Alchemy and Occultism: Difference between pages

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Alchemy is the primary study of the Alchemists, focusing on the manipulation of the ether and the alchemical energies that flow through it. The main focus of the skill is based upon drawing upon the latent alchemical energies via Symbology to direct the power of the alchemical primes and metals. Further aspects of Alchemy involve the extraction of the three primes; salt, sulphur, and mercury; from the earth itself, and synthesising these substances into various metals. The skilled practitioner of Alchemy will even find it possible to transmute flesh into varying substances, culminating in the ability to encase another completely in gold.
Once studied in ancient times by predecessors to the modern Occultists, the skill of Occultism is gained through the study of the Mysteries of the nature of the universe itself. This knowledge, which encompasses manipulating auras, bending of time and reality, and mastering the powers of karma, were all lost ages ago during what the Occultists termed the "[[Burning Times]]" when the [[Church]] successfully launched a crusade against the then-scattered individuals practicing Occultism. The survivors banded together, but it was too late to save the knowledge of Occultism. The early practitioners turned to the dark art of Necromancy and entered into a long period of gaining their powers through death magic. That is until the [[Modern Age|modern age]], when Occultism was re-discovered and perfected. Led by [[Shakti]], '''Silverstorm''' and '''Saruman''', the Occultists gathered and began a ritual which created an anchor to a ritual began in the distant past, thus bridging the two times and completing a Great Occult Working that allowed the return of Occultism. Since then, Occultists have turned their backs on Necromancy and again study the older science of Occultism.


The skill of '''Alchemy''' is available to members of the [[Alchemist]] [[class]], along with [[Physiology]] and [[Formulation]] or [[Sublimation]].
The skill of '''Occultism''' is available to members of the [[Occultist]] [[class]], along with [[Tarot]] and [[Domination]].


==Abilities in Alchemy==
==Abilities in Occultism==
{{Skill_detail
{{Skill_detail
  |skill=Symbology
  |skill=Ague
  |description=Draw upon the alchemical energies.
  |description=A chill that enters from the aura to the body.
  |lessons=0
|lessons=
  |syntax=EDUCE <symbol> [args]
|syntax=AGUE <target>
  |required=
|required=100 mana
|target=Adventurers
|cooldown=2.20 seconds of equilibrium
|detail=You can afflict a person's aura with an ague. This will cause the unfortunate wretch to freeze in two or three stages. If the target has a caloric salve applied, this will nullify the caloric salve. If not, then it will set him or her shivering, which will regularly cause a loss of equilibrium. If you chill a shivering person, you will freeze him or her completely. If two of their limbs are broken to the point of needing a restoration salve, it will perform this freeze twice in a single cast.
}}
 
{{Skill_detail
|skill=Auraglance
|description=Seek out another in your mind's eye.
|lessons=16
|syntax=AURAGLANCE <target>
|required=20 mana
|target=Adventurers
|cooldown=1.00 seconds of equilibrium
|detail=Using the power of your will, you can seek out the location of anyone's aura.
}}
 
{{Skill_detail
|skill=Warp
|description=Cause your enemy's body to warp beyond recognition.
  |lessons=23
  |syntax=WARP <target>
  |required=80 mana
  |target=Adventurers and denizens
  |target=Adventurers and denizens
  |cooldown=Equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=The power of symbology allows alchemists to tap into the ether and draw upon the alchemical energies of the primes and metals. <br>Each symbol corresponds to one of the primes or metals, and each has a differing effect.<br>The different symbols you may call upon become available with increased training in Alchemy.<p>See AB ALCHEMY LEAD as an example.</p>
  |detail=Your power to warp reality can be focused on a single individual, causing horrific mutations and cancerous growths that are ultimately quite lethal.
}}
 
{{Skill_detail
|skill=Night
|description=Create darkness in the room.
|lessons=34
|syntax=NIGHT
|required=50 mana
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=Cast a shroud of darkness over a location.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Metallurgy
  |skill=Shroud
  |description=Reduction to the six alchemical metals.
  |description=Perform many actions in secret.
  |lessons=0
  |lessons=56
  |syntax=REDUCE <#> <metal> FROM <mineral><br>REDUCE <metal>
  |syntax=SHROUD<br>UNSHROUD
  |required=100 mana
  |required=75 mana
  |target=
  |target=
  |cooldown=2.75 seconds of balance
  |cooldown=2.00 seconds of equilibrium
  |detail=Reduction of the six alchemical metals from minerals is the first step in understanding the alchemical composition of all things. In order to perform the reduction, you must be standing within a transmutation laboratory in which you have permission to work.<p>The six alchemical metals are: lead, iron, tin, copper, silver, and gold.</p><p>Each mineral is composed of certain metals, so not all alchemical metals can be reduced from all minerals. REDUCE <metal> will reveal the minerals from which a given alchemical metal can be reduced.</p><p>Alchemical metals produced via metallurgy can also be manipulated by the name a<metal>. For example, agold or atin.</p>
  |detail=This will draw a shroud of concealment over your actions.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Primes
  |skill=Bodywarp
  |description=Isolation of alchemical primes.
  |description=Warping your own body is not for the faint of heart.
  |lessons=0
  |lessons=67
  |syntax=ISOLATE <#> <prime> FROM <metal><br>ISOLATE <prime>
  |syntax=BODYWARP
  |required=100 mana
|required=75 mana
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=You can warp your own form into an unspeakable image, causing a primal fear even in the most hardy so long as they can see you(*).
* The victim must be unblind.
}}
 
{{Skill_detail
|skill=Eldritchmists
|description=The Hymn to Glaaki will raise strange mists.
|lessons=89
|syntax=ELDRITCHMISTS
|required=200 mana
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=By singing the Hymn to Glaaki, you may call up eldrich mists out of the ground itself, harming all adventurers present except yourself.
}}
 
