Alchemic Synthesizer

From: Obsidian Alchemists Conclave

Lore: The Alchemic Synthesizer is a masterpiece of alchemical engineering and the pinnacle of the Obsidian Alchemist’s Conclave’s achievements. Its creation is attributed to the collaboration of the conclave’s most brilliant minds over generations, each contributing their knowledge and insights into the arcane arts. Its origins can be traced back to the earliest days of the conclave when the founding alchemists sought to consolidate their understanding of alchemy and push the boundaries of their craft.

The secrets of constructing the Alchemic Synthesizer are heavily guarded within the conclave’s inner sanctums, and only the most skilled and trusted alchemists are permitted to work with this intricate device. Its powers and capabilities extend beyond ordinary alchemy, enabling the transmutation of base elements, purification of substances, and the catalysis of rare and powerful reactions that produce unique potions and elixirs unmatched in all Saṃsāra.

Description: The Alchemic Synthesizer is a large, imposing furnace, its surface adorned with intricate and enigmatic runes and symbols. The runes are etched with precision, each representing a specific aspect of alchemy and the binding of elements. Within the inner chamber, an array of colored vials filled with potent liquids awaits transformation through the furnace’s alchemical processes.

Purpose: The primary purpose of the Alchemic Synthesizer is to serve as the heart of the Obsidian Alchemist’s Conclave’s alchemical endeavors. It possesses unparalleled capabilities for transmutation, purification, and reaction catalysis, enabling the alchemists to create elixirs and potions that hold immense power. The unique concoctions produced by the synthesizer are sought after for their extraordinary effects, ranging from healing potions to potions of temporary elemental invulnerability.

Stats:

  • Size: The Alchemic Synthesizer stands at around 8 feet tall, with a width of approximately 5 feet.
  • Color: The surface of the synthesizer is made of dark, polished obsidian, adorned with silver and gold engravings that gleam in the flickering light of its alchemical flames.
  • Shape: The furnace has a rectangular base with elaborate curves and arches, reminiscent of ancient gothic architecture.
  • Sound: When the Alchemic Synthesizer is activated, it emits a low, rhythmic humming sound, akin to the murmurs of arcane energies intermingling with alchemical reactions.
  • Tags: Arcane, Transmutation, Potions, Alchemical, Artifact, Mystical, Elemental, Enigmatic, Runic, Catalytic, Ethereal, Fortified, Obsidian

Requirements: The creation of the Alchemic Synthesizer is a monumental task that demands extraordinary resources, extensive knowledge of alchemy, and access to rare and exotic alchemical reagents. Its construction involves a blend of advanced metallurgy and ancient arcanery. The activation of the furnace requires the coordination of skilled alchemists working in harmony to unleash its immense powers.

Cost and Where to Obtain: The Alchemic Synthesizer is a one-of-a-kind artifact, and its value is immeasurable. It is not available for sale or acquisition outside of the Obsidian Alchemist’s Conclave. The synthesizer is the central asset of the conclave, safeguarded within its heavily fortified and secret chambers. Unauthorized attempts to obtain the Alchemic Synthesizer would be met with deadly force, as the alchemists view the device as an irreplaceable treasure and the cornerstone of their power.

Environment and Usage: The Alchemic Synthesizer is in the heart of the Obsidian Alchemist’s Conclave, at the center of an immense, vaulted chamber known as the Chamber of Transmutation. The chamber is bathed in an eerie, ethereal glow emanating from the furnace’s runes, creating an atmosphere of ancient mysticism and arcane power.

The results of the Alchemic Synthesizer’s processes have far-reaching applications. The concoctions and elixirs it produces serve a myriad of purposes for the alchemists, such as healing, enhancing physical attributes, granting temporary elemental invulnerability, and even bestowing visions or unlocking dormant abilities within the imbiber. These powerful potions are coveted not only by the alchemists of the conclave but also by individuals and factions across Saṃsāra, willing to go to great lengths to obtain them for their own purposes.

The Alchemic Synthesizer is a captivating and vital element of the Obsidian Alchemist’s Conclave, representing the pinnacle of their alchemical prowess. Its potential for transmutation and potion creation adds depth and intrigue to the world of Saṃsāra, making it a compelling focal point for adventurers and storytellers seeking to delve into the secrets of arcane alchemy and potent elixirs.

