Alchemical Arcana
|
Arcanist Mecanist Recipes
|
These recipes are available to mechanists that have taken the arcanist specialization. The recipes may be displayed with the recipes or recipes full command.
|
Name
|
Tool
|
Ingredients
|
Description
|
Lead Essense Elixir |
Retort |
Lead essence powder Basic solution |
Creates an elixir that provides an alchemical bonus to conditioning, tactics, and essence armor resistance. The duration and bonuses scale with the quality of the elixir. Lesser Metal Control significantly boosts the tactics and resistance bonuses of the elixir.
|
Pewter Essense Elixir |
Retort |
Pewter essence powder Basic solution |
Creates an elixir that provides an alchemical bonus to lockpicking, metallurgy, and fire armor resistance. The duration and bonuses scale with the quality of the elixir. Lesser Metal Control significantly boosts the metallurgy and resistance bonuses of the elixir.
|
Tin Essense Elixir |
Retort |
Tin essence powder Basic solution |
Creates an elixir that provides an alchemical bonus to archery, evasion, thrown weapons, and sonic armor resistance. The duration and bonuses scale with the quality of the elixir. Lesser Metal Control significantly boosts the archery, thrown weapons, and resistance bonuses of the elixir.
|
Copper Essense Elixir |
Retort |
Copper essence powder Basic solution |
Creates an elixir that provides an alchemical bonus to observation, stealth, and electricity armor resistance. The duration and bonuses scale with the quality of the elixir. Lesser Metal Control significantly boosts the stealth and resistance bonuses of the elixir.
|
Brass Essense Elixir |
Retort |
Brass essence powder Basic solution |
Creates an elixir that provides an alchemical bonus to gnosis, sorcery, and acid armor resistance. The duration and bonuses scale with the quality of the elixir. Lesser Metal Control significantly boosts the sorcery and resistance bonuses of the elixir.
|
Bronze Essense Elixir |
Retort |
Bronze essence powder Basic solution |
Creates an elixir that provides an alchemical bonus to melee, parry, shields, and cold armor resistance. The duration and bonuses scale with the quality of the elixir. Lesser Metal Control significantly boosts the melee and resistance bonuses of the elixir.
|
Arcane Prime
|
Arcane Magic
|
This circle is available to Arcanist Mechanists, Channelers, Illusionists, and Wizards.
The Arcane Prime spell circle encompasses all the basic precepts of the Arcane sphere. Generally prime lists have many simple spells that demonstrate the general rotes and rules of the sphere in question. Arcane Prime spells are divided up into two catagories: cantrips and rotes. Arcane Prime cantrips are smaller spells known particularly for flashier effects; while Arcane Prime rotes are simply minor spells which demonstrate Arcane concepts.
Basic Arcane Prime spells may be learned from Chaemim in the Lyceum. Intermediate Arcane Prime spells may be learned from the arcane prime tome sold in the Lyceum.
|
Shortname
|
Name
|
Cost
|
Description
|
ap01 |
Arcane Twist |
1 |
Basic offensive warding spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast (e.g. cast <target> 3) to have it take additional roundtime and do more damage. You may specify the spell's element from the list available to you in abilities info. This spell's offensive and damage quality are improved by focus items.
|
ap02 |
Arcane Shock |
1 |
The caster builds up the essence in his own body and then forcefully expels it towards his enemy, causing damage.
This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
|
ap03 |
Motes Cantrip |
3 |
Provides a magical bonus to a mental stat that scales with Reasoning, Sorcery, and focus item quality. You may specify the mental stat to receive the bonus. You cannot boost the same mental stat with another prime school stat bonus spell.
|
ap04 |
Lesser Instill |
4 |
Slightly and temporarily improves the quality of an item, allowing the item to perform its purpose more effectively. The bonus scales with Reasoning and Sorcery, and caps at 800 Sorcery.
|
ap05 |
Rigid Essence |
3 |
Instant-cast spell that allows the mage to disrupt the essence within the target, giving the target round time.
|
ap07 |
Arcane Mastery |
6 |
The wizard traces a series of arcane symbols in the air and becomes more in touch with the arcane realm. There is an increase in the sorcery skill. The bonus scales with sorcery skill.
|
ap09 |
Elemental Protection |
8 |
This rote is the manipulation of essence into a form that impedes the progression of centralized elemental substances within the barrier. Through essence-bending, or the localized and unstable formation of essence around the caster, an elemental substance such as fire is interfered and thus diminished, although not quite nullified. Unstable is key, for a stable shell of essence in the same form will allow incorporeal substances to pass freely.