{{Skill_detail
|skill=Mask
|description=Conceal the movement of your chaos entities.
|lessons=112
|syntax=MASK<br>UNMASK
  |required=500 mana
  |target=
  |target=
  |cooldown=2.75 seconds of balance
  |cooldown=2.00 seconds of equilibrium
  |detail=Isolation of alchemical primes from alchemical metals is the fundamental mark of a capable alchemist. In order to perform the isolation, you must be standing within a transmutation laboratory in which you have permission to work.</p><p>The three alchemical primes are: salt, sulphur, and mercury.</p><p>Each alchemical metal is composed of certain alchemical primes, so not all alchemical primes can be isolated from all alchemical metals. ISOLATE <prime> will reveal the alchemical metals from which a given alchemical prime can be isolated.</p><p>Alchemical primes produced via isolation can also be manipulated by the name a<prime>. For example, asalt or asulphur.</p>
  |detail=This ability will cause all the chaos entities in your entourage to become cloaked. While cloaked, their movement in and out of rooms will not be seen. To remove the cloak, use UNMASK.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Lead
  |skill=Attend
  |description=Density from the lowest of the metals.
  |description=Force your students to pay attention.
  |lessons=0
  |lessons=134
  |syntax=EDUCE LEAD<br>EDUCE LEAD <target>
  |syntax=ATTEND <target>
  |required=150 mana
  |required=125 mana
  |target=Adventurers and self
  |target=Adventurers
  |cooldown=2.00 seconds of equilibrium
  |cooldown=2.20 seconds of equilibrium
|symbol=Two concentric circles
  |detail=Using the power of your will, you can exert your aura and force your students to attend to their studies, curing them of deafness and blindness.
  |detail=Calling upon the energy of lead, the lowest of the alchemical metals, will grant great density to your body.<p>You may also target this at another adventurer flying in the sky above you, dragging them back to earth by drastically increasing their weight for a short time and briefly knocking them off balance.</p><p>Use without a target incurs a small equilibrium loss.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Seek
  |skill=Enervate
  |description=Find another through the ether.
  |description=Suck the strength from your enemy's aura.
  |lessons=7
  |lessons=156
  |syntax=ETHER SEEK <target>
  |syntax=ENERVATE <target>
  |required=20 mana
  |required=50 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=1.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=By folding a small window into the ether, you may seek the location of another.
  |detail=Using the power of your aura, you can send forth a tendril and suck out the energy from the aura of another, thereby draining another's mental energy to add to your own. If your subject is afflicted with manaleech or they are frozen, the amount of their mental strength you drain will be increased.
}}
 
{{Skill_detail
|skill=Encipher
|description=Hide your writings from prying eyes.
|lessons=178
|syntax=ENCIPHER <journal/letter><br>TRANSLATE <journal/letter>
|required=50 mana
|target=
|cooldown=4.00 seconds of equilibrium
|detail=Secrecy is one of the hallmarks of Occultism. In order to guard your writings from the uninitiated, you can hide your writings in a cipher. TRANSLATE will decipher the text so anyone may read.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Robes
  |skill=Quicken
  |description=The mystic garb of the Alchemist.
  |description=A small time warp around your enemy makes them hungry.
  |lessons=16
  |lessons=200
  |syntax=ROBES SUMMON<br>ROBES CALL<br>ROBES IMBUE WITH <up to four symbols><br>ROBES IMBUE SLOT <1-4> <symbol><br>ROBES CLEAR<br>ROBES EXAMINE
  |syntax=QUICKEN <target>
  |required=
  |required=75 mana
  |target=Self
  |target=Adventurers
  |cooldown=Equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=Robes are the traditional garb of the alchemist, and alchemists may weave from the ether a set of specially crafted robes able to offer protection from damage.<p>ROBES SUMMON will weave a new set of robes from strands of the ether. ROBES CALL will return your robes to you, should they be lost.</p><p>Each pair of robes may be imbued with the symbols of up to four primes or metals, each offering protection from one type of damage. It is possible to imbue your robes from scratch using ROBES IMBUE WITH <symbols>, wiping away any previous imbuements and applying new ones. It is also possible to imbue a single "slot", using ROBES IMBUE SLOT <1-4> <symbol>. Finally, one may remove all symbols from their robes using ROBES CLEAR, and view the status of any slots using ROBES EXAMINE.</p><p>Note that a symbol may only appear once on a pair of robes, and using a symbol requires knowing the appropriate ability in Alchemy.</p><p>The symbols and the damage type they protect against are:<br>'''Lead''': Blunt<br>'''Iron''': Cutting<br>'''Salt''': Magic<br>'''Tin''': Psychic<br>'''Copper''': Electric<br>'''Sulphur''': Asphyxiation<br>'''Silver''': Cold<br>'''Gold''': Fire<br>'''Mercury''': Poison</p>
  |detail=Your power over reality and time is such that you can create a small warp in the time field around an individual, who will not notice any time pass, though his or her body will suddenly feel the effects.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Iron
  |skill=Astralvision
  |description=Strike with the power of iron.
  |description=Your aura gives insights into that which is around.
  |lessons=23
  |lessons=223
  |syntax=EDUCE IRON <target>
  |syntax=ASTRALVISION
  |required=80 mana
  |required=700 mana
  |target=Adventurers and denizens
  |target=
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |symbol=Two isosceles triangles set base-to-base
  |detail=You are an Occultist, attuned to the aura of all living beings and able to seek out their lifeforce. With this power, you will gain both deathsight and lifevision.
|detail=The energy of iron will surround your target with flames possessing the cold bite of a sword.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Salt
  |skill=Shrivel
  |description=The first prime will cleanse your body.
  |description=Cause your opponent's limbs to shrivel up.
  |lessons=89
  |lessons=245
  |syntax=EDUCE SALT
  |syntax=SHRIVEL ARMS/LEGS <target><br>SHRIVEL LEFT/RIGHT ARM/LEG <target>
  |required=200 mana
  |required=300 mana
  |target=Self
  |target=Adventurers
  |cooldown=3.00 seconds of equilibrium
  |cooldown=2.10 seconds of equilibrium
|symbol=A bisected circle
  |detail=By grabbing onto the limb of an adventurer, you can destroy its marrow, rendering it useless.
  |detail=The energy of salt, first of the primes, will purge your body of afflictions.<br>This effect will be prevented if you labour under the stupidity affliction.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Tin
  |skill=Readaura
  |description=Tin will grant you a reflective barrier.
  |description=Reading another's aura will reveal their secrets.
  |lessons=178
  |lessons=267
  |syntax=EDUCE TIN
  |syntax=READAURA <target>
  |required=500 mana
  |required=50 mana
  |target=Self
  |target=Adventurers
  |cooldown=3.00 seconds of equilibrium
  |cooldown=0.50 seconds of equilibrium
|symbol=Two parallel line segments connected by diagonals.
  |detail=Your knowledge of auras is such that you may read the auras of others, seeing any anomalies and enchantments attached to the auras, or sense any presence that protects or affects the aura.<p>This ability requires equilibrium, but not balance.</p>
  |detail=The energies of tin will raise a reflective barrier around your body, this will persist for the next two attacks, and will return a portion of the damage you would receive to your attacker.<p>Note that this is ineffective versus unblockable damage.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Copper
  |skill=Karma
  |description=Shatter an enemy's defence with copper's energies.
  |description=Sense how much karma you have accumulated.
  |lessons=289
  |lessons=289
  |syntax=EDUCE COPPER <target>
  |syntax=KARMA<br>STUDY <item>
  |required=75 mana
|required=
  |target=Adventurers and denizens
|target=
  |cooldown=2.30 seconds of equilibrium
|cooldown=
  |symbol:Two overlapping hexagons
|detail=You may now utilize karma by probing the occult mysteries found in various valuable items found across the land. KARMA will tell you how high your karma level is. When you STUDY <item>, your karma level will rise, and the karmic value of the item you are studying will be slowly consumed by this thirst for knowledge.   
  |detail=The energies of copper will allow you to shatter an opponent's magical shield.
}}
 
