Difference between revisions of "Pervasion"

From AchaeaWiki
Jump to navigation Jump to search
(Updating formatting.)
 
(6 intermediate revisions by 6 users not shown)
Line 1: Line 1:
'''Pervasion''' is a skillset available to [[Water Lords]].
'''Pervasion''' is a skillset available to [[Elemental Lords]] of Water.


===Abilities in Pervasion===
==Abilities in Pervasion==
{| border=0 cellpadding=2 cellspacing=2
{{Skill_detail
| bgcolor=#cccccc | '''Ability'''
|skill=Coalesce
| bgcolor=#cccccc | '''Description'''
|description=Upon the Elemental Plane of Water.
|-
|lessons=
| bgcolor=#999999 | Coalesce
|syntax=COALESCE
| bgcolor=#999999 | Upon the Elemental Plane of Water.
|required=
|-
|target=Self
| colspan=2 bgcolor=#c9c9c9 |
|cooldown=
: '''Syntax:'''            COALESCE
|detail=You may cross great distances, traversing the very planes themselves to materialise upon the Elemental Plane of Water.<p>Should you already be present upon the Elemental Plane of Water, this act will return you to the Prime instead.</p><p>Such an act takes great focus, requiring that you do nothing for several seconds while focussing on the process.</p>
}}


: '''Works on/against:''' Self
{{Skill_detail
  |skill=Forsake
|description=Return to your mundane form.
|lessons=
|syntax=FORSAKE WATER
|required=
|target=
|cooldown=
|detail=Cast off your elemental form, returning to your prior state of being. Forsaking your element in this way shall leave you temporarily weakened and bleeding.
}}


: '''Details:'''
{{Skill_detail
You may cross great distances, traversing the very planes themselves to materialise upon the Elemental Plane of Water.
|skill=Cohesion
|description=A basic manipulation of the self.
|lessons=
|syntax=MANIFEST COHESION
|required=
|target=Self
|cooldown=
|detail=Alter the cohesion of your form, making yourself more resistant to attacks that your foes would dare make against your personage.  
}}


Such an act takes great focus, requiring that you do nothing for several seconds while focussing on the process.
{{Skill_detail
|-
|skill=Blade
| bgcolor=#999999 | Cohesion
|description=A basic manipulation of water.
| bgcolor=#999999 | A basic manipulation of the self.
|lessons=
|-
|syntax=MANIFEST BLADE <target>
| colspan=2 bgcolor=#c9c9c9 |
|required=
: '''Syntax:'''            MANIFEST COHESION
|target=Adventurers and denizens.
|cooldown=
|detail=Conjure forth a blade of ice to slash at your foe. If they are protected by a magical shield, the shield will be destroyed; if they are not, they will take damage.
}}


: '''Works on/against:''' Self
{{Skill_detail
  |skill=Saturation
|description=From water to water.
|lessons=
|syntax=MANIFEST SATURATION
|required=
|target=
|cooldown=
|detail=Summon forth the waters to flood your location.
}}


: '''Details:'''
{{Skill_detail
Alter the cohesion of your form, making yourself more resistant to attacks that your foes would dare make against your personage.
|skill=Bloodshift
|-
|description=Consistency and composition are so very malleable.
| bgcolor=#999999 | Blade
|lessons=
| bgcolor=#999999 | A basic manipulation of water.
|syntax=MANIFEST BLOODSHIFT <target> <venom>
|-
|required=
| colspan=2 bgcolor=#c9c9c9 |
|target=Adventurers
: '''Syntax:'''            MANIFEST BLADE <target>
|cooldown=
|detail=Alter the composition of a target's very blood(*), transforming it into a deadly venom of your choice(**).<p>* You may not alter the composition of a fellow Elemental Lord of Water.<br>** Some venoms are not derivable through this method: notably, if it cannot be envenomed upon a blade, it is beyond your reach.</p>
}}


: '''Works on/against:''' Adventurers and denizens
{{Skill_detail
  |skill=Quench
|description=Flames are such a trivial inconvenience.
|lessons=
|syntax=MANIFEST QUENCH <dir>
|required=
|target=Room
|cooldown=
|detail=Extinguish a firewall that would bar your path.
}}


