PART 2
Rank 3 / Arcanology
Good! We are increasing the difficulty again, and now this is where the real challenge begins!
Like every new rank, this one requires new preparation methods—and in this case, much harder ones to use.
To begin with, I'm going to clarify why only a minority can reach this rank and why it is so difficult. The answer to that is… The 3 Uses.
The 3 Uses directly affect the creation of every Arcanology potion because it is control over the spell that allows this potion to be created. The alchemist needs perfect control over the spell to safely manipulate it through the various processes, and an equally massive willpower to keep the spell's power at bay throughout the preparation process.
Another point to clarify is that, unlike previous ranks, there are two types of potions in Arcanology: throwable and granting.
Throwable potions contain only a specific spell which is released when the bottle is shattered or opened.
Granting potions give the drinker the ability to use a specific spell or element for an indefinite period. Whichever granting potion is taken, an artificial reservoir will be created in the body where the magic will reside; this magic will remain available to the drinker until the artificial reservoir is emptied and disappears.
Of course, each of these potions (throwable, spell-granting, and element-granting) has its own specific brewing method, and here I will teach you how to create every single one of them.
Now, it is time for the Arcanology preparation method:
Magical Fire
Gray Tree Firewood
500 milliliters of pure water
These three ingredients are essential for every potion and will never change.
Now it is time to choose the ingredients that will define the type of potion we are preparing. In this case, it will be a Level 3 natural magic throwable potion, Fire-type—"Sea of Flames", or also known as the Sea of Flames Potion… (yes, whoever named it wasn't very creative).
Specific ingredients for the "Sea of Flames" throwable potion:
Dodecahedron (formed from the wood and sap of the Great Tree. The dodecahedron is an alchemical object; its frame is created from the wood of the Great Tree and its faces from its sap. It is capable of containing magic within its sap without altering its essence in the slightest, and can transform it into liquid magic at the user's will).
Magic Crystals (pure magic crystals imbued with the drinker's magic; these will act as stabilizers).
"Sea of Flames" Spell (whether cast by the alchemist or another subject).
Preparation Method:
First, use the gray tree firewood as the main fuel to create and maintain the magical fire.
Second, once your cauldron has spent over 5 minutes over the fire, pour in the 500 milliliters of unpolluted water.
Third, take a pure magic crystal and drop it into the cauldron. Place 6 other pure magic crystals around the cauldron, then use your magic to form a bond connecting the 6 crystals to the crystal inside the cauldron. Let your magic circulate through the crystals for 5 minutes.
Fourth, while waiting for the 5 minutes to pass, take the dodecahedron and place it over the cauldron. Then, begin preparing your spell if you need time to chant it.
Fifth, when the 5 minutes pass, the crystals around the cauldron will turn a dark blue color, meaning they have attuned to your magic. The water in the cauldron should also take on a dark blue hue thanks to the crystal inside. Remove the crystal and carefully place it inside the dodecahedron. The faces of the dodecahedron should shift from yellow to dark blue, signaling that it recognizes your magic.
Sixth, with the dodecahedron ready, you can now cast your spell—in this case, "Sea of Flames." Make sure to place your hands on the panels rather than the structural frame of the dodecahedron before casting.
Seventh, here comes the hard part. Make sure to control the spell inside the dodecahedron, making it bounce off each of its faces. You will notice your spell gradually transforming until it takes on a liquid form, which will drip down into the cauldron bit by bit. Continue bouncing the magic until the last drop falls; this should take around 30 minutes for normal spells, and even hours for powerful ones.
(A quick note: the liquid magic does not drop from the dodecahedron itself, but from the magic crystal we placed inside it. The spell bounces off the faces of the dodecahedron, turning into liquid magic that the crystal absorbs. The alchemist must handle stabilizing the liquid magic inside the magic crystal through their connection with the 6 magic crystals before the liquid magic drops into the cauldron).
Eighth, once all the liquid magic has fallen into the cauldron, stir until the potion stops bubbling. The potion should take on an intense red color with yellow sparks flashing inside, indicating it is complete. Of course, each spell has a different appearance; this one is specific to fire elements.
Ninth, once the potion is ready, you have a 5-minute window to pour the potion into its respective flasks and seal them. Once those 5 minutes pass, the potion activates; if it comes into contact with natural magic—which is dispersed in the air all over the world—the potion will trigger, casting the spell.
Now I will summarize what each ingredient does in this throwable potion:
Fire + Gray Tree Firewood = Allows you to dissolve and combine magical ingredients.
Unpolluted Water = Completely accepts the essence of the ingredients.
Pure Magic Crystals = 6 crystals absorb the caster's magic and channel it toward a 7th crystal. The 7th crystal, located in the cauldron, acquires the properties of water, allowing it to accept both the caster's magic and the spell's magic. This enables the caster to connect via the magic crystals to the liquid magic and stabilize it.
