Alchemist spells

Alchemist Spell Reactions
Every Alchemist spell is part of one of three Primer Categories: Crimsonite, Gildleaf, and Cerulite. Using spells with different Primers in succession causes a Reaction; Verdanite, Orchidium, or Pyrite. The game remembers your current Reaction as well as the Primer of the last spell you cast. Using a Crimsonite spell and then a Gildleaf spell will put you in the Pyrite</b> state (with a sub-state listing of Gildleaf</b>, for the last spell you cast). Casting Crimsonite</b> or Gildleaf</b> spells while in Pyrite</b> will keep you Pyrite</b> (but will change your sub-color to Gildleaf</b> or Crimsonite</b>). If you were to then cast an Cerulite</b> spell, it would remove you from the Pyrite</b> state and change your Primer to Cerulite</b>. In short: The last two Alchemist spells you cast determine your Reaction. Each of the Reactions does something to you, and the Enhancement Trees hook into them significantly.
 * Pyrite</b> Reaction: +2 Fire, Cold, Electric, Acid, and Poison Spell Power per Alchemist Level. (+40 at 20 Alchemist)
 * Verdanite</b> Reaction: +2 Positive and Negative Spell Power per Alchemist Level (+40 at 20 Alchemist)
 * Orchidium</b> Reaction: +2 Physical Resistance Rating per Alchemist Level (+40 at 20 Alchemist)
 * When you change reactions, you'll get a large bonus that corresponds to the Reaction you moved to for 12 seconds:
 * Pyrite</b> Reaction: Fire, Cold, Electric, Acid, and Poison Spellpower equal to (10 + quadruple your Alchemist level) and a -20% Enhancement Bonus to Spell Point Cost.
 * Verdanite</b> Reaction: Positive and Negative Spellpower equal to (10 + quadruple your Alchemist level) and Transmutation and Conjuration DCs equal to (1 + 1 for every 5 Alchemist Levels).
 * <b style="color:purple">Orchidium</b> Reaction: Physical Resistance Rating and Elemental Resistance equal to (10 + triple your Alchemist level).
 * With some exceptions, the following applies:
 * <b style="color:red">Crimsonite</b>, spells govern Elemental and Poison damage (fire cold acid electric and poison) and melee/ranged imbues.
 * <b style="color:#CCCC00">Gildleaf</b> spells govern Positive and negative healing/damage, Crowd Control, and Debuffs.
 * <b style="color:blue">Cerulite</b> spells govern Defensive abilities and mitigation, buffs, and utility spells.
 * All spells have Somatic components, and Alchemist spells do invoke Arcane Spell Failure. Some spells have Material components. Alchemists have their own Material Components.

Level 1

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Level 2

 * Crimsonite Spells
 * Greater Venom Vial (1d6+2 Poison in an AoE) 10 Spell Points, 6s cooldown
 * Lesser Heartseeker Poison Imbue: temporary weapon enchantment, on hit: -1 Fort saves, no stacking
 * Lesser Ice Chill Poison Imbue: temporary weapon enchantment, on hit: -1 Reflex saves, no stacking
 * Lesser Soulshatter Poison Imbue: temporary weapon enchantment, on hit: -1 Will saves, no stacking
 * Lesser Voidmind Poison Imbue: temporary weapon enchantment, on hit: -1 Spell Resistance, no stacking
 * Gildleaf Spells
 * Cure Moderate Wounds Admixture (8 Spell Points 6 cooldown)
 * Inflict Moderate Wounds Admixture (8 Spell Points 6 cooldown)
 * Remove Curse Admixture (10 Spell Points 6 cooldown)
 * Remove Paralysis Admixture (10 Spell Points 6 cooldown)
 * Melt Armor (single target heavy hitter Fire damage, -AC and -PRR) 10 Spell Points, 5 second cooldown
 * Corrode Weapons (single target heavy hitter Acid damage, -melee power and accuracy) 10 Spell Points, 5 second cooldown
 * Cold Spike (single target heavy hitter Cold damage, -movement speed and damage) 10 Spell Points, 5 second cooldown
 * Voltaic Backlash (single target heavy hitter Electric damage, -spell power) 10 Spell Points, 5 second cooldown
 * Ceruleite Spells
 * Liquid Courage (heroism to self) 20 Spell Points 10s cooldown
 * Augment Armor (bonus to AC/prr to self) 10 Spell Points 5s cooldown
 * Restorative Vial (Restoration Admixture) 10 Spell Points 6s cooldown
 * Salt Crystals (Cone, coat in thin Salt for a Daze-alike - damage breaks free) 20 Spell Points 20s cooldown
 * Glue Solution (throw some sticky mimic stuff, PBAoE) 20 Spell Points 10s cooldown
 * Alluring Elixir (+4 to all Charisma skills, self only)
 * Action Boost Bottle: Spell Power