: '''Details:'''
{{Skill_detail
Conjure forth a blade of ice to slash at your foe. If they are protected by a magical shield, the shield will be destroyed; if they are not, they will take damage.
|skill=Purify
|-
|description=Replace the old with the new.
| bgcolor=#999999 | Saturation
|lessons=
| bgcolor=#999999 | From water to water.
|syntax=PURIFY
|-
|required=
| colspan=2 bgcolor=#c9c9c9 |
|target=Self
: '''Syntax:'''            MANIFEST SATURATION
|cooldown=
|detail=Cleanse your form of impurities, curing an affliction. If you stand within water when enacting this ability, a second affliction will be cured after some time(*). This ability may not be performed when you labour under the weariness affliction.
}}


: '''Works on/against:''' Room
{{Skill_detail
  |skill=Perspire
|description=They are right to fear your contempt.
|lessons=
|syntax=MANIFEST PERSPIRE <target>
|required=
|target=Adventurers
|cooldown=
|detail=Force your foe to begin sweating(*), and forces them prone.<p>* Gives slickness.
}}


: '''Details:'''
{{Skill_detail
Summon forth the waters to flood your location.
|skill=Roil
|-
|description=Such simple creatures are the unblessed.
| bgcolor=#999999 | Bloodshift
|lessons=
| bgcolor=#999999 | Consistency and composition are so very malleable.
|syntax=MANIFEST ROIL <target>
|-
|required=
| colspan=2 bgcolor=#c9c9c9 |
|target=Adventurers
: '''Syntax:'''            MANIFEST BLOODSHIFT <target> <venom>
|cooldown=
|detail=Violently roil the fluid within the stomach of your enemy, making them nauseous. If they are already nauseous, continued use of this ability shall cause them to be unable to focus(*).<p>* Knocks off focus balance. If the target is already off of focus balance, said balance is extended.<br>Flux Effect: If asthma and weariness are present, gives anorexia.</p>
}}


: '''Works on/against:''' Adventurers
{{Skill_detail
|skill=Lifestream
|description=To drive out imperfections.
|lessons=
|syntax=MANIFEST LIFESTREAM <target>
|required=
  |target=Adventurers
|cooldown=
|detail=Call forth a cleansing stream of water to restore yourself or another(*).<p>* Heals some health.</p>
}}


: '''Details:'''
{{Skill_detail
Alter the composition of a target's very blood(1), transforming it into a deadly venom of your choice(2).
|skill=Thin
|description=Their blood shall turn the waters red.
|lessons=
|syntax=MANIFEST THIN <target>
|required=
|target=Adventurers
|cooldown=
|detail=Thin your enemy's blood, making it flow more freely(*). If their blood is already thinned, blood shall begin to flow from their pores instead(**).<p>* Gives haemophilia.<br>** Gives 200 bleeding.</p>
}}


1. You may not alter the composition of a fellow Elemental Lord of Water.
{{Skill_detail
|skill=Drench
|description=Soak them to the bone.
|lessons=
|syntax=MANIFEST DRENCH <target>
|required=
|target=Adventurers
|cooldown=
|detail=Drench your foe with water, soaking him with icy water that will leech away his will to act(*).<p>* Gives weariness. If the target is already weary, they will become dazed by the cold, receiving confusion.<br>Flux effect: If your foe suffers from asthma, slickness, and anorexia, tendrils of your summoned water will slither into their mouth and nose, robbing them of focus.</p>
}}


2. Some venoms are not derivable through this method: notably, if it cannot be envenomed upon a blade, it is beyond your reach.
{{Skill_detail
|-
|skill=Choke
| bgcolor=#999999 | Quench
|description=Fill their lungs with water.
| bgcolor=#999999 | Flames are such a trivial inconvenience.
|lessons=
|-
|syntax=MANIFEST CHOKE <target>
| colspan=2 bgcolor=#c9c9c9 |
|required=
: '''Syntax:'''            MANIFEST QUENCH <dir>
|target=Adventurers
|cooldown=
|detail=Fill the lungs of your target with water, causing them to be unable to breathe(*).<p>* Gives asthma. If cast on someone already suffering asthma, they'll become so deprived of oxygen that they will begin to hallucinate.<br>Flux effect: If nausea and weariness are present, also gives paralysis.</p>
}}


