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Spells are a skill type in Alchemic Jousts. Spells will cause immediate effects when cast. Some of them will apply their effect as soon as they are cast, and some others will require an specific Target before being applied.

Spells are created by mixing elementals, buffs, enchants, passives, disguises and even other spells in the laboratory.

Below is a list with every known spell and the recipes to create them.

List of spells[ | ]

Tier 2 spells[ | ]

Name Icon Parents Description
Energy I 02 04 I 01 01 + I 01 03 Increases movement speed of the selected friendly Elemental by 50% for 7 seconds.
Capture time is also reduced by 50%.
Wind I 02 01 I 01 01 + I 01 01 Damages all enemy flying Elementals in a Zone.
Its Cost for the next use will be increased by 100 for each enemy Elemental killed.

Tier 3 spells[ | ]

Name Icon Parents Description
Pressure I 03 10 I 02 05 + I 01 04 Transforms any ground Double Elemental (CDElementalDoble) in the selected Zone into 2 Simple Elementals (CDElementalBase).
Rain I 03 01 I 02 02 + I 01 02 Damages all enemy Fire and Lava Elementals in the selected Zone.
Its Cost for the next use will be increased by 150 for each enemy Elemental killed.
Explosion I 03 07 I 02 04 + I 01 03 Damages all enemy Earth and Mud Elementals in the selected Zone.
Its Cost for the next use will be increased by 150 for each enemy Elemental killed.
Earthquake I 03 02 I 01 04 + I 02 04 Damages all enemy Water and Steam Elementals in the selected Zone.
Its Cost for the next use will be increased by 150 for each enemy Elemental killed.
Lightning I 03 03 I 01 01 + I 02 04 Damages the selected enemy Elemental.
Its Cost for the next use will be increased by 200 if cast on a Double Elemental (CDElementalDoble).

Tier 4 spells[ | ]

Name Icon Parents Description
Potion I 04 07 I 03 11 + I 01 02 The first Skill you use after using Potion won't trigger any Cooldown, and will receive 150 of its resource.
Light I 04 10 I 03 11 + I 01 03 Increases movement speed of all friendly Elementals in the selected Zone by 50% for 9 seconds.
Capture time is also reduced by 50%, and the amount of captured stones is increased by 1.
Valley I 04 02 I 02 05 + I 02 01 Removes the Enchant on the selected Zone.
Tornado I 04 05 I 02 01 + I 02 04 A Tornado will appear on your Tower and will move towards the enemy one, confusing all enemy Elementals hit. Confused Elementals will turn around and fight for you for 7 seconds. The Tornado will disappear after hitting the first ground enemy Elemental or 5 seconds after being cast.

Tier 5 spells[ | ]

Name Icon Parents Description
Flare I 05 08 I 03 12 + I 02 01 Cast 3 Fire Elementals in a row.
Only the first one can capture Zones.
Landslide I 05 06 I 02 05 + I 03 02 Cast 3 Earth Elementals in a row.
Only the first one can capture Zones.
Eruption I 05 05 I 03 06 + I 02 04 Cast 3 Lava Elementals in a row, to die 6 seconds after being created.
Only the first one can capture Zones.
Quicksands I 05 11 I 02 08 + I 03 08 Cast 3 Mud Elementals in a row, to die 6 seconds after being created.
Only the first one can capture Zones.
Erosion I 05 02 I 02 01 + I 03 01 Eliminates the Buff of the selected Zone. If cast on an enemy Zone, it will also activate the Cooldowns of the affected Buff's Group on your enemy.
Every 5th Buff eliminated, all your Skills will become ready to use.
Time I 05 07 I 03 11 + I 02 08 Reduces movement and capture speed of all enemy Elementals by 75% for 8 seconds.
Shield I 05 12 I 04 08 + I 01 03 Selected friendly Elemental will ignore the next damaging or killing effect received.
Lasts 8 seconds.
Blizzard I 05 03 I 03 05 + I 02 01 Freezes all enemy ground Elementals in the selected Zone for 4 seconds.
Frozen Elementals can't move nor cause damage, and will always be damaged in a fight.

Tier 6 spells[ | ]

Name Icon Parents Description
Flood I 06 04 I 03 01 + I 03 01 Cast 3 Water Elementals in a row.
Only the first one can capture Zones.
Fog I 06 11 I 02 02 + I 04 02 Cast 3 Steam Elementals in a row, to die 6 seconds after being created.
Only the first one can capture Zones.
Hurricane I 06 13 I 04 05 + I 02 01 Pushes all enemy Elementals away from your Tower. It won't affect Special Elementals (CDElementalEspecial).
Electric Storm I 06 01 I 03 03 + I 03 03 Damages all enemy Elementals in the selected Zone.
Its Cost for the next use will be increased by 200 for each enemy Elemental affected.

Tier 8 spells[ | ]

Name Icon Parents Description
Gravity I 08 09 I 07 03 + I 01 04 Makes all enemy flying Elementals fall to the ground.
Sacred Magic I 08 07 I 04 07 + I 04 10 Makes all friendly Elementals in the selected Zone immune to all harmful effects for 8 seconds.
Mirror I 08 02 I 05 12 + I 03 11 Confuses all enemy Elementals in the selected Zone. Confused Elementals will turn around and fight for you for 5 seconds.
Can only be cast in Zones you control.

Tier 9 spells[ | ]

Name Icon Parents Description
Ghost I 09 10 I 08 03 + I 01 01 The selected friendly Elemental will avoid all combats for 3 seconds.
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