The rules for Alchemy are going to instead be treated similarly to how Prepared Spells (Time 2) work. The only requirement to make an Alchemical product is that the Mage have Matter 2, so they do not have to worry about creating Gross Matter. Unlike Prepared Spells, Alchemical products will retain the part of the rules listed in TotM stating that having them on your person will not count against Spell Tolerance (normal Active Spell limits apply, though) to offset the limitation of being breakable/losable/etc.
Other considerations:
- Only the Mage with Matter 2 can place spells into an Alchemical Item, though they can then give Alchemical Items to others after they have been imprinted.
- Like Prepared Spells, a spell in an Alchemical Item is held only for as long as listed on the table below, after which the spell dissipates uselessly. At the time of casting, you can similarly extend the duration that the spell is contained by the Alchemical Item as listed on those tables.
- It costs an additional 1 Mana to imprint a given spell into an Alchemical Item at the time the spell is imprinted, similar to what you would do to make a spell be Conditionally Triggered (Fate ●● + Time ●●[1]).
- The actual specifics of a given Alchemical product are up to the player (like whether it is a potion, oil, or salve), though the STs suggest following the guidelines laid out in Tome of the Mysteries for what spells can be placed in what types of Alchemical products if you need ideas.
Hold Spell for up to...
| Instant Casting Dice Penalty
|
| Extended Casting Target Number
|
10 minutes
| None
|
| None
|
30 minutes
| -2
|
| +1 Success
|
One Hour or Scene
| -4
|
| +2 Successes
|
24 Hours
| -6
|
| +3 Successes
|
2 Days
| -8
|
| +4 Successes
|
- Add an additional two-die penalty per extra two days for Instant Casting.
- Add an additional success per extra two days for Extended Casting.