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GALVANI'S MANUAL
of METALCHEMY
by u/f_com
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Art: Midjourney
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# Metalchemy ___ First unearthed by the famed Arcanist Galvani, Metalchemy is an intricate crafting discipline entwined with arcane magic. Practitioners of Metalchemy, known as metalchemists, utilize their metals as enhancers and channels for magical energies, forging arcane foci and weapons of heightened potential. An adept metalchemist comprehends that the mere inclusion of a prime metal does not suffice to create a functioning metalchemic artifact. It is the sophisticated network of circuits and runic inscriptions that extracts the inherent power of a metal and infuses it into the construct. ## Prime Metals ___ There are eight metals identified by metalchemists as Prime Metals. Each Prime Metal corresponds to a distinct school of magic and bestows various benefits when employed in crafting an item.
--- | Prime Metal | School of Magic | Damage Type | |:---:|:-----------:|:-----------:| | Silver | Abjuration | Cold | | Aluminum | Conjuration | Lightning | | Tin | Divination | Radiant | | Copper | Enchantment | Poison | | Gold | Evocation | Fire | | Bismuth | Illusion | Psychic | | Lead | Necromancy | Necrotic | | Mercury | Transmutation | Acid | \columnbreak
### Iron Iron and its alloys present an oddity in the realm of Metalchemy. With their unique antimagic and nullification properties and their refusal to alchemically bond with any Prime Metal, these elements are the ideal base material for metalchemic artifacts, contributing no influence to the output. Most weapons are forged from high-carbon steel, which is then coated or lined with a Prime Metal to incorporate its magical properties. ### Other metals Certain metals such as zinc or antimony, though not categorized as Prime Metals, still find usage in metalchemic alloys. Some metalchemists propose that each metal possesses a "prime" nature, the application of which remains undiscovered. ## Purity ___ Prime Metals are found in varying degrees of purity, with a high level of purity being a fundamental prerequisite for Metalchemy. The purity often delineates the quality of the magical properties activated through Metalchemy.
Galvani's Manual of Metalchemy 0.1 | f_com
\pagebreak ## Weapons Metalchemy can be employed to craft enhanced melee weapons. A metalchemic weapon harbors a dormant effect that can be aroused with magic, with varying outcomes depending on the metals incorporated. Rarely, legendary craftsmen have mastered Metalchemy to the extent that they can forge weapons with more than one Prime Metal, endowing it with dual effects.
A metalchemic weapon gains the following effect:
While you are wielding this weapon, as an action you or a creature can and expend a spell slot and touch the weapon to awaken it. The awakened effect lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell).
### Awakened effects An awakened metalchemic weapon inherits an additional effect based on the metal employed. #### Silver At the beginning of each of your turns, you gain 1d6 temporary hit points. For every two spell levels above first, all bludgeoning, piercing and slashing damage you take is reduced by 1. #### Aluminum Immediately after you hit an enemy with this weapon, you can use your bonus action to teleport to an unoccupied space within 5 feet of the target. For each two spell slot levels above first, the distance is increased by 5 feet. #### Tin An enemy you hit with this weapon is marked as divined until the end of your next turn. You know the location and you can perceive a divined creature even if invisible or hidden. For each two spell slot levels above first, you deal an additional 1d6 radiant damage on your attacks against the marked creature. #### Copper An enemy you hit with this weapon must roll 1d6 and subtract the number rolled from the next saving throw it makes. For each two spell slot levels above first, you deal an additional 1d6 poison damage on your attacks. \columnbreak
#### Gold When you hit a creature with this weapon while in bright light, you deal an additional 1d6 fire damage. For each two spell slot levels above first, the damage you deal with this effect is increased by 1d6. #### Bismuth When you hit a creature with this weapon while in darkness or while hidden, you deal an additional 1d6 psychic damage. For each two spell slot levels above first, the damage you deal with this effect is increased by 1d6. #### Lead An enemy you hit with this weapon can’t regain Hit Points until the end of your next turn. In addition, when you reduce a creature with this weapon to 0 hit points, you regain 2d6 hit points. For each two spell slot levels above first, you regain an additional 1d6. #### Mercury When you make an attack with this weapon on your turn, the weapon’s reach is 5 feet greater than normal. For each two spell slot levels above first, the reach is increased by 5 feet.
\pagebreak ### Purity A higher degree of purity implies enhanced effectiveness of the weapon’s inherent magics due to less dissipation of magical energy during the conversion process. With high-purity weapons, it is also possible to exchange more magical energy for an augmented effect. The purity level can range from 0, the minimum purity degree required for any metalchemic weapon to function, to 3.
| Level | Purity | Spell Slot Cap | Bonus Atk/Dmg | |:---:|:-----------:|:-----:|:-----:| | 0 | Tainted | 1st | 0 | | 1 | Fine | 3rd | +1 | | 2 | Pure | 5th | +2 | | 3 | Perfect | 7th | +3 | The spell slot spent to awaken this weapon must be equal to or lower than 1 + twice its purity level. Furthermore, while awakened, a metalchemic weapon gains the following effect:
You have a bonus to attack and damage rolls made with this weapon equal to its purity level.
### Fragility Metalchemic weapons tend to be more brittle than regular weapons. While in its awakened state, the weapon gains the following effect:
If you roll a 1 on an attack roll with this weapon, the awakened effect ends immediately and you can’t activate it anymore until you repair this weapon. To repair it, you must spend 1 hour and make a successful Dexterity skill check using Smith’s Tools with a DC of 10 + thrice the purity level.
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> ##### Example: Fine Golden Sword > While you are wielding this weapon, you or a creature can use an action and expend a spell slot of 3rd level or lower and touch the weapon to awaken it. The awakened effect lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell).
