Alchemist Spells

Tier I

Offensive

Flame Throw I

TIER I
Pharmacy
Offensive
Volatile
Range: 4m
Width: 1m
SA INT vs DEX
Material:
2× Air Dust
2× Fire Dust
Cost: 1 MP
A jet of flame bursts forth from the Alchemist's gloves, damaging all creatures in a straight line.
EFFECT:
2d4 Fire
On hit: Burning 1
SAVED:
Damage halved.
SAVED+10:
No effect.

Shard Throw I

TIER I
Mechanics
Offensive
Volatile
Range: 4m
Width: 1m
SA INT vs DEX
Material:
2× Air Dust
2× Stone Dust
Cost: 1 MP
A swarm of sharp stone shards bursts forth from the Alchemist's gloves, damaging all creatures in a straight line.
Always targets the worst-armored hit zone.
EFFECT:
2d4 Sharp
On hit: Bleeding 1
SAVED:
Damage halved.
SAVED+10:
No effect.

Defensive

Emergency Shield I

TIER I
Mechanics
Reaction
Volatile
SD INT+PER
Material:
2× Stone Dust
Cost: 2 MP
Rapidly creates a barrier of elemental stone to absorb damage from incoming attacks.
EFFECT:
1d4+Mechanics Protection

Utility

General

Burning Sludge I

Tier I
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 1m
SURECAST
Material:
1× Fire Dust
1× Water Dust
Cost: 1 MP
Creates a field of burning sludge on the ground that lasts for one Phase.
Creatures with Levitating 1 suffer halved effects. Creatures further up are immune.
The radius may be freely reduced at cast.
EFFECT:
Burning 1.

Poisonous Sludge I

Tier I
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 1m
SURECAST
Material:
1× Poison I
1× Water Dust
Cost: 1 MP
Creates a field of poisonous sludge on the ground that lasts for one Phase.
Creatures with Levitating 1 suffer halved effects. Creatures further up are immune.
The radius may be freely reduced at cast.
EFFECT:
Poisoned 1.

Regenerative Sludge I

Tier I
Pharmacy
Utility
Volatile
ZONE
Range: 12m
Radius: 1m
SURECAST
Material:
1× Healing Potion, small
1× Water Dust
Cost: 1 MP
Creates a field of regenerative sludge on the ground that lasts for one Phase.
The radius may be freely reduced at cast.

Ammunition

Basic Ammunition I

TIER I
Mechanics
Utility
Permanent
SURECAST
Material:
2× Stone Dust
Cost: 1 MP
Creates up to [Mechanics] units of basic stone ammunition for a Transmuted Weapon.
EFFECT:
2d6 Blunt

Elemental Ammunition I

TIER I
Mechanics
Utility
Volatile
SURECAST
Material:
2× Elemental Dust
Cost: 1 MP
Creates up to [Mechanics] units of elemental ammunition for a Transmuted Weapon.
For derivative elements: Use 1 dust of each basic element.
EFFECT:
2d6 Element

Status Ammunition I

TIER I
Pharmacy
Utility
Volatile
SURECAST
Material:
2× Elemental Dust
Basic or Elemental Ammunition I
Cost: 1 MP
Coats up to [Mechanics] units of Basic or Elemental Ammunition in elemental energy to give it additional properties that are applied on hit.
For derivative elements: Use 1 dust of each basic element.
EFFECT:
Water: Bleeding 1
Stone: Brittle 1
Fire: Burning 1
Air: Knockback 2
Ice: Chilled
Lightning: Shocked [Pharmacy]

Therapeutic Ammunition I

TIER I
Pharmacy
Utility
Volatile
SURECAST
Material:
1× Water Dust
1× Healing Potion, small
Cost: 1 MP
Creates up to [Pharmacy] units of therapeutic ammunition for a Transmuted Weapon.
This ammunition does not require an attack roll against willing targets and may be fired as a Utility Action.
EFFECT:
3d4+Quality Healing

Toxic Ammunition I

TIER I
Pharmacy
Utility
Volatile
SURECAST
Material:
1× Water Dust
1× Poison I
Cost: 1 MP
Coats up to [Pharmacy] units of Basic or Elemental Ammunition in toxic substances to be applied on hit.
EFFECT:
Poisoned 1.

