|
|
Line 12: |
Line 12: |
| |target=Self | | |target=Self |
| |cooldown=1.50 seconds of equilibrium | | |cooldown=1.50 seconds of equilibrium |
| |detail=Using this ability, you may open a channel to one of the four basic elemental realms. Keeping these channels open has a cost in willpower. SEVER | | |detail=Using this ability, you may open a channel to one of the four basic elemental realms. Keeping these channels open has a cost in willpower. SEVER AIR/WATER/EARTH/FIRE will close that channel. CHANNELS will list what channels you have open. |
| AIR/WATER/EARTH/FIRE will close that channel. CHANNELS will list what channels you have open. | |
| }} | | }} |
|
| |
|
Line 26: |
Line 25: |
| |cooldown=3.00 seconds of equilibrium | | |cooldown=3.00 seconds of equilibrium |
| |detail=With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding. | | |detail=With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding. |
| }}
| |
|
| |
| {{Skill_detail
| |
| |skill=Fortification
| |
| |description=Protect your open channels from attack.
| |
| |lessons=
| |
| |syntax=FORTIFY <channel><br>FORTIFY ALL
| |
| |required=100 mana
| |
| |target=Self
| |
| |cooldown=1.00 seconds of equilibrium
| |
| |detail=Using this ability will provide you protection against abilities that may attack your open elemental channels. These abilities will first have to attack your fortification before destroying your channel. However, fortify does have a regular willpower cost associated with it.
| |
|
| |
| If you choose to fortify all, the mana and eq costs will be the cost of fortifying a single channel multiplied by the number of channels you have open.
| |
| }}
| |
|
| |
| {{Skill_detail
| |
| |skill=Scry
| |
| |description=Locate another adventurer.
| |
| |lessons=
| |
| |syntax=CAST SCRY AT <target>
| |
| |required=30 mana
| |
| |channels=Water
| |
| |target=Adventurers
| |
| |cooldown=1.00 seconds of equilibrium
| |
| |detail=By summoning up an image in a pool of water, you are able to scry for the location of a target.
| |
| }}
| |
|
| |
| {{Skill_detail
| |
| |skill=Resonance
| |
| |description=The Elemental Planes are at your fingertips.
| |
| |lessons=
| |
| |syntax=RESONANCE<br>RESONANCE VERBOSITY <NONE|LOW|HIGH>
| |
| |required=
| |
| |channels=
| |
| |target=
| |
| |cooldown=
| |
| |detail=Air=Minor resonance: gives asthma.<br>Moderate resonance: gives sensitivity.<br>Major resonance: gives healthleech.<br>Earth:<br>Fire:<br>Water:<br>
| |
| By summoning up an image in a pool of water, you are able to scry for the location of a target.
| |
| }} | | }} |
|
| |
|
Line 136: |
Line 97: |
| |cooldown=2.00 seconds of equilibrium | | |cooldown=2.00 seconds of equilibrium |
| |detail=Similar to the manner in which stonefist coats your fists in stone, stoneskin coats much of your body in stone, providing some protection against physical attacks (more from blunt than from cutting damage). As your skill in elementalism increases, so will the protection this ability affords you. | | |detail=Similar to the manner in which stonefist coats your fists in stone, stoneskin coats much of your body in stone, providing some protection against physical attacks (more from blunt than from cutting damage). As your skill in elementalism increases, so will the protection this ability affords you. |
| | }} |
| | |
| | {{Skill_detail |
| | |skill=Fortification |
| | |description=Protect your open channels from attack. |
| | |lessons= |
| | |syntax=FORTIFY <channel><br>FORTIFY ALL |
| | |required=100 mana |
| | |target=Self |
| | |cooldown=1.00 seconds of equilibrium |
| | |detail=Using this ability will provide you protection against abilities that may attack your open elemental channels. These abilities will first have to attack your fortification before destroying your channel. However, fortify does have a regular willpower cost associated with it.<br>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. |
| }} | | }} |
|
| |
|
Line 160: |
Line 132: |
| |cooldown=3.00 seconds of equilibrium | | |cooldown=3.00 seconds of equilibrium |
| |detail=Using this ability, you may knock a flying or treed adventurer out of the skies or trees. | | |detail=Using this ability, you may knock a flying or treed adventurer out of the skies or trees. |
| | }} |
| | |
| | {{Skill_detail |
| | |skill=Scry |
| | |description=Locate another adventurer. |
| | |lessons= |
| | |syntax=CAST SCRY AT <target> |
| | |required=30 mana |
| | |channels=Fire and Water |
| | |target=Adventurers |
| | |cooldown=1.00 seconds of equilibrium |
| | |detail=By combining the light of fire with a water lens, you may locate another adventurer. |
| }} | | }} |
|
| |
|
Elementalism is a relatively straightforward skill. By opening channels to four of the five Elemental realms (Magi do not use the Spirit realm), practitioners can cast a wide variety of elementally-based offensive and defensive spells. The effects of these spells might range from summoning an efreeti to calling down the might of Vastar, the Skylord, in the Stormhammer, to bringing forth fog or hail. Elementalism used to be practised by the Sylvan class as well, but was abandoned in 680 AF when they syncronised their abilities with a great storm and it was replaced with the skill of Propagation.