Saga of the Obsidian Crucible

In the dawn of days, when the world of Saṃsāra was yet a canvas painted with the primal hues of creation, there arose a fellowship of sages known as the Ebon Shapers. These were the forebears of what would become the Obsidian Alchemist’s Conclave, a lineage of seekers who pursued the secrets of the elements and the hidden truths of the cosmos. The Ebon Shapers dwelt in a citadel carved from the black stone of a mountain, a place they named Kharzadul, where the air shimmered with the breath of magic, and the earth pulsed with the songs of ancient power. They were a people driven by an insatiable hunger for knowledge, their hearts alight with the desire to transcend the mortal limits of their craft.

Among the Ebon Shapers, there was a master alchemist named Veylora, a woman of unparalleled wisdom whose eyes burned with the fire of discovery. It was said that Veylora could hear the whispers of the elements themselves, and she spent her days in communion with the raw forces of Saṃsāra, seeking to bend them to her will. The Ebon Shapers had long labored to create a vessel that could harness the full spectrum of alchemical potential—a device that could transmute the basest of materials into substances of divine power, purify the impure, and catalyze reactions that would birth elixirs of legend. Veylora, guided by visions that came to her in dreams, declared that she would forge such a vessel, a crucible that would become the heart of their order. She named it the Obsidian Crucible, for it would be forged from the darkest stone and imbued with the essence of the arcane.

The forging of the Obsidian Crucible was a labor that spanned generations, for the knowledge required was vast, and the materials needed were scattered across the planes of existence. Veylora and her disciples traveled far and wide, braving the perils of Saṃsāra’s untamed wilds to gather what was necessary. They delved into the depths of the earth to harvest obsidian that had been kissed by the fires of creation, its surface smooth as a mirror and black as the void between stars. They sought out veins of silver and gold that ran like rivers through the mountains, metals that held the light of the heavens within their gleam. They ventured into realms where the air itself was thick with magic, collecting reagents that glowed with the hues of the elements—crimson for fire, azure for water, emerald for earth, and amber for air.

The construction of the Obsidian Crucible was a ritual as much as it was a craft. The Ebon Shapers gathered in the heart of Kharzadul, within a chamber they had carved to mirror the arches of the heavens. They inscribed the surface of the crucible with runes, each symbol a prayer to the forces they sought to command. These runes were etched with tools of star-forged iron, their lines precise and unyielding, glowing faintly with a light that seemed to come from within. Inside the crucible, they placed an array of vials, each filled with a liquid that shimmered with the essence of an element, their colors a kaleidoscope of arcane potential. The Ebon Shapers chanted as they worked, their voices rising in a song that echoed through the mountain, a melody that called upon the magic of Saṃsāra to bless their creation.

When the Obsidian Crucible was complete, it stood as a monument to the Ebon Shapers’ ambition. It was a furnace of imposing grandeur, eight feet tall and five feet wide, its rectangular base adorned with curves and arches that spoke of a time long past. Its surface of polished obsidian gleamed in the flickering light of the alchemical flames that burned within, and the silver and gold engravings seemed to dance with a life of their own. When activated, the crucible emitted a low, rhythmic hum, a sound that was both a murmur of arcane energies and a testament to the reactions taking place within its core. The Ebon Shapers marveled at their creation, for it was a thing of beauty and power, a vessel that could transform the very fabric of the world.

With the Obsidian Crucible, the Ebon Shapers achieved wonders that had been thought impossible. They transmuted lead into gold, not for wealth, but to prove the mastery of their craft. They purified substances tainted by corruption, restoring them to a state of primal purity. They catalyzed reactions that birthed elixirs of unparalleled potency—potions that could heal wounds that no healer could mend, grant strength that rivaled the might of giants, and even shield the imbiber from the wrath of the elements. One such elixir, known as the Draught of the Eternal Flame, granted temporary invulnerability to fire, its crimson glow a beacon of hope for warriors who faced dragons in battle. Another, the Elixir of the Whispering Winds, allowed the drinker to hear the thoughts of the air itself, unlocking secrets carried on the breeze.

The fame of the Obsidian Crucible spread across Saṃsāra, and the Ebon Shapers became a beacon for those who sought the miracles of alchemy. Leaders of great cities came to Kharzadul, bearing gifts of rare reagents in exchange for the elixirs that only the crucible could produce. Warriors sought potions to bolster their strength, while mystics sought elixirs that would grant them visions of the future. The Ebon Shapers, under Veylora’s guidance, used their creations to bring prosperity to their people, forging alliances with those who shared their vision of a world elevated by the power of alchemy. For a time, Kharzadul was a place of light and wonder, its halls filled with the hum of the Obsidian Crucible and the laughter of those who benefited from its gifts.

