AW-ALCH

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The Alchemist Class

Sample Character

Illust. Kususaga Rin & Anji Majima

"What is the essence of alchemy? To be blunt, it's using knowledge to create power."

Alchemist Chart.png

Alchemist (Minor Class)

There are some people with the strange ability to process and synthesize items out of their basic materials, as well as create Evocations from magically infused cards. These people are called Alchemists.

Alchemists have two distinct abilities, the first is to create items out of basic materials. They can synthesize new items out of very little, and create items to aid a number of different classes. While items can be created using different classes and skills, those items created by the Alchemist are said to be the highest quality that can be produced.

Alchemists can also use Evocation, an ability that does not use MP but can replicate magical effects using "material cards". These cards are formed by distilling an item down to its most basic essence, then trapping this essence inside of a specially prepared card. Various Evocations then use these cards in order to create magical effects without casting a spell.

Upon taking a level in Alchemist, characters learn to speak and read the Magitech language.

Alchemists are proficient in:

  • Using Evocations
  • Crafting checks
  • Insight checks
  • Literature checks
  • Find Trap checks

Evocations

There are a number of Evocation techniques that can be used to aid the Alchemist and their party members, as well as hinder any opponents they may come across. However, while it is possible to weaken opponents with Evocations, there are no Evocations that deal damage to opponents, so it is suggested that the Alchemist find another way to attack in combat.

Evocations are not magic, and will not react to "Sense Magic" or be removed by "Dispel Magic". Evocations use "Material Cards", special cards infused with powers that can be used by Alchemists. A special piece of equipment, called an "Alchemy Kit" must also be worn by the Alchemist in order to store and deploy these cards as necessary. This Alchemy Kit can be worn on either hand, around one's waist, or in the "Other" equipment slot.

Each time a character takes a level in Alchemist, they may choose one Evocation from the following list, and learn that Evocation. Some Evocations require a minimum Alchemist level in order to learn, and cannot be learned by those Alchemists of lower level. For example, a 5th Level Alchemist would know five different Evocations, and would be able to learn any Evocation that requires a 5th level or lower Alchemist.

Using Evocations

An Alchemist can use an Evocation as either a Major or a Minor Action, with each method having their own advantages and disadvantages. However, if an Evocation is used as a Major Action, a Minor Action Evocation cannot also be used, and vice versa. If a character is able to take multiple Major Actions in the same turn, an Evocation can be used during each Major Action, though this still precludes the Alchemist also using a Minor Action Evocation.

Unless otherwise stated, each Evocation has "Target: 1 Character", and can be used even after a Normal Move. If the target is in a battlefield and the Alchemist uses an Evocation with "Area: Shot", the Evocation does stand a chance of misfiring, while a solid barrier between the Alchemist and the intended target prevents the Evocation from being used altogether. The Combat Feats 《Precise Shot》 and 《Hawk Eye》 will function as normal with Evocations, while 《Guided Magic》 and any of the 《Metamagic/**》 feats will not function with Evocations (as they are not magic).

Evocations as Major Actions
The main benefit of using an Evocation as a Major Action is the possibility of increasing the number of targets affected. In order to do so, the Alchemist needs to use the same number and rank of Material Cards per target to be affected. For example, if an Evocation used two Material Cards, the Alchemist would need to use two of the same rank Material Cards per target they wish to affect with that Evocation. Increasing the number of targets of an Evocation in this way does not need to be declared like an Active Combat Feat would.

When using an Evocation as a Major Action, an Alchemist Level + Intelligence Modifier check (also called an Evocation check) needs to be made for two reasons. First, in the case of an Automatic Failure, the Evocation has no effect, and all of the Material Cards used are wasted. Second, if any of the targets intend to resist the effects of the Evocation, they would need to make a Willpower check opposing the Alchemist's Evocation check.

Evocations as Minor Actions
Evocations can also be used as Minor Actions, though only one Evocation may be used per turn in this manner. Additionally, the Evocation must be done before the character takes their Major Action, as once a Major Action is taken the Alchemist cannot use a Minor Action Evocation. Because of the speed in which the Evocation is performed, the Alchemist cannot spend more Material Cards in order to target more than one character with the Evocation, as with a Major Action Evocation.

