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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.
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| 1st Tier -- With fire I cast a/ an (name of spell) |
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.
Fire Dart Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Battle
This spell allows the Elementalist to fling a Dart of Elemental Fire 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. The bolt does not by pass armor, but will take out 1 point of a skin.
Fire Ward Delivery: Packet
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 the first packet delivered Fire spell or other Elemental or Natural Fire attack to strike him. The player must call out "Ward" to indicate that he is protected by the spell.
Note: Fire Ward does not protect a character from certain brews such as Brewer’s Flame, Brewer’s Inferno, or Cataclysm.
Palm of Flame Delivery: Touch
Duration: 1 hour
Area Of Effect:Caster
Casting Time:Instant
Cost:1
Type:Battle
This spell creates a small flame. This flame is useful only as a light source and is not flammable in any way. Once cast, the light source exists independently of the caster and can be carried by anyone or even left by itself.
A glowstick should be used as a phys-rep for this spell. Red or yellow is preferred color, although any color can be used. The color of flame produced must be determined when the spell is learned.
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 a character 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.
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| 2nd Tier -- With elemental fire I cast a/ an (name of spell) |
Cauterize Delivery: Touch
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
This spell immediately stops the subject from bleeding to death, though it does not bring him to consciousness (unless he possesses Rapid Healing). Once this spell is used all Wounds the character has require double the normal healing time. Magical spells require double the normal mana (Necromancer) to heal and twice the normal number of brews.
Engulf Delivery: Packet
Duration: 1 minute
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
This spell causes one visible item on or carried by the target (named by the caster) to become unbearably hot. The targeted item in question is not permanently harmed, unless it is normally very flammable such as paper, in any way by this spell, though items in contact with it may be. The target must immediately drop, shed or otherwise rid himself of the targeted object. Weapons, armor or other objects discarded cannot be retrieved for a full minute. If the target of the spell cannot drop the item or shed his armor within 10 seconds, he suffers two Wounds to any areas touched by the object. The character will continue to suffer two Wounds for each additional ten seconds that pass for a full minute.
This spell only affects hand-held, inanimate objects or armor.
Verbal is slightly changed to " By Elemental fire I cast to engulf your <object>. "
Fiery Retribution Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Enchantment
Fiery Retribution creates an invisible barrier of magical fire around the character once activated. This barrier does not actually protect the character, however anyone who strikes the character with hand-held or natural weaponry receives twice the damage he inflicts to the same area struck. This spell affects only natural or hand-held weaponry; missile weapons and spells are not effected. If struck, the character should call out "Fiery Retribution."
This spell can be stacked with any other protective as long as they are not of an opposed school or Sorcery and lasts until an opponent successfully lands a non-Shielded blow on the character. A character can only have one Fiery Retribution active at a time. Blindside does not trigger this spell. Fire Ward or Elemental Ward stop damage from Fiery Retribution. Delivering a Killing Blow to a character who has this spell active causes eight Wounds to the torso of the delivering character.
Fire Arrow Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
This spell allows the Elementalist to cast an Arrow of Elemental Fire 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 Skins can reduce the damage of this spell.
Spark of Life Delivery: Touch
Duration: Special
Area Of Effect:Target
Casting Time:1 minute
Cost:2
Type:Battle
Once cast, this unusual spell extends the amount of time before a character's spirit departs to the otherworld. Upon casting, the Elementalist lights a candle or other flame, which then becomes the focus for the spell. This flame must be lit within three feet of the subject's body and must remain there for the duration of the spell. The flame must be open to the air (enclosed lanterns cannot be used). Only the original flame counts for purposes of the spell - to create separate flames the spell must be cast multiple times. Normally a character's spirit will depart forever at dawn or dusk, however Spark of Life will cause the spirit to remain as long as the flame remains lit. Once the flame is extinguished (assuming that dawn or dusk has passed) the spirit will depart as usual, however if the character is the recipient of a Rebirth of the Phoenix or other resurrection type of spell before then she can be brought back to life as usual.
A candle or similar source of flame must be lit for this spell to take effect. If at any time (for any reason) the flame is extinguished the spell is canceled. The flame can be passed from one source to another, though the flame must always remain within three feet of the character's remains.
In some cases, an open flame may be unsafe, especially in combat situations. In such cases an artificial light source can be used. Assuming the flame is of candle or lantern size any character who gets within one foot of the source may declare that he is "blowing out the flame". This action will be automatically successful. The difficulty of extinguishing larger flames is at the discretion of the Guide.
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| 3rd Tier -- I summon elemental fire to bring forth a/an (name of spell) spell. |
Fiery Destruction Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
This spell destroys one weapon, suit of armor, shield or shield-sized object of his choice (this does include two-handed swords and halberds since the mass is still no greater than a shield). The target of the spell bursts into flames and is immediately destroyed beyond all hope of repair (weapons and armor destroyed with this spell are not salvageable and cannot not be repaired with Reforge). Weapons with Resists can resist the effects of this spell and indestructible items are not affected. The spell has no effect on objects larger than a shield.
Verbal is slightly changed to - I summon elemental fire to bring forth firey destruction upon your <object>.
Fire Lance Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
This spell allows the Elementalist to cast a Lance of Elemental Fire 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 and the arm supporting the shield suffers a Wound. Any weapon struck by this spell must be dropped to the ground and the arm holding the weapon suffers a Wound.