{{Skill_detail
|skill=Heartstone
|description=Create a figurine of your heart to help give you mana.
|lessons=312
|syntax=HEARTSTONE
  |required=1.50% karma
|target=
|cooldown=4.00 seconds of equilibrium
|detail=Using your karma, you can create a heartstone, which stores mana that will be drawn upon until the heartstone cracks.
}}
 
{{Skill_detail
|skill=Simulacrum
|description=Create a figurine of yourself that absorbs damage.
|lessons=334
|syntax=SIMULACRUM
|required=3% karma
  |target=
  |cooldown=4.00 seconds of equilibrium
  |detail=Using your karma, you can create a simulacrum that stores health. Whenever you take damage, a portion of that damage will be absorbed by the simulacrum until it cracks.
}}
 
{{Skill_detail
|skill=Entities
|description=Sense the whereabouts of Chaos Entities in the land.
|lessons=356
|syntax=ENTITIES [LOYAL]
|required=
|target=
|cooldown=4.00 seconds of equilibrium
  |detail=The disruptions in reality caused by entities of Chaos are quite distinctive to one trained in the sublime arts of Occultism. By reaching out with your consciousness, you may find the locations of these disruptions throughout the Prime Material Plane. Unlike those of lesser, uninitiated minds, you are able to perform this feat from any plane, and even pinpoint those entities loyal specifically to you whether on the Prime Material Plane or otherwise.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Extispicy
  |skill=Timewarp
  |description=The future is found in unexpected places.
  |description=Warping time in a location will move vibes.
  |lessons=378
  |lessons=378
  |syntax=DISSECT <rat corpse>
  |syntax=TIMEWARP
  |required=100 mana
  |required=1% karma
  |target=Self
  |target=Room
  |cooldown=4.00 seconds of balance
  |cooldown=4.25 seconds of equilibrium
  |detail=Though but simple vermin, the internal anatomy of rats is a sure indicator of future events. By dissecting and studying any rat found throughout the cities of Sapience, you may gain glimpses of what is yet to come, allowing an increased chance of critical strikes.
  |detail=You are a master of time itself and can warp the field of time in your location. If there are any vibes in your location, one will be randomly dislocated outside of time.
}}
 
{{Skill_detail
|skill=Distortaura
|description=Distorting your aura will protect you from physical harm.
|lessons=423
|syntax=DISTORTAURA<br>NORMALAURA
|required=0.50% karma and mand drain
|target=
|cooldown=4.00 seconds of equilibrium
|detail=Tapping into your karma, you can distort your own aura, causing a portion of physical damage meant for you to be fed back on the attacker. Your mana reserves will be constantly drained as long as your aura is distorted. NORMALAURA will return your aura to its natural state. <p>A distorted aura additionally mitigates some damage from denizens, though not from players.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Sulphur
  |skill=Pinchaura
  |description=The second prime will quicken your healing.
  |description=Surgically alter your patient's aura.
  |lessons=378
  |lessons=467
  |syntax=EDUCE SULPHUR
  |syntax=PINCHAURA <target> <defence>
  |required=350 mana
  |required=0.50% karma
  |target=Self
  |target=
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
|symbol=Two tangent semicircles
  |detail=You have become exceptionally expert in the study of auras. Indeed, now you can surgically alter an individual's aura, removing one of the following defences: cloak, speed, caloric, frost, levitation, insomnia, kola.
  |detail=The energy of sulphur will allow you to metabolise health elixirs more efficiently, causing an increase in health gained. This effect will not last indefinitely, however.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Displace
  |skill=Impart
  |description=Drag another through the ether.
  |description=Impart your karmic knowledge to others with Occultism.
  |lessons=512
  |lessons=489
  |syntax=ETHER DISPLACE <target>
  |syntax=IMPART <target>
  |required=500 mana
  |required=
  |target=Adventurers
  |target=Adventurers
  |cooldown=6.00 seconds of equilibrium
  |cooldown=9.00 seconds of equilibrium
  |detail=By funneling a most precise amount of matter through the ether, you may draw another across an area to stand before you. This requires your target to remain within the same location until your attempt is completed. This will take some time, during which your concentration is required.<p>This ability bypasses monolith sigils when targeted at mutual allies, and works faster in this case.</p>
  |detail=This ability will allow you to transfer some of your own karma to another Occultist. It should be noted that this is not an even exchange - more karma is lost by you than is gained by the recipient of the transfer.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Silver
  |skill=Transcendence
  |description=The light of silver reveals all.
  |description=Open a gateway to the Plane of Chaos.
|lessons=534
|syntax=TRANSCENDENCE<br>ENTER GATEWAY
|required=6% karma
|target=
|cooldown=
|detail=Open a gateway to the Chaos Plane, allowing you to go there and bargain for the services of the Chaos Entities. Once the gate is opened, ENTER GATEWAY to enter the Chaos Plane. Once there, you can either wait the quarter part of an Achaean day (in which case you will be unceremoniously ejected), or you can seek the exit, which is hidden in the Whirlpool of Chaos.
}}
 
