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 metal I cast a/ an (name of spell)
Blessings of the Forge Delivery: Touch Duration: One Use or SR/SS Area Of Effect:Target Casting Time:1 minute Cost:1 Type:Enchantment
This Enchantment protects a single metal weapon (any type, not just swords) from any one Elemental spell or effect. The player need only call out "Resist" to indicate that the weapon is not affected. This spell only protects the weapon itself from spells such as Shatter Metal, Thorn Hilt, Fiery Destruction, Inferno effects, etc.; it will not protect the bearer from Drop, Fling or other spells that affect the wielder. This protection is also effective against the combat maneuver, Weapon Break, as well as Natural metal destroying attacks, such as Rust.
A single weapon can only be protected by one such Enchantment at a time, though this protection is cumulative with resistant weapons.
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 elementalist 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.
Metal Box Delivery: Ritual Duration: Special Area Of Effect:One Box Casting Time:1 minute Cost:1 Type:Ritual
The caster may create a metal box, ½ a cubic foot per influence put into the box. The maximum size of the box is 2 ½ (5pts) which is about the size of a small trunk. (This is too small in which to put a body.) The box is sturdy steel (decoration up to player, but the player must supply the phys rep even if it is a painted cardboard box). While no lock is visible, the box can only be opened by a command word given at the time of ceation. It takes 10 minutes of hammering to break the box and fragile items inside are more than likely broken (see guide to open in this manner). A stone strength can force the box open. A Shatter Metal cast on the box will always destroy any fragile items in the box. Once the box is created, 1 point of influence cast with in1 hour before sunset to maintain the box until the next sunset. This spell can only be cast at a lay point.
Metal Ward Delivery: Packet Duration: One Use or SR/SS Area Of Effect:Target Casting Time:Instant Cost:1 Type:Enchantment
The subject of this spell is immune to the effects of the first packet delivered Metal spell or other Elemental Metal attack to strike him. The player must call out "Metal Ward" to indicate that he is protected by this spell.
Note: Metal Ward does not protect a character from non-magical attacks, such as blows from a metal weapon. .
Razor's Edge Delivery: Touch Duration: One Use or SR/SS Area Of Effect:Target Casting Time:1 minute Cost:1 Type:Enchantment
This spell allows the character to hone a sword or other edged weapon to a razor's edge, causing the weapon to inflict an extra Wound of damage, just as if the character were delivering a Wounding Blow. To hone the weapon the character must spend a full minute "sharpening" the weapon. Sharpness lasts until the character strikes an opponent with the weapon (or until sunrise/sunset), at which point he must call out, "Sharpness" with the wound total to indicate how many additional Wounds are inflicted. The character must call out this damage on the first successful strike and cannot hold it for a later attack.
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.
2nd Tier -- With elemental metal I cast a/ an (name of spell)
Iron Dart Delivery: Packet Duration: Instant Area Of Effect:Target Casting Time:Instant Cost:2 Type:Battle
This spell allows the Elementalist to fling a Bolt of Elemental Iron 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 it will reduce unprotected skins.
Metalskin Delivery: Touch Duration: One Use or SR/SS Area Of Effect:Target Casting Time:Instant Cost:2 Type:Enchantment
Metalskin offers a character four points of additional protection. These points must be eliminated before the character actually takes any damage from an attack. Every attack that hits the character and is not stopped by armor reduces a character's Metalskin. Metalskin is reduced by one point for each Wound inflicted. If the damage from a single blow is greater than the level of the Metalskin the character suffers a number Wounds in the area struck equal to the amount of overflow. For example, if a character with a full Metalskin were struck by another character calling "Strike - 2" with a long sword the Metalskin would now be reduced to two points of protection. A second hit from a character calling the same amount of damage would totally eliminate the Metalskin.
It should be noted that Metalskin is not locational; points are lost from the total tier of the Metalskin no matter where a character takes a blow. Additionally, armor always protects a character from damage before a Metalskin. If the damage from a blow pierces the armor, only the remaining damage is applied to the Metalskin.
Metalskin does not protect a character from blade poisons, however. If a weapon that is coated with a blade poison strikes a character with Metalskin the character might not suffer a Wound, but he is still subject to the full effects of the blade poison.
Once all tiers of a Metalskin have been destroyed, the character must wait a full minute before a new Metalskin can be brought into place.
Reforge Delivery: Touch Duration: Instant Area Of Effect:Target Casting Time:Instant Cost:2 Type:Battle
This spell allows the character to repair any metal item that has been destroyed by the Weapon Break ability, Shatter Metal or a Lance spell. It will not restore items destroyed by Fiery Destruction or an Inferno (such items are melted beyond all hope of repair). Metal armor that has been damaged during combat can also be restored, though one use of the spell must be used for each point repaired. (For example, a five point suit of plate mail that has been reduced to one point requires four castings of this spell to restore it to full. This only applies to armor that has been breached and to the points beyond refitting.)
Reforge cannot be used in place of upkeep of weapons and armor. Also, Reforge will not repair Resists that have been used. It cannot be used at all on weapons or armor that are not at least 75% metal.
Shatter Metal Delivery: Packet Duration: Instant Area Of Effect:Target Casting Time:Instant Cost:2 Type:Battle
The caster can shatter any metal item of the caster's choice. This spell can shatter any visible object of metal up to a full suit of plate mail. This includes greatswords and shields of any size. (If it can be Reforged it can be Shattered.)
Either the player holding or wearing the object or the object itself must be hit with a spell packet for this spell to be effective.
3rd Tier -- I summon elemental metal to bring forth a/an (name of spell) spell.
