Harmonics and Elementalism: Difference between pages

(Difference between pages)
Jump to navigation Jump to search
Added DESTROY in line with classleads.
mNo edit summary
 
(Added DESTROY in line with classleads.)
 
Line 1: Line 1:
'''Harmonics''' embodied all that was beautiful in music, from voice and instrument, brought together. Bestowed by [[Scarlatti]] in 350 AF, harmonic progressions were practised by Bards until the skill was retired in 948 AF.  
Elementalism is a relatively straightforward skill. By opening channels to four of the five Elemental realms (Magi do not use the Spirit realm), practitioners can cast a wide variety of elementally-based offensive and defensive spells. The effects of these spells might range from summoning an efreeti to calling down the might of Vastar, the Skylord, in the Stormhammer, to bringing forth fog or hail. Elementalism used to be practised by the [[Sylvan]] class as well, but was abandoned in 680 AF when they syncronised their abilities with a great storm and it was replaced with the skill of [[Propagation]].
Using the skill a bard could speed their allies, restore their [[health (statistic)|health]], and protect them from damage. Accomplished practitioners of this art could create multiple harmonics in one place, send them to other locations, or call them back with a word. Harmonics generally required use of one of the five [[bardic instruments]] - flute, lute, lyre, mandolin, and harp. For the more advanced effects, specialisation had to be undertaken. Specialisation could be removed but this was a costly act.  


The skill of '''Harmonics''' was available to members of the [[Bard]] [[class]], along with [[Voicecraft]] and [[Swashbuckling]]. It might be said that the bardic skill [[Composition]] is an evolution or refinement of the harmonic tradition.
The skill of '''Elementalism''' is available to members [[Magi]] [[class]], along with [[Crystalism]] and [[Artificing]].


==Abilities which were in Harmonics==
==Abilities in Elementalism==
{{Skill_detail
{{Skill_detail
  |skill=Lament
  |skill=Channel
  |description=The shadowy lament may cause fear in those who hear it.
  |description=Open conduits to the Elemental Realms.
  |lessons=0
|lessons=
  |syntax=PLAY LAMENT
|syntax=CHANNEL AIR/EARTH/FIRE/WATER<br>CHANNELS<br>SEVER ALL/AIR/EARTH/FIRE/WATER
  |required=120 mana
|required=200 mana
|target=Self
|cooldown=1.50 seconds of equilibrium
|detail=Using this ability, you may open a channel to one of the four basic elemental realms. Keeping these channels open has a cost in willpower. SEVER
AIR/WATER/EARTH/FIRE will close that channel. CHANNELS will list what channels you have open.
}}
 
{{Skill_detail
|skill=Light
|description=Light up your surroundings.
  |lessons=
  |syntax=CAST LIGHT
  |required=50 mana
|channels=Fire
  |target=Room
  |target=Room
  |cooldown=3.60 seconds of equilibrium
  |cooldown=3.00 seconds of equilibrium
  |detail=This harmonic regularly attempts to afflict your enemies with fear.
  |detail=With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding.
}}
 
{{Skill_detail
|skill=Fortification
|description=Protect your open channels from attack.
|lessons=
|syntax=FORTIFY <channel><br>FORTIFY ALL
|required=100 mana
|target=Self
|cooldown=1.00 seconds of equilibrium
|detail=Using this ability will provide you protection against abilities that may attack your open elemental channels. These abilities will first have to attack your fortification before destroying your channel. However, fortify does have a regular willpower cost associated with it.<p>If you choose to fortify all, the mana and eq costs will be the cost of fortifying a single channel multiplied by the number of channels you have open.</p>
}}
 
