Difference between revisions of "Elementalism"

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(Added Quake and details of the Magi abilities. Sylvan coming in a moment.)
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'''Elementalism''' is a magical skill that harnesses the power of the four physical [[element|elements]]: earth, air, water, and fire. There are two types of Elementalism in [[Achaea]], each one unique to either the [[Magi]] or [[Sylvan]] [[class]]. The latter is the younger of the two, its differences from the original Elementalism discovered with the introduction of the Sylvan class in 329 AF.
'''Elementalism''' is a magical skill that harnesses the power of the four physical [[element|elements]]: earth, air, water, and fire. There are two types of Elementalism in [[Achaea]], each one unique to either the [[Magi]] or [[Sylvan]] [[class]]. The latter is the younger of the two, its differences from the original Elementalism discovered with the introduction of the Sylvan class in 329 AF.
Elementalism is a relatively straightforward skill. By opening channels to four of the five Elemental realms (Magi do not use the Spirit realm), you will be able to cast a wide variety of elementally-based offensive and defensive spells. The effects of these spells might range from summoning an efreeti to calling down the might of Vastar, the Skylord, in the Stormhammer, to bringing forth fog or hail.


===[[:Category:Abilities|Abilities]] in Elementalism===
===[[:Category:Abilities|Abilities]] in Elementalism===
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| bgcolor=#cccccc | '''Description'''
| bgcolor=#cccccc | '''Description'''
|-
|-
| bgcolor=#3399CC | Channel             
| bgcolor=#01AEBE | Channel             
| bgcolor=#3399CC | Open conduits to the Elemental Realms.
| bgcolor=#01AEBE | Open conduits to the Elemental Realms.
|-
|-
| bgcolor=#3399CC | Light             
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Light up your surroundings.
: '''Syntax:'''          CHANNEL AIR/WATER/EARTH/FIRE
::: CHANNELS
::: SEVER AIR/WATER/EARTH/FIRE
::: SEVER ALL
 
: '''Details:'''
 
Using this ability, you may open a channel to one of the four basic elemental realms. Keeping these channels open has a cost in willpower. SEVER AIR/WATER/EARTH/FIRE will close that channel. CHANNELS will list what channels you have open.
|-
|-
| bgcolor=#3399CC | Gust               
| bgcolor=#01AEBE | Light             
| bgcolor=#3399CC | Blow someone in a direction with a gust of wind.
| bgcolor=#01AEBE | Light up your surroundings.
|-
|-
| bgcolor=#3399CC | Reflection         
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Create a distracting illusion of yourself.
: '''Syntax:'''          CAST LIGHT
 
: '''Extra Information:''' Channels: Fire
 
: '''Details:'''
 
With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding.
|-
|-
| bgcolor=#3399CC | Stonefist         
| bgcolor=#01AEBE | Gust               
| bgcolor=#3399CC | Coat your fists with rock and punch with more power.
| bgcolor=#01AEBE | Blow someone in a direction with a gust of wind.
|-
|-
| bgcolor=#3399CC | Waterweird         
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Summon a water [[elementals|elemental]] to help you walk on water.
: '''Syntax:'''          CAST GUST
::: CAST GUST AT <adventurer> <direction>
 
: '''Extra Information:''' Channels: Air
 
: '''Details:'''
 
By channeling the element of air, you can either blow a fog or cloud out of the room, or blow an
adventurer in a particular direction.
|-
|-
| bgcolor=#3399CC | '''Stoneskin'''         
| bgcolor=#01AEBE | Reflection         
| bgcolor=#3399CC | Create a protective but supple layer of stone around you.
| bgcolor=#01AEBE | Create a distracting illusion of yourself.
|-
|-
| bgcolor=#3399CC | '''''Barkskin'''''          
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Make your skin tough like bark.
: '''Syntax:'''          CAST REFLECTION AT ME/<adventurer>
 
: '''Extra Information:''' Channels: Air, Fire
 
: '''Details:'''
 
By focusing the light of fire through a prism of elemental air, you can create a magical reflection of yourself, which will absorb one attack before being destroyed. You may only have one reflection at a time.
|-
|-
| bgcolor=#3399CC | Fortification     
| bgcolor=#01AEBE | Firelash         
| bgcolor=#3399CC | Protect your open channels from attack.
| bgcolor=#01AEBE | Attack with elemental fire.
|-
|-
| bgcolor=#3399CC | Freeze             
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Chill another adventurer.
: '''Syntax:'''          CAST FIRELASH AT <adventurer>/<denizen>/<icewall>
 