Grenades

Corrosion Grenade I

TIER I
Pharmacy
Utility
Volatile
SURECAST
DC INT vs DEX

Material:
1× Fire Dust
1× Air Dust
2× Water Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
All zones become Brittle 1.
SAVED:
Roll one affected zone instead.
SAVED+10:
No effect.

Fire Grenade I

TIER I
Pharmacy
Utility
Volatile
SURECAST
DC INT vs DEX

Material:
3× Fire Dust
1× Air Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
2d4 Fire
On hit: Burning 1
SAVED:
Damage halved.
SAVED+10:
No effect.

Fragmentation Grenade I

TIER I
Mechanics
Utility
Volatile
SURECAST
DC INT vs DEX

Material:
1× Fire Dust
1× Air Dust
2× Stone Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Mechanics] meters.
EFFECT:
2d4 Sharp
On hit: Bleeding 1
SAVED:
Damage halved.
SAVED+10:
No effect.

Healing Grenade I

TIER I
Pharmacy
Utility
Volatile
SURECAST
Material:
1× Water Dust
1× Air Dust
2× Healing Potion, small
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
3d4+Quality Healing

Shock Grenade I

TIER I
Pharmacy
Utility
Volatile
SURECAST
DC INT vs CON

Material:
2× Fire Dust
2× Air Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
Shocked [Pharmacy]
SAVED:
Shocked [Pharmacy/2]
SAVED+10:
No effect.

Other Consumables

Improvised Poison I

TIER I
Pharmacy
Utility
Volatile
SURECAST
DC INT vs CON

Material:
2× Water Dust
1× Poisonous Ingredients
Cost: 1 MP
Creates up to [Pharmacy] units of ephemeral poison, equivalent to Poison I. May be directly applied like a poison, or used as a base for Toxic Ammunition I.
Poisonous ingredients can be any reagent with poisonous properties, from poisonous herbs to certain chemical compounds. Improvise within the bounds of reason.
EFFECT:
Poisoned 1.

Improvised Remedy I

TIER I
Pharmacy
Utility
Volatile
SURECAST
DC INT vs CON

Material:
2× Water Dust
1× Medicinal Ingredients
Cost: 1 MP
Creates up to [Pharmacy] units of ephemeral medicine, equivalent to a Small Healing Potion. May be directly consumed like a potion, or used as a base for Therapeutic Ammunition I.
Medicinal ingredients can be any reagent with healing properties, from medicinal herbs to certain chemical compounds. Improvise within the bounds of reason.
EFFECT:
3d4+[Pharmacy] Healing

Golem Equipment

Golem Kit: Frontliner

TIER I
Mechanics
Utility
Construction
SURECAST
Cost: 1 MP
Configures a controlled golem as a heavy frontliner, equipped with mace and shield.
Only one Golem Kit can be active at once.
EFFECT:
Weapons: Flanged Mace, Roundshield
Skills: Mighty Strike, Shove, Steady Block

Golem Kit: Skirmisher

TIER I
Mechanics
Utility
Construction
SURECAST
Cost: 1 MP
Configures a controlled golem as a light skirmisher, equipped with a spear.
Only one Golem Kit can be active at once.
EFFECT:
Weapons: Spear
Skills: Counter, Disarm, Feint

Ritual

General

Accumulation

TIER I
Pharmacy
Out of Combat
RITUAL
Material:
Element Source
Cast Time: 4 Phases
The Alchemist carefully accumulates ambient mana to create a weak elemental core.
The cast time is halved for each elemental presence level above weak.
EFFECT:
Product:
1× Elemental Core, weak

Desintegration

TIER I
Pharmacy
Out of Combat
RITUAL
Material:
1× Elemental Core, any
Cast Time: ½ Phase
The Alchemist breaks down an elemental core into elemental dust.
EFFECT:
Product:
Core, weak: 10 Dust
Core, normal: 20 Dust
Core, strong: 40 Dust

Transmutation

TIER I
Mechanics / Pharmacy
Out of Combat
RITUAL
Material:
???
Cast Time: ???
The Alchemist manipulates or transforms matter to create a mechanical object (e.g., dice, a sword, a cuckoo clock) or a pharmaceutical substance (e.g., medicine, poison, chewing gum…)
EFFECT:
Effect, duration, and any costs are negotiable.
Enables Freecasting.