But the gods of Saṃsāra, ever vigilant over the mortal realm, grew uneasy with the Ebon Shapers’ success. They had bestowed the gift of magic upon the world, but they had not intended for mortals to wield it with such mastery. The Obsidian Crucible, they feared, was a tool that could rival their own power, a vessel that could reshape the balance of creation itself. The god of order, Thaldris, descended to Kharzadul in the form of a cloaked traveler, his presence a weight that pressed against the very air. He came to Veylora and spoke to her of the dangers of her creation, warning that the crucible’s power was a flame that could consume all it touched. He urged her to temper her ambition, to use the crucible not for glory, but for harmony, lest it bring ruin upon her people.

Veylora, however, was a woman of unyielding resolve. She saw Thaldris’s words not as wisdom, but as a challenge to the destiny of the Ebon Shapers. She thanked the god for his counsel but declared that her people would not be bound by fear. The god departed, his parting words a prophecy etched into the stones of Kharzadul: “The crucible of obsidian will burn too brightly, and its fire will consume the hands that feed it.”

Emboldened by their success, the Ebon Shapers pushed the Obsidian Crucible to its limits. They sought to create an elixir that would grant immortality, a potion that would defy the will of the gods themselves. They gathered reagents from the farthest reaches of Saṃsāra, substances so rare that their very existence was a myth. They poured these into the crucible, their chants rising to a fevered pitch as the runes glowed with a light that rivaled the sun. The hum of the crucible became a roar, a sound that shook the mountain to its core, and the vials within glowed with a brilliance that was both beautiful and terrifying.

But the Obsidian Crucible, strained beyond its capacity, could not contain the forces it had been asked to wield. The reaction within its core spiraled out of control, the elements clashing in a tempest of raw power. The crucible erupted in a blaze of alchemical fire, a conflagration that consumed Kharzadul in an instant. The citadel was reduced to ash, its stones melted by the heat of the crucible’s fury, and the Ebon Shapers were no more. The Obsidian Crucible, though scarred by the flames, survived, its obsidian surface cracked but unyielding, its runes still glowing with a faint, defiant light.

Centuries passed, and the ruins of Kharzadul became a place of legend, a cautionary tale whispered by those who dared to dabble in the arcane. The Obsidian Crucible lay buried beneath the ashes, its hum silenced, its power dormant. It was not until the rise of the Obsidian Alchemist’s Conclave that the crucible was rediscovered. The alchemists, descendants of the Ebon Shapers’ legacy, unearthed the device and brought it to their stronghold. They renamed it the Alchemic Synthesizer, a title that honored its purpose while distancing it from the tragedy of its past. Through years of study and ritual, they restored its function, learning to harness its power with a caution born of history’s lessons.

The Alchemic Synthesizer became the heart of the Obsidian Alchemist’s Conclave, a tool that allowed them to create elixirs and potions of unmatched potency. But the alchemists never forgot the tale of Kharzadul, a story that had been passed down through fragments of ancient texts, translated from a language so old that its origins were lost to time. They inscribed the saga in their annals, a reminder of the price of unchecked ambition and the need for balance in the pursuit of power.

Moral of the Story: The pursuit of greatness through alchemy is a noble endeavor, but to wield such power without humility is to invite ruin; true mastery is found in the harmony of creation, not the conquest of it.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

  • High-Level Overview: In Call of Cthulhu, the Alchemic Synthesizer is a Mythos-tinged artifact controlled by the Obsidian Alchemist’s Conclave, a secretive group of occult alchemists. It transmutes materials and creates potent elixirs using eldritch energies, but its use risks sanity loss and physical corruption due to its connection to incomprehensible forces. The device requires arcane knowledge to operate, and its products can have unpredictable effects, fitting the game’s themes of cosmic horror and forbidden knowledge.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Description: An 8-foot-tall furnace of polished obsidian, adorned with silver and gold engravings, glowing with arcane runes, and containing an array of colored vials that hum rhythmically when active.
    • Size: Large (8 feet tall, 5 feet wide).
    • Weight: Immobile (approximately 1.5 tons).
    • Sanity Cost: 1/1D6 upon first witnessing its activation; 0/1D4 per use to create an elixir.
    • Requirements:
      • Knowledge (Occult) or Knowledge (Mythos) skill of 60% or higher to operate.
      • A successful Hard INT roll to understand its mechanisms.
      • A POW roll to activate (costs 5 Magic Points per use).
    • Effects:
      • Elixir Creation: Over 1 hour, the device can create 1 elixir (roll 1D100 to determine the type):
        • 01-30: Healing Elixir (restores 2D6 HP, but user must make a CON roll or suffer 1D4 HP loss after 1 hour).
        • 31-60: Elemental Ward Elixir (grants immunity to one energy type—fire, cold, or lightning—for 1 hour, but user loses 1D4 Sanity from visions).
        • 61-90: Vision Elixir (grants a prophetic vision, providing a clue, but costs 1D6 Sanity).
        • 91-00: Corrupted Elixir (user gains 1D4 HP but suffers 1D6 Sanity loss and must roll on the Corruption table).
      • Transmutation: Can transmute 1 lb. of a base material (e.g., lead) into a precious material (e.g., gold) with a successful POW roll (max 1 lb. per day).
    • Drawbacks:
      • Corruption Risk: Each use has a 10% chance of causing a Minor Corruption (e.g., unnatural cravings for raw materials).
      • Overload: Each use after the first in a 24-hour period has a 20% chance of overloading, dealing 1D6 damage to all within 10 feet (DEX roll to halve).
    • Notes: The device is immobile and guarded by the Conclave, requiring stealth or diplomacy to access.