{{Skill_detail
|skill=Unnamable
|description=Hear what cannot be named, or see what cannot be imagined.
  |lessons=600
  |lessons=600
  |syntax=EDUCE SILVER <target><br>EDUCE SILVER
  |syntax=UNNAMABLE SPEAK<br>UNNAMABLE VISION
  |required=500 mana
  |required=1% karma
  |target=Adventurers
  |target=Room
  |cooldown=5.00 seconds of equilibrium
  |cooldown=3.20 seconds of equilibrium
  |symbol=A crescent tangent to a line segment.
  |detail=From your studies of occult lore, you can use karma to actually speak the Unnamable's name or cause a vision of the Unnamable to appear to everyone in a location. For any who are not trained in occult studies, those hearing the name or seeing the vision will be afflicted with various insanities.<p>The insanities bestowed by this will not duplicate with existing maladies upon the unfortunate witness or listener.</p>
|detail=The energy of silver will bathe another in a radiant light, negating the effects of shrouding for a time. This effect will last much longer if applied during the night.<p>If you do not specify a target, this ability will attempt to draw those who are astralformed, blackwinded, or phased in your location back to a physical state.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Phlogistication
  |skill=Devolve
  |description=Burn your enemy from the inside out.
  |description=Devolving your enemy will make them unrecognizable.
  |lessons=703
  |lessons=704
  |syntax=PHLOGISTICATE <target>
  |syntax=DEVOLVE <target>
  |required=400 mana
  |required=
  |target=Adventurers
  |target=Adventurers
  |cooldown=4.50 seconds of equilibrium
  |cooldown=
  |detail=This ability will cause an enemy's internal anatomy to begin a controlled form of combustion for a time. Fuelled by the use of equilibrium, this will render moss and potash temporarily inert when eaten. Note that this effect will stack if your opponent is already off balance from eating moss or potash, but only to a limited ceiling.<p>This effect is mutually exclusive with that of vitrification.</p>
  |detail=You have the power to terribly curse your opponent so that his or her appearance de-evolves into a primitive state, causing any allies to turn on him or her in disgust and to crush their own opinion of their worth(*).<p>* Gives disloyalty and shyness.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Gold
  |skill=Cleanseaura
  |description=The highest of the metals allows you to share your wisdom.
  |description=Cleanse away those pesky animal spirits from an aura.
  |lessons=806
  |lessons=807
  |syntax=EDUCE GOLD <target> <2-5000>
  |syntax=CLEANSEAURA <target>
  |required=500 mana
  |required=1% karma
  |target=Adventurers
  |target=Adventurers
  |cooldown=6.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
|symbol=A circumscribed star
  |detail=This obscure occultic ability allows one to strip away the natural defences of a target's aura, exposing them to more invasive assaults.<p>It requires that the target's mana be 40% or lower to be successful.</p>
  |detail=Utilising the power of gold, the highest of the metals, you may transfer your willpower to another, with some restrictions. First, half of the willpower transferred will be lost. Second, if transferring willpower brings the Alchemist below half of his or her maximum, there is a chance that all willpower will be lost, and the beneficiary will gain none.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Etherchannel
  |skill=Tentacles
  |description=Part the ether for expedient travel.
  |description=Master your body and create tentacles of your own.
  |lessons=841
  |lessons=911
  |syntax=ETHERCHANNEL <anchor>
  |syntax=TENTACLES
  |required=500 mana and 2 metals of the same element.
  |required=1% karma
  |target=Self
  |target=Room
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=This ability will allow an Alchemist to pass through the ether to any of the alchemical anchors across Sapience. Any action while channelling this ability will interrupt it.<p>'''Iron''': The Granite Hills.<br>'''Tin''': The Eastern Wilderness.<br>'''Copper''': The Northern Vashnar Mountains.<br>'''Silver''': The Southern Vashnar Mountains.<br>'''Gold''': The Siroccian Mountains.</p>
  |detail=You can warp your body so that it sprouts tentacles, which seek out your enemies of their own accord, holding them in your location.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Mercury
  |skill=Chaosrays
  |description=The third prime will bolster your mind.
  |description=Pure chaos will strike all in a location.
  |lessons=910
  |lessons=1014
  |syntax=EDUCE MERCURY
  |syntax=CHAOSRAYS
  |required=350 mana
  |required=2% karma
  |target=Self
  |target=
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
|symbol=A circle inscribed within a square
  |detail=Transmuting your karma into pure chaos, you can summon forth the Seven Rays to blast a location, hitting everyone in the room except yourself with random rays of chaos.
  |detail=This ability will allow you to metabolise mana elixirs more efficiently, causing an increase in mana gained. This effect will not last indefinitely, however.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Astronomy
  |skill=Instill
  |description=The power of the cosmos is yours.
  |description=Instill your victim's aura with diseases of the body.
  |lessons=1036
  |lessons=1083
  |syntax=ASTRONOMY FOCUS <celestial body><br>ASTRONOMY EMPOWER <target>/ME<br>ASTRONOMY STATUS
  |syntax=INSTILL <target> WITH <affliction>
  |required=500 mana
  |required=50 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=4.00 seconds of equilibrium
  |cooldown=2.50 seconds of equilibrium
  |detail=Each city maintains, within an astronomical laboratory, an orrery specifically designed to resonate with the alchemical energies and the celestial bodies which share this affinity. It is possible to focus this orrery upon one of these celestial bodies, and once three alchemists from your city have done so, you may empower any non-forestal citizen with its power. This focus will be reset every Sarapin, when Ethian's Crossing disrupts the energies across Sapience. The focusing must be done from the appropriate laboratory, and the empowering may be done from anywhere.<p>The celestial bodies, the energy with which they resonate, and their empowered effects are:<br>'''The [[sun]]''' - Gold - Increased health regeneration.<br>'''The [[moon]]''' - Silver - Increased mana regeneration.<br>'''The [[Nebula Coronae]] (nebula)''' - Copper - Increased endurance and willpower regeneration.<br>'''[[Ethian]]''' - Tin - Increased damage versus denizens.</p>
  |detail=This ability will allow you to instill your victim's aura with various afflictions. You may select from: asthma, clumsiness, healthleech, sensitivity, slickness, paralysis, or darkshade.<p>This process inflicts a minorly taxing influence upon the subject(*), though the influence is more significant if you are in possession of a truename derived by the power of the Imperator(**).</p> <p>* Does some small amount of health and mana damage.</p> <p>** From the Glaaki ability in Domination.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Vitrification
  |skill=Whisperingmadness
  |description=Turn an opponent's skin into glass.
  |description=A curse of madness not soon forgotten.
  |lessons=1163
  |lessons=1118
  |syntax=VITRIFY <target>
  |syntax=WHISPERINGMADNESS <target>
  |required=400 mana
  |required=200 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=4.50 seconds of equilibrium
  |cooldown=2.30 seconds of equilibrium
  |detail=This ability will cause an enemy's skin to partially transmutate into glass for a time. Abilities that use balance will cause bleeding, with the amount scaling upward with the length of balance loss.<p>This effect is mutually exclusive with that of phlogistication.</p>
  |detail=Having one of the following insanities: dementia, stupidity, confusion, hypersomnia, paranoia, hallucinations, impatience, addiction, agoraphobia, lovers, loneliness, recklessness, and masochism, weakens the mind enough to afflict that person with the dreaded curse of whispering madness. Once afflicted, your victim will find that attempts to focus their mind take far longer to recover from.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Decompound
  |skill=Devilmark
  |description=A way to devolve Talisman Pieces into pure gold.
  |description=The Mark of the Devil grants great power.
  |lessons=1289
  |lessons=1187
  |syntax=DECOMPOUND <number> <Talisman piece name> <piece level>
  |syntax=DEVILMARK<br>WIPE DEVILMARK
  |required=You must be in an equipped metallurgic lab.
  |required=500 mana
  |target=
  |target=
  |cooldown=
  |cooldown=4.00 seconds of equilibrium
  |detail=This ability allows the skilled alchemist to decompose talisman pieces into gold. The amount of gold produced is dependent on the rarity and level of the piece being decomposed.
  |detail=You can give yourself the mark of the devil. When flinging the tarot DEVIL card, the devil is bound to you by your will for a longer period of time up to a possible three services. The mark of the devil vanishes as soon as this term of service expires. You may also wipe the devilmark from your body to prematurely end the services of a devil.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Revivification
  |skill=Truename
  |description=Grant life to the deceased.
  |description=Find the truename of your enemy.
  |lessons=1439
  |lessons=1290
  |syntax=REVIVE <target>
  |syntax=TRUENAME CORPSE<br>TRUENAMES<br>TRUENAMES FORGET <target><br>UTTER TRUENAME <target>
  |required=400 mana
  |required=1% karma
  |target=Adventurers
  |target=Adventurers
  |cooldown=5.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=Using the alchemical energies and a catalyst of five pieces of the salt prime, you may return a corpse to life. Ensure that the corpse is whole and in good condition, lest the results be less than desirable.
  |detail=Your occult knowledge has grown to such an extent that you can discern the truename of an individual, the name that vibrates to that person's soul, from his or her corpse. TRUENAMES will tell you whose truenames you have and how many times you may utter it. If the truename of a person is uttered in front of him or her, that person will be harmed in body and mind and be inflicted by the Aeon curse. Once uttered, that particular truename will be forgotten.<p>Due to the mental strain of remembering an individual's truename, you are only able to remember up to three for each person, for a total of fifty people.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Disrupt
  |skill=Astralform
  |description=Send ripples through the ether.
  |description=Turn yourself into a being of pure energy.
  |lessons=1588
  |lessons=1428
  |syntax=ETHER DISRUPT
  |syntax=ASTRALFORM<br>HUMAN<br>ASTRALISE <direction>
  |required=1500 mana
  |required=250 mana and 200 karma
  |target=Room
  |target=Self
  |cooldown=10.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=By sending ripples through the ether, you may temporarily disrupt telepathic communications into and out of the surrounding area. This will require a long period during which you may not perform any actions, and comes with a very steep mana and willpower cost.
  |detail=Having mastered all facets of your aura, you can now become pure spirit, though you will moderately lose willpower as you strain to hold your nebulous form together. HUMAN is the command to return to your normal form.<p>In addition, you may ASTRALISE in a direction to bypass closed doors, though this is a channeled action and will not bypass doors that are locked.</p>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Aurification
  |skill=Enlighten
  |description=Immortalise your enemies in gleaming gold.
  |description=Reveal the truth to the uninitiated.
  |lessons=1736
  |lessons=1566
  |syntax=AURIFY <target>
  |syntax=ENLIGHTEN <target>
  |required=250 mana
  |required=2% karma
  |target=Adventurers
  |target=Adventurers
  |cooldown=4.00 seconds of equilibrium
  |cooldown=4.00 seconds of equilibrium
  |detail=The pinnacle of offensive Alchemy, this ability will turn an enemy into a lovely golden statue if his or her health and mana are both at or below sixty percent of their maximums.
|detail=Perhaps the cruelest curse imaginable, you can reveal the occult mysteries to a non-initiate as you have learned it. Their minds must be sufficiently open for the revelation to be received. In other words, they must have six(*) of: claustrophobia, agoraphobia, lovers, dementia, epilepsy, hallucinations, confusion, stupidity, paranoia, vertigo, shyness, addiction, recklessness, or masochism.<p>If such is the case, you may give that target the revelation of what the nature of the universe is as you see it, which will unfortunately make their insanities permanent until death.</p><p>* This number drops to five if they are suffering from the curse of whispering madness.</p> 
}}
 