{{Skill_detail
|skill=Scry
|description=Locate another adventurer.
|lessons=
|syntax=CAST SCRY AT <target>
|required=30 mana
|channels=Water
|target=Adventurers
|cooldown=1.00 seconds of equilibrium
|detail=By summoning up an image in a pool of water, you are able to scry for the location of a target.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Control
  |skill=Resonance
  |description=Master the manipulation of your harmonics.
  |description=The Elemental Planes are at your fingertips.
  |lessons=0
  |lessons=
  |syntax=HARMONICS LIST - lists harmonics in the current room.<br>HARMONICS DISMISS <harmonic> - terminates a harmonic early.
  |syntax=RESONANCE<br>RESONANCE VERBOSITY <NONE|LOW|HIGH>
  |required=
  |required=
|channels=
|target=
|cooldown=
|detail=Certain Elemental Spells cause a form of resonance with the Elemental Planes upon which they draw(*). As your resonance grows, the last target of the spell you cast to cause that increase in resonance will suffer various affects, listed below. Resonance is fleeting and will fade over time.<br><br>Air:<br>-Minor resonance: gives asthma.<br>-Moderate resonance: gives sensitivity.<br>-Major resonance: gives healthleech.<br>Earth:<br>-Minor resonance: breaks a random limb (it will always pick an unbroken limb).<br>-Moderate resonance: stuns the target for a short time and gives paralysis.<br>-Major resonance: gives cracked ribs (it does not increase the number of cracked ribs a target has - only ever gives the base affliction).<br>Fire:<br>-Minor resonance: both strips and gives an effect which prevents the raising of the temperance defence..<br>-Moderate resonance:                    scalds the target. If the target is already scalded, sets the target ablaze and deals some damage.<br>-Major resonance: gives the blistered affliction. If they're already blistered, gives a stack of the ablaze affliction.<br>Water:<br>-Minor resonance: gives the frostbite affliction. If it is already present, does some damage.<br>-Moderate resonance: gives the stuttering affliction and deals some cold damage.<br>-Major resonance: gives the anorexia affliction.<br><br>* These are listed under AB ELEMENTALISM.<br>** Note that resonance is only generated if your spell is targeted against an adventurer who is directly within your location when it resolves (i.e. ranged firelash will not generate resonance, but in room will).<br>*** You can set your verbosity for seeing resonance messages to none, low or high. The default is low.
}}
{{Skill_detail
|skill=Erode
|description=Destroy the defences of your opponent.
|lessons=
|syntax=CAST ERODE AT <target> [defence] [MAINTAIN]
|required=75 mana
|channels=Air, Earth, Fire and Water
|target=Adventurers and denizens
|cooldown=2.50 seconds of equilibrium
|detail=With the destructive fury of all the elements at your command, you may destroy a defence on an opponent. This spell will strip the first defence it does not find from the below list, and if none are present strip any random defence. You may also specify one of the listed defences and target that on in particular:<br>Shield, chargeshield, insulation, and temperance.<p>* Note that this spell is special in that while instead of increasing resonance, when you successfully strip a defence all resonance you possess is decreased by one level unless you specify the MAINTAIN argument.
}}
{{Skill_detail
|skill=Binding
|description=The magic of channel binding.
|lessons=
|syntax=BIND <channel>/ALL
|required=150 mana
  |target=
  |target=
  |cooldown=2.00 seconds of balance
  |cooldown=1.00 seconds of equilibrium
  |detail=Harmonics Control, one of the fundamental abilities in the Harmonics skill, allows you to review and dismiss your harmonics. HARMONICS DISMISS accepts either an ID or a harmonic type. For example, HARMONICS DISMISS gigue, or HARMONICS DISMISS 12345.
  |detail=Like fortification, binding provides protection against losing your channels due to others attacking them. If a channel that is unfortified is attacked, binding will protect that channel a large percentage of the time. It has a willpower loss associated with it, however.<p>If you choose to BIND ALL, the mana and equilibrium costs will be what it costs for a single channel binding, multiplied by however many channels you have open.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Anthem
  |skill=Deepfreeze
  |description=A mighty defensive harmonic protecting against damage.
  |description=Cast a spell of extreme cold at your enemies.
  |lessons=6
  |lessons=
  |syntax=PLAY ANTHEM
  |syntax=CAST DEEPFREEZE
  |required=250 mana
  |required=500 mana
|channels=Air and Water
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=This spell is a magnified version of the freeze spell, except that it is not targetable. It will attack all those in the room who are your enemy.
}}
 
