Difference between revisions of "Elementalism"

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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 was replaced with the skill of [[Propagation]].
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]].


The skill '''Elementalism''' is available to members [[Magi]] [[class]], along with [[Crystalism]] and [[Artificing]].
The skill of '''Elementalism''' is available to members [[Magi]] [[class]], along with [[Crystalism]] and [[Artificing]].


==Abilities in Elementalism==
==Abilities in Elementalism==
Line 12: Line 12:
  |target=Self
  |target=Self
  |cooldown=1.50 seconds of equilibrium
  |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.
  |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.
}}
}}


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  |lessons=
  |lessons=
  |syntax=CAST LIGHT
  |syntax=CAST LIGHT
  |required=Fire and 50 mana
  |required=50 mana
|channels=Fire
  |target=Room
  |target=Room
  |cooldown=3.00 seconds of equilibrium
  |cooldown=3.00 seconds of equilibrium
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{{Skill_detail
{{Skill_detail
  |skill=Gust
  |skill=Fortification
  |description=Blow someone in a direction with a gust of wind.
  |description=Protect your open channels from attack.
  |lessons=
  |lessons=
  |syntax=CAST GUST<br>CAST GUST AT <target> <direction>
  |syntax=FORTIFY <channel><br>FORTIFY ALL
  |required=Air and 40 mana
  |required=100 mana
  |target=Adventurers and room
  |target=Self
  |cooldown=3.00 seconds of equilibrium
  |cooldown=1.00 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.
  |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.
 
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.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Reflection
  |skill=Scry
  |description=Create a distracting illusion of yourself.
  |description=Locate another adventurer.
  |lessons=
  |lessons=
  |syntax=CAST REFLECTION AT ME/<target>
  |syntax=CAST SCRY AT <target>
  |required=Air, Fire and 50 mana
  |required=30 mana
  |target=Adventurers and self
|channels=Water
  |cooldown=3.00 seconds of equilibrium
  |target=Adventurers
  |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.
  |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=Firelash
  |skill=Resonance
  |description=Attack with elemental fire.
  |description=The Elemental Planes are at your fingertips.
  |lessons=
  |lessons=
  |syntax=CAST FIRELASH AT <target>/<icewall>/<totem>/GROUND/VINES
  |syntax=RESONANCE<br>RESONANCE VERBOSITY <NONE|LOW|HIGH>
  |required=Fire and 120 mana
  |required=
  |target=Adventurers, denizens, and room
|channels=
  |target=
  |cooldown=
  |cooldown=
  |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.  
  |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: gives an affect which prevents the raising of the temperance defence (does not strip this defence, however).<br>-Moderate resonance: strips the temperance defence. If this defence is already stripped, 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]
|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.<br>* Note that this spell is special in that while it will not increase resonance, it will reset the decay of all elemental resonance you presently have accumulated.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Waterweird
  |skill=Suppression
  |description=Summon a water elemental to help you walk on water.
  |description=Destroy the sustaining partita harmonic.
  |lessons=
  |lessons=
  |syntax=CAST WATERWEIRD AT ME/<target>
  |syntax=CAST SUPPRESSION
  |required=Water and 60 mana
  |required=200 mana
  |target=Adventurers and self
|channels=Air and Earth
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=The power of elemental water will allow you to tread water easily.<br>Note: If you lose this or any other summoned elemental, you may call them back to you by doing: CALL ELEMENTALS
  |detail=Before using a cube sigil to destroy bardic harmonics you may need to first suppress the partita harmonic that protects the other harmonics from the cube sigil. This ability will do just that.
}}
 