: '''Works on/against:'''  Room
{{Skill_detail
|skill=Downpour
|description=A deluge to make them kneel.
|lessons=
|syntax=MANIFEST DOWNPOUR <target>
|required=
|target=Adventurers
|cooldown=
|detail=Summon forth a deluge of water to batter your foe. If they have the audacity to face you on their feet then alternative means will need to be employed.<p>If they are already in their rightful place at your feet the deluge shall freeze them with its chill and deal damage based on how frozen they are afterwards. This damage will be reduced upon repeated casts and they will require greater balance at maximum damage.<p>Due to the focus required for this skill it is unique in that it must always be the first attack in a flux, if so utilised.
}}


: '''Details:'''
{{Skill_detail
Extinguish a firewall that would bar your path.
|skill=Tidalwave
|-
|description=Upon raging waters shall you come.
| bgcolor=#999999 | Purify
|lessons=
| bgcolor=#999999 | Replace the old with the new.
|syntax=MANIFEST TIDALWAVE <direction>
|-
|required=You must have shaped your form at least twice.
| colspan=2 bgcolor=#c9c9c9 |
|target=Self
: '''Syntax:'''            PURIFY
|cooldown=
|detail=Summon forth a tidal wave, carrying you away in a direction for several rooms. This will carry you over walls, but not through closed doors. Any firewall in the path of your wave shall be immediately snuffed at your passing. If the room you begin in is flooded, you shall not be hindered in your movement.
}}


: '''Works on/against:'''  Self
{{Skill_detail
|skill=Whirlpool
|description=To resist is futile.
|lessons=
|syntax=MANIFEST WHIRLPOOL
|required=
|target=Room
|cooldown=
|detail=Summon forth a whirlpool, dragging in all those in adjacent rooms that are also submerged in water.<p>You can only initiate this ability in a flooded room.</p>
}}


: '''Details:'''
{{Skill_detail
Cleanse your form of impurities, curing an affliction. If you stand within water when enacting this ability, a second affliction will be cured after some time.
|skill=Flux
|description=Your control was never in question.
|lessons=
|syntax=FLUX <target> <task1> <task2>
|required=
|target=Adventurers
|cooldown=
|detail=For one such as you multitasking when it comes to your element is trivial. You may now strike your foe with up to two abilities at a time(*). In addition, the first ability used in this way is more powerful, and may have secondary effects(**).<p>* Abilities that can be fluxed are: choke, drench, perspire, thin, roil, parch, wreck, latch, coldfate, torrent, blade, and downpour.<br>** See the individual ability files for more specific on a per ability basis.
}}


You must be standing in water at the time when the second affliction would be cured as well as upon initiation.
{{Skill_detail
|-
|skill=Parch
| bgcolor=#999999 | Perspire
|description=Let them thirst for the denied.
| bgcolor=#999999 | They are right to fear your contempt.
|lessons=
|-
|syntax=MANIFEST PARCH <target>
| colspan=2 bgcolor=#c9c9c9 |
|required=
: '''Syntax:'''            MANIFEST PERSPIRE <target>
|target=Adventurers
|cooldown=
|detail=Pull water from your foe's skin, leaving them parched and lethargic(*).<p>* Gives lethargy.<br>Flux effect: if weariness and haemophilia are both present, also gives addiction.</p>
}}


: '''Works on/against:''' Adventurers
{{Skill_detail
  |skill=Submerge
|description=Water shall reclaim its due.
|lessons=
|syntax=SUBMERGE
|required=
|target=Room
|cooldown=
|detail=When in a flooded location, ou may send your power outwards, flooding all adjacent rooms as well.
}}


: '''Details:'''
{{Skill_detail
Force your foe to begin sweating (slickness).
|skill=Rise
|-
|description=A battlefield fit for you.
| bgcolor=#999999 | Roil
|lessons=
| bgcolor=#999999 | Such simple creatures are the unblessed.
|syntax=MANIFEST RISE
|-
|required=
| colspan=2 bgcolor=#c9c9c9 |
|target=Room
: '''Syntax:'''            MANIFEST ROIL <target>
|cooldown=
|detail=If a location is flooded, you may cause the water level to rapidly rise, making it far easier for you to enact a final end for your foes(*).<p>* See AB PERVASION DROWN.</p>
}}


: '''Extra Information:'''  Flux effect: If asthma and weariness are present, gives anorexia.
{{Skill_detail
|skill=Wreck
|description=They shall break upon the rocks.
|lessons=
|syntax=MANIFEST WRECK <target>
|required=
|target=Adventurers
|cooldown=
|detail=Summon forth a vortex of water to dash a foe against the ground. They must be prone or paralysed for this to be possible, otherwise they shall evade the water's clutches.<p>A target that is truck with this ability shall receive stupidity and recklessness. If they have either affliction prior to this, they shall also take damage(*).<p>* the damage is significantly reduced if the target is not both prone and paralysed.</p>
}}