{{Skill_detail
|skill=Illusion
|description=Cast an illusion of your choosing.
|lessons=
|syntax=CAST ILLUSION [LETHAL] <illusion><br>CAST <target> ILLUSION [LETHAL] <illusion>
|required=50 mana
|channels=Air and Fire
  |target=Room
  |target=Room
|cooldown=2.00 seconds of equilibrium
|detail=With this spell, you can create an illusion of your choosing in the room about you. You may embed a single newline by using the character sequence \n in your illusion.<p>For limitations and restrictions, please refer to HELP ILLUSIONS in full.</p>
}}
{{Skill_detail
|skill=Simultaneity
|description=Parallel channeling.
|lessons=
|syntax=SIMULTANEITY
|required=1000 mana
|target=Self
|cooldown=4.00 seconds of equilibrium
|detail=Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, and Fire realms.
}}
{{Skill_detail
|skill=Stormhammer
|description=Call down the wrath of the storm upon multiple enemies.
|lessons=
|syntax=CAST STORMHAMMER AT <target> [AND <target> [AND <target>]]
|required=1200 mana
|channels=Air and Fire
|target=Adventurers and denizens
|cooldown=6.00 seconds of equilibrium
|detail=This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens.
}}
{{Skill_detail
|skill=Destroy
|description=A sliver of Primal Fire.
|lessons=
|syntax=CAST DESTROY AT <target>
|required=
|channels=Fire
|target=Adventurers
  |cooldown=3.60 seconds of equilibrium
  |cooldown=3.60 seconds of equilibrium
  |detail=This harmonic protects the bard and his allies by completely absorbing one type of damage. The type of damage absorbed changes rapidly throughout the lifetime of the harmonic.
  |detail= When dealing with a sufficiently weakened foe(*), you will be able to unleash the wrath of Kkractle directly upon them, destroying them.<p>* They must be afflicted with a conflagration and have 40% of their health or less.<br>** You must be wielding an elemental staff to perform this ability.<br>*** While this ability may be cast normally, if you also possess an ashbeast it will be enhanced, and will bypass starburst protections and similar in this case.</br>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Harmonius
  |skill=Holocaust
  |description=Allows communication in all distinct languages.
  |description=Create a delayed explosion of immense power.
  |lessons=15
  |lessons=
  |syntax=PLAY HARMONIUS
  |syntax=CAST HOLOCAUST <seconds> (Between 10 and 60)
  |required=75 mana
  |required=1500 mana
|channels=Fire
  |target=Room
  |target=Room
  |cooldown=3.60 seconds of equilibrium
  |cooldown=6.00 seconds of equilibrium
  |detail=This harmonic permits the bard and his allies to understand all mortal languages (excepting city languages, which are special gifts from the Gods).
  |detail=This extremely powerful spell creates a magical bomb with a timer on it.<p>When the time runs out, the bomb will explode in a massive, fiery holocaust.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Polyphony
  |skill=Magmasphere
  |description=The ability to maintain two harmonics simultaneously.
  |description=A delayed eruption of magmatic fury.
  |lessons=33
  |lessons=
  |syntax=None
  |syntax=CAST MAGMASPHERE <seconds> (Between 10 and 60)
  |required=
  |required=
|channels=Earth and Fire
|target=Adventurers and room
|cooldown=
|detail=This powerful spell creates a sphere of magma that, after some time has elapsed (specified by you), will violently explode. The flying stone has a chance to break the limbs of any in the current location in addition to the significant damage that it will always deal.
}}
===Higher Order Spells===
{{Skill_detail
|skill=Hypothermia
|description=The freezing touch of Sllshya.
|lessons=
|syntax=CAST HYPOTHERMIA AT <target>
|required=60 mana
|channels=Air and Water
|target=Adventurers
|cooldown=2.60 seconds of equilibrium
|detail=With this higher order spell, if your enemy is already frozen, you may bring a terrible cold down upon him or her, removing their ability to heal their frozen state.<p>* This affliction is cured via the restoration salve.</p>
}}
{{Skill_detail
|skill=Shalestorm
|description=A downpour of stone.
|lessons=
|syntax=CAST SHALESTORM AT <target>
|required=100 mana
|channels=Earth
  |target=
  |target=
  |cooldown=
  |cooldown=2.40 seconds of equilibrium
  |detail=Polyphony is a passive ability. Those with polyphony are able to sustain two simultaneous harmonics in the same location.
  |detail=This higher order earth spell will summon up a storm of rocks to periodically pummel your victim(*). For every two times the rocks pummel a victim, your resonance with the Elemental Plane of Earth will decrease. The storm will cease once your resonance is gone entirely.<p>* This will do damage and break a random limb of your victim if your victim is unshielded. If they are shielded, it will break the shield.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Andante
  |skill=Firestorm
  |description=Call your harmonics to you.
  |description=The very world shall burn at your command.
  |lessons=55
  |lessons=
  |syntax=CALL HARMONICS
  |syntax=CAST FIRESTORM
  |required=
  |required=50 mana
|channels=Air and Fire
  |target=Room
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=With the Andante, the bard calls all current harmonics to his current location, subject to whatever limits there may be on his ability to sustain multiple harmonics in one place.
  |detail=This formidable higher order fire spell will call a rampant firestorm into being. This will spread to all adjacent rooms and will periodically sear the flesh of any who stand within said locations.<p>Be warned. Fire is truly an indiscriminate force. You shall not be spared from a firestorm, even if you were the one to call it forth.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Cacophony
  |skill=Glaciate
  |description=Destroy the reverberation vibration of a magi.
  |description=A doom of Maklak's make.
  |lessons=88
  |lessons=
  |syntax=PLAY CACOPHONY
  |syntax=CAST GLACIATE AT <target>
  |required=175 mana
  |required=50 mana
  |target=Room
|channels=Air and Water
  |cooldown=7.20 seconds of equilibrium
  |target=
  |detail=Destroys one reverberation vibration. This is not a true harmonic: it does not have duration and cannot be moved via Andante or Battaglia.
  |cooldown=3.00 seconds of equilibrium
  |detail=This higher order spell will inflict terrible damage upon those that are already frozen.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Minuet