The main advantage of a Minor Action Evocation is the ability to use an Evocation while taking another Action. Also, the Alchemist does not need to make an Evocation check like they would for a Major Action Evocation, so there is no chance of the Evocation failing. However, if the target intends to resist the effects of the Evocation, they will automatically succeed, as the Alchemist did not make an Evocation check in order to oppose the target's Willpower (as such, the Alchemist's Evocation check would be treated as a result of [0]).

Major or Minor Action Evocations?
If the Alchemist wishes to affect multiple targets simultaneously with the same Evocation, then they should use a Major Action for the Evocation. Also, if the Alchemist wishes to use an Evocation that hinders an enemy somehow, they should also use a Major Action for the Evocation.

However, if the Alchemist only wishes to affect a single friendly target, then they ought to use a Minor Action for the Evocation. Additionally, if there is another Major Action the Alchemist wishes to take, then they should use a Minor Action for their Evocation.

Material Cards

In order for an Alchemist to use any of their Evocations, they must have the appropriate Material Cards in their Alchemy Kit. While an Alchemist can make cards by themselves, it is far more practical to purchase them from the local Institute of Magitechnology. Material Cards come in five different colors, each corresponding to the type of material used for the card, and are separated into four different ranks, depending upon the quality of the material used to create the card.

Five Colors of Material Cards
There are five colors of Material Cards, red, green, black, white and gold. In alchemy, every element in the world can be broken down into the basic building blocks of matter, distilling the entirety of an item into its very essence. Every item is different, and is often composed of a number of different essences in various ratios. Material Cards are created when an Alchemist takes these essences and stores them inside of their specially prepared cards for later use.

  • Red Material Cards

Red Material Cards are created using the essence of animals, often manifesting as ferocity, motivation, and intensity. Animal essences are associated with the color red due to healthy animal blood and muscles typically being red in color. Red Material Cards are often used in Evocations that enable the target to be active and mobile.

  • Green Material Cards

Green Material Cards come from the essence of plants, projecting as quietness, calm, and stability. Green grasses and leaves give these Material Cards their color, and Green Cards are often used in more relaxing Evocations.

  • Black Material Cards

Black Material Cards are formed through the essence of minerals, and have a heavy, sharp feeling about them. While they are often used for defensive Evocations, Black Material Cards also have quite the potential for variety and fusion.

  • White Material Cards

White Material Cards come from the spiritual essences, drawing upon higher mental functions. Intelligence, ingenuity, and philosophy provide the power behind White Material Cards, and such cards can be used to empower intellectual and mental abilities.

  • Gold Material Cards

Gold Material Cards hold the essence of energy within, calling upon intangible forces such as light, sound, color and heat in order to provide the Alchemist with power. These forces are often thought to be the closest to the actual essence of the world itself, and are quite powerful when harnessed correctly.

Four Ranks of Material Cards
Separate from the color of a Material Card is its rank. Purer, denser essences provide higher-rank cards, and there are four different ranks of cards, much like weapons and armor: B, A, S, and SS. The rank of a card determines the purchase price, regardless of the color of the card itself.

Card Rank Price
B-Rank 20G
A-Rank 200G
S-Rank 2,000G
SS-Rank 20,000G

Crude Material Cards

In general, an Alchemist has a pretty decent idea of the number and types of cards they would need on a particular adventure, and so purchasing them from the Institute of Magitechnology before heading out is a practical idea. Depending upon their mastery of the Alchemist class, it is not uncommon for an Alchemist to have 10 or more cards of a particular color or rank. An Alchemy Kit is able to hold over 100 cards in order to aid an Alchemist in their abilities.

However, it is still possible for an Alchemist to run out of Material Cards. In such emergency cases, they can perform a short ritual in order to extract essences from the various loot and treasures they have found. The color of the card is determined by the type of loot used, while the rank is determined by the selling price of that particular piece of loot.

Rank Loot Sale Price※
B-Rank 10 - 99G
A-Rank 100 - 999G
S-Rank 1,000 - 9,999G
SS-Rank 10,000G+

※ Loot with a sale price of less than 10G cannot be used to create Material Cards.

Card colors and ranks from existing monsters can be found in the Monsters section. If the GM has created original loot for a monster, then they should determine the color and rank of Material Card can be created from their loot.