{{Skill_detail
|skill=Unravel
|description=Destroy the psyche of the uninitiated.
|lessons=1566
|syntax=UNRAVEL MIND OF <target>
|required=500 mana
|target=Adventurers
|cooldown=5.00 seconds of equilibrium
|detail=Once you've enlightened the mind of a non-initiate to the mysteries of the Occult, you may draw upon the latent energies of Entropy and Discord throughout Creation. Focusing these Chaotic ripples upon your target's already battered psyche, you may completely unravel his mind, slaying him instantly. Slaying an individual in this manner will release a potent karmic aura, buffering your own karma.
}}
 
{{Skill_detail
|skill=Compel
|description=They will hear and be silent.
|lessons=1600
|syntax=COMPEL <target> <compulsion>
|required=
|target=Adventurers
|cooldown=
  |detail=The mysteries of the multiverse are many and great, but the fragile mind of the unenlightened ever shies away from such possibility. Yet when you
have seized upon the fundamental nature of such a mortal derived from their yet living person(*), you will find that more delicate opportunities open up before you.<p>You may command such a student to observe one of these mysteries. If they are adequately prepared for the revelation therein, various results will be made manifest:</p><br>Discord:<p>Requires: the target have the healthleech and asthma afflictions.</p><p>Result: their mind will be greatly strained, causing them to be struck down with the loneliness and dizziness afflictions.</p><br>Entropy:<p>Requires: the target has the haemophilia and addiction afflictions.</p><p>Result: the subject will contemplate the nature of time, losing the speed defence if it is present and being struck down with the curse of the Aeon if it is not.</p><br>Potential:<p>Requires: the target be afflicted with all four of their limbs being broken or is frozen.</p> <p>Result: if the target's limbs are broken, they will suffer a short-lived blackout. If they are frozen, they will suffer damage.</p><p>* It must be a true name acquired via the Glaaki ability in Domination.</p><p>** Compelling carries its own internal cooldown, and though it requires both balance and equilibrium, it consumes neither.</p>
}}
 
{{Skill_detail
|skill=Transmogrify
|description=Reincarnate as a Chaos Lord.
|lessons=1738
|syntax=TRANSMOGRIFY ACTIVATE<br>TRANSMOGRIFY DEACTIVATE<br>TRANSMOGRIFY STATUS<br>MUTATIONS
|required=Activate: 30% karma<br>Deactivate: 2% karma
|target=Self
|cooldown=Activate: 12.00 seconds of equilibrium<br>Deactivate: 5.00 seconds of equilibrium
|detail=Congratulations! Your studies have now reached the plateau wherein your mastery of the occult is so great that you can now prepare your body and aura for true transformation. Instead of dying, you will transmogrify into a being of pure chaos--you will become a Chaos Lord. You will receive one change of the body, skin and a very odd miscellaneous change which correspond to the effects listed below. MUTATIONS will show you exactly what the functions of the mutations you have are. It will not show useless mutations (see below).<p>By raising a barrier between yourself and the Chaos Lord's spirit, you may prevent your transformation from occuring upon death. This barrier can be lowered in the future at a much smaller cost.</p><p>TRANSMOGRIFY STATUS will show the state of the Chaos Lord within your soul, if any.</p><p>You may only use this ability once every 3-9 (random) Achaean days.</p><p>* Note: The chance for positive changes outweighs the chance for negative changes by nearly a 2-1 margin. It is also possible to get a useless mutation. For instance, bulging muscles that give no strength advantage, or blotchy skin that does not subject you to greater magical damage.
<table style="border-collapse:collapse;padding:1px;margin:1px>
<tr><th>One Body Change</th><th>Description</th></tr>
<tr><td>+1 to +3 STR</td><td>bulging muscles</td></tr>
<tr><td>+1 to +3 INT</td><td>an expanded skull</td></tr>
<tr><td>+1 to +3 DEX</td><td>double joints</td></tr>
<tr><td>+1 to +3 CON</td><td>a gorilla-like body</td></tr>
<tr><td>-1 to -3 STR</td><td>stringy muscles</td></tr>
<tr><td>-1 to -3 INT</td><td>a caved forehead</td></tr>
<tr><td>-1 to -3 DEX</td><td>stiff joints</td></tr>
<tr><td>-1 to -3 CON</td><td>an anorexic body</td></tr>
<tr><td>&nbsp;</td></tr>
<tr><th>One Skin Change</th><th>Description</th></tr>
<tr><td>Level 1 to 3 Cold</td><td>blue fur</td></tr>
<tr><td>Level 1 to 3 Fire</td><td>red scales</td></tr>
<tr><td>Level 1 to 3 Magic</td><td>purple fur</td></tr>
<tr><td>Level 1 to 3 Elect.</td><td>white scales</td></tr>
<tr><td>Level 1 to 3 Poison</td><td>black scales</td></tr>
<tr><td>Level 1 to 3 Blunt</td><td>hardened skin</td></tr>
<tr><td>Level 1 to 3 Cutting</td><td>bumpy skin</td></tr>
<tr><td>Level 1 to 3 Asphyxiation</td><td>porous skin</td></tr>
<tr><td>Level 1 to 3 Psychic</td><td>porcupine needles</td></tr>
<tr><td>Level -1 to -3 Cold</td><td>papery skin</td></tr>
<tr><td>Level -1 to -3 Fire</td><td>fluffy feathers</td></tr>
<tr><td>Level -1 to -3 Magic</td><td>blotchy skin</td></tr>
<tr><td>Level -1 to -3 Elect.</td><td>silvery skin</td></tr>
<tr><td>Level -1 to -3 Poison</td><td>mottled skin</td></tr>
<tr><td>Level -1 to -3 Blunt</td><td>bruised skin</td></tr>
<tr><td>Level -1 to -3 Cutting</td><td>thin skin</td></tr>
<tr><td>Level -1 to -3 Asphyxiation</td><td>waxy skin</td></tr>
<tr><td>Level -1 to -3 Psychic</td><td>pocked skin</td></tr>
<tr><td>&nbsp;</td></tr>
<tr><th>One Misc.Change</th><th>Description</th></tr>
<tr><td>Level 1 to 2 Health Regen</td><td>a chicken-like head</td></tr>
<tr><td>Level 1 to 2 Mana Regen</td><td>frog feet</td></tr>
<tr><td>Level 1 to 2 Will Regen</td><td>bulging eyes</td></tr>
<tr><td>Level 1 to 2 End. Regen</td><td>elephantine legs</td></tr>
<tr><td>Level 1 slow bal</td><td>a bloated belly</td></tr>
<tr><td>Level 1 slow eq</td><td>a protruding brow</td></tr>
<tr><td>Level 1 to 2 slow wake</td><td>droopy eyes</td></tr>
<tr><td>Level 1 slow heal</td><td>a sunken chest</td></tr>
</table>
}}
}}


