Elementalism Formulae

What is an Elementalism?
Elementalisms are Alchemical creations that Elementalists can create by stabilizing elemental components in an Alchemy laboratory or Annie’s Inn. There are two kinds of Elementalisms: Attack and Enhancement.

Attack Elementalisms are alchemical oils or colloquially called “bombs” which utilize purified elemental power to assault and/or damage its targets. When Attack Elementalisms are made, they are made in units of Three and are in Doses, similar to Poisons or Elixirs.  An Elementalist creates these weapons by stabilizing the necessary elements to a grenade-like form which is ready to explode when striking their target. Extensive use of Bombs can be costly but their effects are powerful enough to turn the tide of battle to an Alchemist’s favor.

Enhancement Elementalisms are augmentations placed upon items to enhance their qualities or grant them new properties. Enhancement Elementalisms are placed directly upon an item by an Elementalist and are considered to be an augmentation; such enhancements therefore count against the limit of augmentations that an item may have.

Lastly, an item may not have multiple copies of a particular Formula placed upon it.

How do you use an Enhancement Elementalism?
You use an Enhancement Elementalism by having an item enhanced by such Alchemy in hand (if a weapon or an item) or worn on your person (if an armor or an accessory). While holding or wearing the item, you may utilize the properties of the Formula by following the instructions in its use.

For example, to use the first property of the Frost-blade Formula, you need only replace the damage type of your weapon strike (ranged or melee) with “ice”. To use it’s second property, you need to preface your strike with “Frost-blade” and then invoke “10 ice!” in mid-swing or mid-throw (if ranged). If your attack is successful, your opponent will receive 10 points of ice damage.

How do you use an Attack Elementalism?
To use an Attack Elementalism, you must have the dose card on your person. After aiming for 2 seconds, invoke the name of the bomb you are using, throw a spell-packet and then announce the effect in mid-throw. If the spell packet hits your target, then he or she must take the effect you announced.

Similar to a spell, an Attack Elementalism that strikes a shield affects the wearer of that shield and can be evaded similar to a spell. Generally speaking, effects that defend against spells will defend against an Attack Elementalism.

However, feats such as Dodge or Block will not negate an Attack Elementalism’s effects. Feats that defend against an Attack Elementalism’s specific effects (such as Resist Fire vs. Fire damage or Endure Pain vs. Pain effects) will do so.

Volatility and Interruption
When using an Attack Elementalism, the user of such elemental power is also placing themselves in grave danger. If a character is struck for any amount of damage while aiming a bomb, not only is his aim interrupted but the Elementalism is expended upon its holder.

How do you create Elementalisms?
To create an Elementalism, an Alchemist must have the following:
–    10 uninterrupted, consecutive minutes to spend in the Alchemy Lab or Annie’s Inn
–    The necessary Formula on a Wyrdic Cipher or in her head (learned as a Skill that costs 3 Build)
–    The necessary rank of Elementalist (Expert Elementalist for Complex Elementalisms and Master Elementalist for Erudite Elementalisms)
–    The necessary component costs to make the Elementalism (as written on the Wyrdic Cipher)
–    Any phys-reps required for the Elementalism (as written on the Wyrdic Cipher)

After the allotted time has been spent Role-playing the creation of the Elementalism, an Elementalist can deliver the component costs to the Innkeeper and receive official 7K dose tags (for attack elementalism) or official 7K item tags (for Enhancement Elementalism) to fill out with the following:

–    Properties, Dose, and Affinities of the Elementalism
–    The Creator’s CSN
–    The date of creation

What is Property?
Properties are special qualities that an Enhancement Elementalism grants to the item it enhances. Some properties can only be used once in a while; other properties can be used as often as the item’s holder desires.

For example, the Frost-blade Formula allows an Elementalist to enhance a weapon with freezing elemental power.

