Elementalism and Crystalism: Difference between pages

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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 it was replaced with the skill of [[Propagation]].
Crystalism is a powerful skill which involves using magical crystals to create vibrations. These vibrations may be single-use or, more commonly, persistent and room-based. In order to set up a vibration, one must first obtain crystals from the [[Master Crystal]] of their [[:category:houses|House]] using the refine ability. Once a Magi has crystals they can spin them and finally embed various powerful vibrations. Some vibrations will affect only the Magi, some will affect only the Magi's enemies, and some will affect everyone in the room.


The skill of '''Elementalism''' is available to members [[Magi]] [[class]], along with [[Crystalism]] and [[Artificing]].
Those who do not hold membership in a [[:category:houses|House]] which owns a [[Master Crystal]] will find difficulty using some abilities within this skill, and will have to go to the public [[Master Crystal]] in the crystal caverns of [[Tasur'ke]].


==Abilities in Elementalism==
The skill of '''Crystalism''' is available to members of the [[Magi]] [[class]], along with [[Elementalism]] and [[Artificing]].
{{Skill_detail
|skill=Channel
|description=Open conduits to the Elemental Realms.
|lessons=
|syntax=CHANNEL AIR/EARTH/FIRE/WATER<br>CHANNELS<br>SEVER ALL/AIR/EARTH/FIRE/WATER
|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.
}}


==Abilities in Crystalism==
{{Skill_detail
{{Skill_detail
  |skill=Light
  |skill=Refine
  |description=Light up your surroundings.
  |description=Refine a piece of crystal out of the Master.
  |lessons=
  |lessons=
  |syntax=CAST LIGHT
  |syntax=REFINE [1-10] <shape>
  |required=50 mana
  |required=50 mana
|channels=Fire
  |target=
  |target=Room
  |cooldown=1.00 seconds of balance
  |cooldown=3.00 seconds of equilibrium
  |detail=This ability must be done in the presence of the Master Crystal. It will refine one of the possible crystal shapes from the Master, reducing the Master Crystal by one facet.<br>Possible shapes are:<table style="border-collapse:collapse"><tr><td style="width:75px;">Pyramid</td><td style="width:75px;">Torus</td><td style="width:75px;">Pentagon</td></tr><tr><td style="width:75px;">Cylinder</td><td style="width:75px;">Cube</td><td style="width:75px;">Diamond</td></tr><tr><td style="width:75px;">Sphere</td><td style="width:75px;">Polyhedron</td><td style="width:75px;">Spiral</td></tr><tr><td style="width:75px;">Egg</td><td style="width:75px;">Disc</td></tr></table>In order to replenish the facets of the Master Crystal, you must find pearls, and FOLD PEARL INTO CRYSTAL.
  |detail=With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Fortification
  |skill=Fold
  |description=Protect your open channels from attack.
  |description=Fold pearls into a master crystal.
  |lessons=
  |lessons=
  |syntax=FORTIFY <channel><br>FORTIFY ALL
  |syntax=FOLD PEARL INTO <master crystal>
  |required=100 mana
  |required=
  |target=Self
  |target=
  |cooldown=1.00 seconds of equilibrium
  |cooldown=
  |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.
  |detail=The ability to fold pearls into a master crystal allows a magi to refine for the crystals necessary for the crystal arts.
 
