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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 water I cast a/ an (name of spell) |
Breathe Water Delivery: Touch
Duration: 1 Hour
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Battle
The recipient of this spell can breathe water for the space of an hour. This allows the character to explore underwater regions. This spell does not eliminate the need for air, it only allows the character to breathe in the water. While a character under the effects of this spell can breathe water it does not confer any greater degree of mobility. Characters attempting to fight or cast spells underwater may be adversely affected at the discretion of the Guide.
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.
Extinguish Light Delivery: Packet
Duration: Instant
Area Of Effect:Special
Casting Time:Instant
Cost:1
Type:Battle
With this spell the caster can extinguish any one source of light up to the size of a torch.
Frozen Foot Delivery: Packet
Duration: LOS
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Battle
This spell causes the target's right foot to become frozen in place. The target may still move his upper body, but his foot is frozen in place. The character may still cast spells and even fight, as long as he does not move his right foot. The character cannot pivot on the right foot. He can break free with a Stone Strength though this causes a Wound (that bypasses all magical protections and armor) to the right leg.
Identify Liquid Delivery: Touch
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Battle
This spell allows the Alchemist to determine the nature of any liquid substance. The caster will become aware of the properties of any Brew or Solution and will be able to tell if a Brew has been added to another substance. The caster can only focus upon one container per casting of the spell.
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.
Sense Emotions Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Battle
This spell allows the Elementalist to determine the general mental state of a single target. The target of the spell must declare his general emotional state. This need only be a single word: happy, sad, ecstatic, curious, wary, etc. Though mixed emotions can also be detected. This spell cannot be used to accurately determine if someone is lying, though their general emotional state may give some indication.
Stabilize Delivery: Touch
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Battle
The recipient of this spell is immediately Stabilized and stops all bleeding. The character is otherwise affected as if he had just received a successful Healing Ways. Characters with Rapid Healing awaken immediately.
Water 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 the first packet delivered Water spell or other Elemental Water attack that strike him. The player must call out "Ward" to indicate that he is protected by this spell.
Note: Water Ward does not protect a character from non-magical attacks, such as drowning.
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| 2nd Tier -- With elemental water I cast a/ an (name of spell) |
Accelerate Healing Delivery: Touch
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
This spell heals a character's Wounds faster than would otherwise be possible. Once cast upon a person the character is immediately stabilized and all of the character's Wounds heal in one hour.
If combined with Rapid Healing or Chirurgery, the remaining healing time is halved. If all three are combined, the healing time is quartered. An character who is unconscious due to his Wounds who is affected by this spell immediately awakens, though he still suffers the full effects of the Wounds until the requisite amount of time has passed.
Purify Blood Delivery: Touch
Duration: Permanent
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
This spell allows the Elementalist to remove any poison or toxin from the blood. When used it destroys all foreign substances in a character's blood, including any brews or elixirs currently active. This spell will not bring a character who has died from poisoning back to life, but will remove the poison so that if she is brought back to life the poison will not kill her again.
Purify Water Delivery: Touch
Duration: Permanent
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
This spell purifies up to one gallon of water (or other liquid) for each mana point spent. Purified Water is completely safe to drink - all poisons or any other impurities are completely removed.
Watery Knees Delivery: Packet
Duration: LOS
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
The subject of this spell is immediately stuck with a weakness in the knees and must collapse to his knees. The character cannot walk or even stand while under the effect of this spell, though seated characters are unaffected until they try to stand. Spell lasts as long as the caster is in LOS of the target.
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| 3rd Tier -- I summon elemental water to bring forth a/an (name of spell) spell. |
Heal Minor Wounds Delivery: Touch
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
This spell allows the water elementalist to fully heal limbs that have been wounded to full usefulness and to stabilize a person who has suffered a Torso Wound. Only one limb may be healed at a time in this manner. Limbs healed are restored to full usefulness almost immediately. A character suffering a torso wound is stabilized (and will not bleed to death), but will be immobilized until the Wound has been fully healed either naturally or by more powerful magics. A character suffering from a Torso Wound who receives this spell immediately awakens, however.
