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.

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.


 
 

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