: '''Works on/against:''' Adventurers
{{Skill_detail
|skill=Coldfate
|description=Breath is fleeting.
|lessons=
|syntax=MANIFEST COLDFATE <target>
|required=
  |target=Adventurers  
|cooldown=
|detail=Curse your foe with a cold fate, denying them the gift of breathing while underwater. Not even the natural ability of a grook or the power of your fellow Lords shall allow them to avoid this punishment.<p>This fate will last a time before fading naturally.</p>
}}


: '''Details:'''
{{Skill_detail
Violently roil the fluid within the stomach of your enemy, making them nauseous. If they are already nauseous, continued use of this ability shall cause them to become clumsy due to their infirmity.
|skill=Torrent
|-
|description=A bone-crushing stream.
| bgcolor=#999999 | Lifestream
|lessons=
| bgcolor=#999999 | To drive out imperfections.
|syntax=MANIFEST TORRENT <target>
|-
|required=
| colspan=2 bgcolor=#c9c9c9 |
|target=
: '''Syntax:'''            MANIFEST LIFESTREAM <target>
|cooldown=
|detail=Send a concentrated torrent of water to a supine target(*), freezing them to the bone. If your target is also too weak to defend against the attack(**), this attack will also break both of their arms.<p>* Requires the target be prone.<br>** If the target has weariness.</p>
}}


: '''Works on/against:''' Adventurers
{{Skill_detail
|skill=Bloodbend
|description=They shall dance on crimson strings.
|lessons=
|syntax=MANIFEST BLOODBEND <target> TO <command>
|required=
  |target=Adventurers
|cooldown=
|detail=Reach out to the vital fluids that flow through anyone that stands within your immediate area, commanding them to act(*). In order to carry this out, they must be bleeding sufficiently for you to take advantage of their vulnerability(**).<p>* This does not work against fellow Elemental Lords of Water.<br>** They must be bleeding for 250 health or more.</p<
}}


: '''Details:'''
{{Skill_detail
Call forth a cleansing stream of water to restore yourself or another (heals some health).
|skill=Resurgence
|}
|description=Your power is absolute.
|lessons=
|syntax=MANIFEST RESURGENCE
|required=
|target=Room
|cooldown=
|detail=Destroy the profane bonds that would seek to part your water, resubmerging your current and any adjacent rooms that labour under this outrage.
}}


[[Category:Skills]][[Category:Edit needed]]
{{Skill_detail
|skill=Drown
|description=Consign them to the deep.
|lessons=
|syntax=DROWN <target>
|required=
|target=Adventurers
|cooldown=
|detail=Providing you are underwater, in a location with a raised water level(*), or in a flooded location with your target and they lack the ability to breathe under said water, you may begin the process of drowning the. This takes all your concentration and will fail if they become able to breathe water during any focussing period. If your location has a raised water level or is underwater, the process will be faster.<p>Additionally, the process will be faster if the target is asthmatic or nauseous(**) at the time of beginning the drown attempt.<p>* See AB PERVASION RISE.<br>** If the target has both, it will be faster still.</p>
}}
 
{{Skill_detail
|skill=Tsunami
|description=A wave to dwarf all others.
|lessons=
|syntax=MANIFEST TSUNAMI FROM THE <direction>
|required=
|target=Adventurers and room
|cooldown=
|detail=Summon forth a titanic tsunami in a direction. The wave shall manifest and sweep all in its path back towards you.
}}
 
{{Skill_detail
|skill=Latch
|description=Exert your will upon their inferior form.
|lessons=
|syntax=MANIFEST LATCH <target>
|required=
|target=Adventurers
|cooldown=
|detail=Exert your will upon the vital fluids that course through the inferior form of your foe. Based on your preparation, this act has various effects.<p>For each of: addiction, haemophilia, nausea, lethargy, and severe bleeding(*) up to a total of four, the effects are as follows:<br>2: You shall bind your foe with watery tentacles, hindering their chance to flee from you.<br>3: If your foe's blood is running from open wounds, double the amount of bleeding they are currently suffering from(**). If they are not bleeding, gives a moderate amount of bleeding.<br>4: When this is successful it will knock your target off of elixir balance; it will fade next time they successfully sip a health elixir. While in this state they will be ready for your ultimate contempt(***).<p>* This requires 200 bleeding or more. All afflictions must be given by you and one of your four requirements must be the bleeding for the strongest form of this ability.<br>** There is a cap on the amount of bleeding this will give.<br>*** See AB PERVASION DESICCATE for details.</p>
}}
 