{{Skill_detail
|skill=Binding
|description=The magic of channel binding.
|lessons=
|syntax=BIND <channel>/ALL
|required=150 mana
|target=
|cooldown=1.00 seconds of equilibrium
|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.<br>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.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Stonefist
  |skill=Deepfreeze
  |description=Coat your fists with rock and punch with more power.
  |description=Cast a spell of extreme cold at your enemies.
  |lessons=
  |lessons=
  |syntax=CAST STONEFIST
  |syntax=CAST DEEPFREEZE
  |required=Earth and 60 mana
  |required=500 mana
  |target=Self
|channels=Air and Water
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=By coating your fists in stone, you may punch for greatly increased damage.
  |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_detail
  |skill=Stoneskin
  |skill=Illusion
  |description=Create a protective but supple layer of stone around you.
  |description=Cast an illusion of your choosing.
  |lessons=
  |lessons=
  |syntax=CAST STONESKIN
  |syntax=CAST ILLUSION [LETHAL] <illusion><br>CAST <target> ILLUSION [LETHAL] <illusion>
  |required=Earth and 75 mana
  |required=50 mana
  |target=Self
|channels=Air and Fire
  |target=Room
  |cooldown=2.00 seconds of equilibrium
  |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.
  |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. For limitations and restrictions, please refer to HELP ILLUSIONS.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Fortification
  |skill=Simultaneity
  |description=Protect your open channels from attack.
  |description=Parallel channeling.
  |lessons=
  |lessons=
  |syntax=FORTIFY <channel><br>FORTIFY ALL
  |syntax=SIMULTANEITY
  |required=100 mana
  |required=1000 mana
  |target=Self
  |target=Self
  |cooldown=1.00 seconds of equilibrium
  |cooldown=4.00 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.<br>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.
  |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_detail
  |skill=Freeze
  |skill=Holocaust
  |description=Chill another adventurer.
  |description=Create a delayed explosion of immense power.
  |lessons=
  |lessons=
  |syntax=CAST FREEZE AT GROUND/<target>
  |syntax=CAST HOLOCAUST <seconds> (Between 10 and 60)
  |required=Air and Water<br>Ground: 200 mana<br>Targetted: 100 mana
  |required=1500 mana
  |target=
|channels=Fire
  |cooldown=Ground: 4.00 seconds of equilibrium<br>Targetted: 3.00 seconds of equilibrium
  |target=Room
  |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.  
  |cooldown=6.00 seconds of equilibrium
  |detail=This extremely powerful spell creates a magical bomb with a timer on it. When the time runs out, the bomb will explode in a massive, fiery holocaust.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Geyser
  |skill=Magmasphere
  |description=Knock someone out of the trees or the sky.
  |description=A delayed eruption of magmatic fury.
  |lessons=
  |lessons=
  |syntax=CAST GEYSER AT <target>
  |syntax=CAST MAGMASPHERE <seconds>
  |required=Earth, Fire, Water, and 100 mana
  |required=
  |target=Adventurers
|channels=Earth and Fire
  |cooldown=3.00 seconds of equilibrium
  |target=Adventurers and room
  |detail=Using this ability, you may knock a flying or treed adventurer out of the skies or trees.
  |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.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Scry
  |skill=Hypothermia
  |description=Locate another adventurer.
  |description=The freezing touch of Sllshya.
  |lessons=
  |lessons=
  |syntax=CAST SCRY AT <target>
  |syntax=CAST HYPOTHERMIA AT <target>
  |required=Fire, Water and 30 mana
  |required=60 mana
|channels=Air and Water
  |target=Adventurers
  |target=Adventurers
  |cooldown=1.00 seconds of equilibrium
  |cooldown=2.60 seconds of equilibrium
  |detail=By combining the light of fire with a water lens, you may locate another adventurer.
  |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.<br>* This affliction is cured via the restoration salve.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Sandling
  |skill=Shalestorm
  |description=Summon a sand elemental to sequester you underground.
  |description=A downpour of stone.
  |lessons=
  |lessons=
  |syntax=CAST SANDLING<br>BURROW ABOVE/<direction>
  |syntax=CAST SHALESTORM AT <target>
  |required=Earth and 250 mana
  |required=100 mana
  |target=Self
|channels=Earth
  |cooldown=Cast: 4.00 seconds of equilibrium<br>Burrow: 2.50 seconds of equilibrium
  |target=
  |detail=One of four elementals you can summon, the sandling will lower you into the ground, effectively burying you. Additionally, you will be able to burrow laterally so long as the ground is soft enough to permit. However, you may not burrow deeper than one level below ground.