Weapon Construction

Construction: Handgun

TIER I
Mechanics
Out of Combat
Construction
RITUAL
Material:
1× Stone Core, weak
1× Fire Core, weak
Cast Time: 2 Phases
The Alchemist constructs a transmuted handgun.
EFFECT:
Product:
Transmuted Handgun

Golem Construction

Construction: Golem Core Mk. I

TIER I
Mechanics
Out of Combat
Construction
RITUAL
Material:
0.05 Steel, 0.04 pure Silver, 0.01 pure Gold
1× Diamond, small
Cost: 1 MP
Cast Time: 4 Phases
Constructs a Golem Core Mk. I.
EFFECT:
Size: 1x1
Weight: 0.1

Golem Activation

TIER I
Mechanics
Out of Combat
Construction
RITUAL
Material:
Golem Core
Cast Time: 1 Phase
Activates a Golem Core.
Requires a suffient amount of raw material within 4m radius.
Cast time is doubled per golem size class above tiny.
EFFECT:
Golem is constructed and activated.

Golem Armor I

TIER I
Mechanics
Out of Combat
Construction
RITUAL
Material:
1× Stone Core, small
Cost: 1 MP
Cast Time: 1 Phase
Constructs armor plating for a Golem larger than tiny.
EFFECT:
Golem armor is increased by:
Core: 1
Torso: 3
Arms: 2
Legs: 2
MD: 2

Tier II

Offensive

Flame Throw II

TIER II
Pharmacy
Offensive
Volatile
Range: 4m
Width: 3m
SA INT vs DEX
Material:
2× Air Dust
4× Fire Dust
Cost: 2 MP
A jet of flame bursts forth from the Alchemist's gloves, damaging all creatures in a straight line.
EFFECT:
2d6 Fire
On hit: Burning 2
SAVED:
Damage halved.
SAVED+10:
No effect.

Shard Throw II

TIER II
Mechanics
Offensive
Volatile
Range: 4m
Width: 3m
SA INT vs DEX
Material:
2× Air Dust
4× Stone Dust
Cost: 2 MP
A swarm of sharp stone shards bursts forth from the Alchemist's gloves, damaging all creatures in a straight line.
Always targets the worst-armored hit zone.
EFFECT:
2d6 Sharp
On hit: Bleeding 2
SAVED:
Damage halved.
SAVED+10:
No effect.

Defensive

Emergency Shield II

TIER II
Mechanics
Reaction
Volatile
SD INT+PER
Material:
4× Stone Dust
Cost: 2 MP
Rapidly creates a barrier of elemental stone to absorb damage from incoming attacks.
EFFECT:
2d4+Mechanics Protection

Utility

General

Burning Sludge II

Tier II
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 2m
SURECAST
Material:
2× Fire Dust
2× Water Dust
Cost: 1 MP
Creates a field of burning sludge on the ground that lasts for one Phase.
Creatures with Levitating 1 suffer halved effects. Creatures further up are immune.
The radius may be freely reduced at cast.
EFFECT:
Burning 2.

Poisonous Sludge II

Tier II
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 2m
SURECAST
Material:
1× Poison II
2× Water Dust
Cost: 1 MP
Creates a field of poisonous sludge on the ground that lasts for one Phase.
Creatures with Levitating 1 suffer halved effects. Creatures further up are immune.
The radius may be freely reduced at cast.
EFFECT:
Poisoned 2.

Regenerative Sludge II

Tier II
Pharmacy
Utility
Volatile
ZONE
Range: 12m
Radius: 2m
SURECAST
Material:
1× Healing Potion, medium
2× Water Dust
Cost: 1 MP
Creates a field of regenerative sludge on the ground that lasts for one Phase.
The radius may be freely reduced at cast.

Ammunition

Basic Ammunition II

TIER II
Mechanics
Utility
Permanent
SURECAST
Material:
4× Stone Dust
Cost: 1 MP
Creates up to [Mechanics] units of basic stone ammunition for a Transmuted Weapon.
EFFECT:
3d6 Blunt

Elemental Ammunition II

TIER II
Mechanics
Utility
Volatile
SURECAST
Material:
4× Elemental Dust
Cost: 1 MP
Creates up to [Mechanics] units of elemental ammunition for a Transmuted Weapon.
For derivative elements: Use 2 dust of each basic element.
EFFECT:
3d6 Element