The amount of resistance scales with sorcery skill.
|
ap11 |
Force Field |
11 |
This self-cast spell allows a mage to use his essence to build and maintain a wall that absorbs attacks. While it prevents critical wounds, the wall is not perfect and depends upon the mage's sorcery skill for its defensive capabilities.
Provides a chance to block physical attacks and bolt spells and grants additional armor resistance against physical damage based on Reasoning and Sorcery. Armor too heavy for one's profession interferes with this effect. This is a primary defensive ability.
|
ap13 |
Create Glyph |
4 |
Pure essence, without proper manipulation, is disruptive. If such unrefined essence is made to contact with certain materials — especially metals — on a certain fixed area, the create glyph cantrip will rearrange a tiny fraction of the surface of the substance in tune with the caster's personal essence flow. This coin-sized area on the object is known as a glyph, and is often used to show ownership. It is invisible to the naked eye; however, if the item upon which this spell is cast already has a glyph, this spell will reveal the glyph's ownership. With lengthy study in this circle, the glyph can remain permanent.
|
ap15 |
Dispel |
7 |
Warding spell that removes spell effects from the targeted person, item, or room. This spell's offensive quality is improved by focus item quality.
|
ap17 |
Essence Field |
12 |
This spell gives the wizard a stronger connection to the weave, allowing him to replenish his essence at a faster rate so as not to slow down his procedures and spells.
|
ap19 |
Lesser Equilibrium |
4 |
This spell alters the flow of essence within the wizard, increasing its essence reserves. The spell's effect scales with sorcery skill.
|
Arcanist Mechanisms
|
Arcanist Mecanist Recipes
|
These recipes are available to mechanists that have taken the arcanist specialization. The recipes may be displayed with the recipes or recipes full command.
|
Name
|
Tool
|
Ingredients
|
Description
|
Essence Combustion Actuator |
Workbench |
Two plates of the same material Two rivets Four wires |
Creates a device that provides a magic bonus to gnosis and allows the arcanist to cast spells while wearing up to heavy leather without disruption of the arcanist's spells. The device must be integrated into the flesh of its user by means of Bioarcanomechanical Integration in order to function. The bonus to gnosis scales with user's sorcery, reasoning, quality of the essence combustion actuator, and material of the essence combustion actuator (determined by the material of the plates).
|
Elemental Agitator |
Workbench |
One plate Four rivets One wire One yard of silk or spunsilk |
Creates a device that provides a chance for elemental damage backlashes to strike attackers when the arcanist is under the effects of Elemental Protection. The device must be integrated into the flesh of its user by means of Bioarcanomechanical Integration in order to function. The additional armor scales with user's sorcery, reasoning, quality of the elemental agitator, and material of the elemental agitator (determined by the material of the plate).
|
Kinetic Field Manipulator |
Workbench |
One plate Two tubes Four wires One essence combustion actuator |
Creates a device that functions as an essence combustion actuator and provides additional armor resistance when the arcanist is under the effects of Force Field. The device must be integrated into the flesh of its user by means of Bioarcanomechanical Integration in order to function. The additional armor scales with user's sorcery, reasoning, quality of the kinetic field manipulator, and material of the kinetic field manipulator (determined by the material of the plate).
|
Gyrocopter |
Workbench |
Six gears Four plates Two rivets Two rods of the same material Two screws One skyfire topaz Two springs One wire Five yards of batiste, cambric, canvas, cotton, dowlas, linen, lockeram, muslin, silk, or spunsilk |
Creates a gyrocopter that allows its wearer to fly when worn and used. The duration of the flight scales with the user's reasoning, mechanisms, quality of the gyrocopter, and material of the gyrocopter (determined by the material of the rods).
|
Reflexive Arc Responder |
Workbench |
One plate Two screws Six wires of the same material Two skyfire topazes |
Creates a device that provides a magic bonus to evasion when the arcanist is under the effects of motes cantrip. The device must be integrated into the flesh of its user by means of Bioarcanomechanical Integration in order to function. The bonus to evasion scales with user's sorcery, reasoning, quality of the reflexive arc responder, and material of the reflexive arc responder (determined by the material of the wires).
|
Via Res Ars
|
Arcane Magic
|
This circle is available to Arcanist Mechanists.
Via Res Ars spells may be learned from Arbis in the Tower of Dhond.