  |cooldown=2.40 seconds of equilibrium
  |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.<br>* 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.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Chargeshield
  |skill=Firestorm
  |description=Create a magical shield to resist electric damage.
  |description=The very world shall burn at your command.
  |lessons=
  |lessons=
  |syntax=CAST CHARGESHIELD AT ME/<target>
  |syntax=CAST FIRESTORM
  |required=Air, Earth and 200 mana
  |required=50 mana
  |target=Adventurers and self
|channels=Air and Fire
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=The chargeshield is a defensive spell which will provide you with some protection from electric attacks.
  |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.<br>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.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Erode
  |skill=Glaciate
  |description=Destroy the defences of your opponent.
  |description=A doom of Maklak's make.
  |lessons=
  |lessons=
  |syntax=CAST ERODE AT <target>
  |syntax=CAST GLACIATE AT <target>
  |required=Air, Earth, Fire, Water and 75 mana
  |required=50 mana
  |target=Adventurers and denizens
|channels=Air and Water
  |cooldown=2.50 seconds of equilibrium
  |target=
  |detail=With the destructive fury of all the elements at your command, you may destroy a defence on an opponent.
  |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=Suppression
  |skill=Conflagrate
  |description=Destroy the sustaining partita harmonic.
  |description=Summon forth a terrible conflagration.
  |lessons=
  |lessons=
  |syntax=CAST SUPPRESSION
  |syntax=CAST CONFLAGRATE AT <target>
  |required= Air, Earth and 200 mana
  |required=150 mana
  |target=Room
|channels=Air and Fire
  |cooldown=4.00 seconds of equilibrium
  |target=
  |detail=Before using a cube sigil to destroy bardic harmonics you may need to first suppress the partita harmonic that protects the other harmonics from the cube sigil. This ability will do just that.
  |cooldown=2.35 seconds of equilibrium
  |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.<br>For the purposes of this spell, suitably vulnerable requires that the target has two or more stacks of the ablaze affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Bloodboil
  |skill=Emanation
  |description=Boil off that which afflicts you.
  |description=The elements unleashed.
  |lessons=
  |lessons=
  |syntax=CAST BLOODBOIL
  |syntax=CAST EMANATION AT <target> <AIR|EARTH|FIRE|WATER>
  |required=Fire, Water and 75 mana
  |required=100 mana
  |target=Self
|channels=Air, Earth, Water and Fire
  |cooldown=4.00 seconds of equilibrium
  |target=
  |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.  
  |cooldown=2.40 seconds of equilibrium
  |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:<br>Air: your target will be struck down with paralysis and dizziness, as well as being stunned for a short time.<br>Earth: your target's skull will become calcified.<br>Fire: your target will be given two stacks of the ablaze affliction. Water: your target will be given a level of freeze (or have the insulation defence stripped), and will be disrupted.<br>All emanations deal damage.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Ring
  |skill=Purity
  |description=Extend the life of a crystalline vibration.
  |description=Life's water will ever run clear.
  |lessons=
  |lessons=
  |syntax=CAST RING
  |syntax=CAST PURITY
  |required=Earth and 300 mana
  |required=1000 mana
  |target=Room
|channels=Water
  |target=
  |cooldown=3.00 seconds of equilibrium
  |cooldown=3.00 seconds of equilibrium
  |detail=This spell is useful in conjunction with crystalism. When cast in a room, it will extend the life of your vibrations.
  |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.<br>* You will become immune to many afflictions (primarily those cured by herbs and minerals) while this defence lasts.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Binding
  |skill=Convergence
  |description=The magic of channel binding.
  |description=Unbounded arcane might.
  |lessons=
  |lessons=
  |syntax=BIND <channel>/ALL
  |syntax=CAST CONVERGENCE AT <target>
  |required=150 mana
  |required=300 mana
|channels=Air, Earth, Water and Fire
  |target=
  |target=
  |cooldown=1.00 seconds of equilibrium
  |cooldown=2.90 seconds of equilibrium
  |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.<br>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.  
  |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(*).<br>* Or similar defences.
}}
 