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

Latest revision as of 16:13, 24 September 2025

Once studied in ancient times by predecessors to the modern Occultists, the skill of Occultism is gained through the study of the Mysteries of the nature of the universe itself. This knowledge, which encompasses manipulating auras, bending of time and reality, and mastering the powers of karma, were all lost ages ago during what the Occultists termed the "Burning Times" when the Church successfully launched a crusade against the then-scattered individuals practicing Occultism. The survivors banded together, but it was too late to save the knowledge of Occultism. The early practitioners turned to the dark art of Necromancy and entered into a long period of gaining their powers through death magic. That is until the modern age, when Occultism was re-discovered and perfected. Led by Shakti, Silverstorm and Saruman, the Occultists gathered and began a ritual which created an anchor to a ritual began in the distant past, thus bridging the two times and completing a Great Occult Working that allowed the return of Occultism. Since then, Occultists have turned their backs on Necromancy and again study the older science of Occultism.

The skill of Occultism is available to members of the Occultist class, along with Tarot and Domination.

Abilities in Occultism

Ague A chill that enters from the aura to the body.
Syntax: AGUE <target>
Required: 100 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.20 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You can afflict a person's aura with an ague. This will cause the unfortunate wretch to freeze in two or three stages. If the target has a caloric salve applied, this will nullify the caloric salve. If not, then it will set him or her shivering, which will regularly cause a loss of equilibrium. If you chill a shivering person, you will freeze him or her completely. If two of their limbs are broken to the point of needing a restoration salve, it will perform this freeze twice in a single cast.
Note: {{{note}}}
Auraglance Seek out another in your mind's eye. Lessons: 16
Syntax: AURAGLANCE <target>
Required: 20 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using the power of your will, you can seek out the location of anyone's aura.
Note: {{{note}}}
Warp Cause your enemy's body to warp beyond recognition. Lessons: 23
Syntax: WARP <target>
Required: 80 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your power to warp reality can be focused on a single individual, causing horrific mutations and cancerous growths that are ultimately quite lethal.
Note: {{{note}}}
Night Create darkness in the room. Lessons: 34
Syntax: NIGHT
Required: 50 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Cast a shroud of darkness over a location.
Note: {{{note}}}
Shroud Perform many actions in secret. Lessons: 56
Syntax: SHROUD
UNSHROUD
Required: 75 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 2.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This will draw a shroud of concealment over your actions.
Note: {{{note}}}
Bodywarp Warping your own body is not for the faint of heart. Lessons: 67
Syntax: BODYWARP
Required: 75 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You can warp your own form into an unspeakable image, causing a primal fear even in the most hardy so long as they can see you(*).
  • The victim must be unblind.
Note: {{{note}}}
Eldritchmists The Hymn to Glaaki will raise strange mists. Lessons: 89
Syntax: ELDRITCHMISTS
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By singing the Hymn to Glaaki, you may call up eldrich mists out of the ground itself, harming all adventurers present except yourself.
Note: {{{note}}}
Mask Conceal the movement of your chaos entities. Lessons: 112
Syntax: MASK
UNMASK
Required: 500 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 2.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will cause all the chaos entities in your entourage to become cloaked. While cloaked, their movement in and out of rooms will not be seen. To remove the cloak, use UNMASK.
Note: {{{note}}}
Attend Force your students to pay attention. Lessons: 134
Syntax: ATTEND <target>
Required: 125 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.20 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using the power of your will, you can exert your aura and force your students to attend to their studies, curing them of deafness and blindness.
Note: {{{note}}}
Enervate Suck the strength from your enemy's aura. Lessons: 156
Syntax: ENERVATE <target>
Required: 50 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using the power of your aura, you can send forth a tendril and suck out the energy from the aura of another, thereby draining another's mental energy to add to your own. If your subject is afflicted with manaleech or they are frozen, the amount of their mental strength you drain will be increased.
Note: {{{note}}}
Encipher Hide your writings from prying eyes. Lessons: 178
Syntax: ENCIPHER <journal/letter>
TRANSLATE <journal/letter>
Required: 50 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Secrecy is one of the hallmarks of Occultism. In order to guard your writings from the uninitiated, you can hide your writings in a cipher. TRANSLATE will decipher the text so anyone may read.
Note: {{{note}}}
Quicken A small time warp around your enemy makes them hungry. Lessons: 200
Syntax: QUICKEN <target>
Required: 75 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your power over reality and time is such that you can create a small warp in the time field around an individual, who will not notice any time pass, though his or her body will suddenly feel the effects.
Note: {{{note}}}
Astralvision Your aura gives insights into that which is around. Lessons: 223
Syntax: ASTRALVISION
Required: 700 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You are an Occultist, attuned to the aura of all living beings and able to seek out their lifeforce. With this power, you will gain both deathsight and lifevision.
Note: {{{note}}}
Shrivel Cause your opponent's limbs to shrivel up. Lessons: 245
Syntax: SHRIVEL ARMS/LEGS <target>
SHRIVEL LEFT/RIGHT ARM/LEG <target>
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.10 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By grabbing onto the limb of an adventurer, you can destroy its marrow, rendering it useless.
Note: {{{note}}}
Readaura Reading another's aura will reveal their secrets. Lessons: 267
Syntax: READAURA <target>
Required: 50 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 0.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your knowledge of auras is such that you may read the auras of others, seeing any anomalies and enchantments attached to the auras, or sense any presence that protects or affects the aura.