What is Augmentation?
Enhancement Elementalism placed on weapons or armor are considered to be augmentations and therefore count against the limit of augmentations that such an item can have. Most items may only have 1 augmentations upon them but higher quality or exotic arms and armor may not be subject to such limits. The augmentation tag should be attached to the weapon or armor.

What is 1/M?
1/M is shorthand for once per moon. Once this property is used, it may no longer be used until the next event (if the Enhancement still persists).

What is 1/P?
1/P is shorthand for once per period. This property can only be used once on Friday night, once on Saturday daytime (until 8pm) and once more until the end of the event. If the enhancement’s duration persists beyond the current moon, then it may be used again, following the time-usage strictures above.

What is 1/H?
1/H is shorthand for once per hour. After this property is used, it may only be used again if an hour has passed since it’s previous usage. Generally speaking, such an item may only be used once per combat encounter, barring extended hours-long melees.

What is 1/SR?
1/SR is shorthand for once per short rest. After this property is used, it may only be used again after the holder has taken a short rest while the item is on his or her person.

What is Recharge?
With Enhancement Elementalism, the Recharge portion of the Formula designates that the Formula’s energies may be renewed beyond the regular usage limit (once per hour or once per period) through the expertise of an Alchemist (i.e. anyone who has learned either the Transmutation, the Elementalist or the Talismanry skills).

The Alchemist must touch the enhanced item and channel for 60 seconds (i.e. being immobile and slowly invoking “Channeling 1, Channeling 2, Channeling 3… Channeling 60). If the Channeling is uninterrupted, the power of the Formula can be reused by the holder of the enhanced item as the Alchemist re-aligns the elemental structure of the alchemical enhancement into a usable state.

When an Enhancement expires (I.e. goes beyond its duration), no amount of channeling can recharge it. It must be done anew.

 


Enhancement Elementalism (B/C/E)

Basic Enhancement:

Flame-blade Formula
This particular enhancement was made popular by the Greenskin Hunters, a murderous warband of mercenaries who specialized in the slaying of Trolls, be they Greytooth, Grellken or the larger, more savage breeds.
Basic Elementalism (1 moon; augmentation)
Property 1: This weapon may strike for for Fire-type damage instead of normal
damage.
Property 2: (1/P) invoke “Flame-blade” and inflict 10 Fire damage on your next strike within 5 seconds.
Cost: Basic Fire x1
Phys-Rep: red or orange tassel/ribbon to tie on weapon; item card

Frost-blade Formula
This Enhancement can be traced back to the Twilight Empire whose assassins coated their blades with cold to match their hearts.
Basic Elementalism (1 moon; augmentation)
Property 1: This weapon may strike for for Ice-type damage instead of normal damage.
Property 2: (1/P) invoke “Frost-blade” and inflict 10 Ice damage on your next strike within 5 seconds.
Cost: Basic Wind x1
Phys-Rep: white tassel/ribbon to tie on weapon; item card

Silver-blade Formula
The Silver-blade Formula is most often seen in Death-haunted Gotterdammerung, where its use has saved many lives and put many of the dead to rest.
Basic Elementalism (1 moon; augmentation)
Property 1: This weapon may strike for for Silver-type damage instead of normal damage.
Property 2: (1/P) invoke “Silver-blade” and inflict 10 Silver damage on your next strike within 5 seconds.
Cost: Basic Holy x1
Phys-Rep: grey tassel/ribbon to tie on weapon; item card

Dark-blade Formula
The Dark-blade Formula is most often used by the Twilight Empire when dealing with their Elven brethren who fear the darkness and the shadows.
Basic Elementalism (1 moon; augmentation)
Property 1: This weapon may strike for for Shadow-type damage instead of normal damage.
Property 2: (1/P) invoke “Dark-blade” and inflict 10 Shadow damage on your next strike within 5 seconds
Cost: Basic Shadow x1
Phys-Rep: dark tassel/ribbon to tie on weapon; item card