{{Skill_detail
|skill=Desiccate
|description=Wash the land with their vital fluids.
|lessons=
|syntax=DESICCATE <target>
|required=
|target=Adventurers
|cooldown=
|detail=Once you have latched your foe(*), you may tear every drop of water from their body in a display of the might of Sllshya, a warning to all who would dare oppose you.<p>* See AB PERVERSION LATCH for details.</p>
}}
 
{{Skill_detail
|skill=Hydra
|description=The beast of Sllshya.
|lessons=
|syntax=MANIFEST HYDRA
|required=
|target=Adventurers and self
|cooldown=
|detail=For when the situation is truly dire, you may be granted one of the beasts of Sllshya temporarily. These formidable beasts of legend are entirely uncontrollable even for one such as you, only giving their loyalty to he who rules over water. Once summoned, the hydra shall rampage, performing various room wide attacks periodically and wandering between bodies of water. Be warned, though the hydra will acknowledge you are also one of Sllshya's chosen and will not target you, your allies will be granted no such consideration(*).<p>Finally, take note: the act of manifesting the hydra is terribly taxing, and you will be left on the brink of death upon calling one forth. You will also only be able to summon a hydra once every 30 minutes(**), and the hydra shall naturally depart from the prime plane after a time.<p>* Unless they are also water lords, as the hydra will not target these.<br>** Can only be called forth in a room that is underwater, or has had its water level raised. The cooldown is not applied if you enact this ability upon the Elemental Plane of Water.</p>
}}
 
[[Category:General skills]]

Latest revision as of 16:11, 1 April 2025

Pervasion is a skillset available to Elemental Lords of Water.

Abilities in Pervasion

Coalesce Upon the Elemental Plane of Water.
Syntax: COALESCE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may cross great distances, traversing the very planes themselves to materialise upon the Elemental Plane of Water.

Should you already be present upon the Elemental Plane of Water, this act will return you to the Prime instead.

Such an act takes great focus, requiring that you do nothing for several seconds while focussing on the process.

Note: {{{note}}}
Forsake Return to your mundane form.
Syntax: FORSAKE WATER
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Cast off your elemental form, returning to your prior state of being. Forsaking your element in this way shall leave you temporarily weakened and bleeding.
Note: {{{note}}}
Cohesion A basic manipulation of the self.
Syntax: MANIFEST COHESION
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Alter the cohesion of your form, making yourself more resistant to attacks that your foes would dare make against your personage.
Note: {{{note}}}
Blade A basic manipulation of water.
Syntax: MANIFEST BLADE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens.
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Conjure forth a blade of ice to slash at your foe. If they are protected by a magical shield, the shield will be destroyed; if they are not, they will take damage.
Note: {{{note}}}
Saturation From water to water.
Syntax: MANIFEST SATURATION
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Summon forth the waters to flood your location.
Note: {{{note}}}
Bloodshift Consistency and composition are so very malleable.
Syntax: MANIFEST BLOODSHIFT <target> <venom>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Alter the composition of a target's very blood(*), transforming it into a deadly venom of your choice(**).

* You may not alter the composition of a fellow Elemental Lord of Water.
** Some venoms are not derivable through this method: notably, if it cannot be envenomed upon a blade, it is beyond your reach.

Note: {{{note}}}
Quench Flames are such a trivial inconvenience.
Syntax: MANIFEST QUENCH <dir>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Extinguish a firewall that would bar your path.
Note: {{{note}}}
Purify Replace the old with the new.
Syntax: PURIFY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Cleanse your form of impurities, curing an affliction. If you stand within water when enacting this ability, a second affliction will be cured after some time(*). This ability may not be performed when you labour under the weariness affliction.
Note: {{{note}}}
Perspire They are right to fear your contempt.
Syntax: MANIFEST PERSPIRE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Force your foe to begin sweating(*), and forces them prone.

* Gives slickness.