: '''Extra Information:''' Channels: Fire
 
: '''Details:'''
 
By lashing out with fire, you may damage an adventurer or a denizen, or melt an icewall. Note that you can hit adventurers with this from an adjacent room.
|-
|-
| bgcolor=#3399CC | Geyser             
| bgcolor=#01AEBE | Waterweird         
| bgcolor=#3399CC | Knock someone out of the trees or the sky.
| bgcolor=#01AEBE | Summon a water [[elementals|elemental]] to help you walk on water.
|-
|-
| bgcolor=#3399CC | Scry               
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Locate another adventurer.
: '''Syntax:'''          CAST WATERWEIRD AT ME/<adventurer>
 
: '''Extra Information:''' Channels: Water
 
: '''Details:'''
 
The power of elemental water will allow you to tread water easily.
 
Note: If you lose this or any other summoned elemental, you may call them back to you by doing: CALL ELEMENTALS
|-
|-
| bgcolor=#3399CC | Sandling           
| bgcolor=#4778CB | '''Stonefist'''         
| bgcolor=#3399CC | Summon a sand elemental to sequester you underground.
| bgcolor=#4778CB | Coat your fists with rock and punch with more power.
|-
|-
| bgcolor=#3399CC | Chargeshield       
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Create a magical shield to resist electric damage.
: '''Syntax:'''          CAST STONEFIST
 
: '''Extra Information:''' Channels: Earth
 
: '''Details:'''
 
By coating your fists in stone, you may punch for greatly increased damage.
|-
|-
| bgcolor=#3399CC | [[Firelash]]           
| bgcolor=#4778CB | '''Stoneskin'''         
| bgcolor=#3399CC | Attack with elemental fire.
| bgcolor=#4778CB | Create a protective but supple layer of stone around you.
|-
|-
| bgcolor=#3399CC | Erode             
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Destroy the defences of your opponent.
: '''Syntax:'''          CAST STONESKIN
 
: '''Extra Information:''' Channels: Earth
 
: '''Details:'''
 
Similar to the manner in which stonefist coats your fists in stone, stoneskin coats much of your body in stone, providing some protection against physical attacks (more from blunt than from cutting damage). As your skill in elementalism increases, so will the protection this ability affords you.
|-
|-
| bgcolor=#3399CC | Suppression       
| bgcolor=#149200 | '''''Barkskin'''''           
| bgcolor=#3399CC | Destroy the sustaining partita [[Harmonics|harmonic]].
| bgcolor=#149200 | Make your skin tough like bark.
|-
|-
| bgcolor=#3399CC | Bloodboil         
| bgcolor=#01AEBE | Fortification     
| bgcolor=#3399CC | Boil off that which afflicts you.
| bgcolor=#01AEBE | Protect your open channels from attack.
|-
|-
| bgcolor=#3399CC | '''Ring'''              
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Extend the life of a crystalline [[Crystalism|vibration]].
: '''Syntax:'''          FORTIFY <channel>
::: FORTIFY ALL
 
: '''Details:'''
 
Using this ability will provide you protection against abilities that may attack your open elemental channels. These abilities will first have to attack your fortification before destroying your channel. However, fortify does have a regular willpower cost associated with it.
 
If you choose to fortify all, the mana and eq costs will be the cost of fortifying a single channel multiplied by the number of channels you have open.
|-
|-
| bgcolor=#3399CC | Binding           
| bgcolor=#01AEBE | Freeze             
| bgcolor=#3399CC | The magic of channel binding.
| bgcolor=#01AEBE | Chill another adventurer.
|-
|-
| bgcolor=#3399CC | Lightning            
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Fry your enemies with awesome bolts of lightning.
: '''Syntax:'''           CAST FREEZE AT GROUND
::: CAST FREEZE AT <adventurer>
 
: '''Extra Information:''' Channels: Air, Water
 
: '''Details:'''
 
When casting freeze at the ground, you will cause a coating of ice to cover it, causing others to slip occasionally. When casting it at another adventurer, you will first strip the insulation defence if the target has it, then cause the target to shiver, and finally freeze him.
|-
|-
| bgcolor=#3399CC | [[Firewall]]           
| bgcolor=#01AEBE | Geyser             
| bgcolor=#3399CC | Create a wall of elemental fire.
| bgcolor=#01AEBE | Knock someone out of the trees or the sky.
|-
|-
| bgcolor=#3399CC | Fog               
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Conjure up obscuring fog.
: '''Syntax:'''          CAST GEYSER AT <adventurer>
 
