CI/RGG
 
Alchemical Spell Descriptions


All alchemical spells require an active focus or the presence of a lay point, a spoken verbal and the influence to cast the spell.

The focus is what allows the Alchemist to channel the power received from the elemental forces that surround us. The focus must be energized by casting a Create Focus spell at a lay point of the same element as the Alchemist. The Create Focus spell will be the first spell any Alchemist will learn as a novice. The focus has one point of influence fixed in it and does not have to be renewed unless that point is used in a spell, which will destroy the focus. The focus energy is usually only used in a desperate need because the focus is destroyed when the influence is expended from it. The focus can be anything, but it must somehow relate to the element for which it is used. Some possible foci which could be used are: A piece of jewelry with appropriate color stones for the element, a vial of water (Jenisari-water), carved wooden figure (Illuthian –wood) and so on. Actual religious items should not be used. The focus must be touching the hand of the Alchemist when casting the spell, but not necessarily the hand that is throwing the packet. A focus is created during the alchemist’s first tier initiation at no cost because the one point of influence is gained by using an essential element or gifted by the elemental. Each time the alchemist advances, the focus advances as well with an additional point of influence placed being stored in it, the source of this influence can be either essentials, the alchemist, or the elemental depending of the situation. Foci are very personal and can not be traded and used by another alchemist. A focus may only serve one element i.e. a ring with a red stone could not be used as both a fire and metal focus. An elementalist may have more than one focus, but to create another he must spend the appropriate number of essential elements or influence per tier of the new focus. Only one focus may advance with the alchemist, and a low circle focus cannot be used to cast higher circle spells. All foci must be phys-repped and approved. You must have a tag for all of your foci. A focus is immediately recognizable as such by any alchemist that examines it. The essence of a focus cannot be easily destroyed. Even if the item is damaged, the influence remains as long as there is some part of the focus left. The focus is completely destroyed by the third tier spell Destroy Focus. There will be no part of the item left.

The verbal of a spell must be spoken loudly and clearly. All alchemist verbals are specifically named at the beginning of each spell tier. Failure to speak the correct verbal results in spell failure at which point the caster or receipient must call "FLUB" to let the recipient of the spell know that the spell failed, however the Influence is still spent. Many spells have an instant casting time, which means the delivery type (touch, packet, etc.) must be released within 2 seconds (a 2 count) of the end of the verbal. Those with a longer casting time will require a naming at the beginning which states the verbal followed by the word begin then the verbal restated at the end. For example to cast Phoenix's Blessing the verbal "By my pact with the forces of elemental fire I command that the elementals bring into being a Phoenix's Blessing spell - Begin" would be said and then the caster would go through the motions of casting the spell, be it concentration or continuing chants and gestures for the next minute. Once the minute casting time was up the caster would say, "Phoenix's Blessing - End" to indicate that the spell had finished being cast.

The influence cost of a spell, unless specifically noted in the spell, is one point of influence per the tier of the spell being cast. Even if the spell fails the influence is spent. An alchemist may never use more influence than he has including the emptying of his focus (or foci). If he does not have enough influence the spell fails and the influence is expended.

The Manifestation of magic is the glow that appears around the caster or the casters hand. The glow is the same color as the element, i.e. red for fire, dark blue for water, etc. Packets in the hand symbolize the glow of a caster that has readied his influence to cast. A packet must be visible at the beginning of the verbal. A packet cannot be hidden in the hand and cast at the end of the verbal, it must be visible during the entire casting time and invocation. Packets can be kept in pockets or bags, but must be visible in the hand at the time the invocation begins.

Learning spells is only possible at the lay points in which an elemental dwells. The process is never the same and different elementals may require different tasks of the alchemist seeking to learn. The Elemental may ask questions or require tasks and will usually want essential elements in exchange for their teaching. Another alchemist’s focus or other item may be bartered, but the choice is that of the elemental, not the alchemist. The spell verbal must be learned and uttered at the time of the learning. Improper verbals often anger the elemental, so be prepared. Once the spell is learned, it will be recorded upon the player’s character card. Elementals are usually available during a specific time at each event. That time is usually given at the beginning of the event.

Each spell will have reference information listed before the definition.