Blades in the Dark

  • High-Level Overview: In Blades in the Dark, the Alchemic Synthesizer is a rare artifact controlled by the Obsidian Alchemist’s Conclave, a faction of arcane alchemists in Doskvol. It creates powerful elixirs and transmutes materials, fitting the game’s steampunk and occult tone. Crews might steal it, use it, or sabotage it, but its operation risks complications like attracting ghosts or causing alchemical mishaps, aligning with the game’s focus on risk and reward.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Tier: IV (reflecting its rarity and power).
    • Description: An 8-foot-tall obsidian furnace, engraved with silver and gold runes, containing glowing vials, emitting a rhythmic hum.
    • Size: Large (8 feet tall, 5 feet wide).
    • Usage:
      • Activation: Requires a Tinker or Attune roll (4/5 effect, Risky position). Success creates 1 Elixir (see below).
      • Elixir Creation: Roll 1d6 to determine the elixir:
        • 1-2: Healing Elixir (heals 1 Harm, but causes a Level 1 Harm: “Alchemical Daze” unless resisted with Resolve).
        • 3-4: Elemental Ward Elixir (grants +1 effect against elemental attacks for 1 score, but adds +1 Heat from its glow).
        • 5-6: Vision Elixir (grants +1d to a Gather Information roll, but attracts a ghost).
      • Transmutation: As a downtime activity, transmute 1 unit of base material into a valuable material (e.g., lead to gold, worth 2 Coin). Requires a 6-segment clock.
    • Complications:
      • Roll 1d6 after each use:
        • 1-2: The device misfires, causing a Level 2 Harm (Burned) to the user unless resisted with Resolve.
        • 3-4: The hum attracts a ghost, creating a new obstacle.
        • 5-6: The Conclave notices the usage (+1 Heat).
      • Faction Impact:
        • Using the Alchemic Synthesizer reduces the Conclave’s hold by 1.
        • Stealing it creates a -2 status with the Conclave but grants +1 status with a rival faction (e.g., the Dimmer Sisters).

Dungeons & Dragons (5th Edition)

  • High-Level Overview: In Dungeons & Dragons, the Alchemic Synthesizer is a legendary artifact controlled by the Obsidian Alchemist’s Conclave in Saṃsāra. It creates powerful potions and transmutes materials, fitting the high-magic setting. Its use is taxing, with risks of exhaustion or alchemical mishaps, balanced for high-level play. The device integrates with D&D’s crafting and spellcasting systems, offering significant rewards for those who can access it.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Type: Wondrous Item, Legendary (requires attunement by a creature proficient in alchemist’s supplies).
    • Description: An 8-foot-tall obsidian furnace, adorned with silver and gold engravings, glowing with runes, and containing an array of colored vials that hum rhythmically.
    • Properties:
      • Elixir Creation: As an action, you can activate the Alchemic Synthesizer over 1 hour to create 1 potion (roll 1d20):
        • 1-5: The device misfires, dealing 4d6 fire damage to all within 10 feet (DC 15 Dexterity save for half).
        • 6-10: Potion of Healing (heals 4d4+4 HP).
        • 11-15: Potion of Elemental Resistance (choose fire, cold, or lightning; gain resistance for 1 hour).
        • 16-20: Potion of Visions (grants a vision providing advantage on one Intelligence (Investigation) check within 24 hours).
      • Transmutation: Once per day, you can transmute 1 lb. of a base material into a precious material (e.g., lead to gold, worth 50 gp).
    • Drawbacks:
      • Exhaustion Risk: Each use after the first in a 24-hour period requires a DC 15 Constitution saving throw. On a failure, you gain 1 level of exhaustion.
      • Attunement Limit: While attuned, you can only attune to 2 other magic items instead of the usual 3.
      • Destruction: The Alchemic Synthesizer can only be destroyed by submerging it in a pool of pure elemental essence (e.g., from the Elemental Planes), which melts its obsidian frame.

