[/li]
[li]The following spells that can be performed with alchemy circles are listed below:
- Prestidigitation: A general purpose spell that lasts one hour which is used with simple hand movement to accomplish a variety of small tasks such as:
- Creating an illusion object that can fit in the caster's hand
- Creating or dismissing a small tuft of fire such as a match or fireplace
- Creating a small light to float above the caster much like a lantern
- Unlocking a non-magic mechanical lock on a door or object
- Changing the color or design of an object
- Creating a harmless sensory effect such as an odd odor, sparks, or a musical note
[li]
Deconstruction: A basic but fundamental alchemy spell that can be used with the basic alchemy circle. This ability works by placing your hand on an object or the alchemy circle under the object and focusing. It allows the alchemist to break down an item into its smaller parts. (Ex: turning a clock into its individual parts)[/li]
[li]
Reconstruction: A basic but fundamental alchemy spell that can be used with the basic alchemy circle. This ability works by placing your hand on an object or the alchemy circle under the object and focusing. It allows an alchemist to form an object out of the material they are touching, or reform a broken object. (Ex: Fixing a broken glass, or creating a stone sword out of a stone wall)
[/li][li]
Transmutation: A basic but fundamental alchemy spell that can be used with the basic alchemy circle. This ability works by placing your hand on two objects or the alchemy circle under the two objects while focusing. It allows the alchemist to transfer, or combine properties of one object to another. Once done, the binding alchemy circle must be placed on the objects to keep the properties bound. This circle must be visible and if broken, the properties will return to their respective objects. (Ex: Giving your shirt the density of steel.)[/li]
[li]
Terramorph: An alchemy spell that can be used with the basic alchemy circle. This ability can be used by placing your hand on the surface the ground, or drawing a circle on said surface and focusing. It allows you to morph the ground upwards to take basic shapes such as spikes, a wall, a pillar, etc. The range of the alchemists’ ability is a 2 meter radius centered on the point of contact.[/li]
[li]
Golem Creation: A more advanced alchemy spell that requires a specific alchemy circle to be drawn in order to be used effectively. The alchemy circle must be drawn on a visible surface of what intends to be made into a golem (i.e. the golems torso, arm, etc). Once drawn and activated, a golem will form out of the material the circle was drawn on.[/li]
- The size of the golem depends on how much material is able to be transformed, though the sum of the size of golems cannot exceed 5 feet tall (EX: Two 2.5 foot tall golems, or one 5 foot long golem).
- These golems can be destroyed by normal means of destroying the material they are made of. They can also be destroyed if the alchemy circle used to create them is broken.
[li]
Potion Crafting: While not necessarily a spell, it does require a more advanced alchemy circle to activate. Alchemists are known throughout history for three major potions each with varying effects. However, apprentice Alchemists are only capable of making one of the three.[/li]
- Panaceas: A healing elixir that when consumed cures the drinker of any base disease, expels any poison, and will stabilize anyone in critical condition to prevent them from dying. It cannot cure any wounds, just prevent them from causing death.
[li]
Hextech Creations: Alchemists are able to create a fusion of magic and technology which has been dubbed as Hextech. These hextech creations draw upon the user's magical essence to power themselves. As such only Chosen and Spellcasters have enough magical essence to wield Hextech. To create one of these, an alchemist must draw a unique circle and place the required materials in them before activation. Once done they can create one of the following:[/li]
- Hextech Revolver/Bolt-Action Rifle: These are not conventional firearms, and as such they do not fire typical ammunition. Instead, the bullets created for these are imbued with magic. When shot with one of these bullets, the target will be thrown back with force (similar to the Favur spell). Bullets must be made specifically for these weapons. Apprentice Alchemists cannot create the weapons - only the bullets.
- Hextech Offensive Gauntlet: This is a leather and metallic gauntlet which, when activated, forms a sword made out of magical essence in the gauntlet's hand. This sword looks almost ethereal and has a slight glow to it. It has the durability of steel.
- Hextech Defensive Gauntlet: This is a leather and metallic gauntlet which, when activated, forms a shield made out of magical essence in the gauntlet's hand. This shield looks almost ethereal and has a slight glow to it. It has the durability of steel.
- Hextech Board: A mode of transportation that looks similar to a skateboard. The main difference is this board does not require wheels, and instead hovers up to a foot off the ground. It can support up to 300lbs of weight and can hover over non-solid surfaces such as water if necessary.