Delivery type – this defines how the spell may be cast.
Touch – means that the caster must actually touch the recipent of the spell with a packet in the caster's hand.
Packet – the caster must strike the target with a packet. These spells could be touch cast if the caster has the permission of the target. Packet colors are specific to elemental types as follows:

  • Beradai – Air – Light blue
  • Human – Fire – Red
  • Shen – Metal – Yellow
  • Denzorali – Earth/Stone – Brown
  • Jenisari – Water – Dark blue
  • Illuthian – Wood – Green
  • Necromancy – Black
  • Fairy/Empathy – White (it is invisible except in battle)

Point – The caster needs only to point at the target once the verbal is spoken (within a 2 count). Most Point spell have a 2 pace range.
Ritual – These spells are very specific in how the spell is to be cast. Casting time, area of effect, cost and delivery will all be specified within the text of the spell.

Duration – This is how long the spell's effects last and varies from spell to spell. Some are listed in times such as minutes or hours. Some are listed as "SS or SR", which means they will last until sunset or sunrise unless used or activated (such as a ward which is gone once used, specifics are in the spell description if it is needed). Some are LOS (line of sight) and the spell will note either target’s LOS or the caster’s LOS. These spells are in effect for as long as the Line of sight is maintained. Some spells have a COUNT listed. This is a one-one thousand, Two-one thousand, etc., count that is to imply seconds going by. The count should be slow (a second is longer than most people think) and the guides will give a demonstration at the beginning of each game, if requested. Some durations may be instant, such as a bolt or arrow attack. The spell lasts the time of the packet toss and strike. These last spells need to be cast with in a 2 count of the verbal.

Area of Effect – This is the area the spell covers. It may be given in PACES, this means a normal pace which is about 3 feet. The pacing starts from where the caster is standing. Those on the edge of a pace are affected by the spell. Target means the area of effect is the target of a point or packet spell. The area of effect may list a range or distance that the spell can go from the caster or object of casting. Packet spells are as far as the packet can be tossed. Point spells usually have a 2 pace range. The Area of Effect may also be listed as "AOE". This is an spell that results in multiple packets being thrown to cover an area.
All AOE spells are given a specific number of packets, usually depending on their circle. A third circle AOE spell will typically have 3 packets and so on. Some spells will allow the caster to increase the number of packets thrown by spending additional influence. These spells will specify this in their description. For example Jar the master wood alchemist (4th circle, 30 mana) casts mass entangle. Since it is a 3rd circle spell, it defaults to having 3 packets. For each additional 1 mana Jar pumps into the spell, he gets an additional (1) packet, as specified in the spell description. So if he dumped all of his mana into a single casting he would get 30 packets, total, to throw.
When an AOE spell is cast all the packets must be thrown at the same time. The packets may be thrown in any fashion as deterimined by the caster, as long as they leave the hands at the same time. The caster can either throw with one hand or both, as long as all packets are thrown at the same time. Packets from an AOE spell may be physically avoided or Dodged as any other packet, but each packet must be treated seperately. AOE spells may also be Counterspelled. A single Counterspell will nullify any number of packets that strike a single target, but no more than one Counter may be used by a single caster against a given spell. For example, if a Mass Entangle is thrown with a total of 6 packets, and three packets hit Thor the fighter and three packets hit Jar the wood alchemist. Thor must burn three Dodges to avoid the effect of the spell, while Jar can expend a single Counter Spell to prevent the spell from effecting him or Thor, but not both.

Casting Time – All Enchantment spells have a casting time of instant if cast within a Lay Point, and a casting time of 1 minute if cast outside of a Lay Point. Battle and Ritual spells have varying casting times as specified within the spell description.

Cost – This is the amount of influence points used to cast the spell.

Type – Most spells are either Battle or Enchantment. This distiction has bearing on the Create Solutions skill and to casting times (see above). Some spells are defined as Ritual. This special class of spells must be cast with a Guide present and usually require a Lay Point.

Select what descriptions you would like to see. Because there are so many spells, the All Alchemical Spells view will just generate a list of names and types of all of the spells, and clicking the name of the spell will load up that category and its description.

1st Tier -- With air I cast a/ an (name of spell)
Air Ward
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Enchantment
The recipient is immune to the effects of first packet delivered or pointed air spell that is directed at him. Will not negate wall or air spell that is not directional. Player must call WARD to indicate that he is protected.


Create Focus
Delivery: Ritual
Duration: Permanent
Area Of Effect:One object to become focus
Casting Time:5 minutes
Cost:1
Type:Ritual
This spell allows the elementist to create a focus. The spell can only be used at a lay point and requires a mentor and elemental to show the novice how to create the focus the first time used. The single point of influence is locked within the focus object and allows elementalist to cast spells. Each time the elementalist raises in tier this spell must be repeated to raise the tier of the focus to allow the elementalist to cast the desired tier of spells.