Dodecahedron = Contains magic and converts it into liquid through a transformation process as the magic bounces off its faces.
With this explained, it's time to move on to Specific Granting Potions. Remember that these potions grant only one specific spell. In this case, we will use the exact same spell, "Sea of Flames."
Specific ingredients for the "Sea of Flames" granting potion:
Dodecahedron (to convert the magic into liquid magic)
Hair/Nails (adapter between the magic and the drinker)
Pure Slime Core (synthetic/temporary core)
Magic Crystals (stabilizers for the liquid magic)
"Sea of Flames" Spell (the magic we will be acquiring)
Preparation Method:
First, use the gray tree firewood as the main fuel to create and maintain the magical fire.
Second, once your cauldron has spent over 5 minutes over the fire, pour in the 500 milliliters of unpolluted water.
Third, take a strand of hair or a piece of your nail and throw it into the cauldron. Stir 3 times to ensure it dissolves in the cauldron.
Fourth, take a pure magic crystal and drop it into the cauldron. Place 6 other pure magic crystals around the cauldron, then use your magic to form a bond connecting the 6 crystals to the crystal inside the cauldron. Let your magic circulate through the crystals for 5 minutes.
Fifth, while waiting for the 5 minutes to pass, take the pure slime core and crush it. Once the 5 minutes are up, throw it into the cauldron and stir until the potion turns green. This indicates that the potion has fully assimilated the core.
(Note: the core serves so that the potion, once ingested, creates a temporary core inside which the "Sea of Flames" magic will reside until it runs out through use).
Sixth, with the core assimilated, place the dodecahedron over the cauldron. Then, begin preparing your spell if you need time to chant it.
Seventh, the magic crystals around the cauldron will turn dark green once the potion has assimilated the slime core, meaning they have attuned to your magic and that of the cauldron. Once your spell is ready, remove the crystal from the cauldron and carefully place it inside the dodecahedron. The faces of the dodecahedron should shift from yellow to dark green, signaling that it recognizes your magic.
Eighth, with the dodecahedron ready, you can now cast your spell—in this case, "Sea of Flames." Make sure to place your hands on the panels rather than the structural frame of the dodecahedron before casting.
Ninth, make sure to control the spell inside the dodecahedron, making it bounce off each of its faces. You will notice your spell gradually transforming until it takes on a liquid form, which will drip down into the cauldron bit by bit. Continue bouncing the magic until the last drop falls.
Tenth, once all the liquid magic has fallen into the cauldron, stir until the potion stops bubbling. The potion should gain an intense red color with yellow sparks flashing inside, indicating it is ready.
(Note: this potion is different from the throwable one, so you don't have to worry about it activating if you don't bottle it in time or anything like that. The only way to activate this magic is through the drinker's will; in other words, the magic cannot activate until someone drinks the potion and triggers it intentionally).
Now I will summarize what each ingredient does in this granting potion:
Fire + Gray Tree Firewood = Allows you to dissolve and combine magical ingredients.
Unpolluted Water = Completely accepts the essence of the ingredients.
Hair/Nails = Acts as an adapter between the drinker's magic and the spell's magic, also creating compatibility between the two. This way, a person can brew the potion for others as long as they have their hair or nail.
Pure Slime Core = Creates a temporary synthetic core inside the drinker where the spell's magic is stored.
Pure Magic Crystals = 6 crystals absorb the caster's magic and channel it toward a 7th crystal. The 7th crystal, located in the cauldron, acquires the properties of water, allowing it to accept the caster's magic and the spell's magic, enabling the caster to connect via the crystals to the liquid magic and stabilize it.
Dodecahedron = Contains magic and converts it into liquid through a transformation process by bouncing the magic off each of its faces.
And with this explained, it is time to move on to the next and final type of potion in Arcanology: Elemental Granting Potions. These potions do not grant a specific spell, but rather an element. On this occasion, we will use the "Fire" element.
Throughout this reading, you will notice that the preparation method is almost identical, except for a few minor steps we must take.
Specific ingredients for the "Elemental" granting potion:
Dodecahedron (to convert magic into liquid magic)
Hair/Nails (adapter between the magic and the drinker)
Pure Slime Core (synthetic/temporary core)
Drinker's Blood (compatibility)
Magic Crystals (stabilizers for the liquid magic)
Elemental Fire Magic
Preparation Method:
Sixth, with the core assimilated, place the dodecahedron over the cauldron.
Seventh, the magic crystals around the cauldron will turn dark green once the potion has assimilated the slime core, meaning they have attuned to your magic and that of the cauldron. Then, remove the crystal from the cauldron and carefully place it inside the dodecahedron. The faces of the dodecahedron should shift from yellow to dark green, signaling that it recognizes your magic.
