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.

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

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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