Level 3

 * Crimsonite Spells
 * Heartstopper Poison (AoE, Poison DoT, person selected also gets additional damage) 15 Spell Points, 30s cooldown
 * Molotov Cocktail (Firewall but a big circle) (Firewall but a big circle, 15 Spell Points, 30s cooldown)
 * Voltaic Induction (short Damage over time, Electric (nonstacking)) 15 Spell Points, 30s cooldown
 * Bitter Frost Burst (big spike of Cold damage)15 Spell Points, 30s cooldown
 * Caustic Solvent (long Damage over time, Acid (stacking))
 * Elemental Weapons (as per the Artificer spell)
 * Gildleaf Spells
 * Flash Freeze (Frozen in Ice PBAoE) 25 Spell Points, 60 second cooldown
 * Cure Serious Wounds Admixture (12 Spell Points 6 cooldown)
 * Inflict Serious Wounds Admixture (12 Spell Points 6 cooldown)
 * Choking Smog (AoE, enemies are blinded and slowed inside) 30 Spell Points, 30 second cooldown
 * Iron Shavings (AoE, incorporeal enemies inside become corporeal) 20 Spell Points, 30 second cooldown
 * Ceruleite Spells
 * Greater Restorative Vial (Greater Restoration Admixture) 25 Spell Points 6s cooldown
 * Greater Liquid Courage (Greater Heroism to self) 20 Spell Points 10s cooldown
 * Invisibility Potion (invisibility to self) 20 Spell Points 10s cooldown
 * Melt Lock (this is knock) 20 Spell Points 10s cooldown
 * Quicksilver Potion (Haste to self) 20 Spell Points 10s cooldown
 * Alchemical Evolution (spell selector - pick an animal from the 6 animal stat/types (so bull for str, cat for dex, etc) and gain +2 Alchemical bonus to this stat. You can only have one Alchemical Mutation at a time regardless of tier. Self only spell)
 * Action Boost Bottle: Doubleshot/Doublestrike