: '''Extra Information:''' Channels: Water, Earth, Fire
 
: '''Details:'''
 
Using this ability, you may knock a flying or treed adventurer out of the skies or trees.
|-
|-
| bgcolor=#3399CC | '''Deepfreeze'''         
| bgcolor=#01AEBE | Scry               
| bgcolor=#3399CC | Cast a spell of extreme cold at your enemies.
| bgcolor=#01AEBE | Locate another adventurer.
|-
|-
| bgcolor=#3399CC | '''Hellfumes'''        
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Create choking fumes in your surroundings.
: '''Syntax:'''          CAST SCRY AT <adventurer>
 
: '''Extra Information:''' Channels: Water, Fire
 
: '''Details:'''
 
By combining the light of fire with a water lens, you may locate another adventurer.
|-
|-
| bgcolor=#3399CC | Aerial             
| bgcolor=#01AEBE | Sandling           
| bgcolor=#3399CC | Summon an air elemental to carry you to the skies.
| bgcolor=#01AEBE | Summon a sand elemental to sequester you underground.
|-
|-
| bgcolor=#3399CC | '''Flood'''              
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Drown a location in water.
: '''Syntax:'''          CAST SANDLING
::: BURROW ABOVE
::: BURROW <direction>
 
: '''Extra Information:''' Channels: Earth
 
: '''Details:'''
 
One of four elementals you can summon, the sandling will lower you into the ground, effectively burying you. Additionally, you will be able to burrow laterally so long as the ground is soft enough to permit. However, you may not burrow deeper than one level below ground.
|-
|-
| bgcolor=#3399CC | [[Illusion]]           
| bgcolor=#01AEBE | Chargeshield       
| bgcolor=#3399CC | Cast an illusion of your choosing.
| bgcolor=#01AEBE | Create a magical shield to resist electric damage.
|-
|-
| bgcolor=#3399CC | '''''Eclipse'''''        
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Bedazzle your foe with a celestial bolt.
: '''Syntax:'''          CAST CHARGESHIELD AT ME/<another adventurer>
 
: '''Extra Information:''' Channels: Air, Earth
 
: '''Details:'''
 
The chargeshield is a defensive spell which will provide you with some protection from electric attacks.
|-
|-
| bgcolor=#3399CC | [[Icewall]]           
| bgcolor=#01AEBE | Erode             
| bgcolor=#3399CC | Conjure up an obstructing icewall.
| bgcolor=#01AEBE | Destroy the defences of your opponent.
|-
|-
| bgcolor=#3399CC | '''''Rainstorm'''''          
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Open the skies and deluge the earth.
: '''Syntax:'''          CAST ERODE AT <adventurer>
 
: '''Extra Information:''' Channels: Air, Water, Earth, Fire
 
: '''Details:'''
 
With the destructive fury of all the elements at your command, you may destroy a defence on an opponent.
|-
|-
| bgcolor=#3399CC | Simultaneity       
| bgcolor=#01AEBE | Suppression       
| bgcolor=#3399CC | Parallel channeling.
| bgcolor=#01AEBE | Destroy the sustaining partita [[Harmonics|harmonic]].
|-
|-
| bgcolor=#3399CC | '''Staff'''              
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Summon an elemental staff.
: '''Syntax:'''          CAST SUPPRESSION
 
: '''Extra Information:''' Channels: Air, Earth
 
: '''Details:'''
 
Before using a cube sigil to destroy bardic harmonics you may need to first suppress the partita harmonic that protects the other harmonics from the cube sigil. This ability will do just that.
|-
|-
| bgcolor=#3399CC | '''''Viridian'''''           
| bgcolor=#01AEBE | Bloodboil         
| bgcolor=#3399CC | Use the elements to transform into a mighty Viridian.
| bgcolor=#01AEBE | Boil off that which afflicts you.
|-
|-
| bgcolor=#3399CC | '''Diamondskin'''        
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Give your skin diamond-like hardening.
: '''Syntax:'''          CAST BLOODBOIL
 
: '''Extra Information:''' Channels: Water, Fire
 
: '''Details:'''
 
Through the purifying powers of fire, and the recuperative powers of water, you may cure yourself of an affliction with this spell. If you suffer under the haemophilia affliction your blood will be too thin for this spell to take affect.
|-
|-
| bgcolor=#3399CC | Efreeti           
| bgcolor=#4778CB | '''Ring'''               
| bgcolor=#3399CC | Call a fiery efreeti to your aid.
| bgcolor=#4778CB | Extend the life of a crystalline [[Crystalism|vibration]].
|-
|-
| bgcolor=#3399CC | Transfix           
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Mesmerize your target into inaction.
: '''Syntax:'''          CAST RING
 
