Alchemy is little used by Wizards themselves, as they can normally achieve everything it would allow. Wizards will find it most useful for equipping mundane allies, playing elaborate pranks, and creating some reliable items that will work as intended. Alchemy recipes are determined by the Game Master, and can include some very strange components, but there will always be a logic to them. Extracting the Elemental Qualities from objects and injecting them into an oil or an elixir capable of holding the effect.
Elixirs are intended to be consumed by drinking or otherwise consuming it in some form. They require:
- A catalytic substance that links the elixir and the intended user. This only needs to be a generic match, and is often blood of a similar creature (mammalian blood is fine for humans, for example), or sap in the case of plants.
- A solution of powdered Arcanite suspended into water or alcohol.
Elemental Qualities are infused into this mixture via the Elemento Injectus spell. With the exception of the catalytic substance, there is nothing to physically differentiate one mixture from another. They are usually tinted with dyes to prevent confusion.
Oils are not intended for use on living beings—at least not those desired to remain that way—and do not require the separate catalytic substance. Their solution is powdered arcanite in alchemical silver (typically mercury), and they are extremely toxic.
Because the Arcanite will provide a limited amount of magical energy, Alchemical mixtures will continue to function for a short time in areas exposed to the magic-negating effects of Inarcanide.