Level 4

 * Crimsonite Spells
 * Corrosive Dust (2d6+8 Rust damage per caster level to target Construct, MCL 10) 20 Spell Points, 30s cooldown
 * Heartseeker Poison Imbue: temporary weapon enchantment, on hit: -1 Fort saves, 3 stacks, on crit: 1d6 Con damage
 * Ice Chill Poison Imbue: temporary weapon enchantment, on hit: -1 Reflex saves, 3 stacks, on crit: 1d6 dex damage
 * Soulshatter Poison Imbue: temporary weapon enchantment, on hit: -1 Will saves, 3 stacks, on crit: 1d6 wis damage
 * Voidmind Poison Imbue: temporary weapon enchantment, on hit: -1 Spell Resistance, 3 stacks, on crit: 1d6 int damage
 * Gildleaf Spells
 * Cure Critical Wounds Admixture (25 Spell Points 6 cooldown)
 * Inflict Critical Wounds Admixture (25 Spell Points 6 cooldown)
 * Smoke Bomb (PBAoE blind, turn invisible, gain dodge) 30 Spell Points, 90 second cooldown
 * Caustic Overload (PBAoE heavy hitting -AC and -PRR debuff, Acid damage) 30 Spell Points, 15s cooldown
 * Voltaic Burst (Cone silence and Electric damage, -MRR) 30 Spell Points, 15s cooldown
 * Cindersmoke (AoE Blind, -melee power, -AC, Fire damage) 30 Spell Points, 15s cooldown
 * Vein Freeze (AoE Cold damage heavy hitting, chance to freeze, lingering slow) 30 Spell Points, 15s cooldown
 * Ceruleite Spells
 * Hypnotic Combination (more potent Hypnotic Pattern in a small AOE) 25 Spell Points 20s cooldown
 * Flesh to Gold (single target flesh to stone, touch range, glittery vfx)
 * Stoneskin Potion (stoneskin to self)
 * Action Boost Bottle: Melee/Ranged Power
 * Action Boost Bottle: Sprint Boost

Level 5

 * Crimsonite Spells
 * Multivial of Flame (Throw four vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 Spell Points, 5s Cooldown
 * Multivial of Acid (Throw four vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 Spell Points, 5s Cooldown
 * Multivial of Bitterchill (Throw four vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 Spell Points, 5s Cooldown
 * Multivial of Sparks (Throw four vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 Spell Points, 5s Cooldown
 * Greater Elemental Weapons (3d6 (element) damage on weapon, 20 Spell Points, 2.5sec cooldown
 * * A more powerful version of the Artificer Imbue, Artificer will get this also
 * Poison Breath (breathe poison at people)
 * Gildleaf Spells
 * Flesh to Gold, Mass (flesh to stone PBAoE) 30 Spell Points, 90 second cooldown
 * Flashbang (blinds in an AoE. If they're already blinded, stuns)
 * Ceruleite Spells
 * Greater Stoneskin (stoneskin but 20/adamantine and 20 per caster level instead)
 * Turn to Frog (single target frog, this is a death effect)
 * Greater Alchemical Evolution (spell selector - pick an animal from the 6 animal stat/types (so bull for str, cat for dex, etc) and gain +4 Alchemical bonus to this stat. You can only have one Alchemical Mutation at a time regardless of tier. Self only spell)
 * Action Boost Bottle: Attack Speed

Level 6

 * Crimsonite Spells
 * Elemental Reaction: (does all 4 elements a la Hellball at 1d3+3 per caster level each, MCL 20) 30 SP, 30s cooldown
 * Gold Breath (Fire and Bludgeoning cone that deals 1d4+2 Fire and 1d4+2 Bludgeon Damage per caster level and has a chance to Flesh to Gold enemies hit) 30 SP, 30s cooldown
 * Heartseeker Poison Imbue: temporary weapon enchantment, on hit: -1 Fort saves, 5 stacks, on crit: 1d6 Con damage, on vorpal: 1 stack of vuln
 * Ice Chill Poison Imbue: temporary weapon enchantment, on hit: -1 Reflex saves, 5 stacks, on crit: 1d6 dex damage, on vorpal: paralysis
 * Soulshatter Poison Imbue: temporary weapon enchantment, on hit: -1 Will saves, 5 stacks, on crit: 1d6 wis damage, on vorpal: silence
 * Voidmind Poison Imbue: temporary weapon enchantment, on hit: -1 Spell Resistance, 5 stacks, on crit: 1d6 int damage, on vorpal: shattermantle
 * Gildleaf Spells
 * Heal Admixture - 50 SP 6s cooldown
 * Harm Admixture - 50 SP 6s cooldown
 * Ceruleite Spells
 * Dust of Confusion (Charm Person, Mass) 35 SP, 90 second cooldown
 * Goldskin Potion (Stoneskin but with 30/Adamantine and 30 per caster level, also new shiny VFX)