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=Scry
  |skill=Embed
  |description=Locate another adventurer.
  |description=Embed crystalline vibrations.
  |lessons=
  |lessons=
  |syntax=CAST SCRY AT <target>
  |syntax=EMBED <vibration>
  |required=30 mana
  |required=300 mana
|channels=Water
  |target=Room
  |target=Adventurers
  |cooldown=3.10 seconds of equilibrium
  |cooldown=1.00 seconds of equilibrium
  |detail=Once you embed a vibration, it will shortly activate.
  |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=Resonance
  |skill=Touch
  |description=The Elemental Planes are at your fingertips.
  |description=Determine how many facets you may refine.
  |lessons=
  |lessons=
  |syntax=RESONANCE<br>RESONANCE VERBOSITY <NONE|LOW|HIGH>
  |syntax=TOUCH CRYSTAL
  |required=
  |required=
|channels=
  |target=
  |target=
  |cooldown=
  |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: 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.
  |detail=When done in the presence of a Master Crystal, this will tell you how many facets it has.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Erode
  |skill=Spin
  |description=Destroy the defences of your opponent.
  |description=Set crystals to spinning.
  |lessons=
  |lessons=
  |syntax=CAST ERODE AT <target> [defence]
  |syntax=SPIN <crystal>
  |required=75 mana
  |required=
|channels=Air, Earth, Fire and Water
  |target=
  |target=Adventurers and denizens
  |cooldown=
  |cooldown=2.50 seconds of equilibrium
  |detail=Set a crystal to spinning.
  |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 instead of increasing resonance, when you successfully strip a defence all resonance you possess is decreased by one level.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Suppression
  |skill=Dampen
  |description=Destroy the sustaining partita harmonic.
  |description=Attempt to dampen a vibration, destroying it.
  |lessons=
  |lessons=
  |syntax=CAST SUPPRESSION
  |syntax=DAMPEN <vibration>
  |required=200 mana
  |required=
|channels=Air and Earth
  |target=Room
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of balance
  |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.
  |detail=This ability gives you the power to destroy a vibration. You may only destroy vibrations that you are capable of embedding.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Binding
  |skill=Vibes
  |description=The magic of channel binding.
  |description=See what vibrations are in a room.
  |lessons=
  |lessons=
  |syntax=BIND <channel>/ALL
  |syntax=VIBES or VIBRATIONS
  |required=150 mana
  |required=
  |target=
  |target=Room
  |cooldown=1.00 seconds of equilibrium
  |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.  
  |detail=This ability will show you what vibrations are in a room.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Deepfreeze
  |skill=Dissipate
  |description=Cast a spell of extreme cold at your enemies.
  |description=Attack the mana of your enemies.
  |lessons=
  |lessons=
  |syntax=CAST DEEPFREEZE
  |syntax=EMBED DISSIPATE
  |required=500 mana
  |required=300 mana
  |channels=Air and Water
  |shapes=Pentagon
  |target=Room
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |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.
  |detail=This vibration will attack the mana of your enemies.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Illusion
  |skill=Palpitation
  |description=Cast an illusion of your choosing.
  |description=Cause small heart attacks in your enemies.
  |lessons=
  |lessons=
  |syntax=CAST ILLUSION [LETHAL] <illusion><br>CAST <target> ILLUSION [LETHAL] <illusion>
  |syntax=EMBED PALPITATION
  |required=50 mana
  |required=300 mana
  |channels=Air and Fire
  |shapes=Cylinder
  |target=Room
  |target=Room
  |cooldown=2.00 seconds of equilibrium
  |cooldown=4.00 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. For limitations and restrictions, please refer to HELP ILLUSIONS.
  |detail=This vibration will cause small heart attacks in your enemies, doing damage.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Simultaneity
  |skill=Heat
  |description=Parallel channeling.
  |description=Fill a room with soothing warmth.
  |lessons=
  |lessons=
  |syntax=SIMULTANEITY
  |syntax=EMBED HEAT
  |required=1000 mana
  |required=300 mana
  |target=Self
|shapes=Pyramid
  |target=Room
  |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=This vibration will heat up the room around you, counteracting the normal effects of cold weather.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Stormhammer
  |skill=Alarm
  |description=Call down the wrath of the storm upon multiple enemies.
  |description=Be alerted to movements of your enemies.
  |lessons=
  |lessons=
  |syntax=CAST STORMHAMMER AT <target> [AND <target> [AND <target>]]
  |syntax=EMBED ALARM