[li]
Artifact Enchantment: The most advanced alchemy spell that requires a very intricate and specific alchemy circle to be drawn in order to work effectively. This circle can only work correctly under the light of a blood moon (every first and third Saturday of each month). It also requires the alchemy circle to be drawn in the alchemist’s blood. When drawn and channeled, the spell allows alchemists to enchant magical items into the world.
(Note: While Apprentice Alchemists can do this, it is incredibly taxing and dangerous for them to do so. Many times it results in death and as such most are advised to not attempt the enchantment proceess.) They can do this in the following ways:[/li]
- Minor Artifacts: An alchemist can enchant minor artifacts with the properties of secondary and tertiary abilities from the Chosen guidelines. Only one secondary and one tertiary ability can be created and active at any one time. They can create two artifacts; one with a tertiary ability and one with a secondary ability
- Legendary Artifacts: An alchemist is also able to create the mythic artifacts that are utilized by Chosen. They cannot themselves wield these artifacts, as when forged the artifact chooses its bond with a normal human thus creating a Chosen. However, if a Chosen needs their artifact repaired, an alchemist is capable of doing so.
[/ul][/li][/ul][/quote][/li]
[li]The following spells that can be performed with alchemy circles are listed below:
- Prestidigitation: A general purpose spell that lasts one hour which is used with simple hand movement to accomplish a variety of small tasks such as:
- Creating an illusion object that can fit in the caster's hand
- Creating or dismissing a small tuft of fire such as a match or fireplace
- Creating a small light to float above the caster much like a lantern
- Unlocking a non-magic mechanical lock on a door or object
- Changing the color or design of an object
- Creating a harmless sensory effect such as an odd odor, sparks, or a musical note
[li]
Deconstruction: A basic but fundamental alchemy spell that can be used with the basic alchemy circle. This ability works by placing your hand on an object or the alchemy circle under the object and focusing. It allows the alchemist to break down an item into its smaller parts. (Ex: turning a clock into its individual parts)[/li]
[li]
Reconstruction: A basic but fundamental alchemy spell that can be used with the basic alchemy circle. This ability works by placing your hand on an object or the alchemy circle under the object and focusing. It allows an alchemist to form an object out of the material they are touching, or reform a broken object. (Ex: Fixing a broken glass, or creating a stone sword out of a stone wall)
[/li][li]
Transmutation: A basic but fundamental alchemy spell that can be used with the basic alchemy circle. This ability works by placing your hand on two objects or the alchemy circle under the two objects while focusing. It allows the alchemist to transfer, or combine properties of one object to another. Once done, the binding alchemy circle must be placed on the objects to keep the properties bound. This circle must be visible and if broken, the properties will return to their respective objects. (Ex: Giving your shirt the density of steel.)[/li]
[li]
Terramorph: An alchemy spell that can be used with the basic alchemy circle. This ability can be used by placing your hand on the surface the ground, or drawing a circle on said surface and focusing. It allows you to morph the ground upwards to take basic shapes such as spikes, a wall, a pillar, etc. The range of the alchemists’ ability is a 5 meter radius centered on the point of contact.
[/li]
[li]
Gateway: A more advanced alchemy spell that requires a specific alchemy circle to be drawn in order to be used effectively. The alchemy circle must be drawn on a large enough surface to fit through. When activating the alchemy circle, one must think of the location they wish for the portal to open to. For it to work correctly, said alchemist must have been to the location previously.[/li]
- The exit location must be a solid object that is big enough to travel out of. Such as a wall, or tree trunk.
- It works similar to a door, but to an outside perspective it will seem as though you stepped through the wall or other surface it was drawn on.
- If the circle is destroyed, it cannot be traveled through. The circle vanishes after one time use.
[li]
Prosthesis: A more advanced alchemy spell that requires a specific alchemy circle to be drawn in order to be used effectively. The alchemy circle must be drawn in blood. These circles can be used in one of two ways:[/li]
- If used on someone with a missing limb, said limb can be regrown made out of any solid material such as a metal, wood, rubber, etc. This limb is magically infused making it as responsive and mobile as a normal limb.
- If someone has more than two limbs replaced via this method, they will die from the poisoning of the foreign materials bound to their body.
