Weatherweaving
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. |
Using this ability, you may knock a flying or treed adventurer out of the skies or trees. | |
Circulate | Circulate electricity throughout your body. |
With this spell, you will be able to grant yourself the ability to circulate electricity through your body with greater ease, reducing the damage you take from lightning-based attacks. | |
Shear | Slice away shields with a blade of wind. |
This spell will allow you to slice through magical shields that protect your enemy. | |
Binding | The magic of channel binding. |
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. | |
Disturb | Disturb the natural weather patterns. |
This ability allows you to disturb the natural weather patterns, causing them to drastically worsen in your immediate location. | |
Static | Conjure forth a burst of static. |
This spell causes a burst of static, which will paralyse the unfortunate individual you focus it upon. | |
Thunderclap | A burst of sound to rupture the ears. |
This spell will generate a shockingly loud clap of thunder. It shall restore the target's hearing if they are deaf, or instill the sensitivity affliction in them if they are not. | |
Feedback | Bleed off your residual power. |
This small spell allows you to create a conduit between an individual and the residual power left in the clouds created by disturbing the natural weather patterns. Each time you cast a spell upon the person who the conduit has been formed with, the residual power of the spell is bled off and used to power your arcane disturbance. | |
Gale | Hurl the unsecured to the corners of the globe. |
This powerful wind spell will allow you to throw all those not secured by the mass defence from your location. | |
Flash | A brilliant flash of light. |
This spell permits you to conjure forth a brilliant flash of light at an enemy. The light will restore their vision if they are blind, or transfix them if they are not. | |
Synchronisity | Control the flows of two spells at once. |
Your skill has reached such a level that you are able to direct the channeled power of two spells practically simultaneously, casting them in rapid succession. The following spells can be cast in this way: windwhip, shear, static, thunderclap, flash, bolt, razorwind, cyclone, and hailstone. | |
Bolt | A searing bolt of lightning. |
This spell will summon forth a searing bolt of lightning to strike down an enemy. If the target is under 75% of their maximum health, it shall also cause them to black out. | |
Electrify | Sometimes, lightning does strike twice. |
This extremely potent spell allows you to summon forth a lightning strike against a foe. However, the spell is two fold; after the initial strike, a less potent one shall follow some seconds later. | |
Overcharge | To the point of instability, and no further. |
This ability is used in place of synchronisation. You may overcharge two spells, causing various effects. Lightning spells: take 15 units of arcane energy each. They deliver paralysis, and damage if paralysis is already present. They shall also temporarily extend focus mind recovery time, though this effect is short lived. Wind spells: take 13 units of arcane energy each, and deliver asthma. They deliver damage if asthma is already present. Water spells: they take 13 units of arcane energy each, and deliver weariness. If weariness is already present on the target, they deliver damage. Static, thunderclap, and bolt are lightning spells; cyclone and razorwind are wind spells. Waterspout and hailstone are water spells. | |
Razorwind | A wind to lacerate the skin. |
This potent air spell will inflict healthleech in a victim. | |
Fog | Conjure up obscuring fog. |
By channelling the powers of air and water, you may cause an elemental fog to envelop the room. | |
Cyclone | The greatest of the wind spells. |
This powerful wind spell will cause dizziness in a victim. If the subject is already dizzy, it will give impatience and cause them to suffer damage. | |
Aerial | Summon an air elemental to carry you to the skies. |
This powerful spell allows you to lift yourself on the aircurrents, granting flight. | |
Hailstone | Simple is best. |
Summon forth a hailstone to strike your target in the side of the head, giving him or her clumsiness. If they are already clumsy, it shall give epilepsy. If they have epilepsy, it shall give impatience. This spell also causes minor damage. | |
Illusion | Cast an illusion of your choosing. |
With this spell, you can create an illusion of your choosing in the room about you. You may embed a single newline in your illusion by including the character sequence \n at the appropriate spot. You may optionally specify a target for your illusion by adding the name of your intended victim after the word 'cast'. For limitations and restrictions, please refer to HELP ILLUSIONS. | |
Deluge | A great flood of water. |
This powerful water spell shall summon forth a great deluge of water, flooding your immediate location. | |
Hailstorm | Call down a hailstorm to pummel everyone else in the room. |
With this spell, you may rain hailstones down upon all your enemies in the room. | |
Waterspout | Bend water to your will. |
Summon water to create a spout to envelop your foe, giving them confusion. If they are already confused, this spell will give them dizziness; if they have both dizziness and confusion, this spell will give them vertigo. This spell requires the location to be flooded. | |
Simultaneity | Parallel channelling. |
This powerful ability allows you to open channels to the air, water, and earth realms all at once. | |
Shockwave | Your power shall not be denied. |
This spell is one of the greatest in the weatherweaver's arsenal. It allows you to discharge all of your stored arcane power at once, focusing it into an onslaught that will cause extreme damage to the one who has crossed you. The more power used past the minimum, the greater the harm will be. The damage of shockwave is also increased if someone is suitably vulnerable, which for the purposes of this spell requires them to have one or more of the following afflictions: healthleech, impatience, dizziness, or epilepsy. | |
Rainstorm | Open the skies and deluge the earth. |
By calling up a temporary rainstorm, you can put out any fires that may burn on the ground or on those around you. | |
Stormhammer | Call down the wrath of the storm upon multiple enemies. |
This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens. | |
Fulmination | Your fury is terrible indeed. |
This most powerful of the lightning spells allows you to summon forth a sphere of condensed electricity. You may set a delay between 10 and 60 seconds on the construct, after which time it will become unstable. Woe to any who are present for that eventuality. |