  |required=1200 mana
  |required=300 mana
  |channels=Air and Fire
  |shapes=Spiral
  |target=Adventurers and denizens
  |target=Room
  |cooldown=6.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens.
  |detail=This vibration will notify you whenever one of your enemies leaves or enters the room it is in.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Holocaust
  |skill=Tremors
  |description=Create a delayed explosion of immense power.
  |description=Cause ground-shaking quakes.
  |lessons=
  |lessons=
  |syntax=CAST HOLOCAUST <seconds> (Between 10 and 60)
  |syntax=EMBED TREMORS
  |required=1500 mana
  |required=300 mana
  |channels=Fire
  |shapes=Disc and Egg
  |target=Room
  |target=Room
  |cooldown=6.00 seconds of equilibrium
  |cooldown=4.00 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.
  |detail=A low, rumbling vibration, this is powerful enough to knock non-levitating enemies off of their feet. If the adventurer is levitating, it will strip the defence.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Magmasphere
  |skill=Reverberation
  |description=A delayed eruption of magmatic fury.
  |description=Protect your vibrations against some attacks.
  |lessons=
  |lessons=
  |syntax=CAST MAGMASPHERE <seconds>
  |syntax=EMBED REVERBERATION
  |required=
  |required=300 mana
  |channels=Earth and Fire
  |shapes=Disc and Pentagon
  |target=Adventurers and room
  |target=Room
  |cooldown=
  |cooldown=4.00 seconds of equilibrium
  |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.  
  |detail=This vibration will protect your other vibrations in the room against most things which might destroy them, except the Dampen ability and the Retardation vibration.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Hypothermia
  |skill=Sonicportal
  |description=The freezing touch of Sllshya.
  |description=Open a portal to someone.
  |lessons=
  |lessons=
  |syntax=CAST HYPOTHERMIA AT <target>
  |syntax=EMBED SONICPORTAL <target>
  |required=60 mana
  |required=300 mana
  |channels=Air and Water
  |shapes=Sphere and Torus
  |target=Adventurers
  |target=Adventurers
  |cooldown=2.60 seconds of equilibrium
  |cooldown=4.00 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.<br>* This affliction is cured via the restoration salve.
  |detail=When you embed this vibration, a portal will appear soon after leading between you and your target.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Shalestorm
  |skill=Adduction
  |description=A downpour of stone.
  |description=Suck those around you into your room.
  |lessons=
  |lessons=
  |syntax=CAST SHALESTORM AT <target>
  |syntax=EMBED ADDUCTION
  |required=100 mana
  |required=300 mana
  |channels=Earth
  |shapes=Disc and Polyhedron
|target=
|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=Firestorm
|description=The very world shall burn at your command.
|lessons=
|syntax=CAST FIRESTORM
|required=50 mana
|channels=Air and Fire
  |target=Room
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |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.
  |detail=The adduction vibration will attempt to pull in people from adjacent locations.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Glaciate
  |skill=Crystalhome
  |description=A doom of Maklak's make.
  |description=Transport yourself back to the Master Crystal.
  |lessons=
  |lessons=
  |syntax=CAST GLACIATE AT <target>
  |syntax=CRYSTALHOME
  |required=50 mana
  |required=4.00 second delay
|channels=Air and Water
  |target=Self
  |target=
  |cooldown=
  |cooldown=3.00 seconds of equilibrium
  |detail=This ability will allow you to return automatically to your Master Crystal, with a short delay.<br>Note:<br>- You must belong to a House with a Master Crystal and be at least of House Rank 3<br>- Targossas and Eleusis may access their Master Crystal at City Rank 2
  |detail=This higher order spell will inflict terrible damage upon those that are already frozen.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Conflagrate
  |skill=Harmony
  |description=Summon forth a terrible conflagration.
  |description=A soothing, healing vibration.
  |lessons=
  |lessons=
  |syntax=CAST CONFLAGRATE AT <target>
  |syntax=EMBED HARMONY<br>TUNE HARMONY HEALING{{!}}RESTORATION
  |required=150 mana
  |required=300 mana
  |channels=Fire
  |shapes=Egg and Sphere
  |target=Adventurers
  |target=Room
  |cooldown=2.35 seconds of equilibrium
  |cooldown=4.00 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.
  |detail=This vibration will heal either your afflictions or health and mana. If you TUNE to HEALING, it shall do the former; if you Tune to RESTORATION, it shall do the latter.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Emanation
  |skill=Creeps
  |description=The elements unleashed.
  |description=Cause fear in your enemies.
  |lessons=
  |lessons=