[li]If used on a normal limb, it will imbue the magical binding into the muscle fibers of that limb, increase the strength and durability of one limb by 1.5 tons. This circle only lasts for 10 minutes. It cannot be cast via this method more than once an hour.[/li][/ul]
[li]
Golem Creation: A more advanced alchemy spell that requires a specific alchemy circle to be drawn in order to be used effectively. The alchemy circle must be drawn on a visible surface of what intends to be made into a golem (i.e. the golems torso, arm, etc). Once drawn and activated, a golem will form out of the material the circle was drawn on.[/li]
- The size of the golem depends on how much material is able to be transformed, though the sum of the size of golems cannot exceed 10 feet tall (EX: Two 5 foot tall golems, or one 10 foot long golem).
- These golems can be destroyed by normal means of destroying the material they are made of. They can also be destroyed if the alchemy circle used to create them is broken.
[li]
Potion Crafting: While not necessarily a spell, it does require a more advanced alchemy circle to activate. Alchemists are known throughout history for three major potions each with varying effects.[/li]
- Chrysopoeia: A transmutation potion that when poured onto a base metal (iron, bronze, lead, etc.) converts said metal into silver. This transmutation gives the metal all the magical properties of silver, though after 10 minutes the silver oxidizes and breaks down into a rusted version of the base metal.
- Panaceas: A healing elixir that when consumed cures the drinker of any base disease, expels any poison, and will stabilize anyone in critical condition to prevent them from dying. It cannot cure any wounds, just prevent them from causing death.
- Alkahest: A universal solvent that will dissolve anything non-organic in a matter of seconds with the exception of magical items and glass. If used on organic matter, it will cause a bad chemical burn that can be neutralized by milk or vinegar.
[li]
Hextech Creations: Alchemists are able to create a fusion of magic and technology which has been dubbed as Hextech. These hextech creations draw upon the user's magical essence to power themselves. As such only Chosen and Spellcasters have enough magical essence to wield Hextech. To create one of these, an alchemist must draw a unique circle and place the required materials in them before activation. Once done they can create one of the following:[/li]
- Hextech Revolver/Bolt-Action Rifle: These are not conventional firearms, and as such they do not fire typical ammunition. Instead, the bullets created for these are imbued with magic. When shot with one of these bullets, the target will be thrown back with force (similar to the Favur spell). Bullets must be made specifically for these weapons.
- Flame Bullets: Unique bullets that can be loaded into a Hextech gun. A flame bullet will burst into fire on impact instead of throwing the target back.
- Storm Bullets: Unique bullets that can be loaded into a Hextech gun. A storm bullet will burst into an electric charge on impact instead of throwing the target back.
- Frost Bullets: Unique bullets that can be loaded into a Hextech gun. A frost bullet will burst into an ice patch on impact instead of throwing the target back.
[li]
Hextech Offensive Gauntlet: This is a leather and metallic gauntlet which, when activated, forms a sword made out of magical essence in the gauntlet's hand. This sword looks almost ethereal and has a slight glow to it. It has the durability of steel.[/li]
[li]
Hextech Defensive Gauntlet: This is a leather and metallic gauntlet which, when activated, forms a shield made out of magical essence in the gauntlet's hand. This shield looks almost ethereal and has a slight glow to it. It has the durability of steel.[/li]
[li]
Hextech Board: A mode of transportation that looks similar to a skateboard. The main difference is this board does not require wheels, and instead hovers up to a foot off the ground. It can support up to 300lbs of weight and can hover over non-solid surfaces such as water if necessary.[/li][/ul]
[li]
Artifact Enchantment: The most advanced alchemy spell that requires a very intricate and specific alchemy circle to be drawn in order to work effectively. This circle can only work correctly under the light of a blood moon (every first and third Saturday of each month). It also requires the alchemy circle to be drawn in the alchemist’s blood. When drawn and channeled, the spell allows alchemists to enchant magical items into the world. They can do this in the following ways:[/li]
- Minor Artifacts: An alchemist can enchant minor artifacts with the properties of secondary and tertiary abilities from the Chosen guidelines. Only one secondary and one tertiary ability can be created and active at any one time. They can create two artifacts; one with a tertiary ability and one with a secondary ability
- Legendary Artifacts: While apprentice alchemists cannot create a legendary artifact at this stage, they have the ability to repair one should a chosen need. They cannot themselves wield these artifacts, as when forged the artifact chooses its bond with a normal human thus creating a Chosen.
[/ul][/li][/ul][/quote]