The skill of Elementalism is available to members Magi class, along with Crystalism and Artificing.
Abilities in Elementalism
Channel
|
Open conduits to the Elemental Realms.
|
Syntax:
|
CHANNEL AIR/EARTH/FIRE/WATER CHANNELS SEVER ALL/AIR/EARTH/FIRE/WATER
|
Required:
|
200 mana
|
Channels:
|
{{{channels}}}
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Self
|
Cooldown:
|
1.50 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Light
|
Light up your surroundings.
|
Syntax:
|
CAST LIGHT
|
Required:
|
50 mana
|
Channels:
|
Fire
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
3.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding.
|
Note:
|
{{{note}}}
|
Gust
|
Blow someone in a direction with a gust of wind.
|
Syntax:
|
CAST GUST CAST GUST AT <target> <direction>
|
Required:
|
40 mana
|
Channels:
|
Air
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers and room
|
Cooldown:
|
3.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Reflection
|
Create a distracting illusion of yourself.
|
Syntax:
|
CAST REFLECTION AT ME/<target>
|
Required:
|
50 mana
|
Channels:
|
Air and Fire
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers and self
|
Cooldown:
|
3.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Firelash
|
Attack with elemental fire.
|
Syntax:
|
CAST FIRELASH AT <target>/<icewall>/<totem>/GROUND/VINES
|
Required:
|
120 mana
|
Channels:
|
Fire
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers, denizens, and room
|
Cooldown:
|
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
By lashing out with fire, you may damage an adventurer or a denizen, melt an icewall, clear an overgrowthed totem, or melt ice-covered ground. Note that you can hit adventurers with this from an adjacent room.
|
Note:
|
{{{note}}}
|
Waterweird
|
Summon a water elemental to help you walk on water.
|
Syntax:
|
CAST WATERWEIRD AT ME/<target>
|
Required:
|
60 mana
|
Channels:
|
Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers and self
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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
|
Note:
|
{{{note}}}
|
Stonefist
|
Coat your fists with rock and punch with more power.
|
Syntax:
|
CAST STONEFIST
|
Required:
|
60 mana
|
Channels:
|
Earth
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Self
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
By coating your fists in stone, you may punch for greatly increased damage.
|
Note:
|
{{{note}}}
|
Stoneskin
|
Create a protective but supple layer of stone around you.
|
Syntax:
|
CAST STONESKIN
|
Required:
|
75 mana
|
Channels:
|
Earth
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Self
|
Cooldown:
|
2.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Fortification
|
Protect your open channels from attack.
|
Syntax:
|
FORTIFY <channel> FORTIFY ALL
|
Required:
|
100 mana
|
Channels:
|
{{{channels}}}
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Self
|
Cooldown:
|
1.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Freeze
|
Chill another adventurer.
|
Syntax:
|
CAST FREEZE AT GROUND/<target>
|
Required:
|
Ground: 200 mana Targetted: 100 mana
|
Channels:
|
Air and Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
|
Cooldown:
|
Ground: 4.00 seconds of equilibrium Targetted: 3.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Geyser
|
Knock someone out of the trees or the sky.
|
Syntax:
|
CAST GEYSER AT <target>
|
Required:
|
100 mana
|
Channels:
|
Earth, Fire and Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers
|
Cooldown:
|
3.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
Using this ability, you may knock a flying or treed adventurer out of the skies or trees.
|
Note:
|
{{{note}}}
|
Scry
|
Locate another adventurer.
|
Syntax:
|
CAST SCRY AT <target>
|
Required:
|
30 mana
|
Channels:
|
Fire and Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers
|
Cooldown:
|
1.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
By combining the light of fire with a water lens, you may locate another adventurer.
|
Note:
|
{{{note}}}
|
Sandling
|
Summon a sand elemental to sequester you underground.