Iron Arrow Delivery: Packet Duration: Instant Area Of Effect:Target Casting Time:Instant Cost:3 Type:Battle
This spell allows the Elementalist to cast an Arrow of Elemental Iron 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.
Iron Bands Delivery: Packet Duration: 1 hour/LOS Area Of Effect:Target Casting Time:Instant Cost:3 Type:Battle
A character affected by this spell has his arms bound to his sides by magical Iron Bands. (These bands can be destroyed by any spell or effect that will destroy metal.) He may not cast spells, fight or use his hands or arms in any way for the duration of the spell. The caster of this spell may release the person encased in the Iron Bands by simply saying, "I release you". The bands have no lock and cannot be opened by anyone other than the caster. A character with Stone Strength can break free of the bands though this uses up the spell in the process.
Resist Metal Delivery: Touch Duration: One Use or SR/SS Area Of Effect:Target Casting Time:Instant Cost:3 Type:Enchantment
This spell protects the recipient from any one attack made upon him by Metal - this includes Iron Dart, Arrow, Lance and Blast as well as any weapon made of or shod with metal. Arrows, unless specifically tipped with materials other than metal will be ineffective as well. A character invoking Resist Metal is completely immune to all effects of the attack - the metal simply does not touch him. All types of metal are included in this resistance, e.g. copper, bronze, iron, steel, and silver.
The player must call out "Resist Metal" when hit for this spell to be effective.
4th Tier -- I bring into being by the power of elemental metal a/ an (name of spell) spell.
Iron Lance Delivery: Packet Duration: Instant Area Of Effect:Target Casting Time:Instant Cost:4 Type:Battle
This spell allows the Elementalist to cast a Lance of Elemental Iron 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.
Metal Wall Delivery: Packet Duration: 1 hour/LOS Area Of Effect:4 paces Casting Time:Instant Cost:4 Type:Battle
This spell creates a 4 pace long transparent Wall of Elemental Metal. The Wall is completely impenetrable. Neither weapons nor spells (not even point spells) can pass through this wall, though spells able to affect metal may be able to harm the Wall. A Shatter Metal spell will cause all those within 2 paces of the wall to suffer a wound to each location, as it destroys the wall.
A Metal Wall must have two clearly delineated borders. 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 Metal Wall. Additionally, a strip of yellow cloth or a yellow spell packet must be laid out to indicate the nature of the Wall.
Rust Delivery: Packet Duration: Permanent Area Of Effect:Target Casting Time:Instant Cost:4 Type:Battle
This spell causes any metal target named to become rusted and useless. Metal Shields or weapons are non-functional and metal armor is reduced to zero protection value. The selected item is called at the casting and if the target is hit anywhere, including the shield, the spell takes effect. A metal ward or elemental ward will block the effect of this spell. An item that is Rusted may be salvaged, but is too severely damaged to be repaired. If a Rusted item has another Rust cast upon it before it is salvaged, then the item is destroyed and broken down to nothing but rusty flakes of metal. Slightly changed Verbal - I bring into being by the power of elemental metal Rust upon your
5th Tier -- By my pact with the forces of elemental metal I command that the elementals bring into being a/an (name of spell) spell.
Artificial Limb Delivery: Touch Duration: One Use or SR/SS Area Of Effect:Target Casting Time:Instant Cost:5 Type:Battle
This spell creates an Artificial Limb to replace one lost by a character due to combat or other mishap. Casting this spell has the same effect as healing a single limb, though instead of being healed the limb is replaced by a Metal replica. This temporary replacement has the same functionality as the real thing and is extremely durable. Artificial Limbs can sustain five Wounds before being rendered useless. An Artificial Limb cannot be healed, but a Reforge may be used to repair 1 wound and may be repeated until all wounds are healed to the Limb. If the Limb has sustained 5 wounds it is useless and can not be Reforged. An Artificial Limb functions separately from the rest of a character's armor. Simply remove any limb replaced by this spell from the equation from determining armor value. (For a character who has two limbs replaced add up the remaining three area armor values and divide by three. The usual bonuses for torso coverage apply.)
A character cannot have more than two limbs replaced by this spell. If three limbs are replaced in this manner the character will be rendered unconscious and will die due to shock in 1 hour. If four limbs are replaced the character dies immediately.
Though the effects of this spell vanish at dusk or dawn the wound is still considered to be healed and the character does not suffer any adverse effects other than the lack of a limb.
Iron Blast Delivery: Packet Duration: Instant Area Of Effect:Target Casting Time:Instant Cost:5 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.
Metal Circle Delivery: Packet Duration: 1 Hour/LOS Area Of Effect:4 paces Casting Time:Instant Cost:5 Type:Battle
This spell creates a transparent cylinder of Elemental Metal 4 paces in diameter. The caster need not be within the Circle. This Circle is completely impenetrable to physical force. No physical being or object can pass through a Metal Circle, nor can any physical attacks or spells (not even point spells). Only fresh air may pass through the Circle. Metal Circles are completely frictionless and cannot be leaned upon.
The caster of the Metal 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 will not. Additionally, a strip of yellow cloth or a yellow spell packet must be laid out to indicate the nature of the spell. 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).
Razor Edge 5 Delivery: Touch Duration: One Use or SR/SS Area Of Effect:Target Casting Time:1 minute Cost:5 Type:Battle
This spell allows the character to hone a sword or other edged weapon to a razor's edge, causing the weapon to inflict extra Wounds of damage, just as if the character were delivering a Wounding Blow. To hone the weapon the character must spend a full minute "sharpening" the weapon. Sharpness lasts until the character strikes an opponent with the weapon (or until sunrise/sunset), at which point he must call out, "Sharpness" with the wound total to indicate how an additional Wound was inflicted. The character must call out this damage on the first successful strike and cannot hold it for a later attack.