The skill of Duress is available to Elemental Lords of Air.
Abilities in Duress
Coalesce | Upon the Elemental Plane of Air. | |
Syntax: | COALESCE | |
Works against: | Self | |
Details: | You may cross great distances, traversing the very planes themselves to materialise upon the Elemental Plane of Air. Should you already be present upon the Elemental Plane of Air, this act will return you to the Prime instead. Such an act takes great focus, requiring that you do nothing for several seconds while focussing on the process. |
Forsake | Return to your mundane form. | |
Syntax: | FORSAKE AIR | |
Details: | Cast off your elemental form, returning to your prior state of being. Forsaking your element in this way shall leave you temporarily weakened and disrupted in mind. |
Buffet | A crude but effective technique. | |
Syntax: | MANIFEST BUFFET <target> | |
Works against: | Adventurers and denizens | |
Details: | Hammer at a target with solidified air, beating them into unconsciousness and death(*). If used in succession against the same target, this ability will relapse, causing additional damage after two seconds. * Deals damage based on how much pressure you have built around a target as well as for each affliction from: disloyalty, tension, manaleech, and deadening present. |
Whisper | The winds shall be your guide. | |
Syntax: | AERO WHISPER <target> | |
Works against: | Adventurers | |
Details: | You speak to the winds, and they speak to you. Request the location of an individual and if they can be found, they will be(*). * Tells you the area and room the target is in. |
Skysight | Know all that transpires in Whiirh's domain. | |
Syntax: | MANIFEST SKYSIGHT RELAX SKYSIGHT | |
Works against: | Self | |
Details: | Focus upon the skies, granting yourself the ability to know whenever someone flies into or out of your immediate location or area. |
Gale | Diverge them of defences. | |
Syntax: | MANIFEST GALE <target> | |
Works against: | Adventurers and denizens | |
Details: | Summon forth a powerful gale to blow away magical shields that may be protecting your foes. When you successfully do this against another adventurer, they will also be afflicted with manaleech. |
Tempest | Safety in the eye of the storm. | |
Syntax: | MANIFEST TEMPEST | |
Works against: | Self | |
Details: | Manifest a whirling tempest to surround you, reducing the potency of attacks that would seek to do you harm(*). * Mitigates damage. |
Tornado | An insatiable hunger. | |
Syntax: | MANIFEST TORNADO | |
Works against: | Adventurers and room | |
Details: | You may manifest a tornado in a location, making any that fly in the sky have difficulty leaving your location(*). * This is indiscriminate and shall hit your allies as well as your enemies. It will not however capture fellow Elemental Lords of Air. |
Scour | A slashing wind to tear flesh from bone. | |
Syntax: | AERO SCOUR <target> | |
Works against: | Adventurers | |
Details: | Summon forth a slashing wind to rip the face of your foe to bloody tatters, making them so hideous that even their most loyal allies will turn against them(*). A time after you use this ability(**) either the wind shall come again if your foe has cured disloyalty, or if they still labour under the affliction they shall be stunned and knocked off balance for a short time. Note that this periodic tick will continue to occur until a tick occurs where disloyalty is reapplied. * Gives disloyalty and damage. |
Drift | As light as a feather. | |
Syntax: | AERO DRIFT | |
Works against: | Self | |
Details: | Drift on the wind, carrying yourself up into the sky. |
Zephyr | A freezing rush to leech away strength. | |
Syntax: | MANIFEST ZEPHYR <target> | |
Works against: | Adventurers | |
Details: | Call upon Whiirh to grant you a zephyr, which will freeze your target to such a point that they will be unable to retain their mental fortitude(*). After a time(**) the zephyr will come again, either re-afflicting your foe if manaleech isn't present, or giving deadening if their mental faculties are already failing. If your foe has both deadening and manaleech when the zephyr comes again, your target shall receive a short mental blackout. Note that this periodic tick will continue to occur until a tick occurs where manaleech is reapplied. * Gives manaleech and damage. |
Glide | As fast as lightning. | |
Syntax: | GLIDE <direction> [distance] | |
Works against: | Self | |
Details: | When flying, you may glide on the air currents in a given direction, moving many rooms at a time. You may additionally specify a number of rooms to move(*). * between 1 and 11. If on the wilderness map, the max is 5. |
Susurration | A gentle cleansing breeze. | |
Syntax: | MANIFEST SUSURRATION | |
Works against: | Self | |
Details: | This gentle cleansing breeze will surround you, passively healing you of afflictions every so often. If you are in Whiirh's domain(*), this will cure two afflictions at once, though when you next return to the ground it will prove less efficient for a time after doing so. * When flying. |
Soar | To the clouds and above. | |
Syntax: | AERO SOAR <LOW | |
Works against: | Self | |
Details: | You may now soar to the clouds and above, granting access to various special locations with exits all around the world. Low: takes you to on the clouds.
