Skill Tree: Alchemy

1.) Fire Potion - 20 MP - Deals [ ( Spell Effect x 0.25 ) + ( 3d20 ) ] damage to target unit within 10m. If Overcast, deals [ ( Spell Effect ) + ( 5d20 ) ] damage to that unit instead.

2.) Concussive Potion - Upon use, throws an Explosive Elixir at target location within ( Spell Effect x 0.5 )m. All enemies within ( Spell Effect x 0.2 + 3 )m of that explosion are knocked back ( Spell Effect x 0.2 + 2 )m and take ( Spell Effect ) damage. One use per day.

3.) Elixir of Blood's Ire - Upon use, target unit within melee range or self gains + ( Spell Effect x 0.2 ) Attack Damage until your next turn. Three uses per day.

4.) Poison of Frozen Veins - 10 MP - Applies Icevein Poison to an enemy within ( Spell Effect x 0.2 + 4 )m. That enemy takes ( Spell Effect x 0.25 ) damage per turn for the next two turns. On the second turn, there is a ( Overcast Chance )% Chance that that unit will be stunned on that turn. If Overcast, Stuns the unit guaranteed instead on second turn.

5.) Blasphemous Poison - Upon use, poison target enemy with an enraging blend that causes them to attack and cast harmful spells on their allies on their next turn. If they have nothing else to do, they will attack themselves. One use per day.

6.) Withering Blend - Whenever you attack a unit or cast a spell on a unit, you may apply Withering Poison to that unit. Only one unit can have the Withering Poison applied to them at a time. Units with Withering Poison on them have -5 Attack Damage and -5 Spell Effect.

7.) Consumer - While looting, you are guaranteed to find an additional consumable.

8.) Utility Regents - Mana restoring consumables restore an additional +10 Mana Points to party members.

9.) Restorative Regents - Healing consumables restore an additional +10 Hit Points to party members.

10.) Mana Salve - Upon use, drink a Mana Salve, which restores ( Spell Effect x 0.5 ) MPT for this turn, then the next turn. One use per day.

11.) Energy Elixirs - At the beginning of each day, you brew an Energy Elixir, up to 5. Energy Elixirs restore 20 Mana Points when consumed.

12.) Energy in a Bottle - Upon use, target ally within 5m or self drinks Energy in a Bottle, gaining that ally 100 Temporary Mana until your next turn. That mana will disappear during your next turn. One use per day.

13.) Sip of Nourishment - Whenever a party member consumes an item, that party member has a 25% chance to recover +25 Hit Points.

14.) Healing Salve - Upon use, restores 25 Hit Points to yourself or a target within 5m. Can be used ( Spell Effect x 0.04 ) times per encounter, with a minimum of one time.

15.) Health Bomb - Upon use, casts a Health Bomb to a location up to ( Spell Effect x 0.2 + 3 )m away. All allies within ( Spell Effect x 0.1 + 2 )m of that location recover ( Spell Effect x 0.6 ) Hit Points. One use per encounter.

16.) Oil Flask - 5 MP - Coats an enemy within ( Spell Effect x 0.25 + 2 )m in Oil, causing that unit to lose 3 Movement and take an additional +10 damage from all Magic Damage sources until your next turn. If Overcast, causes that unit to lose 5 Movement instead and take an additional +20 damage from all Magic Damage sources until your next turn.

17.) Potion of Proposed Safety - Upon use, throws a potion to a location within ( Spell Effect x 0.2 + 2 )m. The area within 5m of that location is a Safe Zone for enemies. For the 15m outside of that area, enemies in that area take ( Spell Effect x 0.75 ) Magic DPT and have - ( Spell Effect x 0.25 ) Armor and Spell Resist, to a minimum of 0. Lasts two minutes. One use per day.