Knave (2nd Edition)

  • High-Level Overview: In Knave, the Alchemic Synthesizer is a powerful magical artifact controlled by the Obsidian Alchemist’s Conclave, fitting the system’s focus on item-based progression. It creates elixirs and transmutes materials, offering significant rewards but with risks of mishaps or corruption. The mechanics are streamlined to fit Knave’s minimalist approach, emphasizing exploration and the balance between risk and reward.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Slots: 4 (large and immobile).
    • Description: An 8-foot-tall obsidian furnace, engraved with silver and gold runes, containing glowing vials, emitting a rhythmic hum.
    • Usage:
      • Activation: Requires 1 hour and a successful INT save (DC 15). On a success, the device creates 1 Elixir (roll 1d6):
        • 1-2: Healing Elixir (restores 1d6 HP, but user takes 1 damage after 1 hour).
        • 3-4: Elemental Ward Elixir (grants +2 to saves against one element for 1 hour).
        • 5-6: Vision Elixir (grants +5 to an INT roll for investigation, but user takes 1d4 psychic damage).
        • On a failed save, roll on the Mishap table.
      • Transmutation: Once per day, transmute 1 unit of base material into a valuable material (e.g., lead to gold, worth 50 gp).
    • Mishap Table (Roll 1d6):
      • 1-2: The device misfires, dealing 1d6 fire damage to the user (ignores armor).
      • 3-4: The user suffers a temporary curse (e.g., -2 to all saves for 1 day).
      • 5-6: The device shuts down for 1d4 days.
    • Notes:
      • The Alchemic Synthesizer cannot be moved without a ritual (DC 20 INT save). Failure destroys the device.
      • Only 1 character can benefit from its effects at a time (similar to attunement).

Fate Core System

  • High-Level Overview: In Fate Core, the Alchemic Synthesizer is a powerful artifact controlled by the Obsidian Alchemist’s Conclave, fitting the narrative-driven, high-magic world of Saṃsāra. It acts as an extra with aspects and stunts, allowing characters to create potent elixirs or transmute materials through alchemical processes. Its use carries risks, modeled as compels and stress, reflecting potential alchemical mishaps or attracting unwanted attention. The device encourages creative problem-solving and teamwork, aligning with Fate’s focus on story and character agency.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Aspects:
      • Obsidian Furnace of Transmutation
      • Heart of the Conclave’s Power
      • Volatile Alchemical Marvel
    • Description: An 8-foot-tall furnace of polished obsidian, adorned with silver and gold engravings, glowing with arcane runes, and containing an array of colored vials that hum rhythmically when active.
    • Stunts:
      • Elixir Creation: Once per scene, a character with a relevant skill (e.g., Craft or Lore at +3 or higher) can spend a fate point to activate the Alchemic Synthesizer. Roll against a difficulty of +4. On a success, create an advantage like “Potent Elixir” with 2 free invokes (choose an effect: Healing, Elemental Resistance, or Vision). On a success with style, gain 3 free invokes. On a failure, the device misfires (see below).
      • Transmutation Mastery: When using an invoke from “Potent Elixir,” add +2 to a roll involving alchemy or magic (e.g., healing, resisting damage, or investigating arcane phenomena). Alternatively, spend a fate point to transmute a base material into a valuable one (e.g., lead to gold), creating a boost like “Alchemical Wealth” for a single use.
    • Drawbacks:
      • Misfire Risk: If the activation roll fails, the GM can compel the “Volatile Alchemical Marvel” aspect. The character takes 2 stress, or the device creates a scene aspect like “Alchemical Explosion” that complicates the situation (e.g., dealing minor damage or attracting enemies).
      • Guarded Relic: The device is immobile and protected by the Conclave, requiring a scene to access (e.g., overcoming wards or guards).
    • Notes: The Alchemic Synthesizer can be a focal point for a challenge or conflict, with its use driving narrative tension through compels and consequences.