  |syntax=CAST EMANATION AT <target> <AIR|EARTH|FIRE|WATER>
  |syntax=EMBED CREEPS
  |required=100 mana
  |required=300 mana
  |channels=Air, Earth, Water and Fire
  |shapes=Torus
  |target=
  |target=Room
  |cooldown=2.40 seconds of equilibrium
  |cooldown=4.00 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.
  |detail=This unnerving vibration will cause shyness in your enemies.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Purity
  |skill=Silence
  |description=Life's water will ever run clear.
  |description=A sound-negating vibration.
  |lessons=
  |lessons=
  |syntax=CAST PURITY
  |syntax=EMBED SILENCE
  |required=1000 mana
  |required=300 mana
  |channels=Water
  |shapes=Egg
  |target=
  |target=Room
  |cooldown=3.00 seconds of equilibrium
  |cooldown=4.00 seconds of 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.<br>* You will become immune to many afflictions (primarily those cured by herbs and minerals) while this defence lasts.
  |detail=This vibration alters itself constantly so as to cancel out most sound in the room.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Convergence
  |skill=Revelation
  |description=Unbounded arcane might.
  |description=Reveal those around you who may be concealed.
  |lessons=
  |lessons=
  |syntax=CAST CONVERGENCE AT <target>
  |syntax=EMBED REVELATION
  |required=300 mana
  |required=300 mana
  |channels=Air, Earth, Water and Fire
  |shapes=Cube and Diamond
  |target=
  |target=Room
  |cooldown=2.90 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |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.
  |detail=This vibration will cause concealed adventurers to be revealed.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Gust
  |skill=Grounding
  |description=Blow someone in a direction with a gust of wind.
  |description=Root yourself to the ground.
  |lessons=
  |lessons=
  |syntax=CAST GUST<br>CAST GUST AT <target> <direction>
  |syntax=EMBED GROUNDING
  |required=40 mana
  |required=300 mana
  |channels=Air
  |shapes=Sphere
  |target=Adventurers and room
  |target=Self
  |cooldown=3.00 seconds of equilibrium
  |cooldown=4.00 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=This vibration will root you to the ground, and make it difficult for you to be moved or move, provided you are not in a watery environment.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Firelash
  |skill=Oscillate
  |description=Attack with elemental fire.
  |description=Discordant music to cause amnesia.
  |lessons=
  |lessons=
  |syntax=CAST FIRELASH AT <target>/<icewall>/<totem>/GROUND/VINES
  |syntax=EMBED OSCILLATE
  |required=120 mana
  |required=300 mana
  |channels=Fire
  |shapes=Diamond
  |target=Adventurers, denizens, and room
  |target=Adventurers
  |cooldown=
  |cooldown=4.00 seconds of 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.  
  |detail=By creating neurologically disruptive vibrations, this ability will periodically give amnesia to your enemies.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Freeze
  |skill=Worldvibes
  |description=Chill another adventurer.
  |description=The ability to see your vibes worldwide.
  |lessons=
  |lessons=
  |syntax=CAST FREEZE AT GROUND/<target>
  |syntax=VIBES ALL
  |required=Ground: 200 mana<br>Targetted: 100 mana
  |required=
|channels=Air and Water
  |target=
  |target=
  |cooldown=Ground: 4.00 seconds of equilibrium<br>Targetted: 3.00 seconds of equilibrium
  |cooldown=1.00 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.
  |detail=This ability will show you the status of all your active vibrations.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Geyser
  |skill=Focus
  |description=Knock someone out of the trees or the sky.
  |description=Draw your vibrations back to you.
  |lessons=
  |lessons=
  |syntax=CAST GEYSER AT <target>
  |syntax=VIBES FOCUS
  |required=100 mana
  |required=100 mana
  |channels=Earth, Fire and Water
  |shapes=
  |target=Adventurers
  |target=Room
  |cooldown=3.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |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.
  |detail=By producing a specific resonance, you may call one of each vibration you actively possess to your current location(*), though all others will be destroyed in the process.<p>* Does not call the reverberation vibration.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Dehydrate
  |skill=Disorientation
  |description=Make them vulnerable to the consuming flame.
  |description=Disorient your enemies with dizziness.
  |lessons=
  |lessons=
  |syntax=CAST DEHYDRATE AT <target>
  |syntax=EMBED DISORIENTATION
|required=45 mana
  |required=300 mana
|channels=Fire and Water
  |shapes=Spiral
|target=Adventurers
  |target=Room
|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.<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).
}}
 