Storm-blade Formula
Usually found among Free Tribes, this Formula allows an Alchemist to imbue a weapon with the tiniest portion of a storm’s power.
Basic Elementalism (1 moon; augmentation)
Property 1: This weapon may strike for Lightning-type damage instead of normal damage.
Property 2: (1/P) invoke “Storm-blade” and inflict 10 lightning damage on your next strike within 5 seconds.
Cost: Basic Lightning x1
Phys-Rep: blue tassel/ribbon to tie on weapon; item card

 

Complex Enhancement:

Inferno-blade Formula
The Inferno-blade Formula can most easily be found among the Iron Dwarves, who prize the element of fire because of their heritage and their affinity to it.
Complex Elementalism (1 moon; augmentation)
Property 1: This weapon may strike for Fire-type damage instead of normal damage.
Property 2: (1/H) invoke “Inferno blade” and inflict 10 fire damage on your next strike within 5 seconds.
Recharge (requires Alchemist): regain the use of “Inferno Blade”
Cost: Rare Fire x1
Phys-Rep: orange or red tassel/ribbon to tie on weapon; item card

Blizzard-blade Formula
The servitors of the Goddess Avesti are the main users of this Formula, although they only utilize such alchemy on excursions beyond the Sunless Kingdom.
Complex Elementalism (1 moon; augmentation)
Property 1: This weapon may strike for Ice-type damage instead of normal damage.
Property 2: (1/H) invoke “Inferno blade” and inflict 10 Ice damage on your next strike within 5 seconds.
Recharge (requires Alchemist): regain the use of “Blizzard Blade”
Cost: Rare Wind x1
Phys-Rep: white tassel/ribbons to tie on weapon; item card

Sun-blade Formula
It is believed that the Sun Empire’s blades shone brightly against the darknesses of the Twilight Empire. The Callasine believe that the legendary swords of the greatest Empire of goodness were often imbued with this uncommon Formula.
Complex Elementalism (1 moon; augmentation)
Property 1: This weapon may strike for Silver-type damage instead of normal damage.
Property 2: (1/H) invoke “Sun blade” and inflict 10 Silver damage on your next strike within 5 seconds.
Recharge (requires Alchemist): regain the use of “Sun Blade”
Cost: Rare Holy x1
Phys-Rep: grey ribbon to tie on weapon; item card

Night-blade Formula
This Formula found its origins from a Shadowsoul Elementalist who took the advice of his Umbral Parasite very seriously.
Complex Elementalism (1 moon; augmentation)
Property 1: This weapon may strike for Shadow-type damage instead of normal damage.
Property 2: (1/H) invoke “Night blade” and inflict 10 Shadow damage on your next strike within 5 seconds.
Recharge (requires Alchemist): regain the use of “Night Blade”
Cost: Rare Shadow x1
Phys-Rep: dark tassel/ribbon to tie on weapon; item card

Tempest-blade Formula
Some Adepts of the Storm favor this Formula, if only because of the joy they feel when they have lightning coursing through their blades and their limbs.
Complex Elementalism (1 moon; augmentation)
Property 1: This weapon may strike for Ice-type damage instead of normal damage.
Property 2: (1/H) invoke “Tempest blade” and inflict 10 Ice damage on your next strike within 5 seconds.
Recharge (requires Alchemist): regain the use of “Tempest Blade”
Cost: Rare Lightning x1
Phys-Rep: blue tassel/ribbon to tie on weapon; item card

 

Erudite Enhancement:

Hellfire-blade Formula
A Diabolist of the late Wyrdic Empire is believed to be responsible for this Enhancement; he melded the strength of his magic with his skill in alchemy… and he had otherworldly guidance to help him along.
Erudite Elementalism (2 moon; augmentation)
Property 1: This weapon may strike for Fire-type damage instead of normal damage.
Property 2: (1/H) invoke “Hellfire blade” and inflict 15 fire damage on your next two strikes within 5 seconds.
Recharge (requires Alchemist): regain the use of “Inferno Blade”
Cost: Rare Fire x1, Rare Demonic x1
Phys-Rep: orange or red tassel/ribbon to tie on weapon; item card

