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

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Level 3

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Level 4

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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)