User:Nog64/Alchemist Profession

 Alchemist (Al) 
 * | Fervor : For every rank in fervor you have, whenever you cast a spell, you gain 1...3''' energy for every 20 armor your spell target has (max. 1/3 ranks of Fevor). Many spells, especially those relating to alchemist preparations and enchantments, increase in effectiveness with this attribute.
 *  Arcane Magic : No inherent effect. Many skills, especially those related to direct damage, increase in effectiveness with this attribute.
 *  Armory Magic : No inherent effect. Many skills, especially those related to to giving yourself and allies weapons and armor, increase in effectiveness with this attribute.
 *  Transmutation Magic : No inherent effect. Many skills, especially those related to to changing the effectiveness of weapons and armor, increase in effectiveness with this attribute.
 *  Panacæic Magic : No inherent effect. Many skills, especially those related to to healin yourself and allies, increase in effectiveness with this attribute.

Overview
The alchemist is very similar to the Elementalist in that they are mainly spells casters with plenty of skills that will make things go boom. However, they are also very similar to the Ritualist in that they use weapon spells and can support a party through damage, healing, or both. Like all spellcasters, the Alchemist uses staves, rods, and focii as primary weapons. The Alchmeist is a great utility character that can spec himself to the needs of his party.

Despite the similaritites to existing professions, the Alchemist has several unique aspects. One is that many of his direct damage spells are affected in some way by armor, just like Fervor. Many skills will increase damage with higher armor, and some will lower the armor of a target. The Alchemist uses the "cracked armor" condition to while dealing damage, too.

While healing and supporting a party, the Alchemist has unique abilities that have him shine out from the crowd. While using weapon spells like the Ritualist, the Alchemist is unique in that his weapon spells are physically conjured and equipped by the target. These weapons, in addition to doing damage like a normal weapon, will usually have some inherent bonus, such as causing conditions. Alchemists do not heal using spells like monks do, but rather hurl vials of Panacæic liquids, which only bestow benefits to the target if they hit. Should an enemy fall under the trajectory of a Panacæic vial, they will recieve the benefit instead, so caution is advised!