Note: {{{note}}}
Roil Such simple creatures are the unblessed.
Syntax: MANIFEST ROIL <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Violently roil the fluid within the stomach of your enemy, making them nauseous. If they are already nauseous, continued use of this ability shall cause them to be unable to focus(*).

* Knocks off focus balance. If the target is already off of focus balance, said balance is extended.
Flux Effect: If asthma and weariness are present, gives anorexia.

Note: {{{note}}}
Lifestream To drive out imperfections.
Syntax: MANIFEST LIFESTREAM <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Call forth a cleansing stream of water to restore yourself or another(*).

* Heals some health.

Note: {{{note}}}
Thin Their blood shall turn the waters red.
Syntax: MANIFEST THIN <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Thin your enemy's blood, making it flow more freely(*). If their blood is already thinned, blood shall begin to flow from their pores instead(**).

* Gives haemophilia.
** Gives 200 bleeding.

Note: {{{note}}}
Drench Soak them to the bone.
Syntax: MANIFEST DRENCH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Drench your foe with water, soaking him with icy water that will leech away his will to act(*).

* Gives weariness. If the target is already weary, they will become dazed by the cold, receiving confusion.
Flux effect: If your foe suffers from asthma, slickness, and anorexia, tendrils of your summoned water will slither into their mouth and nose, robbing them of focus.

Note: {{{note}}}
Choke Fill their lungs with water.
Syntax: MANIFEST CHOKE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Fill the lungs of your target with water, causing them to be unable to breathe(*).

* Gives asthma. If cast on someone already suffering asthma, they'll become so deprived of oxygen that they will begin to hallucinate.
Flux effect: If nausea and weariness are present, also gives paralysis.

Note: {{{note}}}
Downpour A deluge to make them kneel.
Syntax: MANIFEST DOWNPOUR <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Summon forth a deluge of water to batter your foe. If they have the audacity to face you on their feet then alternative means will need to be employed.

If they are already in their rightful place at your feet the deluge shall freeze them with its chill and deal damage based on how frozen they are afterwards. This damage will be reduced upon repeated casts and they will require greater balance at maximum damage.

Due to the focus required for this skill it is unique in that it must always be the first attack in a flux, if so utilised.

Note: {{{note}}}
Tidalwave Upon raging waters shall you come.
Syntax: MANIFEST TIDALWAVE <direction>
Required: You must have shaped your form at least twice.
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Summon forth a tidal wave, carrying you away in a direction for several rooms. This will carry you over walls, but not through closed doors. Any firewall in the path of your wave shall be immediately snuffed at your passing. If the room you begin in is flooded, you shall not be hindered in your movement.
Note: {{{note}}}
Whirlpool To resist is futile.
Syntax: MANIFEST WHIRLPOOL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Summon forth a whirlpool, dragging in all those in adjacent rooms that are also submerged in water.

You can only initiate this ability in a flooded room.

Note: {{{note}}}
Flux Your control was never in question.
Syntax: FLUX <target> <task1> <task2>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: For one such as you multitasking when it comes to your element is trivial. You may now strike your foe with up to two abilities at a time(*). In addition, the first ability used in this way is more powerful, and may have secondary effects(**).

* Abilities that can be fluxed are: choke, drench, perspire, thin, roil, parch, wreck, latch, coldfate, torrent, blade, and downpour.
** See the individual ability files for more specific on a per ability basis.

Note: {{{note}}}
Parch Let them thirst for the denied.
Syntax: MANIFEST PARCH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Pull water from your foe's skin, leaving them parched and lethargic(*).

* Gives lethargy.
Flux effect: if weariness and haemophilia are both present, also gives addiction.

Note: {{{note}}}
Submerge Water shall reclaim its due.
Syntax: SUBMERGE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When in a flooded location, ou may send your power outwards, flooding all adjacent rooms as well.
Note: {{{note}}}
Rise A battlefield fit for you.
Syntax: MANIFEST RISE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If a location is flooded, you may cause the water level to rapidly rise, making it far easier for you to enact a final end for your foes(*).

* See AB PERVASION DROWN.

Note: {{{note}}}
Wreck They shall break upon the rocks.
Syntax: MANIFEST WRECK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Summon forth a vortex of water to dash a foe against the ground. They must be prone or paralysed for this to be possible, otherwise they shall evade the water's clutches.

A target that is truck with this ability shall receive stupidity and recklessness. If they have either affliction prior to this, they shall also take damage(*).

