Crystalism
Crystalism is a powerful skill which involves using magical crystals to create vibrations. These vibrations may be single-use or, more commonly, persistent and room-based. In order to set up a vibration, one must first obtain crystals from the Master Crystal of their House using the refine ability. Once a Magi has crystals they can spin them and finally embed various powerful vibrations. Some vibrations will affect only the Magi, some will affect only the Magi's enemies, and some will affect everyone in the room.
Those who do not hold membership in a House which owns a Master Crystal will find difficulty using some abilities within this skill, and will have to go to the public Master Crystal in the crystal caverns of Tasur'ke.
The Crystalism skill is available to members of the Magi class, along with Elementalism and Artificing.
Abilities in Crystalism
Refine | Refine a piece of crystal out of the Master. | ||||||||||||
Syntax: | REFINE [1-10] <shape> | ||||||||||||
Required: | 50 mana | ||||||||||||
Cooldown: | 1.00 seconds of balance | ||||||||||||
Details: | This ability must be done in the presence of the Master Crystal. It will refine one of the possible crystal shapes from the Master, reducing the Master Crystal by one facet. Possible shapes are:
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Fold | Fold pearls into a master crystal. | |
Syntax: | FOLD PEARL INTO <master crystal> | |
Details: | The ability to fold pearls into a master crystal allows a magi to refine for the crystals necessary for the crystal arts. |
Embed | Embed crystalline vibrations. | |
Syntax: | EMBED <vibration> | |
Required: | 300 mana | |
Works against: | Room | |
Cooldown: | 3.10 seconds of equilibrium | |
Details: | Once you embed a vibration, it will shortly activate. |
Touch | Determine how many facets you may refine. | |
Syntax: | TOUCH CRYSTAL | |
Details: | When done in the presence of a Master Crystal, this will tell you how many facets it has. |
Spin | Set crystals to spinning. | |
Syntax: | SPIN <crystal> | |
Details: | Set a crystal to spinning. |
Dampen | Attempt to dampen a vibration, destroying it. | |
Syntax: | DAMPEN <vibration> | |
Works against: | Room | |
Cooldown: | 4.00 seconds of balance | |
Details: | This ability gives you the power to destroy a vibration. You may only destroy vibrations that you are capable of embedding. |
Vibes | See what vibrations are in a room. | |
Syntax: | VIBES or VIBRATIONS | |
Works against: | Room | |
Cooldown: | 1.00 seconds of equilibrium | |
Details: | This ability will show you what vibrations are in a room. |
Dissipate | Attack the mana of your enemies. | |
Syntax: | EMBED DISSIPATE | |
Required: | Pentagon and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration will attack the mana of your enemies. |
Palpitation | Cause small heart attacks in your enemies. | |
Syntax: | EMBED PALPITATION | |
Required: | Cylinder and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration will cause small heart attacks in your enemies, doing damage. |
Heat | Fill a room with soothing warmth. | |
Syntax: | EMBED HEAT | |
Required: | Pyramid and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration will heat up the room around you, counteracting the normal effects of cold weather. |
Alarm | Be alerted to movements of your enemies. | |
Syntax: | EMBED ALARM | |
Required: | Spiral and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration will notify you whenever one of your enemies leaves or enters the room it is in. |
Tremors | Cause ground-shaking quakes. | |
Syntax: | EMBED TREMORS | |
Required: | Disc, Egg and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | A low, rumbling vibration, this is powerful enough to knock non-levitating enemies off of their feet. If the adventurer is levitating, it will strip the defence. |
Reverberation | Protect your vibrations against some attacks. | |
Syntax: | EMBED REVERBERATION | |
Required: | Disc, Pentagon and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration will protect your other vibrations in the room against most things which might destroy them, except the Dampen ability and the Retardation vibration. |
Sonicportal | Open a portal to someone. | |
Syntax: | EMBED SONICPORTAL <target> | |
Required: | Sphere, Torus and 300 mana | |
Works against: | Adventurers | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | When you embed this vibration, a portal will appear soon after leading between you and your target. |
Adduction | Suck those around you into your room. | |
Syntax: | EMBED ADDUCTION | |
Required: | Disc, Polyhedron and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | The adduction vibration will attempt to pull in people from adjacent locations. |
Crystalhome | Transport yourself back to the Master Crystal. | |
Syntax: | CRYSTALHOME | |
Required: | A 4.00 second delay | |
Works against: | Self | |
Details: | This ability will allow you to return automatically to your Master Crystal, with a short delay. Note:
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Harmony | A soothing, healing vibration. | |
Syntax: | EMBED HARMONY TUNE HARMONY HEALING|RESTORATION | |
Required: | Egg, Sphere and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration will heal either your afflictions or health and mana. If you TUNE to HEALING, it shall do the former; if you Tune to RESTORATION, it shall do the latter. |
Creeps | Cause fear in your enemies. | |
Syntax: | EMBED CREEPS | |
Required: | Torus and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This unnerving vibration will cause shyness in your enemies. |
Silence | A sound-negating vibration. | |