: '''Extra Information:''' Channels: Earth
 
: '''Details:'''
 
This spell is useful in conjunction with crystalism. When cast in a room, it will extend the life of your vibrations.
|-
|-
| bgcolor=#3399CC | '''''Vinewreathe'''''           
| bgcolor=#01AEBE | Binding           
| bgcolor=#3399CC | Call upon Nature to hinder your foe.
| bgcolor=#01AEBE | The magic of channel binding.
|-
|-
| bgcolor=#3399CC | Hailstorm            
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Call down a hailstorm to pummel everyone else in the room.
: '''Syntax:'''           BIND <channel>
::: BIND ALL
 
: '''Details:'''
 
Like fortification, binding provides protection against losing your channels due to others attacking them. If a channel that is unfortified is attacked, binding will protect that channel a large percentage of the time. It has a willpower loss associated with it, however.
 
If you choose to BIND ALL, the mana and equilibrium costs will be what it costs for a single channel binding, multiplied by however many channels you have open.
|-
|-
| bgcolor=#3399CC | Stormhammer       
| bgcolor=#01AEBE | Lightning         
| bgcolor=#3399CC | Call down the wrath of the storm upon multiple enemies.
| bgcolor=#01AEBE | Fry your enemies with awesome bolts of lightning.
|-
|-
| bgcolor=#3399CC | '''''Heartseed'''''
| colspan=2 bgcolor=#299F96 |  
| bgcolor=#3399CC | Send Nature's touch to destroy your enemy from within.
: '''Syntax:'''          CAST LIGHTNING AT <adventurer>
 
: '''Extra Information:''' Channels: Air, Fire
 
: '''Details:'''
 
Fling a sizzling bolt of lightning to damage an adventurer and quite possibly remove a defence as well!
|-
|-
| bgcolor=#3399CC | Holocaust           
| bgcolor=#01AEBE | [[Firewall]]           
| bgcolor=#3399CC | Create a delayed explosion of immense power.
| bgcolor=#01AEBE | Create a wall of elemental fire.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''          CAST FIREWALL <direction>
 
: '''Extra Information:''' Channels: Fire
 
: '''Details:'''
 
Channeling the power of elemental fire, you will create walls of burning flame.
|-
| bgcolor=#01AEBE | Fog               
| bgcolor=#01AEBE | Conjure up obscuring fog.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''          CAST FOG
 
: '''Extra Information:''' Channels: Air, Water
 
: '''Details:'''
 
With the powers of air and water, you may cause an elemental fog to envelop the room.
|-
| bgcolor=#4778CB | '''Deepfreeze'''         
| bgcolor=#4778CB | Cast a spell of extreme cold at your enemies.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''          CAST DEEPFREEZE
 
: '''Extra Information:''' Channels: Air, Water
 
: '''Details:'''
 
This spell is a magnified version of the freeze spell, except that it is not targetable. It will attack all those in the room who are your enemy.
|-
| bgcolor=#4778CB | '''Hellfumes'''         
| bgcolor=#4778CB | Create choking fumes in your surroundings.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''          CAST HELLFUMES
 
: '''Extra Information:''' Channels: Air, Earth
 
: '''Details:'''
 
This spell will create a noxious cloud in your location, choking those around you.
|-
| bgcolor=#01AEBE | Aerial             
| bgcolor=#01AEBE | Summon an air elemental to carry you to the skies.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''          CAST AERIAL
 
: '''Extra Information:''' Channels: Air
 
: '''Details:'''
 
One of the four elementals that you can summon, the aerial will take you into the skies once. LAND will bring you back to earth.
|-
| bgcolor=#4778CB | '''Flood'''             
| bgcolor=#4778CB | Drown a location in water.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''          CAST FLOOD
 
: '''Extra Information:''' Channels: Water
 
: '''Details:'''
 
Channel the power of elemental water to flood the room you stand in.
|-
| bgcolor=#01AEBE | [[Illusion]]           
| bgcolor=#01AEBE | Cast an illusion of your choosing.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST ILLUSION <illusion>
:::  CAST <victim> ILLUSION <illusion>
 
: '''Extra Information:''' Channels: Air, Fire
 
: '''Details:'''
 
With this spell, you can create an illusion of your choosing in the room about you. You may embed a single newline by using the character sequence \n in your illusion. For limitations and restrictions, please refer to HELP ILLUSIONS.
|-
| bgcolor=#01AEBE | Quake         
| bgcolor=#01AEBE | Open cracks in the ground to drain away water.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST QUAKE
 