* the damage is significantly reduced if the target is not both prone and paralysed.

Note: {{{note}}}
Coldfate Breath is fleeting.
Syntax: MANIFEST COLDFATE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Curse your foe with a cold fate, denying them the gift of breathing while underwater. Not even the natural ability of a grook or the power of your fellow Lords shall allow them to avoid this punishment.

This fate will last a time before fading naturally.

Note: {{{note}}}
Torrent A bone-crushing stream.
Syntax: MANIFEST TORRENT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Send a concentrated torrent of water to a supine target(*), freezing them to the bone. If your target is also too weak to defend against the attack(**), this attack will also break both of their arms.

* Requires the target be prone.
** If the target has weariness.

Note: {{{note}}}
Bloodbend They shall dance on crimson strings.
Syntax: MANIFEST BLOODBEND <target> TO <command>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Reach out to the vital fluids that flow through anyone that stands within your immediate area, commanding them to act(*). In order to carry this out, they must be bleeding sufficiently for you to take advantage of their vulnerability(**).

* This does not work against fellow Elemental Lords of Water.
** They must be bleeding for 250 health or more.</p<

Note: {{{note}}}
Resurgence Your power is absolute.
Syntax: MANIFEST RESURGENCE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Destroy the profane bonds that would seek to part your water, resubmerging your current and any adjacent rooms that labour under this outrage.
Note: {{{note}}}
Drown Consign them to the deep.
Syntax: DROWN <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Providing you are underwater, in a location with a raised water level(*), or in a flooded location with your target and they lack the ability to breathe under said water, you may begin the process of drowning the. This takes all your concentration and will fail if they become able to breathe water during any focussing period. If your location has a raised water level or is underwater, the process will be faster.

Additionally, the process will be faster if the target is asthmatic or nauseous(**) at the time of beginning the drown attempt.

* See AB PERVASION RISE.
** If the target has both, it will be faster still.

Note: {{{note}}}
Tsunami A wave to dwarf all others.
Syntax: MANIFEST TSUNAMI FROM THE <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and room
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Summon forth a titanic tsunami in a direction. The wave shall manifest and sweep all in its path back towards you.
Note: {{{note}}}
Latch Exert your will upon their inferior form.
Syntax: MANIFEST LATCH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Exert your will upon the vital fluids that course through the inferior form of your foe. Based on your preparation, this act has various effects.

For each of: addiction, haemophilia, nausea, lethargy, and severe bleeding(*) up to a total of four, the effects are as follows:
2: You shall bind your foe with watery tentacles, hindering their chance to flee from you.
3: If your foe's blood is running from open wounds, double the amount of bleeding they are currently suffering from(**). If they are not bleeding, gives a moderate amount of bleeding.
4: When this is successful it will knock your target off of elixir balance; it will fade next time they successfully sip a health elixir. While in this state they will be ready for your ultimate contempt(***).

* This requires 200 bleeding or more. All afflictions must be given by you and one of your four requirements must be the bleeding for the strongest form of this ability.
** There is a cap on the amount of bleeding this will give.
*** See AB PERVASION DESICCATE for details.

Note: {{{note}}}
Desiccate Wash the land with their vital fluids.
Syntax: DESICCATE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you have latched your foe(*), you may tear every drop of water from their body in a display of the might of Sllshya, a warning to all who would dare oppose you.

* See AB PERVERSION LATCH for details.

Note: {{{note}}}
Hydra The beast of Sllshya.
Syntax: MANIFEST HYDRA
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: For when the situation is truly dire, you may be granted one of the beasts of Sllshya temporarily. These formidable beasts of legend are entirely uncontrollable even for one such as you, only giving their loyalty to he who rules over water. Once summoned, the hydra shall rampage, performing various room wide attacks periodically and wandering between bodies of water. Be warned, though the hydra will acknowledge you are also one of Sllshya's chosen and will not target you, your allies will be granted no such consideration(*).

Finally, take note: the act of manifesting the hydra is terribly taxing, and you will be left on the brink of death upon calling one forth. You will also only be able to summon a hydra once every 30 minutes(**), and the hydra shall naturally depart from the prime plane after a time.

* Unless they are also water lords, as the hydra will not target these.
** Can only be called forth in a room that is underwater, or has had its water level raised. The cooldown is not applied if you enact this ability upon the Elemental Plane of Water.

Note: {{{note}}}