Avesti-blade Formula
This Formula is used only to imbue the most faithful and the most deadly of Avesti’s servitors, and only when justice desperately needs to be brought to the wicked.
Erudite Elementalism (2 moon; augmentation)
Property 1: This weapon may strike for Ice-type damage instead of normal damage.
Property 2: (1/H) invoke “Avesti blade” and inflict 15 Ice damage on your next two strikes within 5 seconds.
Recharge (requires Alchemist): regain the use of “Avesti Blade”
Cost: Rare Wind x1, Rare Holy x1
Phys-Rep: white tassel/ribbons to tie on weapon; item card

Reaper-blade Formula
The alchemist who invented this formula immediately dedicated it to his deity: Lord Reaper. To his shame, modern elementalists only know of this Formula’s name and not the name of he who created it.
Erudite Elementalism (2 moon; augmentation)
Property 1: This weapon may strike for Silver-type damage instead of normal damage.
Property 2: (1/H) invoke “Reaper blade” and inflict 15 Silver damage on your next two strikes within 5 seconds.
Recharge (requires Alchemist): regain the use of “Reaper Blade”
Cost: Rare Holy x1, Rare Fire x1
Phys-Rep: grey ribbon to tie on weapon; item card

Shaedis-blade Formula
The greatest of Shaedis’ enforcers and the deadliest of her Assassins were empowered with this formula It is believed that the Sun Elf general Aurelion Sunrunner was slain by a trio of assassin with Shaedis-blades
upon their knives.

Erudite Elementalism (2 moon; augmentation)
Property 1: This weapon may strike for Shadow-type damage instead of normal damage.
Property 2: (1/H) invoke “Shaedis blade” and inflict 15 Shadow damage on your next two strikes within 5 seconds.
Recharge (requires Alchemist): regain the use of “Shaedis Blade”
Cost: Rare Shadow x1, Rare Wind x1
Phys-Rep: dark tassel/ribbon to tie on weapon; item card

Blitz-blade Formula
The Blitz-blade formula has its roots in the Wyrdic Empire: a Necromancer alchemist sought to capture the power of the Storm into his creations. Instead, he managed to invent this Formula.
Erudite Elementalism (2 moon; augmentation)
Property 1: This weapon may strike for Lightning-type damage instead of normal damage.
Property 2: (1/H) invoke “Blitz blade” and inflict 15 Lightning damage on your next two strikes within 5 seconds.
Recharge (requires Alchemist): regain the use of “Blitz Blade”
Cost: Rare Lightning x1, Rare Metal x1
Phys-Rep: blue tassel/ribbon to tie on weapon; item card

 


 

Attack Elementalism (B/C/E)

Basic Attack:


Thunder Oil Formula
One of the most common bombs known to Elementalists, this Oil knocks its target back with the strength of a thunderclap.
Basic Elementalism
Create: 3 doses of Thunder Oil
Usage: Aim 2 -> invoke “Thunder Oil” and throw spell-packet w/in 5 secs -> invoke “Knockback 10” in mid-throw.
Dose: Target is affected by a Knockback 10 effect.
Cost: Basic Lightning x1
Phys-Rep: three spell-packets; 3 dose tags

Burning Oil Formula
Sometimes created en masse to be used in sieges, this Oil bursts into flame upon impact with its target.
Basic Elementalism
Create: 3 doses of Burning Oil
Usage: Aim 2 -> invoke “Burning Oil” and throw spell-packet w/in 5 secs -> invoke “10 fire” in mid-throw.
Dose: Target receives 10 Fire damage.
Cost: Basic Fire x1
Phys-Rep: three spell-packets; 3 dose tags