Red: Created from animal parts (fur, claws, teeth, etc.)
Green: Created from plant material (flowers, vines, petals, seeds, etc.)
Black: Created from base metals (like iron and iron ingots), as well as magitech components
White: Created from weapons, clothes, tools and armor.
Gold: Created from gems, precious metals, and jewelry created from such materials.

Choosing from Multiple Colors
When creating crude Material Cards from monster loot, it is likely that there will be multiple colors to choose from. In a situation like this, the Alchemist can choose which color to create the card. For example, a Sandworm Gem is "Red/Gold", exhibiting strong animal (Red) and energy (Gold) qualities. When creating a Material Card using a Sandworm Gem, the Alchemist can choose to create either a Red or a Gold Material Card (but not both).

If the GM provides characters with custom loot (from a monster they created, for example), then they should choose which color or colors of Material Cards the loot would be able to produce.

Required Equipment and Time
In order to create a Material Card from a monster's dropped loot, the Alchemist needs both their Alchemy Kit and 10 uninterrupted minutes to create one card. The 10 minutes required can be a part of the 10 minutes used for Loot Determination, such that it would take 10 minutes to find and refine a monster's loot into a Material Card.

Destroying Loot and Selling Crude Material Cards
In order to create a Material Card from loot, the Alchemist strips the loot of its essence and rebind it into the Material Card. In doing so, the original loot is rendered worthless, and in many cases will crumble to useless dust entirely. Even if the original loot does retain its shape, it is still worthless, and cannot even be used to craft new items with.

On the other hand, the crude Material Cards themselves have value, both as useful items for the Alchemist as well as actual items to be sold. If the Alchemist creates a crude Material Card and ends up not using it, they can sell the card to the Institute of Magitechnology, who will then refine the crude card into a number of quality Material Cards and resell them for a profit. When selling Material Cards to the Institute in this way, they will offer Gamels equal to the amount of the original loot used.

Is This the Time to Make Cards?
There are few disadvantages to be constantly making crude Material Cards, though preventing the materials from being used to craft new items is one of them. When the party finds loot from defeated monsters, if it's clear that the loot won't be used for item crafting or sold for money to the Adventurer's Guild, crafting crude Material Cards should be the thing to do. All else fails, the Alchemist can always sell the crude cards to the Institute of Magitechnology and receive the same amount of money they would have for the original loot.

Additional Combat Feats Useful for Alchemists

The following Combat Feats are introduced to aid and alter Alchemist class abilities. Like most other Combat Feats, the Alchemist does not learn any of these automatically, but must choose a Combat Feat at each odd Adventurer Level. Also, all of the following Combat Feats are Passive Combat Feats, and do not need to be actively used during combat.

Consecutive Evocation
Prerequisites: Alchemist Level 5 Class: -
Description: Use multiple Evocations, one after another.
Effect: When using an Evocation as a Major Action, a second Evocation may be used after the first. A second Evocation check needs to be made for this Evocation, as normal. The same Evocation cannot be used twice in a row, and the target cannot be changed.


Card Reduction
Prerequisites: Alchemist Level 5 Class: -
Description: Reduces the number of required Material Cards for an Evocation.
Effect: If an Evocation requires a variable number of Material Cards to use, it now requires one less, to a minimum of one (i.e. an Evocation cannot use 0 Material Cards). If the Alchemist wishes to increase the number of targets of that Evocation, first reduce the number of Material Cards needed via this Combat Feat, then multiply by the number of intended targets.


Secrets of Evocation
Prerequisites: Alchemist Level 7 Class: -
Description: Doubles the duration of Evocations.
Effect: The duration of Evocations is doubled. This has no effect on Evocations whose Duration is "Instant". If an Evocation's Duration is "Temporary" and is resisted, the duration will be one round, as normal.


Enhanced Evocations
Prerequisites: Alchemist Level 7 Class: -
Description: Become proficient with Evocations, making them stronger.
Effect: The Alchemist receives a +1 bonus to all Evocation checks.