Drop
Delivery: Packet
Duration: 1 count
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Battle
This spell causes the target to drop everything in his hands (Fragile items may call for a hold in which to lay down items). The target then must do a 1 count and can then pick up items. Spell will not effect packets as they are not really an item but foci could be effected. Objects tied or bound in place do not have to be dropped.


Sense Elemental Ties
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Battle
This spell allows the elementalist to detect if the target has an Elemental Bond or if the character is a Novice or Initiate Elementalist. The spell does not differentiate; in other words the caster cannot tell if the subject is an Initiate Elementalist, a Novice or if he simply has an Elemental Bond. If the caster determines that the subject does have a tie to an Element he can only determine the nature of the affinity (Air, Fire, Stone, Water, etc.). The caster may also determine if any one object has an affinity. The caster must be with in 2 paces (about 6 feet) of the object or person to sense. The subject's affinity to the Elements (or lack thereof) is known only to the caster.
Example: If the spell is successful, the caster can then ask that subject if she has an Elemental affinity of any kind. If the subject of the spell possesses an Elemental Bond or is a Novice or Initiate Elementalist she must answer yes and what type. The subject of this spell is not required to answer any other questions.


Wind Repel
Delivery: Point
Duration: Concentration
Area Of Effect:4 paces
Casting Time:Instant
Cost:1
Type:Battle
This spell causes a great gust of wind that repels the target person or creature to at least 4 paces away from the caster. The caster must continue to point and concentrate on the target. The target may cast spells, but not use melee or missile weapons against the caster. If the target moves away and hides behind an object, but the caster has not stopped pointing or taken another action (melee, spell, etc) when the target emerges, they are still subject to the spell. The caster can talk and walk, but must remain focused and pointing at the target.


Wind Sheer
Delivery: Touch
Duration: One use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Enchantment
The recipient of this spell is protected from a single hit from a weapon such as arrows, throw weapons, brews, etc. It does not protect against melee or packet delivered attacks. Player must call out "SHIELD" upon being struck to indicate the spell has protected them.


2nd Tier -- With elemental air I cast a/ an (name of spell)
Air Bubble
Delivery: Touch
Duration: 30 minutes
Area Of Effect:Target
Casting Time:1 minute
Cost:2
Type:Enchantment
This spell makes a globe (or half globe in the case of solid ground) of pure air around the target of the spell, which must be a living person. No gas or liquid, save that carried by those inside the spell at the time of casting, may enter into this area and any loose liquid will be forced out of the bubble. This allows those inside the bubble to move under water or through poisonous gas. The bubble will allow spells to pass in and out as well as physical objects without popping the bubble. If a mist or gas trap is triggered inside the bubble, it's effects will be contained within the bubble.


Air Shield
Delivery: Touch
Duration: SR/SS or One Use
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Enchantment
This spell creates an invisible protective barrier around the target. This barrier protects the character from the first physical attack to strike him, no matter how great the damage. Air Armor does not offer any protection against anything except a physical blow. This spell does not protect against magical effects in any way.
The player must call out "Armor" upon being struck for the spell to be effective.


Air Wall
Delivery: Packet
Duration: 1 hour/LOS
Area Of Effect:4 paces
Casting Time:Instant
Cost:2
Type:Battle
This spell creates a 4 pace long transparent Wall of rushing winds. This Wall is completely impenetrable to physical force. No physical being or object can pass through an Air Wall, nor can any physical attacks or packet delivered spells (though point spells can).
An Air Wall must have two clearly delineated borders, which cannot be more than 4 paces apart. There must be an actual structure already in place before the Wall can be raised. This can be a doorframe, two trees, etc.. The caster must also lay out a rope or have some other means of clearly marking the location of the Air Wall. Additionally, a strip of light blue cloth or a light blue spell packet must be laid out to indicate the nature of the Wall.
A Stone Wall cast in the same place instantly destroys an Air Wall, though the Stone Wall is destroyed in the process as well.


Light As Air
Delivery: Packet
Duration: LOS/Concentration
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
by means of this spell any one inanaimate object of up to 500 lbs., may be caused to weigh almost nothing as long as the caster maintains concentration. Objects cannot be flown or thrown any further than they could under normal conditions, though they can easily be carried or lifted. If the spell is cast upon a container, whatever is in the container is affected by the spell. Objects cannot be stacked upon the container to lower their weight. An unconscious or dead person may be considered an object for the purposes of this spell. The spell lasts as long as the caster conentrates and remains within the line of sight of the caster.