  |skill=Conflagrate
  |description=Induce a state of extreme gullibility in an opponent.
  |description=Summon forth a terrible conflagration.
  |lessons=133
  |lessons=
  |syntax=PLAY MINUET AT <target>
  |syntax=CAST CONFLAGRATE AT <target>
  |required=150 mana
  |required=150 mana
|channels=Fire
  |target=Adventurers
  |target=Adventurers
  |cooldown=3.60 seconds of equilibrium
  |cooldown=2.35 seconds of equilibrium
  |detail=Induces a state of gullibility in the target. You will regularly, at intervals, receive the power to ORDER the target.
  |detail=This higher order fire spell will cause a conflagration to engulf your target. This conflagration will deal periodic damage until the person is able to extinguish it. The only way to do this is to remove all traces of the ablaze affliction from their person.<p>For the purposes of this spell, suitably vulnerable requires that the target has two or more stacks of the ablaze affliction.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Aeternam
  |skill=Emanation
  |description=Access the place of eternal song to store harmonics.
  |description=The elements unleashed.
  |lessons=222
  |lessons=
  |syntax=PLAY AETERNAM (What harmonics are in the POES)<br>PLAY AETERNAM <harmonic> (Attempt to add a harmonic)<br>PLAY POES <harmonic> [<target>] (Use a harmonic from the POES)
  |syntax=CAST EMANATION AT <target> <AIR|EARTH|FIRE|WATER>
  |required=List in POES: 350 mana<br>Add to POES: 350 mana<br>Use from POES: 150 mana + mana cost of the chosen harmonic
  |required=100 mana
|channels=Air, Earth, Fire, and Water
  |target=
  |target=
  |cooldown=Add to POES: 8.00 seconds of equilibrium<br>Use from POES: 3.60 seconds of equilibrium
  |cooldown=2.40 seconds of equilibrium
  |detail=Use of the Aeternam permits the bard to 'store' up to twenty harmonics, no more than two of any kind, in the Place of Eternal Song (also called POES). Each attempt to store another harmonic in the POES has a limited chance to succeed, so many attempts may be required. Not every harmonic may be stored in the POES. The knowledge of which are storable, and which are not, is for the bard to discover.<p>PLAY AETERNAM to get in touch with the Place of Eternal Song to see what is there for you.</p><p>Two advantages accrue to those who have stored harmonics in the POES:<br>- the bard may now draw a harmonic from the POES in awkward circumstances (not wielding the proper bardic instrument, or webbed, paralysed, transfixed, tied up in ropes, or entrapped by the hanged man); or<br>- harmonics drawn from the POES will disturb the bard's equilibrium slightly less, in other, non-awkward circumstances!</p>
  |detail=This higher order spell will allow you, when you are majorly resonant with one of the Elemental Planes, to unleash all of your accumulated power in a single devastating strike. This clears any resonance you have with the given Plane, and each type has a various affect:<p>Air: your target will be struck down with paralysis and dizziness, as well as being stunned for a short time.<p>Earth: your target's torso will become calcified. Additionally, if cast against someone with serious internal trauma, your foe shall be slain outright.<p>Fire: your target will be given two stacks of the ablaze affliction.<p>Water: your target will be given a level of freeze (or have the insulation defence stripped), and will be disrupted.<p>All emanations deal damage.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Poes
  |skill=Purity
  |description=Draw on the Place of Eternal Song for emergency needs.
  |description=Life's water will ever run clear.
  |lessons=222
  |lessons=
  |syntax=PLAY AETERNAM (What harmonics are in the POES)<br>PLAY AETERNAM <harmonic> (Attempt to add a harmonic)<br>PLAY POES <harmonic> [<target>] (Use a harmonic from the POES)
  |syntax=CAST PURITY
  |required=List in POES: 350 mana<br>Add to POES: 350 mana<br>Use from POES: 150 mana + mana cost of the chosen harmonic
  |required=1000 mana
|channels=Water
  |target=
  |target=
  |cooldown=Add to POES: 8.00 seconds of equilibrium<br>Use from POES: 3.60 seconds of equilibrium
  |cooldown=3.00 seconds of equilibrium
  |detail=Harmonics stored via the Aeternam into the Place of Eternal Song may be drawn out via the POES. The bard may draw a harmonic from the POES even if not wielding the proper bardic instrument, or webbed, paralysed, transfixed, tied up in ropes, or entrapped by the hanged man. If the bard is not discomfited in any of these ways, then a harmonic drawn from the POES still gives some advantage: the performance is less disturbing of the bard's equilibrium.
  |detail=With major resonance to the Elemental Plane of Water achieved, you may cast this higher order to keep your blood and body ever clean of many malign forces(*). This removes all of your resonance with all Elemental Planes, lasts ten seconds and carries a long cooldown.<p>* You will become immune to many afflictions (primarily those cured by herbs and minerals) while this defence lasts.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Counterpoint
  |skill=Convergence
  |description=Set up three harmonics simultaneously.
  |description=Unbounded arcane might.
  |lessons=255
  |lessons=
  |syntax=None
  |syntax=CAST CONVERGENCE AT <target>
  |required=
  |required=300 mana
|channels=Air, Earth, Fire, and Water
  |target=
  |target=
  |cooldown=
  |cooldown=2.90 seconds of equilibrium
  |detail=Counterpoint is a passive ability. Those with counterpoint are able to sustain three simultaneous harmonics in the same location.
  |detail=This formidable higher order spell requires that your victim has progressed to the fourth stage of the dissonance affliction and requires moderate resonance to all of the Elemental Planes at a minimum. You may then place this mark upon your target, and thus spell their doom. A target you have converged is vulnerable to your staffcast magic no matter where they might flee upon your current continent, and your scrying magic will incur no equilibrium when seeking them out. Additionally, they will become very vulnerable to all forms of elemental and magical damage coming from your arcane personage, and your magic will bypass any shield or prismatic barrier they may attempt to raise(*).<p>* Or similar defences.</p>
}}
 