18.) Potion of Conveyance - 35 MP - Throw a potion on target unit within 10m or self, causing that unit to release a powerful blast of magical energy. That unit deals ( That Unit's Attack Damage x 0.75 ) Magical Damage to each unit within ( Spell Effect x 0.2 + 4 )m of it. If Overcast, deals ( That Unit's Attack Damage x 1.5 ) Magical Damage in the AoE instead.

19.) Poison of Stumbling - Upon use, places the Poison of Stumbling on target unit within 10m. That unit takes ( Spell Effect x 0.25 ) Magical Damage at the beginning of each of its turns. Whenever that unit is disabled ( Rooted, Stunned, Charmed ), it takes ( Spell Effect x 0.75 ) Damage. Lasts until end of encounter. One use per day, but resets whenever you chain two different disables on the same unit, one turn after another.

20.) Bottle of Bloodfume - Upon use, throws a flask of Bloodfumes to a location up to ( Spell Effect x 0.4 + 3 )m away. All units within ( Spell Effect x 0.3 + 1 )m of that location take and deal + ( Spell Effect x 0.25 ) damage from all sources until your next turn. One use per day.

21.) Weakening Herbs - 10 MP - Spreads Weakening Herbs on the ground at a location up to 5m away. Whenever an enemy disturbs the Herbs, that enemy loses ( Spell Effect ) Attack Damage and Spell Effect until your next turn. If Overcast, that pile of Herbs will also cause that unit to lose ( Spell Effect x 0.5 ) Armor and Spell Resist for the duration when stepped on.

22.) Consumer II - While looting, you are guaranteed to find another consumable.

23.) Energized by Enveloping - Whenever you consume a consumable, you recover +10 Mana Points.

24.) Holistic Solutions - Whenever you consume a consumable, you recover +10 Hit Points.

25.) Potions of the Magus - Whenever you use a consumable item, you gain +10 Spell Effect until end of turn.

26.) Caffeine - Whenever a party member uses a consumable item, that party member recovers +5 MP and gains +5 Movement until end of turn.

27.) Mana Chug - Whenever a party member consumes a consumable, that party member recovers +20 Mana Points.

28.) Health Chug - Whenever a party member consumes a consumable, that party member recovers +20 Hit Points.

29.) Elixir of Greater Health - Whenever you heal an ally, you have a +5% Chance to produce an Elixir of Greater Health, which restores 40 Hit Points when used.

30.) Ward Flask - Upon use, throw a Ward Flask to a location up to ( Spell Effect x 0.2 + 2 )m away. Affects an area that is ( Spell Effect x 0.1 )m around it. All allies in the AoE when the Flask lands gain a ( Spell Effect x 0.5 ) Hit Point Shield. While in the area, allies have + ( Spell Effect x 0.15 ) Armor and Spell Resist and receive +50% Healing. One use per day.

31.) Flamebound Potions - Upon use, conjures six Flamebound Potions. You can throw them at any time, each one dealing ( Spell Effect x 0.25 ) Pure Damage to the target. At end of turn, all the Potions explode, dealing [ ( Spell Effect x 0.25 ) x ( Potions Left ) ] Magical Damage to each enemy within ( Spell Effect x 0.2 + 3 )m of you. One use per day.

32.) Potion of Dire Fortifications - Upon use, summons a 10m AoE barrier around target location within 25m. Projectiles and spells cannot target units on the other side of the Fortifications. If a unit touches the Fortifications, the Fortifications are dissipated, and that unit takes ( Spell Effect x 4.5 ) Magical Damage. One use per day.

33.) Potion of Radiation - 35 MP - Coats an ally in a Mixture that exudes that ally's strength, and transmits it to other allies near that ally. While coated in the Radiation Mixture, allies within 10m of the ally gain ( Coated Ally's Attack Damage x 0.25 ) Attack Damage and Spell Effect. Lasts until your next turn. If Overcast, those within the distance gain + ( Coated Ally's Attack Damage x 0.5 ) Attack Damage and Spell Effect instead. Potion can be thrown up to ( Spell Effect x 0.1 + 5 )m.