Status Ammunition II

TIER II
Pharmacy
Utility
Volatile
SURECAST
Material:
4× Elemental Dust
Basic or Elemental Ammunition II
Cost: 1 MP
Coats up to [Mechanics] units of Basic or Elemental Ammunition in elemental energy to give it additional properties that are applied on hit.
For derivative elements: Use 2 dust of each basic element.
EFFECT:
Water: Bleeding 2
Stone: Brittle 2
Fire: Burning 2
Air: Knockback 4
Ice: Chilled, Frail
Lightning: Shocked [Pharmacy], Confused

Therapeutic Ammunition II

TIER II
Pharmacy
Utility
Volatile
SURECAST
Material:
1× Water Dust
1× Healing Potion, medium
Cost: 1 MP
Creates up to [Pharmacy] units of therapeutic ammunition for a Transmuted Weapon.
This ammunition does not require an attack roll against willing targets and may be fired as a Utility Action.
EFFECT:
3d6+Quality Healing

Toxic Ammunition II

TIER II
Pharmacy
Utility
Volatile
SURECAST
Material:
1× Water Dust
1× Poison II
Cost: 1 MP
Coats up to [Pharmacy] units of Basic or Elemental Ammunition in toxic substances to be applied on hit.
EFFECT:
Poisoned 2.

Grenades

Corrosion Grenade II

TIER II
Pharmacy
Utility
Volatile
SURECAST
DC INT vs DEX

Material:
1× Fire Dust
1× Air Dust
4× Water Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
All zones become Brittle 2.
SAVED:
Roll one affected zone instead.
SAVED+10:
No effect.

Fire Grenade II

TIER II
Pharmacy
Utility
Volatile
SURECAST
DC INT vs DEX

Material:
5× Fire Dust
1× Air Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
4d4 Fire
On hit: Burning 2
SAVED:
Damage halved.
SAVED+10:
No effect.

Fragmentation Grenade II

TIER II
Mechanics
Utility
Volatile
SURECAST
DC INT vs DEX

Material:
1× Fire Dust
1× Air Dust
4× Stone Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Mechanics] meters.
EFFECT:
4d4 Sharp
On hit: Bleeding 2
SAVED:
Damage halved.
SAVED+10:
No effect.

Healing Grenade II

TIER II
Pharmacy
Utility
Volatile
SURECAST
Material:
1× Water Dust
1× Air Dust
2× Healing Potion, medium
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
3d6+Quality Healing

Shock Grenade II

TIER II
Pharmacy
Utility
Volatile
SURECAST
DC INT vs CON

Material:
3× Fire Dust
3× Air Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
['Shocked [Pharmacy]', 'Confused']
SAVED:
Not Confused
SAVED+10:
No effect.

Other Consumables

Improvised Poison II

TIER II
Pharmacy
Utility
Volatile
SURECAST
DC INT vs CON

Material:
2× Water Dust
2× Poisonous Ingredients
Cost: 1 MP
Creates up to [Pharmacy] units of ephemeral poison, equivalent to Poison II. May be directly applied like a poison, or used as a base for Toxic Ammunition II.
Poisonous ingredients can be any reagent with poisonous properties, from poisonous herbs to certain chemical compounds. Improvise within the bounds of reason.
EFFECT:
Poisoned 2.

Improvised Remedy II

TIER II
Pharmacy
Utility
Volatile
SURECAST
DC INT vs CON

Material:
2× Water Dust
2× Medicinal Ingredients
Cost: 1 MP
Creates up to [Pharmacy] units of ephemeral medicine, equivalent to a Medium Healing Potion. May be directly consumed like a potion, or used as a base for Therapeutic Ammunition II.
Medicinal ingredients can be any reagent with healing properties, from medicinal herbs to certain chemical compounds. Improvise within the bounds of reason.
EFFECT:
3d6+[Pharmacy] Healing

Golem Equipment

Golem Kit: Destroyer

TIER II
Mechanics
Utility
Construction
SURECAST
Cost: 1 MP
Configures a controlled golem as a menacing juggernaut, equipped with a large battleaxe.
Only one Golem Kit can be active at once.
EFFECT:
Weapons: Battleaxe
Skills: Aimed Strike, Mighty Strike, Mordhau, Counter, Stance: Attack, Swing, Whirl