: '''Extra Information:''' Channels: Earth
 
: '''Details:'''
 
By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location.
|-
| bgcolor=#149200 | '''''Eclipse'''''         
| bgcolor=#149200 | Bedazzle your foe with a celestial bolt.
|-
| bgcolor=#01AEBE | [[Icewall]]           
| bgcolor=#01AEBE | Conjure up an obstructing ice wall.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST ICEWALL <direction>
 
: '''Extra Information:''' Channels: Water
 
: '''Details:'''
 
This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by.
|-
| bgcolor=#149200 | '''''Rainstorm'''''         
| bgcolor=#149200 | Open the skies and deluge the earth.
|-
| bgcolor=#01AEBE | Simultaneity       
| bgcolor=#01AEBE | Parallel channeling.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            SIMULTANEITY
 
: '''Details:'''
 
Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, and Fire realms.
|-
| bgcolor=#4778CB | '''Staff'''             
| bgcolor=#4778CB | Summon an elemental staff.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST STAFF
:::                  STAFFCAST DISSOLUTION AT  <adventurer/denizen>  (magical damage)
:::                  STAFFCAST LIGHTNING AT    <adventurer/denizen>  (electric damage)
:::                  STAFFCAST SCINTILLA AT    <adventurer/denizen>  (fire damage)
:::                  STAFFCAST HORRIPILATION AT <adventurer/denizen>  (cold damage)
 
: '''Extra Information:''' Channels: Air, Water, Earth, Fire
 
: '''Details:'''
 
The elemental staff is perhaps the magi's strongest pure-damage attack.
|-
| bgcolor=#149200 | '''''Viridian'''''           
| bgcolor=#149200 | Use the elements to transform into a mighty Viridian.
|-
| bgcolor=#4778CB | '''Diamondskin'''       
| bgcolor=#4778CB | Give your skin diamond-like hardening.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST DIAMONDSKIN
 
: '''Extra Information:''' Channels: Water, Earth, Fire
 
: '''Details:'''
 
Greatly increase your resistance to cutting damage, and modestly increase your resistance to blunt damage, by adding diamond-like hardness to your skin. The protection afforded increases with your skill in elementalism.
|-
| bgcolor=#01AEBE | Unweave             
| bgcolor=#01AEBE | A way to unweave Talisman Pieces and gain gold.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST UNWEAVE <number> <Talisman piece name> <piece level>
 
: '''Extra Information:''' Channels: Air, Water, Earth, Fire
 
: '''Details:'''
 
Unweave is simply the ability to take a Talisman piece (see HELP TALISMANS) and turn it (or them) into gold.
|-
| bgcolor=#01AEBE | Efreeti           
| bgcolor=#01AEBE | Call a fiery efreeti to your aid.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST EFREETI
 
: '''Extra Information:''' Channels: Fire
 
: '''Details:'''
 
One of the four elementals that you can summon, the efreeti will begin spinning about, setting your enemies on fire.
|-
| bgcolor=#01AEBE | Transfix           
| bgcolor=#01AEBE | Mesmerize your target into inaction.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST TRANSFIX AT <adventurer>
 
: '''Extra Information:''' Channels: Air, Fire
 
: '''Details:'''
 
By creating a mesmerizing pattern of fire, you may transfix an opponent into inaction. Blindness will prevent this, but this will remove the blindness.
|-
| bgcolor=#149200 | '''''Vinewreathe'''''           
| bgcolor=#149200 | Call upon Nature to hinder your foe.
|-
| bgcolor=#4778CB | '''Staffstrike'''             
| bgcolor=#4778CB | Supplement a physical strike with elemental power.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            STAFFSTRIKE <adventurer> WITH <element*> [limb]
 
: '''Extra Information:''' Channels: Air, Water, Earth, Fire
::: * Elements: AIR  - Strip your target's aura of rebounding, or throw your target  to the floor with a blast of wind.
:::                  EARTH - Break a random limb on your target.
:::                  FIRE  - Burn away the frost defense from your foe while setting them alight.
:::                  WATER - Increase the level of chill in your opponent's bloodstream.
 