Silence
Delivery: Packet
Duration: LOS
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
The victim of this spell is unable to speak or make any noise that is created with the mouth. This includes whistling, blowing a horn, etc. Elementalists that have this spell cast upon them cannot cast their spells as they cannot call their verbals. Necromancers, Empaths can use their magic as the verbal is not a part of the casting but they would still be unable to speak, etc.. They must still name their spells so it is understood what they are casting. The spell is effective as long as the target can see the caster, but the caster does not have to concentrate on the target.


Slow
Delivery: Packet
Duration: LOS(target)
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
The victim of this spell may not run and can only move at a slow walk. This spell does not effect the targets ability to cast spells or combat ability. the spell is in effect as long as the target can see the caster.


3rd Tier -- I summon elemental air to bring forth a/an (name of spell) spell.
Air Dart
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
This spell allows the caster to fling a Dart of Elemental Air that causes one Wound to any target area struck. If the spell strikes the target's cloak or other garment the Dart affects the region of the body closest to the item of clothing that is struck. This spell has no effect on the target if it strikes a weapon or shield, though the target should roleplay as if his weapon or shield was just struck with significant force.


Elemental Ward
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Enchantment
By the means of this spell, the target is immune to the first packet or point delivered spell of an elemental nature that is cast upon him. It will protect him against any elemental based spell. It will not negate the effects of a wall or spell that is not cast directly upon him. The target must call WARD to indicate that the spell has not effected him. This also includes elemental based tags from weapon strikes, such as flaming or freezing.


Feet of the Zephyr
Delivery: Touch
Duration: 1 minute
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
A character under the effect of Feet of the Zephyr can run incredibly quickly. This spell does not have any effect on the character's combat ability; in fact he may not attack anyone or cast spells while under the effects of Feet of the Zephyr. As long as the spell is maintained the character can flee from a combat (or any other situation) without fear of pursuit. Players who witness a player under the effect of Feet of the Zephyr cannot even attempt to pursue or intercept him in any way, though they can take up a defensive posture. A character under this spell can only be attacked physically if he willingly comes within striking distance. A character affected by Feet of the Zephyr cannot be struck by packet spells or missile weapons (these always miss their target).
A character under the effects of Feet of the Zephyr cannot carry another character, even if under the effects of a Strength brew or similar spell.
A player under the effect of a Feet of the Zephyr spell must continually call out "Haste!" (at least once every two seconds) as long as the spell is maintained. The spell ends after one minute has elapsed, the player attacks someone or stops calling out "Haste".
For every minute (or fraction thereof) a character spends under the effects of Feet of the Zephyr, he must spend one minute in complete rest. Time spent under this ability may be extended by spending more mana (1 per extra minute or fraction of a minute), or in the case of the bond ability more per day uses.


Flight
Delivery: Touch
Duration: Concentration/20 minutes
Area Of Effect:Caster
Casting Time:Instant
Cost:3
Type:Battle
Flying allows a character to float a variable distance above the ground by channeling the power of Air. When a character is Flying, he must call out "Flying" at least once every two(2) seconds. While under the effects of flying the character cannot be the target or initator of melee attacks or touch interactions with non-flying opponents. Within the restriction of calling out "Flying" every two(2) seconds, any other spell or effect that the character can generate may be performed. This includes using missile weapons to attack opponents on the ground. Flying characters may interact normally (melee attacks, missile attacks, touch effects, etc.) with any other flying character as if they were both not flying.
Flying also grants immunity to spells that require contact with the ground (Rootfoot, Stonefoot, and the like, Ground Tremor, the different types of Entangles, etc.).
To safely terminate the effect, the character must announce "Landing". If the character is forced out of the air without being able to call "Landing", via being knocked unconscious or some other means, he suffers a Wound to each of his legs. These Wounds bypass armor and skins.


Fling
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
This spell causes the target to fling any hand-held object (chosen by the caster) at least ten feet from him. Objects flung by the victim cannot be flung in the direction of the caster and cannot be thrown with any accuracy. Flung items may be retrieved at any time. If the weapon is somehow physically tied to the subject of the spell, the subject suffers a Limb Wound to the appropriate arm. This Wound bypasses all armor and Skin protections.
Care should be taken when throwing a weapon that the weapon does not strike another player. Despite the name of the spell, the weapon should be carefully tossed (underhand) at least ten feet away. Players carrying fragile objects (glass vials, crossbow phys-reps, lanterns, etc.) can call a Hold to carefully place the item ten feet away.


4th Tier -- I bring into being by the power of elemental air a/ an (name of spell) spell.
Air Arrow
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:4
Type:Battle
This spell allows the Alchemist to cast an Arrow of Elemental Air at the target. This Arrow causes two Wounds to any area struck. Hand-held shields do not block this spell. If the packet strikes a shield, the arm supporting the shield is affected. If a weapon is struck, the weapon must be dropped and the arm holding the weapon suffers two Wounds. Armor and Skin spells can reduce the damage of this spell.