Numenera (Cypher System)

  • High-Level Overview: In Numenera, the Alchemic Synthesizer is a numenera artifact from the ancient Ebon Shapers, now controlled by the Obsidian Alchemist’s Conclave on Saṃsāra. It transforms materials and creates powerful elixirs using arcane energies, fitting the game’s focus on mysterious technology and exploration. Its use carries risks, with a depletion roll reflecting potential failure, and it can cause unintended effects, aligning with the system’s emphasis on wonder and danger. The mechanics are balanced for high-level play.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Level: 7
    • Description: An 8-foot-tall obsidian furnace, engraved with silver and gold runes, containing glowing vials, emitting a rhythmic hum.
    • Effect:
      • Elixir Creation: The user can spend 1 hour and 3 Intellect points to activate the device (Difficulty 7 Intellect task). On a success, the device creates 1 Elixir (roll 1d6):
      • 1-2: Healing Elixir (restores 2d6 points to Might Pool).
      • 3-4: Elemental Ward Elixir (grants +3 Armor against one energy type—fire, cold, or lightning—for 1 hour).
      • 5-6: Vision Elixir (grants an asset on a knowledge task for 1 hour).
      • Transmutation: Once per day, the device can transmute 1 lb. of a base material into a valuable material (e.g., lead to gold, equivalent to 1 shiin).
      • Depletion: 1 in 1d20 (checked each time the device is activated). On depletion, the device misfires, dealing 7 points of ambient damage (ignores Armor) to all within immediate range and becomes unusable until repaired (Difficulty 7 task, 1d6 hours).
    • Drawbacks:
      • Unstable Reaction: Each use has a 1 in 6 chance of causing a minor numenera mishap (e.g., user takes 1d6 points of Intellect damage).
      • Immobile: The device cannot be moved without a ritual (Difficulty 8 Intellect task, 5 Intellect points). Failure destroys the device.

Pathfinder (2nd Edition)

  • High-Level Overview: In Pathfinder 2e, the Alchemic Synthesizer is a rare magical artifact controlled by the Obsidian Alchemist’s Conclave in Saṃsāra. It creates potent alchemical items and transmutes materials, fitting the game’s high-magic setting and focus on crafting. Its use involves skill checks with risks of critical failure, causing alchemical mishaps or fatigue. The device is balanced for high-level play, reflecting its power and the lore of its guarded nature.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Item Level: 15
    • Price: Not for sale (unique artifact).
    • Bulk: Immobile (8 feet tall, 5 feet wide).
    • Description: An 8-foot-tall obsidian furnace, adorned with silver and gold engravings, glowing with runes, and containing an array of colored vials that hum rhythmically.
    • Activation: 1 hour; [Interact], [Concentrate]; Prerequisites: Legendary proficiency in Crafting or Arcana.
    • Effect:
      • Elixir Creation: You attempt to create an elixir with a DC 35 Crafting or Arcana check.
        • Critical Success: Create 2 elixirs (choose type).
        • Success: Create 1 elixir (choose type):
          • Healing Elixir: Heals 8d6 HP (equivalent to a 5th-level elixir of life).
          • Elemental Ward Elixir: Grants resistance 10 to one energy type (fire, cold, or lightning) for 1 hour.
          • Vision Elixir: Grants a +2 status bonus to Perception and Recall Knowledge checks for 1 hour.
        • Failure: No elixir is created, and you take 4d6 fire damage (DC 30 basic Reflex save).
        • Critical Failure: As failure, plus the device emits a toxic cloud, causing all within 20 feet to become sickened 1 (DC 30 Fortitude save negates).
      • Transmutation: Once per day, transmute 1 lb. of a base material into a precious material (e.g., lead to gold, worth 50 gp).
    • Drawbacks:
      • Alchemical Fatigue: After use, you must succeed on a DC 30 Fortitude save or become fatigued until you rest for 8 hours.
      • Guarded Artifact: The Conclave protects the device, requiring diplomatic or stealth challenges to access.

Savage Worlds (Adventure Edition)

  • High-Level Overview: In Savage Worlds, the Alchemic Synthesizer is a powerful artifact controlled by the Obsidian Alchemist’s Conclave in Saṃsāra. It creates elixirs and transmutes materials, fitting the game’s fast-paced, pulpy style in a high-magic setting. Its mechanics use skill rolls and the Dramatic Task system, with risks of mishaps or arcane backlash, balanced for high-level characters. The device adds tension through potential complications, aligning with the system’s focus on action and adventure.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Description: An 8-foot-tall obsidian furnace, engraved with silver and gold runes, containing glowing vials, emitting a rhythmic hum.
    • Traits:
      • Weight: Immobile (1.5 tons).
      • Requirements: Occult d8+ or Science d8+.
      • Activation (Dramatic Task):
      • Task: Create an elixir over 3 rounds (1 hour in-game). Requires 5 successes using Occult or Science.
      • Complication: On a Critical Failure, the device misfires, dealing 3d6 fire damage to all within a Medium Burst Template (Agility roll at -2 to evade).
      • Success: Creates 1 Elixir (roll 1d6):
        • 1-2: Healing Elixir (heals 1 Wound or 2 Fatigue, but user takes 1 Fatigue after 1 hour).
        • 3-4: Elemental Ward Elixir (grants +2 to Soak rolls against one energy type for 1 hour).
        • 5-6: Vision Elixir (grants +2 to Notice or Investigation rolls for 1 hour).
      • Transmutation: Once per day, transmute 1 unit of base material into a valuable material (e.g., lead to gold, worth 100 credits).
    • Drawbacks:
      • Backlash Risk: Each use after the first in a 24-hour period requires a Vigor roll at -2. On a failure, the user takes 1 Fatigue.
      • Unstable Energies: Each use has a 1-in-6 chance of attracting a hostile magical entity (e.g., a Wild Card elemental with d8 attributes).
    • Notes: The device is immobile and guarded, requiring a separate scene to access (e.g., a Quick Encounter against the Conclave’s guards).