{{Skill_detail
|skill=Fulminate
|description=Fry your enemies with awesome bolts of lightning.
|lessons=
|syntax=CAST FULMINATE AT <target>
|required=120 mana
|channels=Fire and Air
|target=Adventurers
|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=Bombard
|description=A trivial application of Air and Earth.
|lessons=
|syntax=CAST BOMBARD <target>
|required=50 mana
|channels=Earth and Air
|target=Adventurers
|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=Mudslide
|description=A sludge to send them sprawling.
|lessons=
|syntax=CAST MUDSLIDE AT <target>
|required=90 mana
|channels=Earth and Water
|target=Adventurers
|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=Magma
|description=Rock to boil and bubble.
|lessons=
|syntax=CAST MAGMA AT <target>
|required=90 mana
|channels=Earth and Fire
|target=Adventurers
|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=Transfix
|description=Mesmerize your target into inaction.
|lessons=
|syntax=CAST TRANSFIX AT <target>
|required=200 mana
|channels=Air and Fire
|target=Adventurers
|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=Reflection
|description=Create a distracting illusion of yourself.
|lessons=
|syntax=CAST REFLECTION AT ME/<target>
|required=50 mana
|channels=Air and Fire
|target=Adventurers and self
|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=Stonefist
|description=Coat your fists with rock and punch with more power.
|lessons=
|syntax=CAST STONEFIST<br>RELAX STONEFIST
  |required=60 mana
  |channels=Earth
  |target=Self
  |cooldown=4.00 seconds of equilibrium
  |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..
  |detail=By disrupting the inner ear, this vibration will cause periodic dizziness in your enemies.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Stoneskin
  |skill=Energise
  |description=Create a protective but supple layer of stone around you.
  |description=Suck health from your enemies and use it.
  |lessons=
  |lessons=
  |syntax=CAST STONESKIN
  |syntax=EMBED ENERGISE<br>ABSORB ENERGY
|required=75 mana
  |required=300 mana
|channels=Earth
  |shapes=Polyhedron
|target=Self
  |target=Room and self
|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=Chargeshield
|description=Create a magical shield to resist electric damage.
|lessons=
|syntax=CAST CHARGESHIELD AT ME/<target>
  |required=200 mana
  |channels=Air and Earth
  |target=Adventurers and self
  |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 ability will drain the health of your enemies, and store a portion of it. When you wish to use that health, you must do ABSORB ENERGY. This will, however, destroy the vibration.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Bloodboil
  |skill=Stridulation
  |description=Boil off that which afflicts you.
  |description=Destroy the equilibrium of your enemies.
  |lessons=
  |lessons=
  |syntax=CAST BLOODBOIL
  |syntax=EMBED STRIDULATION
  |required=75 mana
  |required=300 mana
  |channels=Fire and Water
  |shapes=Cylinder and Polyhedron
  |target=Self
  |target=Adventurers
  |cooldown=4.00 seconds of equilibrium
  |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.  
  |detail=Stridulation vibrations afflict your enemies with stridulating periodically. This affliction shall cause your hostile vibrations to periodically coalesce upon their frequency so long as it remains upon their person.<p>* Note that the retardation and silence vibrations are excluded from the hostile vibrations which will do so.
}}
}}