{{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=Muffle
  |skill=Firelash
  |description=Muffle your crystalline vibrations.
  |description=Attack with elemental fire.
  |lessons=
  |lessons=
  |syntax=CAST MUFFLE
  |syntax=CAST FIRELASH AT <target>/<icewall>/<totem>/GROUND/VINES
  |required=Earth and 400 mana
  |required=120 mana
|channels=Fire
|target=Adventurers, denizens, and room
|cooldown=
|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=Freeze
|description=Chill another adventurer.
|lessons=
|syntax=CAST FREEZE AT GROUND/<target>
|required=Ground: 200 mana<br>Targetted: 100 mana
|channels=Air and Water
  |target=
  |target=
  |cooldown=3.50 seconds of equilibrium
  |cooldown=Ground: 4.00 seconds of equilibrium<br>Targetted: 3.00 seconds of equilibrium
  |detail=Using the power of earth, you may muffle all of your crystalline vibrations at your current location. This will result in them being put into a dormant state in which they will not do anything. However, while in this state they will not decay over time.
  |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=Lightning
  |skill=Geyser
  |description=Fry your enemies with awesome bolts of lightning.
  |description=Knock someone out of the trees or the sky.
  |lessons=
  |lessons=
  |syntax=CAST LIGHTNING AT <target>
  |syntax=CAST GEYSER AT <target>
  |required= Air, Fire and 120 mana
  |required=100 mana
|channels=Earth, Fire and Water
  |target=Adventurers
  |target=Adventurers
  |cooldown=3.80 seconds of equilibrium
  |cooldown=3.00 seconds of equilibrium
  |detail=Fling a sizzling bolt of lightning to damage an adventurer and quite possibly remove a defence as well!
  |detail=Using this ability, you may knock a flying or treed adventurer out of the skies or trees. If you have major resonance with the Elemental Plane of Water, your target will also be disrupted.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Firewall
  |skill=Dehydrate
  |description=Create a wall of elemental fire.
  |description=Make them vulnerable to the consuming flame.
  |lessons=
  |lessons=
  |syntax=CAST FIREWALL <direction>
  |syntax=CAST DEHYDRATE AT <target>
  |required=Fire and 100 mana
  |required=45 mana
  |target=Room
|channels=Fire and Water
  |cooldown=3.00 seconds of equilibrium
  |target=Adventurers
  |detail=Channeling the power of elemental fire, you will create walls of burning flame.
  |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.<br>* Gives the nausea and weariness afflictions.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Fog
  |skill=Fulminate
  |description=Conjure up obscuring fog.
  |description=Fry your enemies with awesome bolts of lightning.
  |lessons=
  |lessons=
  |syntax=CAST FOG
  |syntax=CAST FULMINATE AT <target>
  |required=Air, Water and 350 mana
  |required=120 mana
  |target=Room
|channels=Fire and Air
  |cooldown=4.00 seconds of equilibrium
  |target=Adventurers
  |detail=With the powers of air and water, you may cause an elemental fog to envelop the room.
  |cooldown=2.40 seconds of equilibrium
  |detail=Strike down an adventurer with a sizzling bolt of lightning.<br>* 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.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Deepfreeze
  |skill=Bombard
  |description=Cast a spell of extreme cold at your enemies.
  |description=A trivial application of Air and Earth.
  |lessons=
  |lessons=
  |syntax=CAST DEEPFREEZE
  |syntax=CAST BOMBARD <target>
  |required=Air, Water and 500 mana
  |required=50 mana
  |target=Room
|channels=Earth and Air
  |cooldown=4.00 seconds of equilibrium
  |target=Adventurers
  |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.
  |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.<br>* Gives the clumsiness affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Hellfumes
  |skill=Mudslide
  |description=Create choking fumes in your surroundings.
  |description=A sludge to send them sprawling.
  |lessons=
  |lessons=
  |syntax=Hellfumes
  |syntax=CAST MUDSLIDE AT <target>
  |required=Air, Earth and 200 mana
  |required=90 mana
  |target=Room
|channels=Earth and Water
  |cooldown=4.00 seconds of equilibrium
  |target=Adventurers
  |detail=This spell will create a noxious cloud in your location, choking those around you.
  |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.<br>* Deals some damage, and gives the slickness affliction as well as knocking the target prone.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Aerial