Hypnotic Flame Delivery: Packet
Duration: LOS/Concentration
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
This spell allows the Alchemist to mesmerize his targets with fire. Victims of this mesmerization can take no action at all and must remain completely motionless - enraptured by swirling patterns in the flame. The target is only vaguely aware of what is going on around him, thusly negating any and all protections granted by Acute Senses or other pure physical, natural abilities. Mesmerized characters who are attacked (physically or magically) are immediately freed from the spell. A physical attack must inflict damage of some sort -hitting someone with the flat of a blade will not release a character from the effects of Hypnotic Flame. The spell remains in effect until the caster drops the spell, either willingly or unwillingly.
The initial casting of this spell allows the Elementalist to throw one packet. However, for as long as the character keeps both feet planted in the same spot she can continue to throw additional packets (at a cost of 1 influence each) without saying the complete verbal. The caster need only say "Hypnotic Flame" for each packet thrown. The caster can affect a number of individuals equal to two times his current tier.
A caster who is maintaining a Hypnotic Flame must remain perfectly still while maintaining the spell and cannot walk or perform any other action other than speaking.
The spell lasts as long as the caster is in the LOS of the targets.
Resist Fire Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Enchantment
This spell protects the target from any single fire based attack. This includes brews, blows and area attacks. It does not negate these attacks only protects the target so that an area based attack would affect all others or a flaming weapon would still strike but the first blow would not have the fire damage. This spell also protects the target for up to 10 counts in a very hot fire such as a burning house or even lava (although the latter would still slow the target as if passing through very thick mud.) This spell may NOT be cast upon an object.
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| 4th Tier -- I bring into being by the power of elemental fire a/ an (name of spell) spell. |
Fire Blast Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:4
Type:Battle
A character struck by this spell immediately suffers one Wound to every area of the body (all four limbs and the torso). This damage bypasses all armor and Skins.
Fire Wall Delivery: Packet
Duration: 1 hour
Area Of Effect:4 paces
Casting Time:Instant
Cost:4
Type:Battle
This spell creates a 4 pace long transparent wall of flame. Anyone passing through the Fire Wall suffers damage as if he were hit by a Fire Blast. Weapons thrust through the Wall are affected as if they had a Fiery Destruction spell cast upon them, and missile weapons are instantly destroyed upon striking the Wall. All spells, except Water spells, may pass through the Wall freely.
A Fire 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 Fire Wall. Additionally, a strip of red cloth or a red spell packet must be laid out to indicate the nature of the Wall.
The Wall itself is not flammable and will not cause damage to the area in which it is cast.
A Water Wall cast in the same place will instantly destroy a Fire Wall, though the Water Wall will be destroyed in the process as well.
Flaming Aura Delivery: Packet
Duration: 1/2 hour
Area Of Effect:Target
Casting Time:Instant
Cost:4
Type:Battle
This spell causes a target weapon to flame for the duration of one half hour. The bearer of the flaming weapon is immune to flames as per the First Circle spell, Fire Ward. Additionally, the sword inflicts an additional Wound for each hit scored. The player wielding the weapon should inform all combatants that the weapon is flaming by calling out "Flaming" with every swing. A Fire Ward provides protection against the added damage, though the base damage of the weapon still applies.
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| 5th Tier -- By my pact with the forces of elemental fire I command that the elementals bring into being a/an (name of spell) spell. |
Fiery Inferno Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
Any living creature struck by this spell is instantly consumed by a burning ball of fire and destroyed, along with any non-indestructible items he was carrying - the character is literally reduced to a pile of ash. Only Elemental Ward protects against this spell. Physical protections are of no use (Barkskin, Stoneskin, Metalskin) and all armor types are instantly destroyed as the character's flesh is charred from his body and his bones are reduced to cinders). A character killed by this spell can only be brought back to life with a Rebirth of the Phoenix spell or a Resurrection spell.
Fire Circle Delivery: Packet
Duration: 1 hour
Area Of Effect:4 paces
Casting Time:Instant
Cost:5
Type:Battle
This spell creates a transparent cylinder of fire ten feet in diameter. The caster need not be within the Circle. Anyone attempting to pass through the Circle is affected as if struck by a Fire Blast spell. Weapons thrust through the Circle are affected as if they had the Fiery Destruction spell cast upon them, and missile weapons are instantly destroyed upon striking the Circle. All spells, except Water spells, may pass through the Circle freely.
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 will not. Additionally, a strip of red cloth or a red spell packet must be laid out to indicate the nature of the Circle.
The caster of the Fire 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 Circle itself is not flammable and will not cause damage to the area in which it is cast. 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 Water Circle cast in the same place will instantly destroy a Fire Circle, though the Water Circle will be destroyed as well in the process.
Phoenix's Blessing Delivery: Touch
Duration: Special
Area Of Effect:Target
Casting Time:1 minute
Cost:5
Type:Enchantment
This spell brings a slain character back to life through the power of Fire. Only the smallest fragment of the character's body need remain; even ash or dust will suffice, though it must have been a part of the subject's body at the time of death. The character is reborn through the power of Elemental Flame. Characters brought back from death in this manner will always be different in some way - sometimes the change will be subtle, while in others it will be extreme.
The player must consult a Guide and draw from the Tiles of Fate to determine the exact outcome of the casting of this spell.
The verbal for this spell must be cast at the beginning and ending of the casting time and the caster must be focused on the target for the duration of the casting.
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