: '''Details:'''
 
Channel the elemental forces, delivering a powerful blow and unleashing a portion of the vast energy of the channeled element. Should you have TARGETING in weaponry, you may use this to target specific limbs.
|-
| bgcolor=#01AEBE | Hailstorm         
| bgcolor=#01AEBE | Call down a hailstorm to pummel everyone else in the room.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST HAILSTORM
 
: '''Extra Information:''' Channels: Air, Water
 
: '''Details:'''
 
With this spell, you may rain hailstones down upon all your enemies in the room.
|-
| bgcolor=#01AEBE | Stormhammer       
| bgcolor=#01AEBE | Call down the wrath of the storm upon multiple enemies.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST STORMHAMMER AT <target> [ AND <target> [ AND <target> ] ]
 
: '''Extra Information:''' Channels: Air, Fire
 
: '''Details:'''
 
This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens.
|-
| bgcolor=#149200 | '''''Heartseed'''''
| bgcolor=#149200 | Send Nature's touch to destroy your enemy from within.
|-
| bgcolor=#01AEBE | Holocaust           
| bgcolor=#01AEBE | Create a delayed explosion of immense power.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST HOLOCAUST <seconds> (Between 10 and 60)
 
: '''Extra Information:''' Channels: Fire
 
: '''Details:'''
 
This extremely powerful spell creates a magical bomb with a timer on it. When the time runs out, the bomb will explode in a massive, fiery holocaust.
|-
|-
|}
|}
=====See also=====
*[[Magi]]
*[[Sylvan]]
[[Category:Skills]]
[[Category:Skills]]

Revision as of 19:37, 15 January 2015

Elementalism is a magical skill that harnesses the power of the four physical elements: earth, air, water, and fire. There are two types of Elementalism in Achaea, each one unique to either the Magi or Sylvan class. The latter is the younger of the two, its differences from the original Elementalism discovered with the introduction of the Sylvan class in 329 AF.

Elementalism is a relatively straightforward skill. By opening channels to four of the five Elemental realms (Magi do not use the Spirit realm), you will be able to cast a wide variety of elementally-based offensive and defensive spells. The effects of these spells might range from summoning an efreeti to calling down the might of Vastar, the Skylord, in the Stormhammer, to bringing forth fog or hail.

Abilities in Elementalism

Abilities in bold are Magi only. Abilities in bold italics are Sylvan only. All others are shared between both classes.
Ability Description
Channel Open conduits to the Elemental Realms.
Syntax: CHANNEL AIR/WATER/EARTH/FIRE
CHANNELS
SEVER AIR/WATER/EARTH/FIRE
SEVER ALL
Details:

Using this ability, you may open a channel to one of the four basic elemental realms. Keeping these channels open has a cost in willpower. SEVER AIR/WATER/EARTH/FIRE will close that channel. CHANNELS will list what channels you have open.

Light Light up your surroundings.
Syntax: CAST LIGHT
Extra Information: Channels: Fire
Details:

With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding.

Gust Blow someone in a direction with a gust of wind.
Syntax: CAST GUST
CAST GUST AT <adventurer> <direction>
Extra Information: Channels: Air
Details:

By channeling the element of air, you can either blow a fog or cloud out of the room, or blow an adventurer in a particular direction.

Reflection Create a distracting illusion of yourself.
Syntax: CAST REFLECTION AT ME/<adventurer>
Extra Information: Channels: Air, Fire
Details:

By focusing the light of fire through a prism of elemental air, you can create a magical reflection of yourself, which will absorb one attack before being destroyed. You may only have one reflection at a time.

Firelash Attack with elemental fire.
Syntax: CAST FIRELASH AT <adventurer>/<denizen>/<icewall>
Extra Information: Channels: Fire
Details:

By lashing out with fire, you may damage an adventurer or a denizen, or melt an icewall. Note that you can hit adventurers with this from an adjacent room.

Waterweird Summon a water elemental to help you walk on water.
Syntax: CAST WATERWEIRD AT ME/<adventurer>
Extra Information: Channels: Water
Details:

The power of elemental water will allow you to tread water easily.

Note: If you lose this or any other summoned elemental, you may call them back to you by doing: CALL ELEMENTALS

Stonefist Coat your fists with rock and punch with more power.
Syntax: CAST STONEFIST
Extra Information: Channels: Earth
Details:

By coating your fists in stone, you may punch for greatly increased damage.

Stoneskin Create a protective but supple layer of stone around you.
Syntax: CAST STONESKIN
Extra Information: Channels: Earth
Details:

Similar to the manner in which stonefist coats your fists in stone, stoneskin coats much of your body in stone, providing some protection against physical attacks (more from blunt than from cutting damage). As your skill in elementalism increases, so will the protection this ability affords you.