34.) Poison of Intense Detriment - 65 MP - Throws a Poison of Intense Detriment up to 10m away. The Poison bursts, afflicting all enemies within ( Spell Effect x 0.15 + 3 )m of the explosion with Intense Detriment. Units with Intense Detriment have a ( Spell Effect x 0.25 )% chance, up to a 40% chance, to be afflicted with any disable among Stun, Charm, Root, or Blind during each of their turns. Each Chance is triggered seperately, so the unit can be afflicted with all of them, which will cause a 2 turn disable chain. If Overcast, you can choose which of the disables you want to be afflicted on each enemy.

35.) Poison of Betrayal - 15 MP - Coats an enemy within 10m in Poison of Betrayal, which lasts until they cure themselves of it. Whenever that unit deals damage, that unit takes ( Spell Effect x 0.3 ) damage. If Overcast, that unit takes ( Spell Effect x 0.6 ) damage instead.

36.) Schaudenfreude - Whenever you reduce any of an opponent's stats, you gain +10 Spell Effect until the end of your next turn. Stat Reduction does not count depleting Hit Points and Mana Points.

37.) Slough Mixture - Whenever you apply a Potion, Poison, or spell that counts as either to an enemy, that enemy takes 10 Pure Damage.

38.) Potion Supremacy - Your Potions have +10 Effect with whatever they do among dealing damage, restoring health or mana, or increasing a stat.

39.) Better Living Through Alchemy - Healing Effects on party members restore an additional +5 Hit Points. If that effect is a potion, it restores +20 Hit Points instead.

40.) Caster's Blend - Whenever a potion is used or a potion spell is cast by any member of your party, you gain +5 Spell Effect until end of turn.

41.) Proliferating Power - Whenever an ally consumes a consumable, that ally may have any party member recover 5 Mana Points.

42.) Harness Essence - Whenever an enemy unit dies, you have a 25% chance to gain a copy of a potion in your inventory at random.

43.) This Might Help - You begin each day with two additional Mystery Salves in your inventory. These Mystery Salves can be consumed to grant the target effects replicating a consumable at random in that unit's inventory.

44.) Loaded Healer - Whenever you use a healing consumable on an ally or self, you can replicate that consumable's effect on the target.

45.) Demon's Tears - Upon use, administer the Tears of Repentant Demons to all party members within 5m of yourself, restoring 75 Hit Points to each of those units. One use per day, but cools down if you defeat a Demon.

46.) Potion of Unwelcoming Terrain - Upon use, throw a Potion to a location up to ( Spell Effect x 0.25 + 4 )m away. A Hill is generated around that location that is a ( Spell Effect x 0.5 + 10 )m AoE. The Hill is ( Spell Effect x 0.1 + 3 )m high. All enemies who are going up the hill towards any units at the top of the hill have -3 Movement and take +5 Damage from all sources.

47.) Frenzy Poison - Upon use, target unit is sent into a Frenzy, causing it to deal + ( Spell Effect x 0.5 ) Attack Damage on its next turn. That unit also attacks the maximum number of times on its next turn. However, whenever that unit attacks, it takes ( Spell Effect ) Magic Damage. Lasts until the end of that unit's next turn. On allies, the self-damage is reduced to ( Spell Effect x 0.25 ) Magic Damage. One use per day.

48.) Divine Alchemy - Allied units have the Divine Alchemy Buff, which is modified at the beginning of each encounter. When modified, an ally can exchange any amount of Attack Damage for Spell Effect, and vice versa. Additionally, allies can redistribute their Armor, Spell Resist, and Movement among Armor, Spell Resist, and Movement. This buff is marked as + or - in their combat sheets, and does not permanently change thier stats. Stats cannot be paid to go below 0 using this skill.

49.) Doubled Tenacity - Upon use, double target unit's Current MP. Any MP over their Max they gain is gained as temporary Mana until end of turn. One use per day.

50.) Unhealthy Amount of Healing - You have +20 Spell Effect and restore an additional +10 Hit Points with Healing Effects.