Shadowrun (6th Edition)

  • High-Level Overview: In Shadowrun, the Alchemic Synthesizer is a magical artifact controlled by the Obsidian Alchemist’s Conclave, reimagined as a cabal of arcane alchemists in the Sixth World. It creates powerful alchemical preparations and transmutes materials using mana, fitting the game’s blend of magic and technology. Its use risks mana surges or astral attention, aligning with Shadowrun’s themes of danger and intrigue. The device is immobile and guarded, making it a potential target for a run.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Type: Magical Artifact
    • Availability: 20F (Forbidden, unique item)
    • Description: An 8-foot-tall obsidian furnace, adorned with silver and gold engravings, glowing with runes, containing colored vials, and emitting a rhythmic hum.
    • Force: 8
    • Activation:
      • Requirements: Magic 6+, Enchanting 6+.
      • Test: Enchanting + Magic [Astral] vs. 8 to activate (Complex Action, 1 hour in-game).
      • Effect: On a success, the device creates 1 Alchemical Preparation (roll 1d6):
        • 1-2: Healing Preparation (heals 4P damage, Drain Value 2).
        • 3-4: Elemental Ward Preparation (grants +2 dice to resist one element—fire, cold, or lightning—for 1 hour, Drain Value 3).
        • 5-6: Vision Preparation (grants +2 dice to Perception tests for 1 hour, Drain Value 3).
      • Net hits beyond the threshold can increase the preparation’s potency (e.g., +1 die per net hit).
      • Transmutation: Once per day, transmute 1 kg of base material into a valuable material (e.g., lead to gold, worth 1,000 nuyen).
    • Drawbacks:
      • Mana Surge: On a glitch during activation, the user takes 4S (Stun) damage from a mana surge (Resist with Willpower + Magic). On a critical glitch, the surge attracts a Force 6 spirit.
      • Astral Signature: Each use leaves a lingering astral signature (Force 8) for 1d6 hours, making the user easier to track (+2 dice to astral tracking).
    • Notes: The device is immobile and guarded by the Conclave, requiring a run to access (e.g., bypassing wards and spirits).

Starfinder (1st Edition)

  • High-Level Overview: In Starfinder, the Alchemic Synthesizer is a hybrid magical-technological artifact from the ancient Ebon Shapers, now controlled by the Obsidian Alchemist’s Conclave on a magical planet like Saṃsāra. It creates serums and transmutes materials using arcane energies, fitting the game’s blend of sci-fi and magic. Its use risks magical feedback or mishaps, aligning with Starfinder’s focus on exploration and danger. The device is balanced for high-level play, considering the setting’s constraints on advanced technology.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Level: 15
    • Price: Not for sale (unique artifact)
    • Bulk: 150 (immobile, 8 feet tall, 5 feet wide)
    • Description: An 8-foot-tall obsidian furnace, adorned with silver and gold engravings, glowing with runes, containing colored vials, and emitting a rhythmic hum.
    • Activation: 1 hour; Mysticism DC 30
    • Effect:
      • Serum Creation: On a successful Mysticism check, the device creates 1 Serum (roll 1d6):
        • 1-2: Healing Serum (heals 6d8 HP, as a mk 3 healing serum).
        • 3-4: Elemental Ward Serum (grants resistance 10 to one energy type—fire, cold, or lightning—for 1 hour).
        • 5-6: Vision Serum (grants a +4 insight bonus to Perception for 1 hour).
      • For every 5 by which the check exceeds the DC, create 1 additional serum (up to 3). On a failure, roll on the Mishap table.
      • Transmutation: Once per day, transmute 1 lb. of base material into a valuable material (e.g., lead to gold, worth 500 credits).
    • Mishap Table (Roll 1d20):
      • 1-10: The device misfires, dealing 5d6 fire damage to the user (Reflex DC 18 half).
      • 11-15: The user takes 1d4 Intelligence damage from arcane feedback.
      • 16-20: The device shuts down for 1d4 hours.
    • Drawbacks:
      • Arcane Fatigue: After each use, the user must succeed on a DC 18 Fortitude save or gain the fatigued condition for 1 hour.
      • Immobile: The device cannot be moved without a ritual (Mysticism DC 35, 1 hour). Failure destroys the device.