  |skill=Magma
  |description=Summon an air elemental to carry you to the skies.
  |description=Rock to boil and bubble.
  |lessons=
  |lessons=
  |syntax=CAST AERIAL
  |syntax=CAST MAGMA AT <target>
  |required=Air and 250 mana
  |required=90 mana
  |target=Self
|channels=Earth and Fire
  |cooldown=4.00 seconds of equilibrium
  |target=Adventurers
  |detail=One of the four elementals that you can summon, the aerial will take you into the skies once. LAND will bring you back to earth.
  |cooldown=2.30 seconds of equilibrium
  |detail=Summon up a boiling tide of magma to scald the flesh of your foe with(*).<br>* Gives the scalded affliction and deals some damage.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Flood
  |skill=Transfix
  |description=Drown a location in water.
  |description=Mesmerize your target into inaction.
  |lessons=
  |lessons=
  |syntax=CAST FLOOD
  |syntax=CAST TRANSFIX AT <target>
  |required=Water and 250 mana
  |required=200 mana
  |target=Room
|channels=Air and Fire
  |cooldown=4.00 seconds of equilibrium
  |target=Adventurers
  |detail=Channel the power of elemental water to flood the room you stand in.
  |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.<br>* 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.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Illusion
  |skill=Reflection
  |description=Cast an illusion of your choosing.
  |description=Create a distracting illusion of yourself.
  |lessons=
  |lessons=
  |syntax=CAST ILLUSION <illusion><br>CAST <target> ILLUSION <illusion>
  |syntax=CAST REFLECTION AT ME/<target>
  |required=Air, Fire and 50 mana
  |required=50 mana
  |target=Room
|channels=Air and Fire
  |cooldown=2.00 seconds of equilibrium
  |target=Adventurers and self
  |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. For limitations and restrictions, please refer to HELP ILLUSIONS.
  |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=Quake
  |skill=Stonefist
  |description=Open cracks in the ground to drain away water.
  |description=Coat your fists with rock and punch with more power.
  |lessons=
  |lessons=
  |syntax=CAST QUAKE
  |syntax=CAST STONEFIST<br>RELAX STONEFIST
  |required=Earth and 250 mana
  |required=60 mana
  |target=Room
|channels=Earth
  |cooldown=3.20 seconds of equilibrium
  |target=Self
  |detail=By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location.
  |cooldown=4.00 seconds of equilibrium
  |detail=By coating your fists in stone, you'll find yourself better able to grip your staff against attempts to pull it from your grasp..
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Icewall
  |skill=Stoneskin
  |description=Conjure up an obstructing icewall.
  |description=Create a protective but supple layer of stone around you.
  |lessons=
  |lessons=
  |syntax=CAST ICEWALL <direction>
  |syntax=CAST STONESKIN
  |required=Water and 100 mana
  |required=75 mana
  |target=Room
|channels=Earth
  |cooldown=3.00 seconds of equilibrium
  |target=Self
  |detail=This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by.
  |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=Simultaneity
  |skill=Chargeshield
  |description=Parallel channeling.
  |description=Create a magical shield to resist electric damage.
  |lessons=
  |lessons=
  |syntax=SIMULTANEITY
  |syntax=CAST CHARGESHIELD AT ME/<target>
  |required=1000 mana
  |required=200 mana
  |target=Self
|channels=Air and Earth
  |target=Adventurers and self
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, and Fire realms.
  |detail=The chargeshield is a defensive spell which will provide you with some protection from electric attacks.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Staff
  |skill=Bloodboil
  |description=Summon an elemental staff.
  |description=Boil off that which afflicts you.
  |lessons=
  |lessons=
  |syntax=CAST STAFF<br>STAFFCAST DISSOLUTION AT <target> (magical damage)<br>STAFFCAST LIGHTNING AT <target>  (electric damage)<br>STAFFCAST SCINTILLA AT <target>  (fire damage)<br>STAFFCAST HORRIPILATION AT <target>  (cold damage)
  |syntax=CAST BLOODBOIL
  |required=Air, Earth, Fire, Water<br>CAST STAFF: 1000 mana<br>STAFFCAST: 150 mana
  |required=75 mana
  |target=Adventurers, denizens, and self
  |channels=Fire and Water
  |target=Self
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=The elemental staff is perhaps the magi's strongest pure-damage attack.
  |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.  
}}
}}