===Resonant Spells===
 
{{Skill_detail
|skill=Gust
|description=Blow someone in a direction with a gust of wind.
|lessons=
|syntax=CAST GUST<br>CAST GUST AT <target> <direction>
|required=40 mana
|channels=Air
|target=Adventurers and room
|cooldown=3.00 seconds of equilibrium
|detail=By channeling the element of air, you can either blow a fog or cloud out of the room, or blow an adventurer in a particular direction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Rondo
  |skill=Firelash
  |description=Call out the rats with their favourite melody.
  |description=Attack with elemental fire.
  |lessons=288
  |lessons=
  |syntax=PLAY RONDO
  |syntax=CAST FIRELASH AT <target>/<icewall>/<totem>/GROUND/VINES
  |required=100 mana
  |required=120 mana
  |target=Room
|channels=Fire
  |cooldown=4.00 seconds of equilibrium
  |target=Adventurers, denizens, and room
  |detail=Attracts increased numbers of rats to your current location for the current Achaean day. This is not a true harmonic in that it does not have a separate duration of its own, and cannot be called or sent away via the Andante or Battaglia.
  |cooldown=Equilibrium
  |detail=By lashing out with fire, you may damage an adventurer or a denizen, melt an icewall, clear an overgrowthed totem, or melt ice-covered ground. Note that you can hit adventurers with this from an adjacent room, and when cast in room against an adventurer it will also set them ablaze.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Contradanse
  |skill=Freeze
  |description=Periodically afflict your enemies' minds.
  |description=Chill another adventurer.
  |lessons=333
  |lessons=
  |syntax=PLAY CONTRADANSE
  |syntax=CAST FREEZE AT GROUND/<target>
  |required=90 mana
  |required=Ground: 200 mana<br>Targetted: 100 mana
  |target=Room
|channels=Air and Water
  |cooldown=4.50 seconds of equilibrium
  |target=Adventurers and room
  |detail=This harmonic periodically strikes your non-deaf enemies with a random mental affliction.
  |cooldown=Ground: 4.00 seconds of equilibrium<br>Targetted: 3.00 seconds of equilibrium
  |detail=When casting freeze at the ground, you will cause a coating of ice to cover it, causing others to slip occasionally. When casting it at another adventurer, you will first strip the insulation defence if the target has it, then cause the target to shiver, and finally freeze him. If you successfully cast this upon a target (for example, a heat vibration does not stop it), it also causes damage.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Paxmusicalis
  |skill=Geyser
  |description=Declare an intermittent musical peace.
  |description=Knock someone out of the trees or the sky.
  |lessons=355
  |lessons=
  |syntax=PLAY PAXMUSICALIS
  |syntax=CAST GEYSER AT <target>
  |required=200 mana
  |required=100 mana
  |target=Room
|channels=Earth, Fire, and Water
  |cooldown=3.60 seconds of equilibrium
  |target=Adventurers
  |detail=This harmonic acts to prevent all aggressive acts, but only on an irregular basis, in the place where it has been played.
  |cooldown=3.00 seconds of equilibrium
  |detail=Using this ability, you may knock a flying or treed adventurer out of the sky or trees. If you have major resonance with the Elemental Plane of Water, your target will also be disrupted.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Gigue
  |skill=Dehydrate
  |description=Decrease equilibrium recovery time for your allies.
  |description=Make them vulnerable to the consuming flame.
  |lessons=377
  |lessons=
  |syntax=PLAY GIGUE
  |syntax=CAST DEHYDRATE AT <target>
  |required=250 mana
  |required=45 mana
  |target=Room
|channels=Fire and Water
  |cooldown=3.60 seconds of equilibrium
  |target=Adventurers
  |detail=Improves recovery of equilibrium for all of the bard's allies in the same location as the harmonic.
  |cooldown=2.30 seconds of equilibrium
  |detail=This working of fire and water will sap the excess moisture from your victim, making them become dehydrated for a time(*) and suffer some damage.<p>* Gives the nausea and weariness afflictions.<br>** If they already have weariness, they will be given a stack of burning. If they already have nausea, gives a stack of freeze. If they have both, it gives burning (not both freeze and burning).</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Percussia
  |skill=Fulminate
  |description=Create a sonic explosion.
  |description=Fry your enemies with awesome bolts of lightning.
  |lessons=422
  |lessons=