Golem Kit: Stalker

TIER II
Mechanics
Utility
Construction
SURECAST
Cost: 1 MP
Configures a controlled golem as a nimble assassin, equipped with a long, thin blade.
Only one Golem Kit can be active at once.
EFFECT:
Weapons: Rapier
Skills: Aimed Strike, Camouflage, Counter, Feint, Find Weakness
Perks: Deflector, Sprinter

Ritual

Weapon Construction

Construction: Shotgun

TIER II
Mechanics
Out of Combat
Construction
RITUAL
Material:
1× Stone Core, medium
1× Fire Core, medium
Cast Time: 2 Phases
The Alchemist constructs a transmuted shotgun.
EFFECT:
Product:
Transmuted Shotgun

Construction: Grenade Launcher

TIER II
Mechanics
Out of Combat
Construction
RITUAL
Material:
1× Stone Core, medium
1× Fire Core, medium
Cast Time: 2 Phases
The Alchemist constructs a transmuted grenade launcher.

Golem Construction

Construction: Golem Core Mk. II

TIER II
Mechanics
Out of Combat
Construction
RITUAL
Material:
0.05 Steel, 0.03 pure Silver, 0.01 pure Gold
0.01 pure Orichalcum
1× Diamond, medium
Cost: 1 MP
Cast Time: 12 Hours
Constructs a Golem Core Mk. II.
EFFECT:
Size: 1x1
Weight: 0.1

Golem Armor II

TIER II
Mechanics
Out of Combat
Construction
RITUAL
Material:
1× Stone Core, medium
Cost: 1 MP
Cast Time: 1 Phase
Constructs armor plating for a Golem larger than tiny.
EFFECT:
Golem armor is increased by:
Core: 3
Torso: 5
Arms: 4
Legs: 4
MD: 4

Tier III

Offensive

Flame Throw III

TIER III
Pharmacy
Offensive
Volatile
Range: 4m
Width: 3m
SA INT vs DEX
Material:
2× Air Dust
6× Fire Dust
Cost: 4 MP
A jet of flame bursts forth from the Alchemist's gloves, damaging all creatures in a straight line.
EFFECT:
4d6 Fire
On hit: Burning 3
SAVED:
Damage halved.
SAVED+10:
No effect.

Shard Throw III

TIER III
Mechanics
Offensive
Volatile
Range: 4m
Width: 3m
SA INT vs DEX
Material:
2× Air Dust
6× Stone Dust
Cost: 4 MP
A swarm of sharp stone shards bursts forth from the Alchemist's gloves, damaging all creatures in a straight line.
Always targets the worst-armored hit zone.
EFFECT:
4d6 Sharp
On hit: Bleeding 3
SAVED:
Damage halved.
SAVED+10:
No effect.

Defensive

Emergency Shield III

TIER III
Mechanics
Reaction
Volatile
SD INT+PER
Material:
6× Stone Dust
Cost: 2 MP
Rapidly creates a barrier of elemental stone to absorb damage from incoming attacks.
EFFECT:
3d4+Mechanics Protection

Utility

General

Burning Sludge III

Tier II
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 3m
SURECAST
Material:
3× Fire Dust
3× Water Dust
Cost: 1 MP
Creates a field of burning sludge on the ground that lasts for one Phase.
Creatures with Levitating 1 suffer halved effects. Creatures further up are immune.
The radius may be freely reduced at cast.
EFFECT:
Burning 3.

Poisonous Sludge II

Tier II
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 2m
SURECAST
Material:
1× Poison III
3× Water Dust
Cost: 1 MP
Creates a field of poisonous sludge on the ground that lasts for one Phase.
Creatures with Levitating 1 suffer halved effects. Creatures further up are immune.
The radius may be freely reduced at cast.
EFFECT:
Poisoned 3.

Regenerative Sludge II

Tier II
Pharmacy
Utility
Volatile
ZONE
Range: 12m
Radius: 2m
SURECAST
Material:
1× Healing Potion, large
3× Water Dust
Cost: 1 MP
Creates a field of regenerative sludge on the ground that lasts for one Phase.
The radius may be freely reduced at cast.