Line 361: Line 452:
  |lessons=
  |lessons=
  |syntax=CAST DIAMONDSKIN
  |syntax=CAST DIAMONDSKIN
  |required=Earth, Fire, Water and 175 mana
  |required=175 mana
|channels=Earth, Fire and Water
  |target=Self
  |target=Self
  |cooldown=2.00 seconds of equilibrium
  |cooldown=2.00 seconds of equilibrium
Line 368: Line 460:


{{Skill_detail
{{Skill_detail
  |skill=Unweave
  |skill=Firewall
  |description=A way to unweave Talisman Pieces and gain gold.
  |description=Create a wall of elemental fire.
  |lessons=
  |lessons=
  |syntax=CAST UNWEAVE <number> <Talisman piece name> <piece level>
  |syntax=CAST FIREWALL <direction>
  |required=Air, Earth, Fire, Water
  |required=100 mana
  |target=
|channels=Fire
  |cooldown=
  |target=Room
  |detail=Unweave is simply the ability to take a Talisman piece (see HELP TALISMANS) and turn it (or them) into gold.
  |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=Efreeti
  |skill=Fog
  |description=Call a fiery efreeti to your aid.
  |description=Conjure up obscuring fog.
  |lessons=
  |lessons=
  |syntax=CAST EFREETI
  |syntax=CAST FOG
  |required=Fire and 250 mana
  |required=250 mana
  |target=
|channels=Air and Water
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=One of the four elementals that you can summon, the efreeti will begin spinning about, setting your enemies on fire.
  |detail=With the powers of air and water, you may cause an elemental fog to fill your surroundings.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Transfix
  |skill=Hellfumes
  |description=Mesmerize your target into inaction.
  |description=Create choking fumes in your surroundings.
  |lessons=
  |lessons=
  |syntax=CAST TRANSFIX AT <target>
  |syntax=Hellfumes
  |required=Air, Fire and 200 mana
  |required=200 mana
  |target=Adventurers
|channels=Air and Earth
  |cooldown=3.00 seconds of equilibrium
  |target=Room
  |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.
  |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=Staffstrike
  |skill=Flood
  |description=Supplement a physical strike with elemental power.
  |description=Drown a location in water.
  |lessons=
  |lessons=
  |syntax=STAFFSTRIKE <target> WITH <element*> [limb]
  |syntax=CAST FLOOD
  |required=Air, Water, Earth, Fire and 150 mana
  |required=250 mana
  |target=Adventurers
|channels=Water
  |cooldown=2.50 seconds of balance
  |target=Room
  |detail=Channel the elemental forces, delivering a powerful blow and unleashing a portion of the vast energy of the channeled element. Should you have TARGETING in weaponry, you may use this to target specific limbs.<br>AIR - Strip your target's aura of rebounding, or throw your target to the floor with a blast of wind.<br>EARTH - Break a random limb on your target, or shatter your target's shield defence.<br>FIRE - Burn away the frost defense from your foe while setting them alight.<br>WATER - Increase the level of chill in your opponent's bloodstream.
  |cooldown=4.00 seconds of equilibrium
  |detail=Channel the power of elemental water to flood the room you stand in.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Hailstorm
  |skill=Quake
  |description=Call down a hailstorm to pummel everyone else in the room.
  |description=Open cracks in the ground to drain away water.
  |lessons=
  |lessons=
  |syntax=CAST HAILSTORM
  |syntax=CAST QUAKE
  |required=Air, Water and 500 mana
  |required=250 mana
|channels=Earth
  |target=Room
  |target=Room
  |cooldown=3.50 seconds of equilibrium
  |cooldown=3.20 seconds of equilibrium
  |detail=With this spell, you may rain hailstones down upon all your enemies in the room.
  |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=Stormhammer
  |skill=Icewall
  |description=Call down the wrath of the storm upon multiple enemies.
  |description=Conjure up an obstructing icewall.
  |lessons=
  |lessons=
  |syntax=CAST STORMHAMMER AT <target> [AND <target> [AND <target>]]
  |syntax=CAST ICEWALL <direction>
  |required=Air, Fire and 1200 mana
  |required=100 mana
  |target=Adventurers and denizens
|channels=Water
  |cooldown=6.00 seconds of equilibrium
  |target=Room
  |detail=This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens.
  |cooldown=3.00 seconds of equilibrium
  |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=Holocaust
  |skill=Hailstorm
  |description=Create a delayed explosion of immense power.
  |description=Call down a hailstorm to pummel everyone else in the room.
  |lessons=
  |lessons=
  |syntax=CAST HOLOCAUST <seconds> (Between 10 and 60)
  |syntax=CAST HAILSTORM
  |required=Fire and 1500 mana
  |required=500 mana
|channels=Air and Water
  |target=Room
  |target=Room
  |cooldown=6.00 seconds of equilibrium
  |cooldown=3.50 seconds of equilibrium
  |detail=This extremely powerful spell creates a magical bomb with a timer on it. When the time runs out, the bomb will explode in a massive, fiery holocaust.
  |detail=With this spell, you may rain hailstones down upon all your enemies in the room.
}}
 
{{Skill_detail
|skill=Magmasphere
|description=A delayed eruption of magmatic fury.
|lessons=
|syntax=CAST MAGMASPHERE <seconds>
|required=
|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.  
}}
}}


[[Category:Skills]]
[[Category:Skills]][[Category:Edit needed]]
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