{{Skill_detail
|skill=Diamondskin
|description=Give your skin diamond-like hardening.
|lessons=
|syntax=CAST DIAMONDSKIN
|required=175 mana
|channels=Earth, Fire and Water
|target=Self
|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.
}}


{{Skill_detail
{{Skill_detail
  |skill=Firewall
  |skill=Gravity
  |description=Create a wall of elemental fire.
  |description=Increase the power of gravity in the room.
  |lessons=
  |lessons=
  |syntax=CAST FIREWALL <direction>
  |syntax=EMBED GRAVITY
  |required=100 mana
  |required=300 mana
  |channels=Fire
  |shapes=Egg and Torus
  |target=Room
  |target=Room
  |cooldown=3.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=Channeling the power of elemental fire, you will create walls of burning flame.
  |detail=The oscillations of this vibration cause the downward pull of gravity to be increased in your room, pulling those in the trees and sky to the ground.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Fog
  |skill=Forest
  |description=Conjure up obscuring fog.
  |description=Cause a forest of sharp crystal to arise.
  |lessons=
  |lessons=
  |syntax=CAST FOG
  |syntax=EMBED FOREST
  |required=250 mana
  |required=300 mana
  |channels=Air and Water
  |shapes=Diamond and Pyramid
  |target=Room
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=With the powers of air and water, you may cause an elemental fog to fill your surroundings.
  |detail=This vibration causes a forest of small, very sharp crystals to arise, damaging anyone who falls in the room, provided they are not levitating.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Hellfumes
  |skill=Dissonance
  |description=Create choking fumes in your surroundings.
  |description=Cause your enemies to become dissonant.
  |lessons=
  |lessons=
  |syntax=Hellfumes
  |syntax=EMBED DISSONANCE
  |required=200 mana
  |required=300 mana
  |channels=Air and Earth
  |shapes=Cylinder, Sphere and Spiral
  |target=Room
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=This spell will create a noxious cloud in your location, choking those around you.
  |detail=Every person vibrates with a certain fundamental frequency. This vibration will cause damage in those vibrating at the normal frequency, but has a chance of causing enemies to vibrate dissonantly. In this case, the enemy in question will lose a defence periodically.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Flood
  |skill=Plague
  |description=Drown a location in water.
  |description=Afflict your enemies with debilitating effects.
  |lessons=
  |lessons=
  |syntax=CAST FLOOD
  |syntax=EMBED PLAGUE
  |required=250 mana
  |required=300 mana
  |channels=Water
  |shapes=Cube, Pyramid, Spiral
  |target=Room
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=Channel the power of elemental water to flood the room you stand in.
  |detail=A powerful vibration, it will slowly kill your enemies who stand within it, giving a variety of afflictions before death.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Quake
  |skill=Lullaby
  |description=Open cracks in the ground to drain away water.
  |description=Put your enemies to sleep.
  |lessons=
  |lessons=
  |syntax=CAST QUAKE
  |syntax=EMBED LULLABY
  |required=250 mana
  |required=300 mana
  |channels=Earth
  |shapes=Pyramid
  |target=Room
  |target=Room
  |cooldown=3.20 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location.
  |detail=The powerful lullaby vibration will put your enemies to sleep.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Icewall
  |skill=Retardation
  |description=Conjure up an obstructing icewall.
  |description=Slow time in your location.
  |lessons=
  |lessons=
  |syntax=CAST ICEWALL <direction>
  |syntax=EMBED RETARDATION
  |required=100 mana
  |required=300 mana
  |channels=Water
  |shapes=Disc
  |target=Room
  |target=Room
  |cooldown=3.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by.
  |detail=The retardation vibration slows time in the location, giving the aeon effect to everyone in the room, including you. Unfortunately, due to its time-bending effects, this vibration will disable any crystalline vibrations in the room with it that offer passive effects, and affect any weapons or projectiles thrown from outside of the vibration's effect.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Hailstorm
  |skill=Cataclysm
  |description=Call down a hailstorm to pummel everyone else in the room.
  |description=Unleash the fury of a team of magi.
  |lessons=
  |lessons=
  |syntax=CAST HAILSTORM
  |syntax=EMBED CATACLYSM<br>IMBUE
  |required=500 mana
  |required=300 mana
  |channels=Air and Water
  |shapes=Cylinder, Cube, Diamond, Disc, Egg, Pentagon, Polyhedron, Pyramid, Spiral, Sphere, and Torus (2 of each total, 1 of each spun per Magi)
  |target=Room
  |target=Adventurers
  |cooldown=3.50 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=With this spell, you may rain hailstones down upon all your enemies in the room.
  |detail=This is the most powerful of the vibrations. Two magi must each spin all eleven of the crystals before one can EMBED the CATACLYSM vibration. Once the vibration has been embedded, the second magi (who must also have transcendent Crystalism) must IMBUE the vibration with his power to complete the cataclysm. This vibration will only function outdoors.<br>Once this has been done, anyone with STAFFCAST, FREEZE, or TRANSFIX in Elementalism will be able to cast them through the cataclysm vibration at anyone outdoors within a three room radius.  
}}
}}