Eighth, with the dodecahedron ready, you can now cast your spell—in this case, we will use basic "Fire" elemental magic only. Make sure to place your hands on the panels rather than the structural frame of the dodecahedron before casting.
Ninth, make sure to control the fire inside the dodecahedron and make it bounce off each of its faces. You will notice your spell gradually transforming until it takes on a liquid form, which will drip down into the cauldron bit by bit. Continue bouncing the fire until the last drop falls.
Tenth, once all the liquid magic has fallen into the cauldron, drop five drops of your blood to create compatibility between the element and yourself. Then, stir the potion for 5 minutes; the potion should take on an intense red color with yellow sparks flashing inside, indicating it is ready.
Now I will summarize what each ingredient does in this granting potion:
Fire + Gray Tree Firewood = Allows you to dissolve and combine magical ingredients.
Unpolluted Water = Completely accepts the essence of the ingredients.
Drinker's Blood = Creates compatibility between the drinker and the elemental magic of the potion, increasing the drinker's affinity once they take the potion.
Dodecahedron = Contains magic and converts it into liquid through a transformation process by bouncing the magic off each of its faces.
And with this, my apprentices, you know how to brew ARCANOLOGY potions!!
Well, I suppose it's time to clear up some questions and emphasize the bad things that can happen during the preparation of these potions…
If Arcanology has such simple steps to follow and fewer ingredients to use, why is it so difficult to reach this rank?
The difficulty of this rank does not lie in its ingredients, young apprentice; it lies in the 3 Uses. Many take it lightly when I tell them they have to control the spell and make it bounce off each face of the dodecahedron. You must remember that depending on the spell, your job isn't just guiding it—you have to constantly contain the spell, otherwise it will break free inside the dodecahedron, and let me make it clear to you that the dodecahedron is not built to contain magic.
The Elemental Granting Potion and the Specific Granting Potion only have a one-step difference; is there really any change at all?
I'll put it to you simply: use whichever you please, but when you add blood to a specific spell potion and normal fire comes out when you use it, or when you forget to add blood to an elemental potion and can only cast a weak spark, don't come crying to me.
What would happen if someone else for whom the Elemental Granting Potion was not intended drinks it?
They die. In a very violent manner, depending on the element of the potion. For instance, with fire: since it is not their blood, a synthetic core wouldn't be created to retain the fire, and it would burn them from the inside out since they wouldn't have control over the fire either. In the same way, they would die if they drank a specific granting potion—the spell would be released at maximum power inside their body since they would have neither a core to store it nor a way to control it.
Time to ramp up the difficulty again, young apprentice!
Rank 4 / Mysticism
A new rank, and as expected, a new level of difficulty to face.
I won't lie to you: with a lot of dedication and effort, Rank 3 / Arcanology was still within reach and entirely achievable for the most talented alchemists. But at this rank… at this rank, you are going to need more than talent and effort. You will need intelligence, patience, and luck—a lot of luck.
Unlike the other ranks, Mysticism depends on a much harder-to-get ingredient—one that is even impossible on some occasions. These ingredients are "special energies," which are: Divine, Ancestral, and Corrupted.
Divine energy usually resides in: Gods, Demi-Gods, Valkyries, and Champions (people gifted with divine energy by a god or inherited from a relative). Unlike "Mortal" energy—the kind we use on a daily basis—"Divine" energy allows users to completely ignore Mortal/Natural magic. That is to say, no mortal spell or enchantment can harm someone making full use of Divine energy. However, they can be harmed physically if you possess the necessary power—though it is worth noting that most of these "divine" beings have naturally super-high durability. (Though there are nuances among these "divine" beings; please, don't get carried overconfident and try to fight them unless you are at least a Rank A adventurer).
Ancestral energy usually resides in: Dragons, Phoenixes, Benigni, Maligni, Giants, and various other types of creatures with abilities superior to those of a magical creature. Unlike "Divine" beings, "Ancestral" beings do not share a common trait among themselves. Dragons have the ability to ignore any type of attack, magical or physical, from mortals, and only "Ancestral and Divine" energy can harm them. Phoenixes have the ability to heal any wound and cheat death on almost any occasion, as well as the ability to resurrect at will; however, they can be hurt by normal attacks. Every species has its own unique traits. (So be careful if you attempt to use one of these energies; remember, every race has different qualities).
Corrupted energy usually resides in: Followers of Damnatus, Vampires, and any other being corrupted by the disgusting, putrid, nefarious, and ridiculous magic of Damnatus… (pardon the expression, but if you ever come into contact with this energy, you'll understand). This energy grants no special quality other than corroding and killing everything it touches, and its users usually gain a massive boost to their overall abilities.