Ammunition

Basic Ammunition III

TIER III
Mechanics
Utility
Permanent
SURECAST
Material:
6× Stone Dust
Cost: 1 MP
Creates up to [Mechanics] units of basic stone ammunition for a Transmuted Weapon.
EFFECT:
4d6 Blunt

Elemental Ammunition III

TIER III
Mechanics
Utility
Volatile
SURECAST
Material:
6× Elemental Dust
Cost: 1 MP
Creates up to [Mechanics] units of elemental ammunition for a Transmuted Weapon.
For derivative elements: Use 3 dust of each basic element.
EFFECT:
4d6 Element

Status Ammunition III

TIER III
Pharmacy
Utility
Volatile
SURECAST
Material:
6× Elemental Dust
Basic or Elemental Ammunition III
Cost: 1 MP
Coats up to [Mechanics] units of Basic or Elemental Ammunition in elemental energy to give it additional properties that are applied on hit.
For derivative elements: Use 3 dust of each basic element.
EFFECT:
Water: Bleeding 3
Stone: Brittle 3
Fire: Burning 3
Air: Knockback 6
Ice: Chilled, Frail, Weakened
Lightning: Shocked [Pharmacy], Confused, Hyperpathia

Therapeutic Ammunition III

TIER III
Pharmacy
Utility
Volatile
SURECAST
Material:
1× Water Dust
1× Healing Potion, large
Cost: 1 MP
Creates up to [Pharmacy] units of therapeutic ammunition for a Transmuted Weapon.
This ammunition does not require an attack roll against willing targets and may be fired as a Utility Action.
EFFECT:
3d8+Quality Healing

Toxic Ammunition III

TIER III
Pharmacy
Utility
Volatile
SURECAST
Material:
1× Water Dust
1× Poison III
Cost: 1 MP
Coats up to [Pharmacy] units of Basic or Elemental Ammunition in toxic substances to be applied on hit.
EFFECT:
Poisoned 3.

Grenades

Corrosion Grenade III

TIER III
Pharmacy
Utility
Volatile
SURECAST
DC INT vs DEX

Material:
1× Fire Dust
1× Air Dust
6× Water Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
All zones become Brittle 3.
SAVED:
Roll one affected zone instead.
SAVED+10:
No effect.

Fire Grenade III

TIER III
Pharmacy
Utility
Volatile
SURECAST
DC INT vs DEX

Material:
7× Fire Dust
1× Air Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
6d4 Fire
On hit: Burning 3
SAVED:
Damage halved.
SAVED+10:
No effect.

Fragmentation Grenade III

TIER III
Mechanics
Utility
Volatile
SURECAST
DC INT vs DEX

Material:
1× Fire Dust
1× Air Dust
6× Stone Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Mechanics] meters.
EFFECT:
6d4 Sharp
On hit: Bleeding 3
SAVED:
Damage halved.
SAVED+10:
No effect.

Healing Grenade III

TIER III
Pharmacy
Utility
Volatile
SURECAST
Material:
1× Water Dust
1× Air Dust
2× Healing Potion, large
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
3d8+Quality Healing

Shock Grenade III

TIER III
Pharmacy
Utility
Volatile
SURECAST
DC INT vs CON

Material:
4× Fire Dust
4× Air Dust
Cost: 2 MP
Creates a throwable grenade that detonates on impact.
Its explosion radius equals [Pharmacy] meters.
EFFECT:
['Shocked [Pharmacy]', 'Confused', 'Hyperpathia']
SAVED:
Not Confused/Hyperpathic.
SAVED+10:
No effect.

Other Consumables

Improvised Poison III

TIER III
Pharmacy
Utility
Volatile
SURECAST
DC INT vs CON

Material:
2× Water Dust
4× Poisonous Ingredients
Cost: 1 MP
Creates up to [Pharmacy] units of ephemeral poison, equivalent to Poison III. May be directly applied like a poison, or used as a base for Toxic Ammunition II.
Poisonous ingredients can be any reagent with poisonous properties, from poisonous herbs to certain chemical compounds. Improvise within the bounds of reason.
EFFECT:
Poisoned 3.

