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.

1st Tier -- With wood I cast a/ an (name of spell)
Barkskin
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Enchantment
Barkskin offers a character two 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 Barkskin. Barkskin is reduced by one point for each Wound inflicted. If the damage from a single blow is greater than the level of the Barkskin the character suffers a Wound in the area struck. For example, if a character with a full Barkskin were struck by another character calling "Piercing Blow-2" with a long sword the blow would totally eliminate the Barkskin.
It should be noted that Barkskin is not locational; points are lost from the total level of the Barkskin no matter where a character takes a blow. Additionally, armor always protects a character from damage before a Barkskin. If the damage from a blow pierces the armor, only the remaining damage is applied to the Barkskin.
Barkskin does not protect a character from blade poisons, however. If a weapon that is coated with a blade poison strikes a character with Barkskin the character might not suffer a Wound, but he is still subject to the full effects of the blade poison.


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.


Detect Disease
Delivery: LOS
Duration: Instant
Area Of Effect:2 pace radius
Casting Time:Instant
Cost:1
Type:Battle
This spell allows the Alchemist to determine if the person has been infected with a disease, and if so, the exact nature of the disease.


Root 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 rooted 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.


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.


Steel Wood
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Battle
This spell allows the character to cause any one wooden weapon to become as tough as steel. The wood does not actually transform into steel, but becomes extremely hard and durable. Steel Wood will protect the weapon or shield from the effects of the first wood affecting spell (such as Warp or Rot) to affect the item. The player using a weapon with Steel Wood upon it should call out "Steel Wood" if he is struck by a Warp or a Rot spell. If cast upon a quiver of arrows this will affect the entire quiver.


Wood 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 Wood spell or other Elemental Wood attack that strikes him. The player must call out "Wood Ward" to indicate that he is protected by this spell.
Note: Wood Ward does not protect a character from non-magical attacks, such as arrows or blows from a wooden weapon.


2nd Tier -- With elemental wood I cast a/ an (name of spell)
Cure Disease
Delivery: Touch
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
The subject of this spell is completely cured of any one disease. If the person is affected by multiple diseases, multiple castings may be needed to cure them all. Some magical diseases and even some rare normal diseases are not affected by this spell. However, the caster is immediately aware of whether or not the spell was effective in removing the disease.


Elemental Ward
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:2
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.


Entangle
Delivery: Packet
Duration: LOS
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
The target of this spell is completely entangled in thick vines and is completely immobilized. He cannot walk, cast point or packet spells, fight or take any action until he is released from the spell. A character affected by an Entangle can speak and can cast any spell that does not require touching another character or that is point or packet delivered.


Thorn Weapon
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Enchantment
This spell causes a wooden weapon to be able to inflict one additional Wound with the first successful hit. Upon successfully striking an opponent the user of the weapon must call out "Thorns" after any other tag-line is called.


Warp
Delivery: Packet
Duration: LOS
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Battle
This spell will Warp any visible wooden weapon or shield the target is carrying, rendering it useless for the duration of the spell. The caster must indicate which weapon is affected if the target is carrying more than one weapon. Weapons with wooden hafts are affected by this spell. If a quiver is targeted by Warp all arrows in the quiver are affected.
Slightly changed verbal "With Elemental wood I will Warp your (name object)."


3rd Tier -- I summon elemental wood to bring forth a/an (name of spell) spell.
Mass Entangle
Delivery: Packet
Duration: LOS
Area Of Effect:AOE
Casting Time:Instant
Cost:3/Special
Type:Battle
The caster gets to throw one packet for the basic influence cost of 3, but may throw an additional packet for each additional 1 point of influence he adds to the cost, up to 5 packets total. He cannot walk, cast point or packet spells, fight or take any action until he is released from the spell. A character affected by an Entangle can speak and can cast any spell that does not require touching another character or that is point or packet delivered. A character with Escape Artist 3 can escape by using that skill.


Resist Disease
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Enchantment
This spell causes the subject to become immune to the first disease to affect him. The subject must call out "Resist Disease" to indicate that the spell has taken effect.


Rot
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
This spell causes any one visible wooden item the target is carrying to Rot. The caster must indicate what is affected if the target is carrying more than one wooden item of the same type. A weapon destroyed in this manner cannot be salvaged. Weapons with wooden hafts are affected by this spell though they can be remade by any character with Weaponsmith for 3 PP and 1 Silver Ring. If a quiver is targeted by Rot all arrows in the quiver are destroyed.

Slightly changed verbal - I summon elemental Wood to cause your (name of target) to rot.