Traveller (2nd Edition by Mongoose Publishing)

  • High-Level Overview: In Traveller, the Alchemic Synthesizer is reimagined as an ancient alien artifact discovered by the Obsidian Alchemist’s Conclave on a mystical planet like Saṃsāra, where magic replaces advanced technology. It creates elixirs and transmutes materials using arcane-like energies, fitting the game’s focus on exploration and survival. Its mechanics use the skill check system, with risks of failure causing damage or attracting attention, balanced for the setting’s lack of advanced tech.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Tech Level: 0 (Alien Artifact, magical in nature)
    • Weight: 1,500 kg (immobile)
    • Description: An 8-foot-tall obsidian furnace, engraved with silver and gold runes, containing glowing vials, emitting a rhythmic hum.
    • Activation:
      • Skill Check: Science (Archaeology) or Science (Chemistry) 10+ (1 hour, INT, Difficult).
      • Effect: On a success, the device creates 1 Elixir (roll 2d6):
        • 2-5: Healing Elixir (restores 2d6 END).
        • 6-8: Elemental Ward Elixir (grants a +2 DM to resist one environmental hazard—heat, cold, or electricity—for 1 hour).
        • 9-12: Vision Elixir (grants a +2 DM to a single INT-based skill check within 24 hours).
      • For each point of Effect above 0, create 1 additional elixir (up to 3). On a failure, roll on the Mishap table.
      • Transmutation: Once per day, transmute 1 kg of base material into a valuable material (e.g., lead to gold, worth 1,000 credits).
    • Mishap Table (Roll 2d6):
      • 2-5: The device misfires, dealing 2d6 damage to the user.
      • 6-8: The user suffers 1d6 END damage from energy feedback.
      • 9-12: The device attracts a local threat (e.g., a magical beast, equivalent to a 2d6 HD creature).
    • Drawbacks:
      • Fatigue: After each use, the user must make an END 8+ check or suffer 1 level of fatigue.
      • Immobile: The device cannot be moved without a ritual (Science (Archaeology) 12+, 1 hour). Failure destroys the device.

Warhammer Fantasy Roleplay (4th Edition)

  • High-Level Overview: In Warhammer Fantasy Roleplay, the Alchemic Synthesizer is a powerful arcane device controlled by the Obsidian Alchemist’s Conclave, fitting the game’s grim, magical setting. It creates potent elixirs and transmutes materials using the Winds of Magic, but its use risks miscasts and corruption, aligning with the game’s themes of peril and dark fantasy. The device is balanced for high-level characters, reflecting its potency and the setting’s magical tone.
  • Stat Block and Mechanics:
    • Name: Alchemic Synthesizer
    • Cost: Not for sale (unique artifact)
    • Encumbrance: Immobile (8 feet tall, 5 feet wide)
    • Availability: Unique
    • Description: An 8-foot-tall obsidian furnace, engraved with silver and gold runes, containing glowing vials, emitting a rhythmic hum.
    • Activation:
      • Requirements: Language (Magick) 50+, Channelling 50+.
      • Test: Channelling Test (DN 7:5, 1 hour). On a success, the device creates 1 Elixir (roll d10):
        • 1-4: Healing Elixir (heals 2d10 Wounds).
        • 5-7: Elemental Ward Elixir (grants +2 SL to Toughness Tests against one element—fire, cold, or lightning—for 1 hour).
        • 8-10: Vision Elixir (grants +20 to an Intuition Test for 1 hour).
      • For each SL (Success Level) above 0, create 1 additional elixir (up to 3). On a failure, roll on the Miscast table.
      • Transmutation: Once per day, transmute 1 lb. of base material into a valuable material (e.g., lead to gold, worth 50 gc).
    • Miscast Table (Roll d100):
      • 01-50: Minor Miscast (as per core rules).
      • 51-90: Major Miscast (as per core rules).
      • 91-00: The device misfires, dealing 1d10+5 Damage (ignores Armor) to the user, and the user gains 1 Corruption point.
    • Drawbacks:
      • Corruption Risk: After each use, the user must pass a Cool Test (DN 6:5) or gain 1 Corruption point.
      • Immobile: The device is guarded by the Conclave, requiring a separate encounter to access.