Evocations

How to Read Evocations

Example Alchemist Evocation
  1. Name: The name of the Evocation. Evocations marked with a can only be used as Major Actions, while those marked with a △ can only be used as Minor Actions. Evocations with no marks after the name can be used as either type of Action.
  2. Cards: The types of Material Cards required to use the Evocation. If there is a modifier, such as "x2" or "x3" after the cards listed, then that many cards are needed for one use of the Evocation.
  3. Range/Area: The range and area of the Evocation. Magic spells use the same kinds of Ranges and Areas, so refer to those descriptions for more information.
  4. Duration: The duration of the Evocation. The Alchemist may choose to end the effects of an Evocation early, without penalty.
  5. Resistance: This details if an Evocation forces a Willpower save by the target, and if it does, what the effect of a successful save is.
  6. Overview: A quick, general description of the Evocation's effects.
  7. Effect: The specific effects of the Evocation being used. Since the strength of the Evocation depends upon the rank of card used, there are always four ranks of effects listed, for B, A, S and SS-Rank cards. If a particular rank of card cannot be used for the Evocation, it will be noted by a dash "-" after that rank.

Evocation List

1st Level Alchemist Required

Instant Weapon Cards White
Target One Character Range/Area 10m/Shot Duration 10 seconds (1 round) Resist -
Create a simple weapon
Effect: The Alchemist creates a simple weapon and hands it to the target. The weapon is a B-Rank weapon of any category, requires a Minimum Strength of 1, has no special effects or Accuracy modifiers, and a critical value of 10. The power of the weapon depends upon the rank of the card used.
Rank Power
B 10 1 1 2 3 3 4 5 5 6 7
A 20 1 2 3 4 5 6 7 8 9 10
S 40 4 5 6 7 9 10 11 11 12 13
SS 80 6 9 10 13 16 18 20 21 22 23


Vorpal Weapon Cards Red
Target One Character Range/Area 10m/Target Duration 3 minutes (18 rounds) Resist -
Increases physical damage dealt by the target
Effect: The target deals additional physical damage based on the rank of the card used.

B: +1 damage
A: +2 damage
S: +4 damage
SS: +8 damage


Crush Fang Cards Red
Target One Character Range/Area 10m/Target Duration 1 minute (6 rounds) Resist Temp
Blunts a target's weapons
Effect: The target deals reduced damage, depending upon the rank of the card used.

B: -1 damage
A: -3 damage
S: -5 damage
SS: -10 damage


Critical Ray Cards Gold
Target One Character Range/Area Touch/- Duration 10 seconds (1 round) Resist -
Makes the target's weapon shine, and increases Power
Effect: When the target hits with a melee or ranged attack and makes a Power roll, they receive a bonus to their Power roll based on the rank of the card used. If this increases the Power roll to be higher than the weapon's C Value, the attack is a critical. For fixed-value characters, this Evocation increases the damage of the character instead.

This Evocation takes effect immediately upon rolling a attack's Power, and will only increase the result of the first Power roll made (so this will not affect the second or any subsequent Power rolls due to criticals). This Evocation cannot raise a Power roll above 13, and has no effect on Gun weapons.

B: Roll +1
A: Roll +2
S: Roll +3
SS: Roll +6


Barkmail Cards Green
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist -
Covers the target in bark, increasing Defense
Effect: The target increases their Defense, depending upon the rank of the card used.

B: +1 Defense
A: +2 Defense
S: +4 Defense
SS: +8 Defense


Paralyzing Mist Cards Green
Target One Character Range/Area 30m/Target Duration 1 minute (6 rounds) Resist Temp
Causes mild paralysis in the target
Effect: Reduces the target's Evasion depending upon the rank of the card used.

B: Reduces Evasion by -1.
A: Reduces Evasion by -2.
S: Reduces Evasion by -3. The target also receives a -2 penalty to their Willpower save to resist this effect.
SS: Reduces Evasion by -4. The target also receives a -4 penalty to their Willpower save to resist this effect.


Poison Needle Cards Black
Target One Character Range/Area 10m/Shot Duration 1 minute (6 rounds) Resist Temp
Fires a poison stinger at the target
Effect: For the duration of the effect, the target receives Poison-type damage at the end of their turn, depending upon the rank of the card used. This poison can be removed by "Cure Poison".

B: 1 damage
A: 3 damage
S: 5 damage
SS: 10 damage


Mirage Daze Cards White
Target One Character Range/Area 10m/Target Duration 10 seconds (1 round) Resist Neg
Dazzles and confuses the target.
Effect: Reduces the target's Accuracy depending upon the rank of the card used.

B: Reduces Accuracy by -2.
A: Reduces Accuracy by -4.
S: Reduces Accuracy by -6.
SS: Reduces Accuracy by -8. If this Evocation is used as a Major Action, the Resistance changes to "Can't".


