try again, this time requiring half the time and Aetherite.

Finally, an Elemancer (of the appropriate type if necessary) or an Arcanist must also be involved in the process – not for the entire time, but they must be an active presence in the enchanting, as they must impart their will into the the item to aid it in bonding with the Aetherite and producing the desired enchantment.


Power Level Time Aetherite Required Alchemy Supplies DR
1st level 3 days 1+ lbs. 12 minus lbs. of Aetherite acquired
2nd level 15 days 5+ lbs. 22 minus lbs. of Aetherite acquired
3rd level 90 days 15+ lbs. 40 minus lbs. of Aetherite acquired
4th level 360 days 30+ lbs. 70 minus lbs. of Aetherite acquired
Artifact 1,800 days 50+ lbs. 100 minus lbs. of Aetherite acquired

Enchanting Versus Tinkering

To acquire/create items with special, unique properties, enchantment is certainly a viable method of doing so, and may be your first instinct when looking to make interesting equipment. That being said, it isn't the only avenue by which to make special equipment, and depending on what you are trying to do, it may be more complicated than the alternative: tinkering and engineering.

As an example, take the Arcane Item "Liar's Die"; while one could use Aetherite and a few days to enchant a regular die, one could also simply make a loaded die, perhaps one that could be designed to display different numbers according to the user's desire. If your character is more mechanically inclined than arcanely, consider working with your GM on how you could engineer your own special items rather than enchant them.