Barkskin Make your skin tough like bark.
Fortification Protect your open channels from attack.
Syntax: FORTIFY <channel>
FORTIFY ALL
Details:

Using this ability will provide you protection against abilities that may attack your open elemental channels. These abilities will first have to attack your fortification before destroying your channel. However, fortify does have a regular willpower cost associated with it.

If you choose to fortify all, the mana and eq costs will be the cost of fortifying a single channel multiplied by the number of channels you have open.

Freeze Chill another adventurer.
Syntax: CAST FREEZE AT GROUND
CAST FREEZE AT <adventurer>
Extra Information: Channels: Air, Water
Details:

When casting freeze at the ground, you will cause a coating of ice to cover it, causing others to slip occasionally. When casting it at another adventurer, you will first strip the insulation defence if the target has it, then cause the target to shiver, and finally freeze him.

Geyser Knock someone out of the trees or the sky.
Syntax: CAST GEYSER AT <adventurer>
Extra Information: Channels: Water, Earth, Fire
Details:

Using this ability, you may knock a flying or treed adventurer out of the skies or trees.

Scry Locate another adventurer.
Syntax: CAST SCRY AT <adventurer>
Extra Information: Channels: Water, Fire
Details:

By combining the light of fire with a water lens, you may locate another adventurer.

Sandling Summon a sand elemental to sequester you underground.
Syntax: CAST SANDLING
BURROW ABOVE
BURROW <direction>
Extra Information: Channels: Earth
Details:

One of four elementals you can summon, the sandling will lower you into the ground, effectively burying you. Additionally, you will be able to burrow laterally so long as the ground is soft enough to permit. However, you may not burrow deeper than one level below ground.

Chargeshield Create a magical shield to resist electric damage.
Syntax: CAST CHARGESHIELD AT ME/<another adventurer>
Extra Information: Channels: Air, Earth
Details:

The chargeshield is a defensive spell which will provide you with some protection from electric attacks.

Erode Destroy the defences of your opponent.
Syntax: CAST ERODE AT <adventurer>
Extra Information: Channels: Air, Water, Earth, Fire
Details:

With the destructive fury of all the elements at your command, you may destroy a defence on an opponent.

Suppression Destroy the sustaining partita harmonic.
Syntax: CAST SUPPRESSION
Extra Information: Channels: Air, Earth
Details:

Before using a cube sigil to destroy bardic harmonics you may need to first suppress the partita harmonic that protects the other harmonics from the cube sigil. This ability will do just that.

Bloodboil Boil off that which afflicts you.
Syntax: CAST BLOODBOIL
Extra Information: Channels: Water, Fire
Details:

Through the purifying powers of fire, and the recuperative powers of water, you may cure yourself of an affliction with this spell. If you suffer under the haemophilia affliction your blood will be too thin for this spell to take affect.

Ring Extend the life of a crystalline vibration.
Syntax: CAST RING
Extra Information: Channels: Earth
Details:

This spell is useful in conjunction with crystalism. When cast in a room, it will extend the life of your vibrations.

Binding The magic of channel binding.
Syntax: BIND <channel>
BIND ALL
Details:

Like fortification, binding provides protection against losing your channels due to others attacking them. If a channel that is unfortified is attacked, binding will protect that channel a large percentage of the time. It has a willpower loss associated with it, however.

If you choose to BIND ALL, the mana and equilibrium costs will be what it costs for a single channel binding, multiplied by however many channels you have open.

Lightning Fry your enemies with awesome bolts of lightning.
Syntax: CAST LIGHTNING AT <adventurer>
Extra Information: Channels: Air, Fire
Details:

Fling a sizzling bolt of lightning to damage an adventurer and quite possibly remove a defence as well!

Firewall Create a wall of elemental fire.
Syntax: CAST FIREWALL <direction>
Extra Information: Channels: Fire
Details:

Channeling the power of elemental fire, you will create walls of burning flame.

Fog Conjure up obscuring fog.
Syntax: CAST FOG
Extra Information: Channels: Air, Water
Details:

With the powers of air and water, you may cause an elemental fog to envelop the room.

Deepfreeze Cast a spell of extreme cold at your enemies.
Syntax: CAST DEEPFREEZE
Extra Information: Channels: Air, Water
Details:

This spell is a magnified version of the freeze spell, except that it is not targetable. It will attack all those in the room who are your enemy.

Hellfumes Create choking fumes in your surroundings.
Syntax: CAST HELLFUMES
Extra Information: Channels: Air, Earth
Details:

This spell will create a noxious cloud in your location, choking those around you.