This ability requires equilibrium, but not balance.

Note: {{{note}}}
Karma Sense how much karma you have accumulated. Lessons: 289
Syntax: KARMA
STUDY <item>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may now utilize karma by probing the occult mysteries found in various valuable items found across the land. KARMA will tell you how high your karma level is. When you STUDY <item>, your karma level will rise, and the karmic value of the item you are studying will be slowly consumed by this thirst for knowledge.
Note: {{{note}}}
Heartstone Create a figurine of your heart to help give you mana. Lessons: 312
Syntax: HEARTSTONE
Required: 1.50% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using your karma, you can create a heartstone, which stores mana that will be drawn upon until the heartstone cracks.
Note: {{{note}}}
Simulacrum Create a figurine of yourself that absorbs damage. Lessons: 334
Syntax: SIMULACRUM
Required: 3% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using your karma, you can create a simulacrum that stores health. Whenever you take damage, a portion of that damage will be absorbed by the simulacrum until it cracks.
Note: {{{note}}}
Entities Sense the whereabouts of Chaos Entities in the land. Lessons: 356
Syntax: ENTITIES [LOYAL]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The disruptions in reality caused by entities of Chaos are quite distinctive to one trained in the sublime arts of Occultism. By reaching out with your consciousness, you may find the locations of these disruptions throughout the Prime Material Plane. Unlike those of lesser, uninitiated minds, you are able to perform this feat from any plane, and even pinpoint those entities loyal specifically to you whether on the Prime Material Plane or otherwise.
Note: {{{note}}}
Timewarp Warping time in a location will move vibes. Lessons: 378
Syntax: TIMEWARP
Required: 1% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.25 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You are a master of time itself and can warp the field of time in your location. If there are any vibes in your location, one will be randomly dislocated outside of time.
Note: {{{note}}}
Distortaura Distorting your aura will protect you from physical harm. Lessons: 423
Syntax: DISTORTAURA
NORMALAURA
Required: 0.50% karma and mand drain
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Tapping into your karma, you can distort your own aura, causing a portion of physical damage meant for you to be fed back on the attacker. Your mana reserves will be constantly drained as long as your aura is distorted. NORMALAURA will return your aura to its natural state.

A distorted aura additionally mitigates some damage from denizens, though not from players.

Note: {{{note}}}
Pinchaura Surgically alter your patient's aura. Lessons: 467
Syntax: PINCHAURA <target> <defence>
Required: 0.50% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You have become exceptionally expert in the study of auras. Indeed, now you can surgically alter an individual's aura, removing one of the following defences: cloak, speed, caloric, frost, levitation, insomnia, kola.
Note: {{{note}}}
Impart Impart your karmic knowledge to others with Occultism. Lessons: 489
Syntax: IMPART <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 9.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to transfer some of your own karma to another Occultist. It should be noted that this is not an even exchange - more karma is lost by you than is gained by the recipient of the transfer.
Note: {{{note}}}
Transcendence Open a gateway to the Plane of Chaos. Lessons: 534
Syntax: TRANSCENDENCE
ENTER GATEWAY
Required: 6% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Open a gateway to the Chaos Plane, allowing you to go there and bargain for the services of the Chaos Entities. Once the gate is opened, ENTER GATEWAY to enter the Chaos Plane. Once there, you can either wait the quarter part of an Achaean day (in which case you will be unceremoniously ejected), or you can seek the exit, which is hidden in the Whirlpool of Chaos.
Note: {{{note}}}
Unnamable Hear what cannot be named, or see what cannot be imagined. Lessons: 600
Syntax: UNNAMABLE SPEAK
UNNAMABLE VISION
Required: 1% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 3.20 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: From your studies of occult lore, you can use karma to actually speak the Unnamable's name or cause a vision of the Unnamable to appear to everyone in a location. For any who are not trained in occult studies, those hearing the name or seeing the vision will be afflicted with various insanities.

The insanities bestowed by this will not duplicate with existing maladies upon the unfortunate witness or listener.

Note: {{{note}}}
Devolve Devolving your enemy will make them unrecognizable. Lessons: 704
Syntax: DEVOLVE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You have the power to terribly curse your opponent so that his or her appearance de-evolves into a primitive state, causing any allies to turn on him or her in disgust and to crush their own opinion of their worth(*).

* Gives disloyalty and shyness.

Note: {{{note}}}
Cleanseaura Cleanse away those pesky animal spirits from an aura. Lessons: 807
Syntax: CLEANSEAURA <target>
Required: 1% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This obscure occultic ability allows one to strip away the natural defences of a target's aura, exposing them to more invasive assaults.

It requires that the target's mana be 40% or lower to be successful.

Note: {{{note}}}
Tentacles Master your body and create tentacles of your own. Lessons: 911
Syntax: TENTACLES
Required: 1% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You can warp your body so that it sprouts tentacles, which seek out your enemies of their own accord, holding them in your location.
Note: {{{note}}}
Chaosrays Pure chaos will strike all in a location. Lessons: 1014
Syntax: CHAOSRAYS
Required: 2% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Transmuting your karma into pure chaos, you can summon forth the Seven Rays to blast a location, hitting everyone in the room except yourself with random rays of chaos.
Note: {{{note}}}
Instill Instill your victim's aura with diseases of the body. Lessons: 1083
Syntax: INSTILL <target> WITH <affliction>
Required: 50 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to instill your victim's aura with various afflictions. You may select from: asthma, clumsiness, healthleech, sensitivity, slickness, paralysis, or darkshade.

This process inflicts a minorly taxing influence upon the subject(*), though the influence is more significant if you are in possession of a truename derived by the power of the Imperator(**).

* Does some small amount of health and mana damage.