|
Syntax:
|
CAST SANDLING BURROW ABOVE/<direction>
|
Required:
|
250 mana
|
Channels:
|
Earth
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Self
|
Cooldown:
|
Cast: 4.00 seconds of equilibrium Burrow: 2.50 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Chargeshield
|
Create a magical shield to resist electric damage.
|
Syntax:
|
CAST CHARGESHIELD AT ME/<target>
|
Required:
|
200 mana
|
Channels:
|
Air and Earth
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers and self
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
The chargeshield is a defensive spell which will provide you with some protection from electric attacks.
|
Note:
|
{{{note}}}
|
Erode
|
Destroy the defences of your opponent.
|
Syntax:
|
CAST ERODE AT <target>
|
Required:
|
75 mana
|
Channels:
|
Air, Earth, Fire and Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers and denizens
|
Cooldown:
|
2.50 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
With the destructive fury of all the elements at your command, you may destroy a defence on an opponent.
|
Note:
|
{{{note}}}
|
Suppression
|
Destroy the sustaining partita harmonic.
|
Syntax:
|
CAST SUPPRESSION
|
Required:
|
200 mana
|
Channels:
|
Air and Earth
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Bloodboil
|
Boil off that which afflicts you.
|
Syntax:
|
CAST BLOODBOIL
|
Required:
|
75 mana
|
Channels:
|
Fire and Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Self
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Ring
|
Extend the life of a crystalline vibration.
|
Syntax:
|
CAST RING
|
Required:
|
300 mana
|
Channels:
|
Earth
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
3.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
This spell is useful in conjunction with crystalism. When cast in a room, it will extend the life of your vibrations.
|
Note:
|
{{{note}}}
|
Binding
|
The magic of channel binding.
|
Syntax:
|
BIND <channel>/ALL
|
Required:
|
150 mana
|
Channels:
|
{{{channels}}}
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
|
Cooldown:
|
1.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Muffle
|
Muffle your crystalline vibrations.
|
Syntax:
|
CAST MUFFLE
|
Required:
|
400 mana
|
Channels:
|
Earth
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
|
Cooldown:
|
3.50 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
Using the power of earth, you may muffle all of your crystalline vibrations at your current location. This will result in them being put into a dormant state in which they will not do anything. However, while in this state they will not decay over time.
|
Note:
|
{{{note}}}
|
Lightning
|
Fry your enemies with awesome bolts of lightning.
|
Syntax:
|
CAST LIGHTNING AT <target>
|
Required:
|
120 mana
|
Channels:
|
Air and Fire
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers
|
Cooldown:
|
3.80 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
Fling a sizzling bolt of lightning to damage an adventurer and quite possibly remove a defence as well!
|
Note:
|
{{{note}}}
|
Firewall
|
Create a wall of elemental fire.
|
Syntax:
|
CAST FIREWALL <direction>
|
Required:
|
100 mana
|
Channels:
|
Fire
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
3.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
Channeling the power of elemental fire, you will create walls of burning flame.
|
Note:
|
{{{note}}}
|
Fog
|
Conjure up obscuring fog.
|
Syntax:
|
CAST FOG
|
Required:
|
350 mana
|
Channels:
|
Air and Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
With the powers of air and water, you may cause an elemental fog to envelop the room.
|
Note:
|
{{{note}}}
|
Deepfreeze
|
Cast a spell of extreme cold at your enemies.
|
Syntax:
|
CAST DEEPFREEZE
|
Required:
|
500 mana
|
Channels:
|
Air and Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Hellfumes
|
Create choking fumes in your surroundings.
|
Syntax:
|
Hellfumes
|
Required:
|
200 mana
|
Channels:
|
Air and Earth
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
This spell will create a noxious cloud in your location, choking those around you.
|
Note:
|
{{{note}}}
|
Aerial
|
Summon an air elemental to carry you to the skies.
|
Syntax:
|
CAST AERIAL
|
Required:
|
250 mana
|
Channels:
|
Air
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Self
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Flood
|
Drown a location in water.
|
Syntax:
|
CAST FLOOD
|
Required:
|
250 mana
|
Channels:
|
Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
Channel the power of elemental water to flood the room you stand in.
|
Note:
|
{{{note}}}
|
Illusion
|
Cast an illusion of your choosing.
|
Syntax:
|
CAST ILLUSION <illusion> CAST <target> ILLUSION <illusion>
|
Required:
|
50 mana
|
Channels:
|
Air and Fire
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
2.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Quake
|
Open cracks in the ground to drain away water.
|
Syntax:
|
CAST QUAKE
|
Required:
|
250 mana
|
Channels:
|
Earth
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
3.20 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location.
|
Note:
|
{{{note}}}
|
Icewall
|
Conjure up an obstructing icewall.
