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 -50% 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.

Note: Draconic Knowledge from Dragonborn racial enhancement won't work on Alchemist spells (U45P2), but Spell Knowledge from Draconic Incarnation works. Additionally, Draconic Knowledge from Dragonborn racial enhancement will work on Alchemist SLAs.

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

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Level 6

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