Quickfrost Oil Formula
Those who are struck by this bomb feel the wintry breath of the North Wind multiplied a hundred-fold.
Basic Elementalism
Create: 3 doses of Quickfrost Oil
Usage: Aim 2 -> invoke “Quickfrost Oil” and throw spell-packet w/in 5 secs. -> invoke “10 ice” in mid-throw.
Dose: Target receives 10 Ice damage.
Cost: Basic Wind x1
Phys-Rep: three spell-packets; 3 dose tags

Lightning Oil Formula
Upon impact, this Oil unleashes the strength of a sizzling lightning bolt upon its hapless target.
Basic Elementalism
Create: 3 doses of Lightning Oil
Usage: Aim 2 -> invoke “Lightning Oil” and throw spell-packet w/in 5 secs. -> invoke “10 lightning” in mid-throw.
Dose: Target receives 10 lightning damage.
Cost: Basic Lightning x1
Phys-Rep: three spell-packets; 3 dose tags

Dark Oil Formula
Because it is composed of concentrated shadowy essences, this Oil can leech away at a target’s life upon impact.
Basic Elementalism
Create: 3 doses of Dark Oil
Usage: Aim 2 -> invoke “Dark Oil” and throw spell-packet w/in 5 secs. -> invoke “10 shadow” in mid-throw.
Dose: Target receives 10 shadow damage.
Cost: Basic Shadow x1
Phys-Rep: three spell-packets; 3 dose tags

Lunar Oil Formula
The Callasine claim the invention of this common Oil but the Gotterdammerung use it the most, employing its pure power against the unhallowed ravagers of their land.
Basic Elementalism
Create: 3 doses of Lunar Oil
Usage: Aim 2 -> invoke “Lunar Oil” and throw spell-packet w/in 5 secs. -> invoke “10 Silver” in mid-throw.
Dose: Target receives 10 Silver damage.
Cost: Basic Holy x1
Phys-Rep: three spell-packets; 3 dose tags

Root-grip Oil Formula
This Oil falls to the ground and hardens after impact, gluing the feet of its target to the ground.
Basic Elementalism
Create: 3 doses of Root-grip Oil
Usage: Aim 2 -> invoke “Root-grip Oil and throw spell-packet w/in 5 secs.” -> invoke “snare 10” in mid-throw.
Dose: Target is affected by a Snare 10 effect.
Cost: Basic Herbal x1
Phys-Rep: three spell-packets; 3 dose tags

 

Complex Attack:


Inferno Oil Formula
The Iron Dwarves maintain that they invented this Formula long ago by improving upon the Burning Oil formula and adding Travaki ingenuity.
Complex Elementalism
Create: 3 doses of Inferno Oil
Usage: Aim 2 -> invoke “Inferno Oil” and throw spell-packet w/in 5 secs. -> invoke “20 Fire” in mid-throw.
Dose: Target receives 20 Fire damage.
Cost: Basic Fire x1, Basic Metal x1, Basic Lightning x1
Phys-Rep: three spell-packets; 3 dose tags

Blizzard Oil Formula
This Oil is named because it claims to focus the strength of an entire blizzard upon its hapless target.
Complex Elementalism
Create: 3 doses of Blizzard Oil
Usage: Aim 2 -> invoke “Blizzard Oil” and throw spell-packet w/in 5 secs. -> invoke “20 Ice” in mid-throw.
Dose: Target receives 20 Ice damage.
Cost: Basic Wind x1, Basic Shadow x1, Basic Water x1
Phys-Rep: three spell-packets; 3 dose tags

Blitzbolt Oil Formula
Created in shadowed Gotterdammerung, this bomb is like a lightning storm in a vial.
Complex Elementalism
Create: 3 doses of Blitzbolt Oil
Usage: Aim 2 -> invoke “Blitzbolt Oil” and throw spell-packet w/in 5 secs. -> invoke “20 Lightning” in mid-throw.
Dose: Target receives 20 Lightning damage.
Cost: Basic Lightning x1, Basic Metal x1, Basic Wind x1
Phys-Rep: three spell-packets; 3 dose tags