5th Level Alchemist Required

Armorust Cards Black x2
Target One Character Range/Area 10m/Shot Duration 1 minute (6 rounds) Resist Temp
Weakens the target's skin and armor
Effect: Reduces the target's Defense depending upon the rank of the card used.

B: -1 Defense
A: -3 Defense
S: -5 Defense
SS: -10 Defense


Unlock Needle Cards Black
Target One Object Range/Area Touch/- Duration Instant Resist -
Create a thin needle to unlock locks and traps
Effect: When this Evocation is used, the Alchemist uses the given value, depending upon the rank of the card used, as the result of an Open Locks check. If the target lock or trap has a difficulty value, this is instead treated as an opposed check with the Alchemist using the result from Unlock Needle.

Unlock Needle will work on magical locks and traps without issue.

B: 12
A: 16
S: 20
SS: 40, and is treated as an Automatic Success


Initiative Boost Cards Red
Target One Character Range/Area 10m/Target Duration Instant Resist -
Increases the reaction speed of the target
Effect: This Evocation can be used before an Initiative check is made, and will give a bonus to the target for that check depending upon the rank of the card used.

B: +1 bonus
A: +2 bonus
S: +4 bonus
SS: No roll needed, treated as an Automatic Success


Encyclopedia Cards White
Target One Character Range/Area 10m/Target Duration Instant Resist -
Recall memories and knowledge of the target
Effect: This Evocation can be used before a Monster Knowledge check is made, and will give a bonus to the target for that check depending upon the rank of the card used.

B: +1 bonus
A: +2 bonus
S: +4 bonus
SS: No roll needed, treated as an Automatic Success. If the target has levels in the Sage class, they also know the monster's Weakness.


Greatest Fortune △ Cards Gold x2
Target One Character Range/Area 30m/Target Duration Special Resist -
Harness both good and bad luck simultaneously
Effect: For the duration of this Evocation (determined by the rank of the card used), if the target would roll dice to determine Power (whether for a spell, weapon damage, etc), they roll 1dx2 (roll one die and multiply the result by 2), instead of rolling 2d. A target may only be affected by this Evocation once per day. A roll of [2] (i.e. [1]x2) is still an Automatic Failure, and a roll of [12] ([6]x2) is still an Automatic Success.

B: -
A: 10 seconds (1 round)
S: 30 seconds (3 rounds)
SS: 3 minutes (18 rounds)


Concentration △ Cards Gold x2
Target One Character Range/Area 10m/Shot Duration 10 seconds (1 round) Resist -
Stimulates the target's mana, increasing efficiency
Effect: Reduces the target's MP usage depending upon the rank of the card used. If the MP used is multiplied (by 《Metamagic/**》 Combat Feats, for example), the MP reduction is doubled.

B: -
A: -1 MP used
S: -2 MP used
SS: -4 MP used


Dispel Needle Cards Black
Target One Character Range/Area 10m/Shot Duration Instant Resist Neg
Creates a needle that turns off unique skills
Effect: The target loses any lingering effects from Techniques, Spellsongs, Evocations and Monsters' Unique Skills. This Evocation does not remove any effects caused by Spells, poisons, or curses.

B: No change to Evocation check
A: +2 bonus to Evocation check
S: +4 bonus to Evocation check
SS: If this Evocation is used as a Major Action, the Evocation check is treated as an Automatic Success.


Bind Ability Cards White x2
Target One Character Range/Area 10m/Target Duration 1 minute (6 rounds) Resist Temp
Limits the target's unique skills
Effect: Reduces the target's checks made for any Unique Skills taken as a Major Action, depending upon the rank of the card used.

B: Reduces checks by -1.
A: Reduces checks by -2.
S: Reduces checks by -3.
SS: Reduces checks by -4. If this Evocation is used as a Major Action, the Resistance changes to "Can't".


Heal Spray Cards Green
Target One Character Range/Area 10m/Shot Duration Instant Resist -
Extracts life from plants to heal
Effect: Heals the target's HP depending upon the rank of the card used.

B: -
A: 5 HP
S: 20 HP
SS: 50 HP


Vivid Liquid Cards Green x2
Target One Character Range/Area Touch/- Duration Instant Resist -
Extracts life from plants to restore mana
Effect: Heals the target's MP depending upon the rank of the card used.

