Alchemist Spells¶
Tier I
Offensive
Flame Throw I
Shard Throw I
TIER I
Mechanics
Offensive
Volatile
Range: 4m
Width: 1m
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.
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.
Defensive
Emergency Shield I
TIER I
Mechanics
Reaction
Volatile
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.
Material:
2× Stone Dust
Cost: 2 MP
Rapidly creates a barrier of elemental stone to absorb damage from incoming attacks.
EFFECT:
1d4+Mechanics Protection
1d4+Mechanics Protection
Utility
General
Burning Sludge I
Tier I
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 1m
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.
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.
Burning 1.
Poisonous Sludge I
Tier I
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 1m
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.
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.
Poisoned 1.
Regenerative Sludge I
Tier I
Pharmacy
Utility
Volatile
ZONE
Range: 12m
Radius: 1m
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.
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.
EFFECT:
Regeneration 1.
Regeneration 1.
Ammunition
Basic Ammunition I
TIER I
Mechanics
Utility
Permanent
Mechanics
Utility
Permanent
SURECAST
Material:
2× Stone Dust
Cost: 1 MP
Creates up to [Mechanics] units of basic stone ammunition for a Transmuted Weapon.
Material:
2× Stone Dust
Cost: 1 MP
Creates up to [Mechanics] units of basic stone ammunition for a Transmuted Weapon.
EFFECT:
2d6 Blunt
2d6 Blunt
Elemental Ammunition I
TIER I
Mechanics
Utility
Volatile
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.
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
2d6 Element
Status Ammunition I
TIER I
Pharmacy
Utility
Volatile
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.
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.
Therapeutic Ammunition I
TIER I
Pharmacy
Utility
Volatile
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.
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
3d4+Quality Healing
Toxic Ammunition I
TIER I
Pharmacy
Utility
Volatile
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.
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.
Poisoned 1.
Grenades
Corrosion Grenade I
TIER I
Pharmacy
Utility
Volatile
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.
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.
Fire Grenade I
Fragmentation Grenade I
TIER I
Mechanics
Utility
Volatile
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.
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.
Healing Grenade I
TIER I
Pharmacy
Utility
Volatile
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.
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
3d4+Quality Healing
Shock Grenade I
Other Consumables
Improvised Poison I
TIER I
Pharmacy
Utility
Volatile
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.
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.
Poisoned 1.
Improvised Remedy I
TIER I
Pharmacy
Utility
Volatile
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.
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
3d4+[Pharmacy] Healing
Golem Equipment
Golem Kit: Frontliner
TIER I
Mechanics
Utility
Construction
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.
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.
Golem Kit: Skirmisher
Ritual
General
Accumulation
TIER I
Pharmacy
Out of Combat
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.
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
Product:
1× Elemental Core, weak
Desintegration
TIER I
Pharmacy
Out of Combat
Pharmacy
Out of Combat
RITUAL
Material:
1× Elemental Core, any
Cast Time: ½ Phase
The Alchemist breaks down an elemental core into elemental dust.
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
Product:
Core, weak: 10 Dust
Core, normal: 20 Dust
Core, strong: 40 Dust
Transmutation
TIER I
Mechanics / Pharmacy
Out of Combat
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…)
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…)
Weapon Construction
Construction: Handgun
TIER I
Mechanics
Out of Combat
Construction
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.
Material:
1× Stone Core, weak
1× Fire Core, weak
Cast Time: 2 Phases
The Alchemist constructs a transmuted handgun.
Golem Construction
Construction: Golem Core Mk. I
TIER I
Mechanics
Out of Combat
Construction
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.
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
Size: 1x1
Weight: 0.1
Golem Activation
TIER I
Mechanics
Out of Combat
Construction
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.
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 is constructed and activated.
Golem Armor I
TIER I
Mechanics
Out of Combat
Construction
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.
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
Golem armor is increased by:
Core: 1
Torso: 3
Arms: 2
Legs: 2
MD: 2
Tier II
Offensive
Flame Throw II
Shard Throw II
TIER II
Mechanics
Offensive
Volatile
Range: 4m
Width: 3m
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.
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.
Defensive
Emergency Shield II
TIER II
Mechanics
Reaction
Volatile
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.
Material:
4× Stone Dust
Cost: 2 MP
Rapidly creates a barrier of elemental stone to absorb damage from incoming attacks.
EFFECT:
2d4+Mechanics Protection
2d4+Mechanics Protection
Utility
General
Burning Sludge II
Tier II
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 2m
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.
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.
Burning 2.
Poisonous Sludge II
Tier II
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 2m
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.
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.
Poisoned 2.
Regenerative Sludge II
Tier II
Pharmacy
Utility
Volatile
ZONE
Range: 12m
Radius: 2m
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.
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.
EFFECT:
Regeneration 2.
Regeneration 2.
Ammunition
Basic Ammunition II
TIER II
Mechanics
Utility
Permanent
Mechanics
Utility
Permanent
SURECAST
Material:
4× Stone Dust
Cost: 1 MP
Creates up to [Mechanics] units of basic stone ammunition for a Transmuted Weapon.
Material:
4× Stone Dust
Cost: 1 MP
Creates up to [Mechanics] units of basic stone ammunition for a Transmuted Weapon.
EFFECT:
3d6 Blunt
3d6 Blunt
Elemental Ammunition II
TIER II
Mechanics
Utility
Volatile
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.
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
3d6 Element
Status Ammunition II
TIER II
Pharmacy
Utility
Volatile
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.