While awakened, this weapon gaints the following effects: > - When you hit a creature with this weapon while in bright light, you deal an additional 1d6 fire damage. For each two spell slot levels above first, the damage you deal with this effect is increased by 1d6. > - You have a +1 bonus to attack and damage rolls made with this weapon. > - If you roll a 1 on an attack roll with this weapon, the awakened effect ends immediately and you can’t activate it anymore until you repair this weapon. To repair it, you must spend 1 hour and make a successful Dexterity skill check using Smith’s Tools with a DC 13.
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## Arcane foci One of the primary applications of Metalchemy is in the creation of arcane foci. Every metalchemist owns one, but they do not use it carelessly, due to its energy-draining effects.
Depending on the type of metalchemic focus, the item gains a different effect. #### Wand When you cast a spell belonging to the school tied to its metal that requires an attack roll while holding this focus, you can expend one Hit Die and roll 1d6. Add the result to the roll. You can wait until after the attack roll to decide whether to expend the Hit Dice, but you must decide before the DM says whether the roll succeeds or fails. #### Staff When you cast a spell belonging to the school tied to its metal that forces the targets to make a saving throw while holding this focus, you can expend one Hit Die and roll 1d6. Subtract the result from the roll of one of the targets. You must declare to expend the Hit Die before the DM says whether the saving throw succeeds or fails. #### Orb When you cast a spell that belongs to the school tied to its metal while holding this focus, you can expend one Hit Die and upcast the spell by one, as if you expended a spell slot of one level higher. You must have at least one spell slot of that level to do so. ### Purity Higher purity means improved effectiveness of the foci and the power to sustain larger amounts of magic.
The purity level can range between 0, the lowest purity degree required for any metalchemic foci to function, and 3.
| Level | Purity | Spell Slot Cap | Bonus Conc. | |:---:|:-----------:|:-----:|:-----:| | 0 | Tainted | 1st | 0 | | 1 | Fine | 3rd | +1 | | 2 | Pure | 5th | +2 | | 3 | Perfect | 7th | +3 | \columnbreak
A metalchemic focus gains the following effect:
While you are holding this focus, you have a bonus to all Constitution saving throws to maintain concentration on a spell that belongs to the school tied to its metal equal to its purity level. In addition, the level of the spell slot expended to trigger this item’s effect must be equal to or lower than 1 + twice its purity level.
> ##### Example: Perfect Aluminum Wand > When you cast a conjuration spell using a spell slot of level 7th or lower that requires an attack roll while holding this wand, you can expend one Hit Die and roll 1d6. Add the result to the roll. You can wait until after the attack roll to decide whether to expend the Hit Dice, but you must decide before the DM says whether the roll succeeds or fails. > In addition, while you are holding this wand, you have a +3 bonus to all Constitution saving throws to maintain concentration on conjuration spells.
Galvani's Manual of Metalchemy 0.1 | f_com
\pagebreak ## Dust Among the various applications of Metalchemy, metalchemic dust is considered the most dangerous one and is prohibited by law. However, it is used in some underground circles and among low-life spellcasters. Metalchemic dust is a consumable item that instantly gives the user a surge of magical power in exchange of the user’s own energy reserves.
As a bonus action, you can inhale the metalchemic dust. Once until the start of your next turn, you can expend any number of Hit Dice to use one of the following effects: - You can cast a spell belonging to the school tied to the dust’s metal of a level equal to the number of Hit Dice expended instead of using a spell slot. You must have at least one spell slot of that level to do so. - When you hit a creature with a weapon attack, you can deal damage of the type tied to the dust’s metal to the target, in addition to the weapon's damage. The extra damage is equal to twice the roll of the Hit Dice expended. - You can awaken a metalchemic weapon made of the same metal using as if by using a spell slot of a level equal to the number of Hit Dice expended.
### Purity A dust of higher purity allows the user to draw even more energy from the body. The purity level can range between 0 and 3.
| Level | Purity | Hit Dice Cap | |:---:|:-----------:|:-----:| | 0 | Tainted | 1 | | 1 | Fine | 3 | | 2 | Pure | 5 | | 3 | Perfect | 7 |
The number of Hit Dice expended must be equal to or lower than 1 + twice its purity level.
### Side effects The dangerous side of the metalchemic dust are its side effects. An unaware user might overextend himself and even die as a result.
Whenever you expend Hit Dice as part of the metalchemic dust effects, roll the Hit Dice expended and take the result as necrotic damage. This damage can’t be reduced in any way. If at the end of your turn you haven’t inhaled any metalchemic dust during that turn, you also gain one level of exhaustion for each dose of metalchemic dust inhaled.
> ##### Example: Pure Bismuth Dust > As a bonus action, you can inhale the pure bismuth dust. Once until the start of your next turn, you can expend up to 5 Hit Dice to use one of the following effects: > - You can cast an illusion spell of a level equal to the number of Hit Dice expended instead of using a spell slot. You must have at least one spell slot of that level to do so. > - When you hit a creature with a weapon attack, you can deal psychic damage to the target, in addition to the weapon's damage. The extra damage is equal to twice the roll of the Hit Dice expended. > - You can awaken a metalchemic bismuth weapon using as if by using a spell slot of a level equal to the number of Hit Dice expended. > > Whenever you expend Hit Dice as part of the metalchemic dust effects, roll the Hit Dice expended and take the result as necrotic damage. This damage can’t be reduced in any way. > > If at the end of your turn you haven’t inhaled any metalchemic dust, you also gain one level of exhaustion for each dose of metalchemic dust inhaled.
Galvani's Manual of Metalchemy 0.1 | f_com