B: -
A: 2 MP
S: 5 MP
SS: 20 MP


Manadown Cards Gold
Target One Character Range/Area 30m/Target Duration 1 minute (6 rounds) Resist Temp
Diffuses the target's mana, reducing magic damage
Effect: Reduces magic damage dealt by the target depending upon the rank of the card used.

B: -1 damage
A: -2 damage
S: -4 damage
SS: -8 damage


Lean Force Cards Red x2
Target One Character Range/Area Touch/- Duration 3 minutes (18 rounds) Resist -
Enhances the target's mana, increasing magic damage dealt
Effect: If the target would use a Major Action to deal magical damage of any type, that damage is increased, depending upon the rank of the card used.

B: -
A: +1 damage
S: +2 damage
SS: +4 damage


10th Level Alchemist Required

Clay Field Cards Black x3
Target 30m radius Range/Area Caster/- Duration Special Resist Can't
Create an area that empowers the earth
Effect: The targeted area is altered, such that everyone within 30m of the Alchemist is now immune to Earth-type damage and effects, but receives an extra 5 damage from Wind-type effects. If the Alchemist moves from the spot where the used this Evocation, the area of effect does not move with them.

B: -
A: 10 seconds (1 round)
S: 30 seconds (3 rounds)
SS: 3 minutes (18 rounds)


Combine Materials △ Cards Any Card x15
Target Special (see Effect) Range/Area Caster/- Duration Instant Resist -
Create higher-rank cards
Effect: The Alchemist can combine 15 Material Cards of the same color and rank in order to create one card of the same color, but one rank higher, to a maximum of SS-Rank. Crude Material Cards may be used in this Evocation without issue.


Slash Field Cards White x3
Target 30m radius Range/Area Caster/- Duration Special Resist Can't
Create an area that empowers weapons
Effect: The targeted area is altered, such that everyone within 30m of the Alchemist is now immune to Bludgeoning-type damage and effects and will deal -5 damage with Bludgeoning weapons. Additionally, allies of the Alchemist will deal an additional +5 damage with Slashing-type weapons and effects. If the Alchemist moves from the spot where the used this Evocation, the area of effect does not move with them.

B: -
A: 10 seconds (1 round)
S: 30 seconds (3 rounds)
SS: 3 minutes (18 rounds)


Divide Materials △ Cards Any Card
Target Special (see Effect) Range/Area Caster/- Duration Instant Resist -
Create a number of lower-rank cards
Effect: The Alchemist can divide a card into 8 Material Cards of the same color, but one rank lower. This Evocation cannot divide B-Rank cards.


Barrier Field Cards Gold x3
Target 30m radius Range/Area Caster/- Duration Special Resist Can't
Create an area that cannot be escaped from
Effect: The targeted area is altered, such that everyone within 30m of the Alchemist cannot leave the area through normal means. Magical means, such as the spell "Teleport", will work as normal. If the Alchemist moves from the spot where the used this Evocation, the area of effect does not move with them.

B: -
A: 10 seconds (1 round)
S: 30 seconds (3 rounds)
SS: 3 minutes (18 rounds)


Flame Field Cards Red x3
Target 30m radius Range/Area Caster/- Duration Special Resist Can't
Create an area that empowers fire
Effect: The targeted area is altered, such that everyone within 30m of the Alchemist is now immune to Fire-type damage and effects, but receives an extra 5 damage from Water-type effects. If the Alchemist moves from the spot where the used this Evocation, the area of effect does not move with them.

B: -
A: 10 seconds (1 round)
S: 30 seconds (3 rounds)
SS: 3 minutes (18 rounds)


Rest Field Cards Green x3
Target 30m radius Range/Area Caster/- Duration Special Resist Can't
Create an area that provides healing
Effect: The targeted area is altered, such that everyone within 30m of the Alchemist receives an additional +5 HP from any healing effect used within the area. However, any MP usage in the area is increased by +2 points. If the MP used is multiplied (by 《Metamagic/**》 Combat Feats, for example), the MP addition is doubled. If the Alchemist moves from the spot where the used this Evocation, the area of effect does not move with them.

B: -
A: 10 seconds (1 round)
S: 30 seconds (3 rounds)
SS: 3 minutes (18 rounds)