|
Syntax:
|
CAST ICEWALL <direction>
|
Required:
|
100 mana
|
Channels:
|
Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
3.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by.
|
Note:
|
{{{note}}}
|
Simultaneity
|
Parallel channeling.
|
Syntax:
|
SIMULTANEITY
|
Required:
|
1000 mana
|
Channels:
|
{{{channels}}}
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Self
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, and Fire realms.
|
Note:
|
{{{note}}}
|
Staff
|
Summon an elemental staff.
|
Syntax:
|
CAST STAFF STAFFCAST DISSOLUTION AT <target> (magical damage) STAFFCAST LIGHTNING AT <target> (electric damage) STAFFCAST SCINTILLA AT <target> (fire damage) STAFFCAST HORRIPILATION AT <target> (cold damage)
|
Required:
|
CAST STAFF: 1000 mana STAFFCAST: 150 mana
|
Channels:
|
Air, Earth, Fire and Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers, denizens, and self
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
The elemental staff is perhaps the magi's strongest pure-damage attack.
|
Note:
|
{{{note}}}
|
Diamondskin
|
Give your skin diamond-like hardening.
|
Syntax:
|
CAST DIAMONDSKIN
|
Required:
|
175 mana
|
Channels:
|
Earth, Fire and Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Self
|
Cooldown:
|
2.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Unweave
|
A way to unweave Talisman Pieces and gain gold.
|
Syntax:
|
CAST UNWEAVE <number> <Talisman piece name> <piece level>
|
Required:
|
|
Channels:
|
Air, Earth, Fire and Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
|
Cooldown:
|
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
Unweave is simply the ability to take a Talisman piece (see HELP TALISMANS) and turn it (or them) into gold.
|
Note:
|
{{{note}}}
|
Efreeti
|
Call a fiery efreeti to your aid.
|
Syntax:
|
CAST EFREETI
|
Required:
|
250 mana
|
Channels:
|
Fire
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
|
Cooldown:
|
4.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
One of the four elementals that you can summon, the efreeti will begin spinning about, setting your enemies on fire.
|
Note:
|
{{{note}}}
|
Transfix
|
Mesmerize your target into inaction.
|
Syntax:
|
CAST TRANSFIX AT <target>
|
Required:
|
200 mana
|
Channels:
|
Air and Fire
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers
|
Cooldown:
|
3.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
By creating a mesmerising pattern of fire, you may transfix an opponent into inaction. Blindness will prevent this, but this will remove the blindness.
|
Note:
|
{{{note}}}
|
Staffstrike
|
Supplement a physical strike with elemental power.
|
Syntax:
|
STAFFSTRIKE <target> WITH <element*> [limb]
|
Required:
|
150 mana
|
Channels:
|
Air, Water, Earth and Fire
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers
|
Cooldown:
|
2.50 seconds of balance
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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. 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, or shatter your target's shield defence. FIRE - Burn away the frost defense from your foe while setting them alight. WATER - Increase the level of chill in your opponent's bloodstream.
|
Note:
|
{{{note}}}
|
Hailstorm
|
Call down a hailstorm to pummel everyone else in the room.
|
Syntax:
|
CAST HAILSTORM
|
Required:
|
500 mana
|
Channels:
|
Air and Water
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
3.50 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
With this spell, you may rain hailstones down upon all your enemies in the room.
|
Note:
|
{{{note}}}
|
Stormhammer
|
Call down the wrath of the storm upon multiple enemies.
|
Syntax:
|
CAST STORMHAMMER AT <target> [AND <target> [AND <target>]]
|
Required:
|
1200 mana
|
Channels:
|
Air and Fire
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers and denizens
|
Cooldown:
|
6.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens.
|
Note:
|
{{{note}}}
|
Holocaust
|
Create a delayed explosion of immense power.
|
Syntax:
|
CAST HOLOCAUST <seconds> (Between 10 and 60)
|
Required:
|
1500 mana
|
Channels:
|
Fire
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Room
|
Cooldown:
|
6.00 seconds of equilibrium
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
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.
|
Note:
|
{{{note}}}
|
Magmasphere
|
A delayed eruption of magmatic fury.
|
Syntax:
|
CAST MAGMASPHERE <seconds>
|
Required:
|
|
Channels:
|
{{{channels}}}
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
Adventurers and room
|
Cooldown:
|
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
This powerful spell creates a sphere of magma that, after some time has elapsed (specified by you), will violently explode. The flying stone has a chance to break the limbs of any in the current location in addition to the significant damage that it will always deal.
|
Note:
|
{{{note}}}
|