  |syntax=PLAY PERCUSSIA [delay]
  |syntax=CAST FULMINATE AT <target>
  |required=250 mana
  |required=120 mana
  |target=Room
|channels=Air and Fire
  |cooldown=2.50 seconds of equilibrium
  |target=Adventurers
  |detail=Creates a sonic-boom of sorts that stuns the bard's enemies and may knock them off their feet. Can be delayed in execution for 'delay' seconds. If 'delay' is omitted, then the Percussia is nearly immediate. Example: PLAY PERCUSSIA 9 - would play the Percussia and then wait for nine more seconds before exploding on your (hopefully) unsuspecting targets. This is not a true harmonic, in that it cannot be called or moved with the Andante or the Battaglia.
  |cooldown=2.40 seconds of equilibrium
  |detail=Strike down an adventurer with a sizzling bolt of lightning.<p>* Gives the fulminated affliction. If they already have this affliction, gives the epilepsy affliction. If they have both, gives the paralysis affliction.<br>** Also deals damage.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Bagatelle
  |skill=Bombard
  |description=Deliver periodic magical damage against your enemies.
  |description=A trivial application of Air and Earth.
  |lessons=488
  |lessons=
  |syntax=PLAY BAGATELLE
  |syntax=CAST BOMBARD <target>
  |required=150 mana
  |required=50 mana
  |target=Room
|channels=Air and Earth
  |cooldown=3.96 seconds of equilibrium
  |target=Adventurers
  |detail=This harmonic periodically deals magic damage to all enemies who can hear it, and strips deafness from those who cannot.
  |cooldown=2.40 seconds of equilibrium
  |detail=This trivial application of Air and Earth summons up a flurry of small rocks to bombard and disorient a foe.<p>* Gives the clumsiness affliction.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Simpleharmony
  |skill=Mudslide
  |description=The ability to place four harmonics in a room.
  |description=A sludge to send them sprawling.
  |lessons=555
  |lessons=
  |syntax=None
  |syntax=CAST MUDSLIDE AT <target>
  |required=
  |required=90 mana
  |target=
|channels=Earth and Water
  |cooldown=
  |target=Adventurers
  |detail=Simple Harmony is a passive ability. Those with Simple Harmony are able to sustain four simultaneous harmonics in the same location.
  |cooldown=2.30 seconds of equilibrium
  |detail=Summon up a sticky tide of mud to knock your foe sprawling and leave them covered in sludge.<p>* Deals some damage, and gives the slickness affliction as well as knocking the target prone.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Partita
  |skill=Magma
  |description=Protect other harmonics from disturbance.
  |description=Rock to boil and bubble.
  |lessons=599
  |lessons=
  |syntax=PLAY PARTITA
  |syntax=CAST MAGMA AT <target>
  |required=200 mana
  |required=90 mana
  |target=Room
|channels=Earth and Fire
  |cooldown=3.06 seconds of equilibrium
  |target=Adventurers
  |detail=This harmonic protects other harmonics in the room against most things which might destroy them, with some notable exceptions.
  |cooldown=2.30 seconds of equilibrium
  |detail=Summon up a boiling tide of magma to scald the flesh of your foe with(*).<p>* Gives the scalded affliction and deals some damage.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Battaglia
  |skill=Transfix
  |description=Project your harmonics into neighboring rooms.
  |description=Mesmerize your target into inaction.
  |lessons=667
  |lessons=
  |syntax=PLAY BATTAGLIA <direction>
  |syntax=CAST TRANSFIX AT <target>
  |required=200 mana
  |required=200 mana
  |target=Room
|channels=Air and Fire
  |cooldown=4.00 seconds of equilibrium
  |target=Adventurers
  |detail=Send harmonics in the direction specified. For example, PLAY BATTAGLIA EAST will attempt to send all harmonics out of your current location towards the east. Harmonics do not always move, depending on limits in adjacent rooms.
  |cooldown=3.00 seconds of equilibrium
  |detail=By creating a mesmerising pattern of fire, you may transfix an opponent into inaction. Blindness will prevent this, but this will remove the blindness in the process. When the blindness is removed, if you are moderately resonant with both the Elemental Planes of Air and Fire, your target will also be afflicted with stupidity.<p>* Note that you only gain resonance and the associated affects when transfix unblinds. When it transfixes proper, your resonance decay will be reset but you will not gain any of the associated benefits on that cast.</p>
}}
}}
===Spells of Warding and Protection===


