| �Alchemy� This level of magi was recently created by a rogue Diabolos named Cretak, who left the pack to make one of his own. Instead he was forced to live in exile and improved his methods of creation making both altered metals,elements, and diseases. Level (1) Dark Smith- This power allows the one casting it to create weapons or items(metallic) straight from his/her mind. The weapon can only appear in his/her hand and has for the first half turn a very poor durability rate, meaning that if its struck sharply it could very well break in half. Level (2) Chemical Imbalance- Allows anything chemical based to be altered on the atomic level. Water could become acid. Blood could become water. Liquids can only be changed to other liquids and same goes for solids. The change lasts for one turn,at three Vim per additional turn. Level (3) Property Change- Property Change makes it possible to turn steel to lead, lead to gold, stone to ice, and so forth. The power itself costs three Vim to activate and an additional one per turn to keep in effect, making it useful yet costly. Level (4) Strengthen- Makes a weapons blade or suit of armour three times as durable and/or sharp as it was before, thus making the weapon more powerful then its original state. The weapon must be either on the casters person OR weld by him/her otherwise he cannot initiate the change. Level (4) Oxidization/Rot- Despite enchantments or special blessings nothing can withstand simple science. Oxidization speeds up the life of molecules in metal or wood, causing it to deteriorate and crumble into nothing. Making armor and blades less lethal and ultimately useless, as well, when they are oxidized the "rust" turns to a lethal gas, afflicting even daemons if enough is inhaled. Level (5) Expand- By distributing two vim the daemon may increase the amount of a liquid or chemical x5 and another x1 per alternate vim used. This can make a drop of acid turn to a pool or tub of it, and make blood (especially useful to feed kindred) roll like waterfalls. Level (6) Pox- Pox creates the dreaded poxy disease,covering the inflicted with red boils which burst soon after they develop, spreading themselves. Anyone afflicted with Poxy becomes quickly weakened and unless treated, die over a period of three days. Level (6) Potency- Using reality bending methods the Daemon can now make chemicals or mixtures twice as potent as they once were. This allows things to take effect sooner (like drugs,booze or poisons) and gives the mixtures twice their original strength. Level (7) Psychic Surgery- The ultimate level of Alchemy, the true crossing of the border of magic and science. Using this boon the daemon can open up skin with a touch, not actually a wound. While this is happening the daemon can remove organs and flick nerves. The daemon must make contact with the skin through a covering or bare handed. Level 8: Health Hazard- Reality bent on the level of health,the being afflicted can no longer heal their wounds naturally or supernaturally,infact any attempt leads the wound to become worse off then it originally was. This lasts for three turns and is not considered a curse or bodily affiliation,it�s a reality deviation. Level 9: Twisted Experiment- Using a form of conjuration,the daemon can create a beast of alchemae to join him in combat. The beast remains in combat until he takes five levels of aggravated damage, then he dies as any other creature would. The daemon is able to use any four boons in his knowledge to create this creature, combining them to grant it added abilities,defenses,or ackward forms Level 10: Surgical Mastery- The powers of Alchemy will come together to form raw knowledge, making the daemon a pure surgical and medical genius. Any race or species anatomy will be known to the daemon, as well as a heightened sense of his own. This includes their weakness', their anatomical build up, what they can do and otherwise. Ontop of that this power increases the rate of healing abilitys the daemon possess'. Surgical Mastery becomes passive once invoked. |
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