Resist Poison Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Enchantment
This power allows the character to resist the effects of any poison he comes into contact with. This includes contact, blade and ingested poisons. The first poison a character comes into contact with will be resisted by this power. Upon being affected by a poison the player must call out "Resist" to indicate that she is immune to the poison's effects.
Water Affinity Delivery: Touch
Duration: 1 hour
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
This spell allows the recipient to breathe and function under water without any ill effects for one hour. This means that the character can move, fight and cast spells exactly as if she were on land.
Water Wall Delivery: Packet
Duration: 1 Hour/LOS
Area Of Effect:4 paces
Casting Time:Instant
Cost:3
Type:Battle
This spell creates a 4 pace (about 12 feet) long transparent Wall of Elemental Water. Neither weapons or packet delivered spells can pass through this Wall (point spells can).
A Water 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 Water Wall. Additionally, a strip of dark blue cloth or a dark blue spell packet must be laid out to indicate the nature of the Wall.
A Fire Wall cast in the same place will destroy a Water Wall, though the Fire Wall is destroyed in the process as well.
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| 4th Tier -- I bring into being by the power of elemental water a/ an (name of spell) spell. |
Charm Delivery: Packet
Duration: 1 Hour
Area Of Effect:Target
Casting Time:Instant
Cost:4
Type:Battle
The subject of this spell is "charmed" by the caster. The subject considers the caster to be his best friend and closest confidant. The subject will in no way attempt to harm the caster and will in fact attempt to protect the caster from harm. If the caster makes any aggressive motion towards the recipient, such as casting a spell or attacking the spell is instantly broken. This spell is in no way a truth spell, though the subject does view the caster in the best possible light and would most likely tell anything that would not mean certain death.
Elemental Ward Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:4
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.
Heal Grievous Wounds Delivery: Touch
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:4
Type:Battle
This spell heals up to three wounds on a single target. These Wounds may include both Limb Wounds and Torso Wounds. It may also restore a limb. Heal Serious Wounds will also restore a limb that has been Withered and re-attach a limb as long as the severed limb is present. This healing takes place instantaneously.
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| 5th Tier -- By my pact with the forces of elemental water I command that the elementals bring into being a/an (name of spell) spell. |
Augury Delivery: Special
Duration: Special
Area Of Effect:Caster
Casting Time:Special
Cost:5
Type:Ritual
The caster of Divination must have some form of still water to perform this spell and must immerse their hands in the water. Upon gazing into the water they can ask a question similar to divination. The caster must be very specific in their choice of words. The response will always be short and most of the time cryptic. An example would be: How can we destory said item. Response would be-By finding the one who created it, but any relevant answer could be given. The caster must remain with thier hands in the water for 5 minutes. At which time they will get an answer.
Cure Mortal Wounds Delivery: Touch
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
This spell heals a Wound for every area of the character's body (both legs, both arms and the torso). It can also restore any missing or withered limbs, as a Cure Grievous does.
Dehydrate Delivery: Packet
Duration: Permanent
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
This spell instantly removes all moisture from any object or person. A person struck with this spell is instantly killed. The instant the body is touched or is exposed to even a slight breeze, it collapses into a fine powder. The spell requires regeneration before someone can be raised from the dead.
An individual object can be targeted by this spell; such objects affected by this spell become extremely brittle so that even a light tap will cause them to disintegrate into dust.
Ice Prison Delivery: Packet
Duration: LOS
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
The victim of this spell is completely encased in ice. He cannot move any part of his body or even speak, nor can he be harmed until the spell is released. Characters imprisoned in ice are in no danger of suffocating, however. A character in an Ice Prison cannot be affected by any outside attack, including a Killing Blow. The caster of the Prison can affect the victim by physical means (physical attacks or a Killing Blow) though not with spells. The caster can will the Ice Prison to drop at any time.
Sorcerers entrapped in an Ice Prison cannot cast spells as it is impossible to see their subject or even themselves. The spell lasts as long as the caster is in LOS of the target.
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