Nachtstein Oil Formula
This Oil is said to be the creation of Balagas, a mythic Necromancer and founder of the Gotterdammerung kingdom. Why he created such a darksome bomb and who his original target was, none now know.
Complex Elementalism
Create: 3 doses of Nachtstein Oil
Usage: Aim 2 -> invoke “Nachtstein Oil” and throw spell-packet w/in 5 secs. -> invoke “20 Shadow” in mid-throw.
Dose: Target receives 20 Shadow damage.
Cost: Basic Shadow x1, Basic Earth x1, Basic Death x1
Phys-Rep: three spell-packets; 3 dose tags

Kethelas Oil Formula
This bomb is the creation of the Callasine and an improvement upon the original Lunar formula, a more potent concentration of weaponized radiant energy.
Complex Elementalism
Create: 3 doses of Kethelas Oil
Usage: Aim 2 -> invoke “Kethelas Oil” and throw spell-packet w/in 5 secs. -> invoke “20 Silver” in mid-throw.
Dose: Target receives 20 Silver damage.
Cost: Basic Holy x1, Basic Lightning x1, Basic Fire x1
Phys-Rep: three spell-packets; 3 dose tags

Vise-grip Oil Formula
This bomb is used most often by bounty hunters attempting to capture their prey; it snares the legs of their target, preventing escape and portending subdual.
Complex Elementalism
Create: 3 doses of Vise-grip Oil
Usage: Aim 2 -> invoke “Vise-grip Oil” and throw spell-packet w/in 5 secs. -> invoke “Snare 30” in mid-throw.
Dose: Target is affected by a Snare 30 effect.
Cost: Basic Earth x1, B
asic Herbal x1, Basic Shadow x1
Phys-Rep: three spell-packets; 3 dose tags

Deep-freeze Oil Formula
A variant of the Blizzard Oil formula, this Oil encases the target in a thick layer of ice that prevents any harm from befalling him while affecting him with immobilization.
Complex Elementalism
Create: 3 doses of Deep-freeze Oil
Usage: Aim 2 -> invoke “Deep-freeze Oil” and throw spell-packet w/in 5 secs. -> invoke “Shackle 30” in mid-throw.
Dose: Target is affected by a Shackle 30.
Cost: Basic Water x2, Basic Demonic x2
Phys-Rep: three spell-packets; 3 dose tags

 

Erudite Attack:


Hellfire Oil Formula
An infamous Gorgon named Vassur Tirak created this formula to further augment his potent destructive capabilities; this pinnacle of the refinement of the Burning Oil formula is said to be demonically inspired.
Erudite Elementalism
Create: 3 doses of Hellfire Oil
Usage: Aim 2 -> invoke “Hellfire Oil” and throw spell-packet w/in 5 secs. -> invoke “30 Fire” in mid-throw.
Dose: Target receives 30 Fire damage.
Cost: Basic Demonic x2, Basic Fire x2, Basic Lightning x2
Phys-Rep: three spell-packets; 3 dose tags

Baelfrost Oil Formula
Another of Vassur Tirak’s famous works, this Oil blasts its target with unearthly cold.
Erudite Elementalism
Create: 3 doses of Baelfrost Oil
Usage: Aim 2 -> invoke “Baelfrost Oil” and throw spell-packet w/in 5 secs. -> invoke “30 Ice” in mid-throw.
Dose: Target receives 30 Ice damage.
Cost: Basic Demonic x2, Basic Wind x2, Basic Water x2
Phys-Rep: three spell-packets; 3 dose tags