** From the Glaaki ability in Domination.

Note: {{{note}}}
Whisperingmadness A curse of madness not soon forgotten. Lessons: 1118
Syntax: WHISPERINGMADNESS <target>
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.30 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Having one of the following insanities: dementia, stupidity, confusion, hypersomnia, paranoia, hallucinations, impatience, addiction, agoraphobia, lovers, loneliness, recklessness, and masochism, weakens the mind enough to afflict that person with the dreaded curse of whispering madness. Once afflicted, your victim will find that attempts to focus their mind take far longer to recover from.
Note: {{{note}}}
Devilmark The Mark of the Devil grants great power. Lessons: 1187
Syntax: DEVILMARK
WIPE DEVILMARK
Required: 500 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You can give yourself the mark of the devil. When flinging the tarot DEVIL card, the devil is bound to you by your will for a longer period of time up to a possible three services. The mark of the devil vanishes as soon as this term of service expires. You may also wipe the devilmark from your body to prematurely end the services of a devil.
Note: {{{note}}}
Truename Find the truename of your enemy. Lessons: 1290
Syntax: TRUENAME CORPSE
TRUENAMES
TRUENAMES FORGET <target>
UTTER TRUENAME <target>
Required: 1% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your occult knowledge has grown to such an extent that you can discern the truename of an individual, the name that vibrates to that person's soul, from his or her corpse. TRUENAMES will tell you whose truenames you have and how many times you may utter it. If the truename of a person is uttered in front of him or her, that person will be harmed in body and mind and be inflicted by the Aeon curse. Once uttered, that particular truename will be forgotten.

Due to the mental strain of remembering an individual's truename, you are only able to remember up to three for each person, for a total of fifty people.

Note: {{{note}}}
Astralform Turn yourself into a being of pure energy. Lessons: 1428
Syntax: ASTRALFORM
HUMAN
ASTRALISE <direction>
Required: 250 mana and 200 karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Having mastered all facets of your aura, you can now become pure spirit, though you will moderately lose willpower as you strain to hold your nebulous form together. HUMAN is the command to return to your normal form.

In addition, you may ASTRALISE in a direction to bypass closed doors, though this is a channeled action and will not bypass doors that are locked.

Note: {{{note}}}
Enlighten Reveal the truth to the uninitiated. Lessons: 1566
Syntax: ENLIGHTEN <target>
Required: 2% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Perhaps the cruelest curse imaginable, you can reveal the occult mysteries to a non-initiate as you have learned it. Their minds must be sufficiently open for the revelation to be received. In other words, they must have six(*) of: claustrophobia, agoraphobia, lovers, dementia, epilepsy, hallucinations, confusion, stupidity, paranoia, vertigo, shyness, addiction, recklessness, or masochism.

If such is the case, you may give that target the revelation of what the nature of the universe is as you see it, which will unfortunately make their insanities permanent until death.

* This number drops to five if they are suffering from the curse of whispering madness.

Note: {{{note}}}
Unravel Destroy the psyche of the uninitiated. Lessons: 1566
Syntax: UNRAVEL MIND OF <target>
Required: 500 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 5.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you've enlightened the mind of a non-initiate to the mysteries of the Occult, you may draw upon the latent energies of Entropy and Discord throughout Creation. Focusing these Chaotic ripples upon your target's already battered psyche, you may completely unravel his mind, slaying him instantly. Slaying an individual in this manner will release a potent karmic aura, buffering your own karma.
Note: {{{note}}}
Compel They will hear and be silent. Lessons: 1600
Syntax: COMPEL <target> <compulsion>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The mysteries of the multiverse are many and great, but the fragile mind of the unenlightened ever shies away from such possibility. Yet when you have seized upon the fundamental nature of such a mortal derived from their yet living person(*), you will find that more delicate opportunities open up before you.

You may command such a student to observe one of these mysteries. If they are adequately prepared for the revelation therein, various results will be made manifest:


Discord:

Requires: the target have the healthleech and asthma afflictions.

Result: their mind will be greatly strained, causing them to be struck down with the loneliness and dizziness afflictions.


Entropy:

Requires: the target has the haemophilia and addiction afflictions.

Result: the subject will contemplate the nature of time, losing the speed defence if it is present and being struck down with the curse of the Aeon if it is not.


Potential:

Requires: the target be afflicted with all four of their limbs being broken or is frozen.

Result: if the target's limbs are broken, they will suffer a short-lived blackout. If they are frozen, they will suffer damage.

* It must be a true name acquired via the Glaaki ability in Domination.

** Compelling carries its own internal cooldown, and though it requires both balance and equilibrium, it consumes neither.

Note: {{{note}}}
Transmogrify Reincarnate as a Chaos Lord. Lessons: 1738
Syntax: TRANSMOGRIFY ACTIVATE
TRANSMOGRIFY DEACTIVATE
TRANSMOGRIFY STATUS
MUTATIONS
Required: Activate: 30% karma
Deactivate: 2% karma
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: Activate: 12.00 seconds of equilibrium
Deactivate: 5.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Congratulations! Your studies have now reached the plateau wherein your mastery of the occult is so great that you can now prepare your body and aura for true transformation. Instead of dying, you will transmogrify into a being of pure chaos--you will become a Chaos Lord. You will receive one change of the body, skin and a very odd miscellaneous change which correspond to the effects listed below. MUTATIONS will show you exactly what the functions of the mutations you have are. It will not show useless mutations (see below).

By raising a barrier between yourself and the Chaos Lord's spirit, you may prevent your transformation from occuring upon death. This barrier can be lowered in the future at a much smaller cost.

TRANSMOGRIFY STATUS will show the state of the Chaos Lord within your soul, if any.

You may only use this ability once every 3-9 (random) Achaean days.

* Note: The chance for positive changes outweighs the chance for negative changes by nearly a 2-1 margin. It is also possible to get a useless mutation. For instance, bulging muscles that give no strength advantage, or blotchy skin that does not subject you to greater magical damage.

One Body ChangeDescription
+1 to +3 STRbulging muscles
+1 to +3 INTan expanded skull
+1 to +3 DEXdouble joints
+1 to +3 CONa gorilla-like body
-1 to -3 STRstringy muscles
-1 to -3 INTa caved forehead
-1 to -3 DEXstiff joints
-1 to -3 CONan anorexic body
 
One Skin ChangeDescription
Level 1 to 3 Coldblue fur
Level 1 to 3 Firered scales
Level 1 to 3 Magicpurple fur
Level 1 to 3 Elect.white scales
Level 1 to 3 Poisonblack scales
Level 1 to 3 Blunthardened skin
Level 1 to 3 Cuttingbumpy skin
Level 1 to 3 Asphyxiationporous skin
Level 1 to 3 Psychicporcupine needles
Level -1 to -3 Coldpapery skin
Level -1 to -3 Firefluffy feathers
Level -1 to -3 Magicblotchy skin
Level -1 to -3 Elect.silvery skin
Level -1 to -3 Poisonmottled skin
Level -1 to -3 Bluntbruised skin
Level -1 to -3 Cuttingthin skin
Level -1 to -3 Asphyxiationwaxy skin
Level -1 to -3 Psychicpocked skin
 
One Misc.ChangeDescription
Level 1 to 2 Health Regena chicken-like head
Level 1 to 2 Mana Regenfrog feet
Level 1 to 2 Will Regenbulging eyes
Level 1 to 2 End. Regenelephantine legs
Level 1 slow bala bloated belly
Level 1 slow eqa protruding brow
Level 1 to 2 slow wakedroopy eyes
Level 1 slow heala sunken chest
Note: {{{note}}}