There are different ways to obtain these energies and in varying degrees or levels. One of them is through magical resonance, which is not a form of alchemy and therefore we will not be exploring it here. Another way is through infection/purification, like vampires and Werewolves with their bites, or Orcs, whose children get purified over generations until they become pure orcs in time; we won't be covering this method here either. The last way is through potions, and as I said before, there are different grades or levels when acquiring these potions. Fortunately, the steps are the same with a slight change in ingredients.
So, what are the levels? You might be asking yourself.
Level 1 - Flashes
At this level, drinkers gain only very basic abilities of the chosen energy/being. Usually, they will only be able to imbue that energy into their attacks without boosting their power in any other way.
Level 2 - Partial
At this level, drinkers obtain a weakened version of the abilities of the chosen energy/being. They will gain that being's innate physical traits and the ability to use the energy.
Level 3 - Complete
At this level, drinkers fully acquire the abilities of the chosen energy/being.
(However, you do not obtain that being's mastery over the acquired energy or abilities).
Now, it is time for the Mysticism preparation method:
Magical Fire
Gray Tree Firewood
250 milliliters of magical water(a large amount of magic is required, so using magical water is necessary; however, you must ensure this magical water is not tied to or contaminated with any kind of magic—in other words, no beast or person has touched that water. If it was a pure slime, then there's no problem; its magic carries no trace).
Stabilizer (drinker's hair or nails)
Magical Essence
For Level 1 / Flashes: hair or nails of the being carrying this energy are required.
For Level 2 / Partial: a considerable amount of the being's blood is required (a vial full of blood is best).
For Level 3 / Complete: a piece of the being's body that has been in direct and continuous contact with the energy at all times is required; the ideal choice would be the heart or the core itself, but since obtaining those is practically impossible, many resort to eyes or entire arms.
Dodecahedron
Magic Crystals
Preparation Method:
First, use the gray tree firewood as the main fuel to create and maintain the magical fire.
Second, once your cauldron has spent over 5 minutes over the fire, pour in the 250 milliliters of unpolluted magical water (now we use 250 milliliters since we are only making one potion).
Third, take the magical essence and throw it into the cauldron. (Level 1: thrown in directly. Level 2: thrown in directly. Level 3: cut the arm into three parts and throw them in one by one, making sure each dissolves before throwing the next; if eyes are used, throw both at the same time; if the heart or core is used, grind them before throwing them in).
Fourth, add the drinker's hair or nails and stir until the potion changes color. If done correctly, there shouldn't be a single bubble left.
Fifth, take a magic crystal and imbue it with the drinker's magic until it changes color, then insert it into the dodecahedron.
Sixth, place the dodecahedron over a potion flask and pour the potion from the cauldron into the dodecahedron. Make sure to use your magic so the potion doesn't spill out of the dodecahedron. Make the potion bounce off each face of the dodecahedron while passing over the crystal inside.
Seventh, the potion will change color again, and the crystal inside the dodecahedron will begin absorbing the potion. Once absorbed, take out the magic crystal and shatter it in a clean cauldron—the liquid will come out of the crystal, so don't spill it; that's what the cauldron is for. With all this done, the potion is ready! Pour it into your flask or drink it directly.
Now I will summarize what each ingredient does in this granting potion:
Fire + Gray Tree Firewood = Allows you to dissolve and combine magical ingredients.
Unpolluted Magical Water = Completely accepts the essence of the ingredients and supplies the necessary magic to contain the magical essence of this potion.
Hair/Nails = Acts as an adapter between the drinker's magic and the spell's magic, also creating compatibility between the two.
Magical Essence = The desired energy resides in these ingredients.
Pure Magic Crystals = The crystals absorb the magic and store it, including liquid magic.
Dodecahedron = Contains magic and turns it into liquid through a transformation process by bouncing the magic off each of its faces, but on this occasion, it combines the magical essence with the drinker's magical signature, creating compatibility for the drinker.
And with this, you have managed to master Mysticism, dear students!
I suppose it's time to clear up your questions and emphasize the bad things that can happen during the preparation of these potions…
You said we need luck for this potion. What for, if the potion is so easy to prepare?
Easy to prepare?! Don't be fooled by the steps in this book; it is much easier to read it than to do it. Non-normal magical essences are very chaotic and difficult to keep in check. Any slip of your "Willpower" or "Control" and the potion will end up exploding inside the dodecahedron.
Why are there different levels of this potion?
Because not everyone can handle the purity of external energies. The more magical essence the ingredient used possesses, the purer the acquired energy will be. Quick recommendation: do not take anything from Level 2 or Level 3 if you are below Rank A.
Has this type of potion been used before?
Yes. Several people used them to fight dragons and gods before I invented the fifth level.
What would happen if I take two potions of different energies?
In short? You die. The energies are neither calibrated nor stabilized to be ingested at the same time. If you want to do something like that, you will have to go further and study the fifth level: Derivacional.
At last. The final level, my dear students.