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 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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