Improvised Remedy III

TIER III
Pharmacy
Utility
Volatile
SURECAST
DC INT vs CON

Material:
2× Water Dust
4× Medicinal Ingredients
Cost: 1 MP
Creates up to [Pharmacy] units of ephemeral medicine, equivalent to a Large Healing Potion. May be directly consumed like a potion, or used as a base for Therapeutic Ammunition II.
Medicinal ingredients can be any reagent with healing properties, from medicinal herbs to certain chemical compounds. Improvise within the bounds of reason.
EFFECT:
3d8+[Pharmacy] Healing

Golem Equipment

Golem Kit: Destroyer

TIER II
Mechanics
Utility
Construction
SURECAST
Cost: 1 MP
Configures a controlled golem as a menacing juggernaut, equipped with a large battleaxe.
Only one Golem Kit can be active at once.
EFFECT:
Weapons: Battleaxe
Skills: Aimed Strike, Mighty Strike, Mordhau, Counter, Stance: Attack, Swing, Whirl

Golem Kit: Stalker

TIER II
Mechanics
Utility
Construction
SURECAST
Cost: 1 MP
Configures a controlled golem as a nimble assassin, equipped with a long, thin blade.
Only one Golem Kit can be active at once.
EFFECT:
Weapons: Rapier
Skills: Aimed Strike, Camouflage, Counter, Feint, Find Weakness
Perks: Deflector, Sprinter

Ritual

Weapon Construction

Construction: Rifle

TIER III
Mechanics
Out of Combat
Construction
RITUAL
Material:
1× Stone Core, greater
1× Fire Core, greater
Cast Time: 6 Hours
The Alchemist constructs a transmuted rifle.
EFFECT:
Product:
Transmuted Rifle

Golem Construction

Construction: Golem Core Mk. III

TIER III
Mechanics
Out of Combat
Construction
RITUAL
Material:
0.05 Steel, 0.02 pure Silver, 0.01 pure Gold
0.01 pure Orichalcum
0.01 pure Mithril
1× Diamond, large
Cost: 1 MP
Cast Time: 48 Hours
Constructs a Golem Core Mk. III.
EFFECT:
Size: 1x1
Weight: 0.1

Golem Armor III

TIER III
Mechanics
Out of Combat
Construction
RITUAL
Material:
1× Stone Core, greater
Cost: 1 MP
Cast Time: 1 Phase
Constructs armor plating for a Golem larger than tiny.
EFFECT:
Golem armor is increased by:
Core: 5
Torso: 7
Arms: 6
Legs: 6
MD: 6

Tier X

Alchimetician

Aether Infusion

TIER X
Alchimetician
Mechanics
Free Action
Volatile
SP Cost: 20
SURECAST
Material:
1× Monster Core, any
Cost: 1 MP
The Alchimetician infuses up to [Mechanics] units of Basic Ammunition or Elemental Ammunition with the arcane energies contained within a monster core.
Through this, the total damage of the ammunition increases, and it gains the additional damage type Arcane.
EFFECT:
Damage increase by core tier: Lesser: 1d6
Normal: 2d6
Greater: 3d6

Medic

Bioactive Incense

TIER X
Medic
Pharmacy
Utility
Concentration
ZONE
Radius: 6m
SP Cost: 10
SURECAST
DC INT vs CON

Material:
1× Medicinal Ingredients
Cost: 2 MP
The Medic produces medicinal fumes to bolster their allies' constitution while severely impeding that of hostile creatures.
EFFECT:
Allies: CON saves are eased by [Pharmacy].
Hostiles: CON saves are hindered by [Pharmacy].

Gunwright

Elemental Infusion

TIER X
Gunwright
Mechanics
Free Action
Volatile
SP Cost: 20
SURECAST
Material:
1× Elemental Core, any
Cost: 1 MP
The Gunwright infuses up to [Mechanics] units of Basic Ammunition or Elemental Ammunition with the volatile energies contained within an elemental core.
Through this, the total damage of the ammunition increases, and it gains the additional damage type of the used core.
This action can only be performed safely once on any unit of ammunition. If the Gunwright tries anyway, the ammunition might explode in their hands, dealing their full damage value as Absolute damage.
EFFECT:
Damage increase by core tier: Lesser: 1d6
Normal: 2d6
Greater: 3d6

Arsenalist

Explosive Rounds

TIER X
Arsenalist
Mechanics
Free Reaction
Radius: 1m
SP Cost: 10
DC INT vs DEX
Cost: 2 MP
The Arsenalist overcharges their next attack with a Transmuted Weapon within this turn, causing it to explode on impact.
All creatures in a 1 meter radius around the target take the full damage of the attack. The hit zone remains the same, if applicable.
EFFECT:
Ammunition damage becomes AoE.
SAVED:
Damage halved.
SAVED+10:
No effect.