This circle is mutually exclusive to Via Vir Res.
|
Shortname
|
Name
|
Cost
|
Description
|
vra03 |
Efficiency |
3 |
Causes some spells to affect every appropriate item worn by or in the hands of the target or target's owner. Currently works only with ap04 and vrv01.
|
vra06 |
Instill Slowness |
12 |
Adds a temporary flare to any weapon. Hitting targets with this weapon makes the attacker perform an arcane warding spell attack against the target. Success causes the target to be slowed for an additional 1 rt for all actions.
|
vra09 |
Degrade |
5 |
Creates a penalty to an item's quality that scales with Reasoning and Sorcery. May be targeted at living beings.
|
vra12 |
Dismantle |
6 |
This bolt spell not only deals damage but causes the target to receive a penalty to its armor against all damage types that scales with Reasoning and Sorcery. This penalty can push a target into negative resistances.
|
vra15 |
Repair |
5 |
Consumes coinage of any type to repair an item below 100 quality back up to 100.
|
Via Res Vadis
|
Arcane Magic
|
This circle is available to Arcanist Mechanists.
Basic Via Res Vadis spells may be learned from the copper automaton in the Tower of Dhond.
|
Shortname
|
Name
|
Cost
|
Description
|
vrv01 |
Craftsman's Tools |
3 |
Prevents an item, such as lockpick, tool, etc. from degrading through use. Does not prevent an item from being destroyed.
|
vrv03 |
Bioarchanomechanical Integration |
3 |
Activates a bioarcanomechanical device, bonding it with the arcanist's flesh.
|
vrv08 |
Conservation |
8 |
Provides a chance to use rechargable magical items without using charges based on Sorcery and Reasoning. Self-cast.
|
vrv10 |
Skyfire Evocation |
1 |
Bolt spell. You may charge this spell by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3) to have it take additional roundtime and do more damage. Gains a bonus from the quality of a Skyfire Topaz or Electric Prod, if held in the caster's primary hand.
|
vrv13 |
Pyre Diamond Evocation |
5 |
The arcanist evokes flame from a pyre diamond or fire starting gloves, bringing forth a gout of flame that sets an enemy on fire. The gout of flame gains benefit from the quality of the pyre diamond or fire starting gloves. The duration of the flames scales with sorcery skill.
|
Via Vas Glym
|
Arcane Magic
|
This circle is available to Arcanist Mechanists.
Via Vas Glym spells may be learned from Jinne Jinkle at Jinkle's Tinkerings in Kaezar.
|
Shortname
|
Name
|
Cost
|
Description
|
vvg01 |
Alchemical Arcana |
3 |
A minor display in earth magicks, this spell delves into the ground, plucking out heavy rocks and spewing them about. The rocks conjured up by this receive a small quality boost based on sorcery skill and can be used as thrown weapons.
|
vvg02 |
Metal Essence Infusion |
15 |
This spell allows the alchemist to infuse generic powder with the essence of a metal ingot or ore the alchemist is holding.
|
vvg03 |
Lesser Metal Control |
10 |
This spell allows the alchemist to modify his internal chemistry, unlocking the defensive benefits of metal essence elixirs.
|
vvg06 |
Dissolution |
6 |
Strips the target of a temporary magical effect.
|
vvg09 |
Alchemical Purge |
5 |
Strips the target of any alchemical potion effects.
|
vvg12 |
Alchemical Proliferation |
10 |
Allows the arcanist to be under the effects of more than one potion. The number of potions increases with Sorcery and Reasoning.
|
vvg15 |
Osmosis |
15 Essence, 1 Willpower |
Casting this spell on a potion, the alchemist receives the effects of drinking the brew without actually consuming it. He does incur a chance of destroying the potion.
|
Via Vir Res
|
Arcane Magic
|
This circle is available to Arcanist Mechanists.
Via Vir Res spells may be learned from Ellyo in the Tower of Dhond.
This circle is mutually exclusive to Via Res Ars.
|
Shortname
|
Name
|
Cost
|
Description
|
vvr03 |
Lesser Animus |
3 |
Allows the caster to emote through objects by using whisper <target> <message>.
|
vvr06 |
Dysfunction |
5 |
Unchargeable acid-type bolt spell that causes the target to take additional damage from all damage sources.
|
vvr09 |
Betrayal |
5 |
Warding spell that creates a large penalty to an item's quality and usage penalties that scales with Reasoning and Sorcery. May be used against living beings.
|
vvr12 |
Loyalty |
11 |
Provides a bonus to an item's quality and usage that scales with Reasoning and Sorcery. Rechargable magical items have a chance not to consume a charge upon use based on Reasoning and Sorcery.
*Note: This spell temporarily turns a weapon into a hybrid weapon type.
|
vvr15 |
Mimicry |
15 Essence, 1 Willpower |
Causes an item to mimic the material bonuses of a piece of ore or of an ingot, consuming the metal in the process. If no metal is provided, the spell will default to the same effect as a tiny lead ingot. When used on the equipment of a living being not in one's group, the spell is a warding spell and has its duration drastically reduced. When used in any other manner, larger amounts of metal provide even greater durations on a scale equal to the amount of metal consumed (8x for small ingots, 64x for medium ingots, and 512x for large ingots).
|
|