Tempest Oil Formula
Believed to be another of the Wyrdic Empire’s formulae, Tempest Oil is said to be a thousand lightning strokes striking the same target in an eye-blink.
Erudite Elementalism
Create: 3 doses of Tempest Oil
Usage: Aim 2 -> invoke “Tempest Oil” and throw spell-packet w/in 5 secs. -> invoke “30 Lightning” in mid-throw.
Dose: Target receives 30 Lightning damage.
Cost: Basic Wind x2, Basic Lightning x2, Basic Water x2
Phys-Rep: three spell-packets; 3 dose tags

Wraithsong Oil Formula
The origin of this Oil lies within the ruins of the Twilight Empire; it is commonly believed among apprentice Elementalists that a (non-Shaedling) Elven Alchemist can die from the difficult creation of this vile formula.
Erudite Elementalism
Create: 3 doses of Wraithsong Oil
Usage: Aim 2 -> invoke “Wraithsong Oil” and throw spell-packet w/in 5 secs. -> invoke “30 Shadow” in mid-throw.
Dose: Target receives 30 Shadow damage.
Cost: Basic Shadow x2, Basic Death x2, Basic Wind x2
Phys-Rep: three spell-packets; 3 dose tags

Solar Oil Formula
An invention of the fallen Wyrdic Empire, Solar Oil was used not just in battle but in the ritual sanctification of their most Holy sites.
Erudite Elementalism
Create: 3 doses of Solar Oil
Usage: Aim 2 -> invoke “Solar Oil” and throw spell-packet w/in 5 secs. -> invoke “30 Silver” in mid-throw.
Dose: Target receives 30 Silver damage.
Cost: Basic Holy x2, Basic Fire x2, Basic Lightning x2
Phys-Rep: three spell-packets; 3 dose tags

Exploding Oil Formula
Those struck by Exploding Oil are tossed away as though by a giant’s backhand; a tactic useful for those who need to break an enemy line apart.
Erudite Elementalism
Create: 3 doses of Exploding Oil
Usage: Aim 2 -> invoke “Exploding Oil” and throw spell-packet w/in 5 secs. -> invoke “Knockback 30” in mid-throw.
Dose: Target is affected by a Knockback 30 effect.
Cost: Rare Lightning x1, Basic Metal x2
Phys-Rep: three spell-packets; 3 dose tags

Earth-grip Oil Formula
Upon a successful hit, the target of this Oil is held fast as though by the coils of the World Serpent.
Erudite Elementalism
Create: 3 doses of Earth-grip Oil
Usage: Aim 2 -> invoke “Earth-grip Oil” and throw spell-packet w/in 5 secs. -> invoke “Snare 100” in mid-throw.
Dose: Target is affected by a Snare 100 effect.
Cost: Basic Earth x2, Basic Herbal x2, Basic Demonic x2
Phys-Rep: three spell-packets; 3 dose tags

Steel-skin Oil Formula
Those who suffer from the effects of this Oil are protected from all damage but also completely paralyzed as their flesh temporarily turns into impervious steel.
Erudite Elementalism
Create: 3 doses of Steel-skin Oil
Usage: Aim 2 -> invoke “Steel-skin Oil” and throw spell-packet w/in 5 secs. -> invoke “Shackle 100” in mid-throw.
Dose: Target is affected by a Shackle 100 effect.
Cost: Basic Earth x3, Basic Metal x3
Phys-Rep: three spell-packets; 3 dose tags

Flashglare Oil Formula
A variant of the Solar Oil formula, this Oil ignites with a bright flash upon impact. Because of peculiar alchemy of its design, it only blinds the creature it strikes.
Erudite Elementalism
Create: 3 doses of Flashglare Oil
Usage: Aim 2 -> invoke “Flashglare Oil” and throw spell-packet w/in 5 secs. -> invoke “Blind 30” in mid-throw.
Dose: Target is affected by a Blind 30 effect.
Cost: Basic Lightning x3, Basic Fire x3
Phys-Rep: three spell-packets; 3 dose tags