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.
Therapeutic Ammunition II
TIER II
Pharmacy
Utility
Volatile
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.
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
3d6+Quality Healing
Toxic Ammunition II
TIER II
Pharmacy
Utility
Volatile
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.
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.
Poisoned 2.
Grenades
Corrosion Grenade II
TIER II
Pharmacy
Utility
Volatile
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.
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.
Fire Grenade II
Fragmentation Grenade II
TIER II
Mechanics
Utility
Volatile
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.
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.
Healing Grenade II
TIER II
Pharmacy
Utility
Volatile
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.
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
3d6+Quality Healing
Shock Grenade II
Other Consumables
Improvised Poison II
TIER II
Pharmacy
Utility
Volatile
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.
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.
Poisoned 2.
Improvised Remedy II
TIER II
Pharmacy
Utility
Volatile
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.
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
3d6+[Pharmacy] Healing
Golem Equipment
Golem Kit: Destroyer
TIER II
Mechanics
Utility
Construction
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.
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
Weapons: Battleaxe
Skills: Aimed Strike, Mighty Strike, Mordhau, Counter, Stance: Attack, Swing, Whirl
Golem Kit: Stalker
TIER II
Mechanics
Utility
Construction
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.
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
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
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.
Material:
1× Stone Core, medium
1× Fire Core, medium
Cast Time: 2 Phases
The Alchemist constructs a transmuted shotgun.
Construction: Grenade Launcher
TIER II
Mechanics
Out of Combat
Construction
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.
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
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.
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
Size: 1x1
Weight: 0.1
Golem Armor II
TIER II
Mechanics
Out of Combat
Construction
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.
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
Golem armor is increased by:
Core: 3
Torso: 5
Arms: 4
Legs: 4
MD: 4
Tier III
Offensive
Flame Throw III
Shard Throw III
TIER III
Mechanics
Offensive
Volatile
Range: 4m
Width: 3m
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.
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.
Defensive
Emergency Shield III
TIER III
Mechanics
Reaction
Volatile
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.
Material:
6× Stone Dust
Cost: 2 MP
Rapidly creates a barrier of elemental stone to absorb damage from incoming attacks.
EFFECT:
3d4+Mechanics Protection
3d4+Mechanics Protection
Utility
General
Burning Sludge III
Tier II
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 3m
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.
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.
Burning 3.
Poisonous Sludge II
Tier II
Pharmacy
Utility
Volatile
FIELD
Range: 12m
Radius: 2m
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.
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.
Poisoned 3.
Regenerative Sludge II
Tier II
Pharmacy
Utility
Volatile
ZONE
Range: 12m
Radius: 2m
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.
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.
EFFECT:
Regeneration 3.
Regeneration 3.
Ammunition
Basic Ammunition III
TIER III
Mechanics
Utility
Permanent
Mechanics
Utility
Permanent
SURECAST
Material:
6× Stone Dust
Cost: 1 MP
Creates up to [Mechanics] units of basic stone ammunition for a Transmuted Weapon.
Material:
6× Stone Dust
Cost: 1 MP
Creates up to [Mechanics] units of basic stone ammunition for a Transmuted Weapon.
EFFECT:
4d6 Blunt
4d6 Blunt
Elemental Ammunition III
TIER III
Mechanics
Utility
Volatile
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.
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
4d6 Element
Status Ammunition III
TIER III
Pharmacy
Utility
Volatile
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.
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
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
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.
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
3d8+Quality Healing
Toxic Ammunition III
TIER III
Pharmacy
Utility
Volatile
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.
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.
Poisoned 3.
Grenades
Corrosion Grenade III
TIER III
Pharmacy
Utility
Volatile
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.
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.
Fire Grenade III
Fragmentation Grenade III
TIER III
Mechanics
Utility
Volatile
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.
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.
Healing Grenade III
TIER III
Pharmacy
Utility
Volatile
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.
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
3d8+Quality Healing
Shock Grenade III
TIER III
Pharmacy
Utility
Volatile
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.
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.
['Shocked [Pharmacy]', 'Confused', 'Hyperpathia']
SAVED:
Not Confused/Hyperpathic.
SAVED+10:
No effect.
Other Consumables
Improvised Poison III
TIER III
Pharmacy
Utility
Volatile
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.
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.
Poisoned 3.
Improvised Remedy III
TIER III
Pharmacy
Utility
Volatile
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.
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
3d8+[Pharmacy] Healing
Golem Equipment
Golem Kit: Destroyer
TIER II
Mechanics
Utility
Construction
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.
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
Weapons: Battleaxe
Skills: Aimed Strike, Mighty Strike, Mordhau, Counter, Stance: Attack, Swing, Whirl
Golem Kit: Stalker
TIER II
Mechanics
Utility
Construction
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.
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
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
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.
Material:
1× Stone Core, greater
1× Fire Core, greater
Cast Time: 6 Hours
The Alchemist constructs a transmuted rifle.
Golem Construction
Construction: Golem Core Mk. III
TIER III
Mechanics
Out of Combat
Construction
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.
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
Size: 1x1
Weight: 0.1
Golem Armor III
TIER III
Mechanics
Out of Combat
Construction
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.
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
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
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.
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
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
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.
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.
Gunwright
Elemental Infusion
TIER X
Gunwright
Mechanics
Free Action
Volatile
SP Cost: 20
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.
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
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
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.
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.
Ammunition damage becomes AoE.
SAVED:
Damage halved.
SAVED+10:
No effect.