{{Skill_detail
{{Skill_detail
  |skill=Berceuse
  |skill=Reflection
  |description=Put an enemy to sleep with this soporific tune.
  |description=Create a distracting illusion of yourself.
  |lessons=736
  |lessons=
  |syntax=PLAY BERCEUSE
  |syntax=CAST REFLECTION AT ME/<target>
  |required=150 mana
  |required=50 mana
  |target=Room
|channels=Air and Fire
  |cooldown=3.60 seconds of equilibrium
  |target=Adventurers and self
  |detail=Continuously attempts to afflict all of the bard's enemies with sleep.
  |cooldown=3.00 seconds of equilibrium
  |detail=By focusing the light of fire through a prism of elemental air, you can create a magical reflection of yourself, which will absorb one attack before being destroyed. You may only have one reflection at a time.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Continuo
  |skill=Stonefist
  |description=Regenerate physical well-being with this movement.
  |description=Coat your fists with rock and punch with more power.
  |lessons=805
  |lessons=
  |syntax=PLAY CONTINUO
  |syntax=CAST STONEFIST<br>RELAX STONEFIST
  |required=200 mana
  |required=60 mana
  |target=Room
|channels=Earth
  |cooldown=3.60 seconds of equilibrium
  |target=Self
  |detail=Replenishes health for the bard and his allies every few seconds.
  |cooldown=4.00 seconds of equilibrium
  |detail=By coating your fists in elemental earth, you'll find yourself better able to grip your staff against attempts to pull it from your grasp.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Complexharmony
  |skill=Stoneskin
  |description=With this, you may set up five harmonics in a room.
  |description=Create a protective but supple layer of stone around you.
  |lessons=874
  |lessons=
  |syntax=None
  |syntax=CAST STONESKIN
  |required=
  |required=75 mana
  |target=
|channels=Earth
  |cooldown=
  |target=Self
  |detail=Complex Harmony is a passive ability. Those with Complex Harmony are able to sustain five simultaneous harmonics in the same location.
  |cooldown=2.00 seconds of equilibrium
  |detail=Similar to the manner in which stonefist coats your fists in stone, stoneskin coats much of your body in stone, providing some protection against physical attacks (more from blunt than from cutting damage). As your skill in elementalism increases, so will the protection this ability affords you.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Wassail
  |skill=Chargeshield
  |description=Restore mana for allies with the jaunty Wassail.
  |description=Create a magical shield to resist electric damage.
  |lessons=943
  |lessons=
  |syntax=PLAY WASSAIL
  |syntax=CAST CHARGESHIELD AT ME/<target>
  |required=100 mana
  |required=200 mana
  |target=Room
|channels=Air and Earth
  |cooldown=3.60 seconds of equilibrium
  |target=Adventurers and self
  |detail=Replenishes mana for the bard and his allies every few seconds.
  |cooldown=4.00 seconds of equilibrium
  |detail=The chargeshield is a defensive spell which will provide you with some protection from electric attacks.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Chorale
  |skill=Bloodboil
  |description=A group harmonic that gives experience to the listeners.
  |description=Boil off that which afflicts you.
  |lessons=1047
  |lessons=
  |syntax=PLAY CHORALE<br>PLAY CHORALE CRESCENDO
  |syntax=CAST BLOODBOIL
  |required=400 mana
  |required=75 mana
  |target=Room
|channels=Fire and Water
  |cooldown=3.60 seconds of equilibrium
  |target=Self
  |detail=From four to eight bards must combine in the Chorale. One plays, then each join in (same command in each case) and then when one decides that the time is right, performs the crescendo with PLAY CHORALE CRESCENDO. The crescendo grants experience to everyone hearing. The amount of experience varies with the number of bards in the Chorale. One person may only receive the benefits of hearing a Chorale once per Achaean month.
  |cooldown=4.00 seconds of equilibrium
  |detail=Through the purifying powers of fire, and the recuperative powers of water, you may cure yourself of an affliction with this spell. If you suffer under the haemophilia affliction your blood will be too thin for this spell to take affect, and if you have both major resonance with the Elemental Planes of Fire and Water this ability will have a chance to cure a second affliction.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Funeralmass
  |skill=Diamondskin
  |description=The dark, mournful mass with the power to slay.
  |description=Give your skin diamond-like hardening.
  |lessons=1150
  |lessons=
  |syntax=PLAY FUNERALMASS AT <target>
  |syntax=CAST DIAMONDSKIN
  |required=175 mana
  |required=175 mana
  |target=Adventurers
|channels=Earth, Fire, and Water
  |cooldown=4.00 seconds of equilibrium
  |target=Self
  |detail=The funeral mass is a song of deep sorrow and sadness. Its melancholy tune, if played without interruption, has such power that any it is directed to will be so overwhelmed with emotion that he or she will simply pass on from this life.
  |cooldown=2.00 seconds of equilibrium
  |detail=Greatly increase your resistance to cutting damage, and modestly increase your resistance to blunt damage, by adding diamond-like hardness to your skin. The protection afforded increases with your skill in elementalism.
}}
 
