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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.png
I 01 01.png
+
I 01 03.png
Increases movement speed of the selected friendly Elemental by 50% for 7 seconds.
Capture time is also reduced by 50%.
Wind
I 02 01.png
I 01 01.png
+
I 01 01.png
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.png
I 02 05.png
+
I 01 04.png
Transforms any ground Double Elemental ( CDElementalDoble.png ) in the selected Zone into 2 Simple Elementals ( CDElementalBase.png ).
Rain
I 03 01.png
I 02 02.png
+
I 01 02.png
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.png
I 02 04.png
+
I 01 03.png
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.png
I 01 04.png
+
I 02 04.png
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.png
I 01 01.png
+
I 02 04.png
Damages the selected enemy Elemental.
Its Cost for the next use will be increased by 200 if cast on a Double Elemental ( CDElementalDoble.png ).

Tier 4 spells

Name Icon Parents Description
Potion
I 04 07.png
I 03 11.png
+
I 01 02.png
The first Skill you use after using Potion won't trigger any Cooldown, and will receive 150 of its resource.
Light
I 04 10.png
I 03 11.png
+
I 01 03.png
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.png
I 02 05.png
+
I 02 01.png
Removes the Enchant on the selected Zone.
Tornado
I 04 05.png
I 02 01.png
+
I 02 04.png
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.png
I 03 12.png
+
I 02 01.png
Cast 3 Fire Elementals in a row.
Only the first one can capture Zones.
Landslide
I 05 06.png
I 02 05.png
+
I 03 02.png
Cast 3 Earth Elementals in a row.
Only the first one can capture Zones.
Eruption
I 05 05.png
I 03 06.png
+
I 02 04.png
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.png
I 02 08.png
+
I 03 08.png
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.png
I 02 01.png
+
I 03 01.png
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.png
I 03 11.png
+
I 02 08.png
Reduces movement and capture speed of all enemy Elementals by 75% for 8 seconds.
Shield
I 05 12.png
I 04 08.png
+
I 01 03.png
Selected friendly Elemental will ignore the next damaging or killing effect received.
Lasts 8 seconds.
Blizzard
I 05 03.png
I 03 05.png
+
I 02 01.png
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.png
I 03 01.png
+
I 03 01.png
Cast 3 Water Elementals in a row.
Only the first one can capture Zones.
Fog
I 06 11.png
I 02 02.png
+
I 04 02.png
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.png
I 04 05.png
+
I 02 01.png
Pushes all enemy Elementals away from your Tower. It won't affect Special Elementals ( CDElementalEspecial.png ).
Electric Storm
I 06 01.png
I 03 03.png
+
I 03 03.png
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.png
I 07 03.png
+
I 01 04.png
Makes all enemy flying Elementals fall to the ground.
Sacred Magic
I 08 07.png
I 04 07.png
+
I 04 10.png
Makes all friendly Elementals in the selected Zone immune to all harmful effects for 8 seconds.
Mirror
I 08 02.png
I 05 12.png
+
I 03 11.png
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.png
I 08 03.png
+
I 01 01.png
The selected friendly Elemental will avoid all combats for 3 seconds.
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