Thorn Hilt
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
This spell causes the hilt of the target's weapon or the back of his shield to become covered in sharp thorns. The target immediately suffers one Wound to that limb and must drop the weapon or shield. If the character is wearing leather gauntlets the character does not suffer a Wound, though he does lose a level of armor and he must immediately drop the weapon or shield or suffer a Wound. Skins do offer protection against this Wound but the victim must immediately drop the weapon or shield or suffer a wound. A Physical Shield has no effect.


Tree Meld
Delivery: Touch
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
This spell causes the subject of the spell to become completely invisible while standing next to a tree. The character remains invisible until he makes a violent or fast moving action of any type, speaks or moves away from the tree. This includes: running, swinging a weapon, casting a spell (including empathy and necormancy), deliberately coming into physical contact with another being or talking. The character must remain in contact with a tree for the spell to remain active.
A player under the effect of Tree Meld must hold both hands over her head with the hands steepled, palms together. The player cannot have anything in his hands while under the effects of this spell. The tree being used to Tree Meld must be of reasonable size. A good test is to wrap both hands around the trunk of the tree; if your hands touch, the tree is too small.


4th Tier -- I bring into being by the power of elemental wood a/ an (name of spell) spell.
Forest Blend
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
This spell allows the character to become completely invisible while standing next to a tree. The player must be in physical contact with a tree to be able to use this ability. The character remains invisible until she makes a violent or fast moving action of any type or speaks. This includes: running, swinging a weapon, casting a spell (including Empathy or Necromancy), deliberately coming into physical contact with another being or talking or making any vocal noise. The character can move to any other tree that is within three normal paces, but she must take slow deliberate steps. The character cannot pause in between trees and must reach the new tree within five counts. The character must end the movement in contact with a new tree.
A player under the effect of Forest Blend must hold both hands over her head with the hands steepled (palms together). The player cannot have anything in her hands. All players must ignore a player who is using Forest Blend and should continue roleplaying as if the character were not there. The tree being used to Forest Blend must be of reasonable size. A good test is to wrap both hands around the trunk of the tree; if your hands touch, the tree is too small.


Viper's Tooth
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:One wooden weapon
Casting Time:1 minute
Cost:4
Type:Enchantment
This spell causes a wooden weapon to sprout poisonous thorns and inflict a poison attack upon a successful hit. It will last until sunrise or sunset or until first used. The poison causes the victim to die in one hour if the poison is not cured or otherwise removed from the character’s system. While under the effects of this poison, the character cannot run, fight, or cast spells but may use any skills or special abilities he possesses. When stricking the person must call "Death poison."


Wooden Haven
Delivery: Touch
Duration: SR/SS or Special
Area Of Effect:Building
Casting Time:1 minute
Cost:4
Type:Battle
This spell will make a wooden building a haven of safety. The building upon which this spell is cast becomes completely impregnable from normal means of entry. A wooden key is created at the time of casting that is the only means of entering and exiting the Wooden Haven. A lock is formed at the entrance to the building and the key must be placed in the lock before the door will open. Anyone may exit freely while inside the building, but the key must be in the lock for anyone to enter. Duplicate keys can be created at the time of casting for a cost of one influence per additional key. The spell will last until the next sunrise or sunset but the spell can be stacked to last longer. Duration should be noted on the cabin notes.


5th Tier -- By my pact with the forces of elemental wood I command that the elementals bring into being a/an (name of spell) spell.
Thorn Strike
Delivery: Touch
Duration: 3 Attacks or SS/SR
Area Of Effect:Wooden Weapon
Casting Time:1 minute
Cost:5
Type:Enchantment
This spell must be cast upon a wooden weapon. The weapon will sprout thorns and will be able to cause 3 points of damage and an entangling attack upon a successful hit. Upon a successful strike the user of the weapon calls out “Spell strike Entangle (plust weapon damage)” after any other tag line is called.


Wither Limb
Delivery: Packet
Duration: SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
This spell withers a limb of a target struck with this spell. The limb withered is of the caster's choice, and becomes completely useless until it is restored (or the duration elapses). The limb can only be restored by a Heal Serious Wounds, Heal All Wounds or Regenerate spell; otherwise the character must wait until the duration has run its course.


Wood Prison
Delivery: Packet
Duration: LOS
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
This spell entraps its target in a prison of Wood. The target is completely unable to move or make any sound. Necromancers or Empaths cannot cast spells while within a Wood Prison since they are unable to see even themselves. A character in a Wood 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 Wood Prison to drop at any time.


 
 

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