===Terrain Manipulation===
 
{{Skill_detail
|skill=Firewall
|description=Create a wall of elemental fire.
|lessons=
|syntax=CAST FIREWALL <direction>
|required=100 mana
|channels=Fire
|target=Room
|cooldown=3.00 seconds of equilibrium
|detail=Channeling the power of elemental fire, you will create walls of burning flame.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Canticle
  |skill=Fog
  |description=Decrease balance recovery time for your allies.
  |description=Conjure up obscuring fog.
  |lessons=1288
  |lessons=
  |syntax=PLAY CANTICLE
  |syntax=CAST FOG
  |required=250 mana
  |required=250 mana
|channels=Air and Water
  |target=Room
  |target=Room
  |cooldown=3.60 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=Improves recovery of balance for all of the bard's allies in the same location as the harmonic.
  |detail=With the powers of air and water, you may cause an elemental fog to fill your surroundings.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Undertonal
  |skill=Hellfumes
  |description=Maintain seven harmonics in a single room.
  |description=Create choking fumes in your surroundings.
  |lessons=1392
  |lessons=
  |syntax=None
  |syntax=CAST HELLFUMES
  |required=
  |required=200 mana
  |target=
|channels=Air and Earth
  |cooldown=
  |target=Room
  |detail=Undertonal is a passive ability. Those with Undertonal abilities are able to sustain seven simultaneous harmonics in the same location.
  |cooldown=4.00 seconds of equilibrium
  |detail=This spell will create a noxious cloud in your location, choking those around you.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Reel
  |skill=Flood
  |description=Disrupt the balance of enemies with this complex melody.
  |description=Drown a location in water.
  |lessons=1495
  |lessons=
  |syntax=PLAY REEL
  |syntax=CAST FLOOD
  |required=175 mana
  |required=250 mana
|channels=Water
  |target=Room
  |target=Room
  |cooldown=3.60 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=Causes all of the bard's enemies in the same location as this harmonic to lose balance or equilibrium from time to time.
  |detail=Channel the power of elemental water to flood the room you stand in.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Symphony
  |skill=Quake
  |description=A rousing piece to sustain your music.
  |description=Open cracks in the ground to drain away water.
  |lessons=
  |lessons=
  |syntax=PLAY SYMPHONY
  |syntax=CAST QUAKE
  |required=
  |required=250 mana
|channels=Earth
  |target=Room
  |target=Room
  |cooldown=5.00 seconds of equilibrium
  |cooldown=3.20 seconds of equilibrium
  |detail=By playing this piece of music you shall cause all of your harmonics in the current location to swell back to full force, refreshing their time until termination.
  |detail=By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Hallelujah
  |skill=Icewall
  |description=Carry an audience to ineffable joy.
  |description=Conjure up an obstructing icewall.
  |lessons=1633
  |lessons=
  |syntax=PLAY HALLELUJAH
  |syntax=CAST ICEWALL <direction>
  |required=300 mana
  |required=100 mana
|channels=Water
  |target=Room
  |target=Room
  |cooldown=3.60 seconds of equilibrium
  |cooldown=3.00 seconds of equilibrium
  |detail=This harmonic continually acts to remove afflictions from the bard and his allies.
  |detail=This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Overtonal
  |skill=Hailstorm
  |description=Your mastery is such that unlimited harmonics are yours.
  |description=Call down a hailstorm to pummel everyone else in the room.
  |lessons=1736
  |lessons=
  |syntax=None
  |syntax=CAST HAILSTORM
  |required=
  |required=500 mana
  |target=
|channels=Air and Water
  |cooldown=
  |target=Room
  |detail=Overtonal is a passive ability. Those with Overtonal abilities are able to sustain unlimited harmonics in the same location.
  |cooldown=3.50 seconds of equilibrium
  |detail=With this spell, you may rain hailstones down upon all your enemies in your location.
}}
}}


[[Category:Lost skills]]
[[Category:Skills]]
534

edits

Navigation menu