Difference between revisions of "Weatherweaving"
(Created page with 'The skill of '''Weatherweaving''' permits members of the Sylvan class to control the destructive capabilities of weather itself. Using the very [[elemen…') |
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| bgcolor=#999999 | Channel | | bgcolor=#999999 | Channel | ||
| bgcolor=#999999 | Open conduits to the Elemental Realms. | | bgcolor=#999999 | Open conduits to the Elemental Realms. | ||
|- | |||
| colspan=2 bgcolor=#c9c9c9 | | |||
: '''Syntax:''' CHANNEL <AIR|WATER|EARTH> | |||
::: CHANNELS | |||
::: SEVER ALL|<channel> | |||
: '''Works on/against:''' Self | |||
: '''Cooldown:''' 1.50 seconds of equilibruim | |||
: '''Resouce:''' 200 mana | |||
: '''Details:''' | |||
Using this ability, you may open a channel to one of the three elemental realms that you have access to. Keeping these channels open has a cost in willpower. SEVER AIR/WATER/EARTH will close that channel. CHANNELS will list what channels you have open. | |||
|- | |- | ||
| bgcolor=#999999 | Windwhip | | bgcolor=#999999 | Windwhip | ||
| bgcolor=#999999 | Lash them with a whip of air. | | bgcolor=#999999 | Lash them with a whip of air. | ||
|- | |||
| colspan=2 bgcolor=#c9c9c9 | | |||
: '''Syntax:''' CAST WINDWHIP AT <target> | |||
: '''Extra Information:''' Channels: Air | |||
: '''Works on/against:''' Adventurers and denizens | |||
: '''Cooldown:''' 3.90 seconds of equilibruim | |||
: '''Resouce:''' 15 mana | |||
: '''Details:''' | |||
You may conjure forth a whip formed of condensed air to lash your enemies with. | |||
|- | |- | ||
| bgcolor=#999999 | Gust | | bgcolor=#999999 | Gust | ||
| bgcolor=#999999 | Blow someone in a direction with a gust of wind. | | bgcolor=#999999 | Blow someone in a direction with a gust of wind. | ||
|- | |||
| colspan=2 bgcolor=#c9c9c9 | | |||
: '''Syntax:''' CAST GUST | |||
::: CAST GUST AT <target> <direction> | |||
: '''Extra Information:''' Channels: Air | |||
: '''Works on/against:''' Adventurers | |||
: '''Cooldown:''' 3.00 seconds of equilibruim | |||
: '''Resouce:''' 40 mana | |||
: '''Details:''' | |||
By channelling 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=#999999 | Reflection | | bgcolor=#999999 | Reflection | ||
| bgcolor=#999999 | Create a distracting illusion of yourself. | | bgcolor=#999999 | Create a distracting illusion of yourself. | ||
|- | |||
| colspan=2 bgcolor=#c9c9c9 | | |||
: '''Syntax:''' CAST REFLECTION AT ME/<target> | |||
: '''Extra Information:''' Channels: Air, water | |||
: '''Works on/against:''' Adventurers and self | |||
: '''Cooldown:''' 3.00 seconds of equilibruim | |||
: '''Resouce:''' 50 mana | |||
: '''Details:''' | |||
By weaving together the powers of air and water, you may create a distracting reflection of yourself to absorb one hostile attack upon your person. | |||
|- | |- | ||
| bgcolor=#999999 | Fortification | | bgcolor=#999999 | Fortification | ||
| bgcolor=#999999 | Protect your open channels from attack. | | bgcolor=#999999 | Protect your open channels from attack. | ||
|- | |||
| colspan=2 bgcolor=#c9c9c9 | | |||
: '''Syntax:''' FORTIFY <channel> | |||
::: FORTIFY ALL | |||
: '''Cooldown:''' 1.00 seconds of equilibruim | |||
: '''Resouce:''' 100 mana | |||
: '''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=#999999 | Scry | | bgcolor=#999999 | Scry | ||
| bgcolor=#999999 | Locate another adventurer. | | bgcolor=#999999 | Locate another adventurer. | ||
|- | |||
| colspan=2 bgcolor=#c9c9c9 | | |||
: '''Syntax:''' CAST SCRY AT <target> | |||
: '''Extra Information:''' Channels: Water | |||
: '''Works on/against:''' Adventurers | |||
: '''Cooldown:''' 1.00 seconds of equilibruim | |||
: '''Resouce:''' 30 mana | |||
: '''Details:''' | |||
By summoning up an image in a pool of water, you are able to scry for the location of a target. | |||
|- | |- | ||
| bgcolor=#999999 | Geyser | | bgcolor=#999999 | Geyser |
Revision as of 23:10, 5 December 2015
The skill of Weatherweaving permits members of the Sylvan class to control the destructive capabilities of weather itself. Using the very Elements, practitioners of this skill invoke the wrath of lightning, cyclonic storms, and other natural forces to do their bidding.
Abilities in Weatherweaving
Ability | Description |
Channel | Open conduits to the Elemental Realms. |
Using this ability, you may open a channel to one of the three elemental realms that you have access to. Keeping these channels open has a cost in willpower. SEVER AIR/WATER/EARTH will close that channel. CHANNELS will list what channels you have open. | |
Windwhip | Lash them with a whip of air. |
You may conjure forth a whip formed of condensed air to lash your enemies with. | |
Gust | Blow someone in a direction with a gust of wind. |
By channelling 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. |
By weaving together the powers of air and water, you may create a distracting reflection of yourself to absorb one hostile attack upon your person. | |
Fortification | Protect your open channels from attack. |
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. | |
Scry | Locate another adventurer. |
By summoning up an image in a pool of water, you are able to scry for the location of a target. | |
Geyser | Knock someone out of the trees or the sky. |
Circulate | Circulate electricity throughout your body. |
Shear | Slice away shields with a blade of wind. |
Binding | The magic of channel binding. |
Disturb | Disturb the natural weather patterns. |
Static | Conjure forth a burst of static. |
Thunderclap | A burst of sound to rupture the ears. |
Feedback | Bleed off your residual power. |
Gale | Hurl the unsecured to the corners of the globe. |
Flash | A brilliant flash of light. |
Synchronisity | Control the flows of two spells at once. |
Bolt | A searing bolt of lightning. |
Electrify | Sometimes, lightning does strike twice. |
Overcharge | To the point of instability, and no further. |
Razorwind | A wind to lacerate the skin. |
Cyclone | The greatest of the wind spells. |
Aerial | Summon an air elemental to carry you to the skies. |
Hailstone | Simple is best. |
Deluge | A great flood of water. |
Hailstorm | Call down a hailstorm to pummel everyone else in the room. |
Simultaneity | Parallel channeling. |
Shockwave | Your power shall not be denied. |
Rainstorm | Open the skies and deluge the earth. |
Stormhammer | Call down the wrath of the storm upon multiple enemies. |
Fulmination | Your wrath is terrible indeed. |