Air Circle
Delivery: Packet
Duration: 1 hour/LOS
Area Of Effect:4 paces
Casting Time:Instant
Cost:4
Type:Battle
This spell creates a transparent cylinder of rushing winds 4 paces in diameter. This Circle is completely impenetrable to physical force. The caster need not be within the Circle. No physical being or object can pass through an Air Circle, nor can any physical attacks or packet delivered spells (though point spells may). Only fresh air may pass through the Circle. Air Circles are completely frictionless and cannot be leaned upon.
The caster of the Air Circle can lower the Circle at will by saying "Circle Down". The Circle no longer exists at this point and cannot be raised again.
The caster must lay out a rope or other marker to designate the location of the Circle before the spell is cast. (If no marker is laid down the spell does not take effect.) A chalk circle will suffice for a marker, though a circle drawn in the dirt or grass does not. Additionally, a strip of light blue cloth or a light blue spell packet must be laid out to indicate the nature of the Circle. If a living being is crossing the Circle at the time the verbal is completed, the spell fails to take effect (though all influence spent in the casting are lost).
A Stone Circle cast in the same place instantly destroys an Air Circle, though the Stone Circle is also destroyed in the process.


Invisibility
Delivery: Packet
Duration: Special
Area Of Effect:Target
Casting Time:Instant
Cost:4
Type:Battle
This spell causes any living subject to become invisible. The subject remains invisible until he makes a violent or fast moving action of any type or speaks. This includes: running, swinging a weapon, casting a spell (including Necromancy or Empathy), deliberately coming into physical contact with another being or talking.
A player under the effect of Invisibility must hold both hands over her head with the hands steepled, palms together. The player cannot have anything in his hands while under the effects of this spell. All players must ignore a player who is Invisible and should continue roleplaying as if the character were not there, unless the character gives a non-visual clue to his/her presence.


5th Tier -- By my pact with the forces of elemental air I command that the elementals bring into being a/an (name of spell) spell.
Air Form
Delivery: Touch
Duration: 10 minutes/LOS
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
The subject of this spell becomes intangible. The character is still visible but is intangible and translucent. This spell does not, however, allow a character to fly. She may only be affected by Air spells while in this form. Normal weapons have no effect, though magical weapons will affect the subject normally. The spells lasts as long as the caster concentrates on maintaining if cast on himself, or 10 minutes if cast on another.
A character in Air Form cannot walk through walls, though he may slip through a reasonable sized crack (1" or more). The subject may also pass through wire mesh. A character under the effects of Air Form cannot be under the effects of Invisibility at the same time.
The subject must hold his arms crossed over his head. Weapons may be held and may be crossed in lieu of the arms.


Air Lance
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:5/Special
Type:Battle
This spell allows the Alchemist to fling a Lance of Elemental Air at the target that bypasses all Skin spells and armor and causes a Wound to the area struck. Any Skins or armor bypassed are still intact and are not affected in any way by this spell. Hand-held shields struck by this spell are destroyed (though the materials can be salvaged), and the arm supporting the shield suffers a Wound. Any weapon stuck by this spell must be dropped to the ground and the arm holding the weapon suffers a Wound.


Suffocate
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
This spell causes the subject of the spell to be unable to breathe. A character affected by this spell must drop to the ground and may make no offensive action (though he may attempt to avoid blows, he may not parry or call dodges). After one minute has passed, the character becomes unconscious. Five minutes later the character is dead. The caster of this spell may end the effects of the spell anytime before the character is dead by simply saying, "Suffocation Ends" and pointing at the subject. If the target becomes
conscious before the spell is ended, he suffers the effects of a Befuddle for five minutes after the end of the spell, though he becomes conscious again as soon as the Suffocate is ended.


Wind Prison
Delivery: Packet
Duration: LOS
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
This spell creates a prison of wind. A character affected by this spell is completely immobilized by a torrent of sharply focused high winds and may not take any action, including casting spells and attacking - he must remain completely still. While sealed in a Wind Prison the character cannot be affected by any physical attacks or packet delivered spells (unless the spell specifically says otherwise). The prison is in affect as long as the caster can be seen by the prisoner. Characters who cast Necromancy are restricted from casting spells since they can not touch or throw packets. They can, however, cast healing spells on themselves. Empathy can not be used from inside the prison but any ward or counter spell that is available at the prison’s casting may be used.


 
 

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