Syntax: | EMBED SILENCE | |
Required: | Egg and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration alters itself constantly so as to cancel out most sound in the room. |
Revelation | Reveal those around you who may be concealed. | |
Syntax: | EMBED REVELATION | |
Required: | Cube, Diamond and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration will cause concealed adventurers to be revealed. |
Grounding | Root yourself to the ground. | |
Syntax: | EMBED GROUNDING | |
Required: | Sphere and 300 mana | |
Works against: | Self | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration will root you to the ground, and make it difficult for you to be moved or move, provided you are not in a watery environment. |
Oscillate | Discordant music to cause amnesia. | |
Syntax: | EMBED OSCILLATE | |
Required: | Diamond and 300 mana | |
Works against: | Adventurers | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | By creating neurologically disruptive vibrations, this ability will periodically give amnesia to your enemies. |
Worldvibes | The ability to see your vibes worldwide. | |
Syntax: | VIBES ALL | |
Cooldown: | 1.00 seconds of equilibrium | |
Details: | This ability will show you the status of all your active vibrations. |
Focus | Draw your vibrations back to you. | |
Syntax: | EMBED FOCUS | |
Required: | Pyramid and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration will bring one of each kind of vibration that you have active to you (except the reverberation vibe) but it will destroy all others. |
Disorientation | Disorient your enemies with dizziness. | |
Syntax: | EMBED DISORIENTATION | |
Required: | Spiral and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | By disrupting the inner ear, this vibration will cause periodic dizziness in your enemies. |
Energise | Suck health from your enemies and use it. | |
Syntax: | EMBED ENERGISE ABSORB ENERGY | |
Required: | Polyhedron and 300 mana | |
Works against: | Room and self | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This ability will drain the health of your enemies, and store a portion of it. When you wish to use that health, you must do ABSORB ENERGY. This will, however, destroy the vibration. |
Stridulation | Destroy the equilibrium of your enemies. | |
Syntax: | EMBED STRIDULATION | |
Required: | Cylinder, Polyhedron and 300 mana | |
Works against: | Adventurers | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration will cause enemies who are not deaf to lose their equilibrium. It also has a chance to strip the deafness defence if it is present, although in the event of this it will not disrupt the adventurer. |
Gravity | Increase the power of gravity in the room. | |
Syntax: | EMBED GRAVITY | |
Required: | Egg, Torus and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | The oscillations of this vibration cause the downward pull of gravity to be increased in your room, pulling those in the trees and sky to the ground. |
Forest | Cause a forest of sharp crystal to arise. | |
Syntax: | EMBED FOREST | |
Required: | Diamond, Pyramid and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This vibration causes a forest of small, very sharp crystals to arise, damaging anyone who falls in the room, provided they are not levitating. |
Dissonance | Cause your enemies to become dissonant. | |
Syntax: | EMBED DISSONANCE | |
Required: | Cylinder, Sphere, Spiral and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | Every person vibrates with a certain fundamental frequency. This vibration will cause damage in those vibrating at the normal frequency, but has a chance of causing enemies to vibrate dissonantly. In this case, the enemy in question will lose a defence periodically. |
Plague | Afflict your enemies with debilitating effects. | |
Syntax: | EMBED PLAGUE | |
Required: | Cube, Pyramid, Spiral and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | A powerful vibration, it will slowly kill your enemies who stand within it, giving a variety of afflictions before death. |
Lullaby | Put your enemies to sleep. | |
Syntax: | EMBED LULLABY | |
Required: | Pyramid and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | The powerful lullaby vibration will put your enemies to sleep. |
Retardation | Slow time in your location. | |
Syntax: | EMBED RETARDATION | |
Required: | Disc and 300 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | The retardation vibration slows time in the location, giving the aeon effect to everyone in the room, including you. Unfortunately, due to its time-bending effects, this vibration will disable any crystalline vibrations in the room with it that offer passive effects, and affect any weapons or projectiles thrown from outside of the vibration's effect. |
Cataclysm | Unleash the fury of a team of magi. | |
Syntax: | EMBED CATACLYSM IMBUE | |
Required: | 300 mana Cylinder, Cube, Diamond, Disc, Egg, Pentagon, Polyhedron, Pyramid, Spiral, Sphere, Torus (2 of each total, 1 of each spun per Magi) | |
Works against: | Adventurers | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | This is the most powerful of the vibrations. Two magi must each spin all eleven of the crystals before one can EMBED the CATACLYSM vibration. Once the vibration has been embedded, the second magi (who must also have transcendent Crystalism) must IMBUE the vibration with his power to complete the cataclysm. This vibration will only function outdoors. Once this has been done, anyone with STAFFCAST, FREEZE, or TRANSFIX in Elementalism will be able to cast them through the cataclysm vibration at anyone outdoors within a three room radius. |