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

Revision as of 13:01, 1 September 2025

Crystalism is a powerful skill which involves using magical crystals to create vibrations. These vibrations may be single-use or, more commonly, persistent and room-based. In order to set up a vibration, one must first obtain crystals from the Master Crystal of their House using the refine ability. Once a Magi has crystals they can spin them and finally embed various powerful vibrations. Some vibrations will affect only the Magi, some will affect only the Magi's enemies, and some will affect everyone in the room.

Those who do not hold membership in a House which owns a Master Crystal will find difficulty using some abilities within this skill, and will have to go to the public Master Crystal in the crystal caverns of Tasur'ke.

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

Abilities in Crystalism

Refine Refine a piece of crystal out of the Master.
Syntax: REFINE [1-10] <shape>
Required: 50 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability must be done in the presence of the Master Crystal. It will refine one of the possible crystal shapes from the Master, reducing the Master Crystal by one facet.
Possible shapes are:
PyramidTorusPentagon
CylinderCubeDiamond
SpherePolyhedronSpiral
EggDisc
In order to replenish the facets of the Master Crystal, you must find pearls, and FOLD PEARL INTO CRYSTAL.
Note: {{{note}}}
Fold Fold pearls into a master crystal.
Syntax: FOLD PEARL INTO <master crystal>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The ability to fold pearls into a master crystal allows a magi to refine for the crystals necessary for the crystal arts.
Note: {{{note}}}
Embed Embed crystalline vibrations.
Syntax: EMBED <vibration>
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 3.10 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you embed a vibration, it will shortly activate.
Note: {{{note}}}
Touch Determine how many facets you may refine.
Syntax: TOUCH CRYSTAL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When done in the presence of a Master Crystal, this will tell you how many facets it has.
Note: {{{note}}}
Spin Set crystals to spinning.
Syntax: SPIN <crystal>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Set a crystal to spinning.
Note: {{{note}}}
Dampen Attempt to dampen a vibration, destroying it.
Syntax: DAMPEN <vibration>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability gives you the power to destroy a vibration. You may only destroy vibrations that you are capable of embedding.
Note: {{{note}}}
Vibes See what vibrations are in a room.
Syntax: VIBES or VIBRATIONS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will show you what vibrations are in a room.
Note: {{{note}}}
Dissipate Attack the mana of your enemies.
Syntax: EMBED DISSIPATE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Pentagon
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will attack the mana of your enemies.
Note: {{{note}}}
Palpitation Cause small heart attacks in your enemies.
Syntax: EMBED PALPITATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will cause small heart attacks in your enemies, doing damage.
Note: {{{note}}}
Heat Fill a room with soothing warmth.
Syntax: EMBED HEAT
Required: 300 mana
Channels: {{{channels}}}
Shapes: Pyramid
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will heat up the room around you, counteracting the normal effects of cold weather.
Note: {{{note}}}
Alarm Be alerted to movements of your enemies.
Syntax: EMBED ALARM
Required: 300 mana
Channels: {{{channels}}}
Shapes: Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will notify you whenever one of your enemies leaves or enters the room it is in.
Note: {{{note}}}
Tremors Cause ground-shaking quakes.
Syntax: EMBED TREMORS
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc and Egg
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A low, rumbling vibration, this is powerful enough to knock non-levitating enemies off of their feet. If the adventurer is levitating, it will strip the defence.
Note: {{{note}}}
Reverberation Protect your vibrations against some attacks.
Syntax: EMBED REVERBERATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc and Pentagon
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will protect your other vibrations in the room against most things which might destroy them, except the Dampen ability and the Retardation vibration.
Note: {{{note}}}
Sonicportal Open a portal to someone.
Syntax: EMBED SONICPORTAL <target>
Required: 300 mana
Channels: {{{channels}}}
Shapes: Sphere and Torus
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When you embed this vibration, a portal will appear soon after leading between you and your target.
Note: {{{note}}}
Adduction Suck those around you into your room.
Syntax: EMBED ADDUCTION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc and Polyhedron
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The adduction vibration will attempt to pull in people from adjacent locations.
Note: {{{note}}}
Crystalhome Transport yourself back to the Master Crystal.
Syntax: CRYSTALHOME
Required: 4.00 second delay
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to return automatically to your Master Crystal, with a short delay.
Note:
- You must belong to a House with a Master Crystal and be at least of House Rank 3
- Targossas and Eleusis may access their Master Crystal at City Rank 2
Note: {{{note}}}
Harmony A soothing, healing vibration.
Syntax: EMBED HARMONY
TUNE HARMONY HEALING|RESTORATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Egg and Sphere
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will heal either your afflictions or health and mana. If you TUNE to HEALING, it shall do the former; if you Tune to RESTORATION, it shall do the latter.
Note: {{{note}}}
Creeps Cause fear in your enemies.
Syntax: EMBED CREEPS
Required: 300 mana
Channels: {{{channels}}}
Shapes: Torus
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This unnerving vibration will cause shyness in your enemies.
Note: {{{note}}}
Silence A sound-negating vibration.
Syntax: EMBED SILENCE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Egg
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration alters itself constantly so as to cancel out most sound in the room.
Note: {{{note}}}
Revelation Reveal those around you who may be concealed.
Syntax: EMBED REVELATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cube and Diamond
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will cause concealed adventurers to be revealed.
Note: {{{note}}}
Grounding Root yourself to the ground.
Syntax: EMBED GROUNDING
Required: 300 mana
Channels: {{{channels}}}
Shapes: Sphere
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will root you to the ground, and make it difficult for you to be moved or move, provided you are not in a watery environment.
Note: {{{note}}}
Oscillate Discordant music to cause amnesia.
Syntax: EMBED OSCILLATE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Diamond
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By creating neurologically disruptive vibrations, this ability will periodically give amnesia to your enemies.
Note: {{{note}}}
Worldvibes The ability to see your vibes worldwide.
Syntax: VIBES ALL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will show you the status of all your active vibrations.
Note: {{{note}}}
Focus Draw your vibrations back to you.
Syntax: VIBES FOCUS
Required: 100 mana
Channels: {{{channels}}}
Shapes:
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By producing a specific resonance, you may call one of each vibration you actively possess to your current location(*), though all others will be destroyed in the process.