Aerial Summon an air elemental to carry you to the skies.
Syntax: CAST AERIAL
Extra Information: Channels: Air
Details:

One of the four elementals that you can summon, the aerial will take you into the skies once. LAND will bring you back to earth.

Flood Drown a location in water.
Syntax: CAST FLOOD
Extra Information: Channels: Water
Details:

Channel the power of elemental water to flood the room you stand in.

Illusion Cast an illusion of your choosing.
Syntax: CAST ILLUSION <illusion>
CAST <victim> ILLUSION <illusion>
Extra Information: Channels: Air, Fire
Details:

With this spell, you can create an illusion of your choosing in the room about you. You may embed a single newline by using the character sequence \n in your illusion. For limitations and restrictions, please refer to HELP ILLUSIONS.

Quake Open cracks in the ground to drain away water.
Syntax: CAST QUAKE
Extra Information: Channels: Earth
Details:

By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location.

Eclipse Bedazzle your foe with a celestial bolt.
Icewall Conjure up an obstructing ice wall.
Syntax: CAST ICEWALL <direction>
Extra Information: Channels: Water
Details:

This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by.

Rainstorm Open the skies and deluge the earth.
Simultaneity Parallel channeling.
Syntax: SIMULTANEITY
Details:

Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, and Fire realms.

Staff Summon an elemental staff.
Syntax: CAST STAFF
STAFFCAST DISSOLUTION AT <adventurer/denizen> (magical damage)
STAFFCAST LIGHTNING AT <adventurer/denizen> (electric damage)
STAFFCAST SCINTILLA AT <adventurer/denizen> (fire damage)
STAFFCAST HORRIPILATION AT <adventurer/denizen> (cold damage)
Extra Information: Channels: Air, Water, Earth, Fire
Details:

The elemental staff is perhaps the magi's strongest pure-damage attack.

Viridian Use the elements to transform into a mighty Viridian.
Diamondskin Give your skin diamond-like hardening.
Syntax: CAST DIAMONDSKIN
Extra Information: Channels: Water, Earth, Fire
Details:

Greatly increase your resistance to cutting damage, and modestly increase your resistance to blunt damage, by adding diamond-like hardness to your skin. The protection afforded increases with your skill in elementalism.

Unweave A way to unweave Talisman Pieces and gain gold.
Syntax: CAST UNWEAVE <number> <Talisman piece name> <piece level>
Extra Information: Channels: Air, Water, Earth, Fire
Details:

Unweave is simply the ability to take a Talisman piece (see HELP TALISMANS) and turn it (or them) into gold.

Efreeti Call a fiery efreeti to your aid.
Syntax: CAST EFREETI
Extra Information: Channels: Fire
Details:

One of the four elementals that you can summon, the efreeti will begin spinning about, setting your enemies on fire.

Transfix Mesmerize your target into inaction.
Syntax: CAST TRANSFIX AT <adventurer>
Extra Information: Channels: Air, Fire
Details:

By creating a mesmerizing pattern of fire, you may transfix an opponent into inaction. Blindness will prevent this, but this will remove the blindness.

Vinewreathe Call upon Nature to hinder your foe.
Staffstrike Supplement a physical strike with elemental power.
Syntax: STAFFSTRIKE <adventurer> WITH <element*> [limb]
Extra Information: Channels: Air, Water, Earth, Fire
* Elements: AIR - Strip your target's aura of rebounding, or throw your target to the floor with a blast of wind.
EARTH - Break a random limb on your target.
FIRE - Burn away the frost defense from your foe while setting them alight.
WATER - Increase the level of chill in your opponent's bloodstream.
Details:

Channel the elemental forces, delivering a powerful blow and unleashing a portion of the vast energy of the channeled element. Should you have TARGETING in weaponry, you may use this to target specific limbs.

Hailstorm Call down a hailstorm to pummel everyone else in the room.
Syntax: CAST HAILSTORM
Extra Information: Channels: Air, Water
Details:

With this spell, you may rain hailstones down upon all your enemies in the room.

Stormhammer Call down the wrath of the storm upon multiple enemies.
Syntax: CAST STORMHAMMER AT <target> [ AND <target> [ AND <target> ] ]
Extra Information: Channels: Air, Fire
Details:

This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens.

Heartseed Send Nature's touch to destroy your enemy from within.
Holocaust Create a delayed explosion of immense power.
Syntax: CAST HOLOCAUST <seconds> (Between 10 and 60)
Extra Information: Channels: Fire
Details:

This extremely powerful spell creates a magical bomb with a timer on it. When the time runs out, the bomb will explode in a massive, fiery holocaust.

See also