* Does not call the reverberation vibration.

Note: {{{note}}}
Disorientation Disorient your enemies with dizziness.
Syntax: EMBED DISORIENTATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By disrupting the inner ear, this vibration will cause periodic dizziness in your enemies.
Note: {{{note}}}
Energise Suck health from your enemies and use it.
Syntax: EMBED ENERGISE
ABSORB ENERGY
Required: 300 mana
Channels: {{{channels}}}
Shapes: Polyhedron
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will drain the health of your enemies, and store a portion of it. When you wish to use that health, you must do ABSORB ENERGY. This will, however, destroy the vibration.
Note: {{{note}}}
Stridulation Destroy the equilibrium of your enemies.
Syntax: EMBED STRIDULATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder and Polyhedron
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Stridulation vibrations afflict your enemies with stridulating periodically. This affliction shall cause your hostile vibrations to periodically coalesce upon their frequency so long as it remains upon their person.

* Note that the retardation and silence vibrations are excluded from the hostile vibrations which will do so.

Note: {{{note}}}


Gravity Increase the power of gravity in the room.
Syntax: EMBED GRAVITY
Required: 300 mana
Channels: {{{channels}}}
Shapes: Egg and Torus
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The oscillations of this vibration cause the downward pull of gravity to be increased in your room, pulling those in the trees and sky to the ground.
Note: {{{note}}}
Forest Cause a forest of sharp crystal to arise.
Syntax: EMBED FOREST
Required: 300 mana
Channels: {{{channels}}}
Shapes: Diamond and Pyramid
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration causes a forest of small, very sharp crystals to arise, damaging anyone who falls in the room, provided they are not levitating.
Note: {{{note}}}
Dissonance Cause your enemies to become dissonant.
Syntax: EMBED DISSONANCE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder, Sphere and Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Every person vibrates with a certain fundamental frequency. This vibration will cause damage in those vibrating at the normal frequency, but has a chance of causing enemies to vibrate dissonantly. In this case, the enemy in question will lose a defence periodically.
Note: {{{note}}}
Plague Afflict your enemies with debilitating effects.
Syntax: EMBED PLAGUE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cube, Pyramid, Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A powerful vibration, it will slowly kill your enemies who stand within it, giving a variety of afflictions before death.
Note: {{{note}}}
Lullaby Put your enemies to sleep.
Syntax: EMBED LULLABY
Required: 300 mana
Channels: {{{channels}}}
Shapes: Pyramid
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The powerful lullaby vibration will put your enemies to sleep.
Note: {{{note}}}
Retardation Slow time in your location.
Syntax: EMBED RETARDATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The retardation vibration slows time in the location, giving the aeon effect to everyone in the room, including you. Unfortunately, due to its time-bending effects, this vibration will disable any crystalline vibrations in the room with it that offer passive effects, and affect any weapons or projectiles thrown from outside of the vibration's effect.
Note: {{{note}}}
Cataclysm Unleash the fury of a team of magi.
Syntax: EMBED CATACLYSM
IMBUE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder, Cube, Diamond, Disc, Egg, Pentagon, Polyhedron, Pyramid, Spiral, Sphere, and Torus (2 of each total, 1 of each spun per Magi)
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This is the most powerful of the vibrations. Two magi must each spin all eleven of the crystals before one can EMBED the CATACLYSM vibration. Once the vibration has been embedded, the second magi (who must also have transcendent Crystalism) must IMBUE the vibration with his power to complete the cataclysm. This vibration will only function outdoors.
Once this has been done, anyone with STAFFCAST, FREEZE, or TRANSFIX in Elementalism will be able to cast them through the cataclysm vibration at anyone outdoors within a three room radius.
Note: {{{note}}}