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Strangle | Crush the life from them with bands of air. | |
Syntax: | AERO STRANGLE <target> | |
Works against: | Adventurers | |
Details: | Wrap bands of air about the throat of your foe, crushing the life from them. Depriving them of oxygen will lead to them becoming light-headed and mentally slowed(*). A time after strangling your foe, if they are still deadened in mind they shall become disrupted(**). If they are not, the bands shall remanifest, giving them deadening once again. Note that this periodic tick will continue to occur until a tick occurs where deadening is reapplied. * Gives deadening and damage. |
Asphyxiate | Make every breath an agony. | |
Syntax: | AERO ASPHYXIATE <target> | |
Works against: | Adventurers | |
Details: | Take hold of the air in the very lungs of your foe, lacerating the delicate membranes that permit them to draw breath. This will cause them to hack and cough on any smoke that they inhale, revealing the type of it to you. |
Lightning | Become the storm. | |
Syntax: | MANIFEST LIGHTNING <target> | |
Works against: | Adventurers | |
Details: | Become living lightning itself, allowing you to cross vast distances in an instant. If you are on the ground and enact this ability against someone flying above you in the skies, you shall instantly move to the flying elevation at no balance cost. If you enact this ability against someone on the same continent who is also outdoors while you are flying, you shall immediately transverse to their location (though be warned, you will transverse to the ground rather than the sky). This manifestation of lightning does incur a short balance cost. Note that both forms of becoming lightning carry a short delay before you may do so again. |
Updraft | A powerful gale-like surge. | |
Syntax: | MANIFEST UPDRAFT <target> | |
Works against: | Adventurers | |
Details: | This powerful surge of wind will have various effects based on your target's current state. If they are upon the ground and outdoors, they will be launched into the sky. If they are upon the ground but indoors, they will slam into the ceiling, taking damage and falling back to the ground. If they are in the sky, they shall be forced upwards, taking fairly significant damage. Additionally, the recovery time for this ability is twice as fast if your target is suffering from the tension affliction. Note that dying to updraft neither leaves a corpse, and bypasses the starburst defence. |
Tropostheria | The sky is no refuge from your wrath. | |
Syntax: | None | |
Works against: | Adventurers | |
Details: | Your power over air is now so great that you may utilise all of your attacks against targets that are in the sky, even if you stand upon the ground. Additionally, holding ones breath is no longer a viable defence against your mastery over the element of air. |
Silence | Speech is a luxury they do not deserve. | |
Syntax: | AERO SILENCE <target> | |
Works against: | Adventurers | |
Details: | Create a bubble of silence around the head of your target, making them unable to hear or be heard through conventional methods. |
Tailwind | Where they flee you shall follow. | |
Syntax: | MANIFEST TAILWIND <target> | |
Works against: | Adventurers | |
Details: | You may manifest a tailwind, preparing to pursue your target when they shall attempt to flee from you. You may only pursue them on the first movement they successfully perform, after which the tailwind shall fade. The tailwind additionally will fade on its own after 30 seconds, regardless of if activated or not. |
Effervescence | An insidious vapour to lay low your foes. | |
Syntax: | MANIFEST EFFERVESCENCE | |
Works against: | Adventurers and room | |
Details: | You may manifest a vapour that will linger in a location for a time, periodically robbing your foes of breath. Notably, holding ones breath is only a partial defence against this sinister gift of Whiirh. |
Pressure | To oppose Whiirh weighs heavily. | |
Syntax: | AERO PRESSURE <target> | |
Works against: | Adventurers | |
Details: | Increase the pressure around your target. The more weakened your target is, the more pressure you will be able to build at any one time(*). Additionally, while the air pressure is raised around a target, their attempts to move will be delayed somewhat(**). * For the purposes of this ability, the more of manaleech, disloyalty and deadening a target suffers from. A max of two can boost this effect at any single point in time. |
Gauge | The degree of their demise. | |
Syntax: | GAUGE <target> | |
Works against: | Adventurers | |
Details: | Intently study a target, determining how elevated the pressure surrounding them may be. This ability does not consume balance or equilibrium, though you may only utilise it every second or so. |
Tension | Turn the air against them. | |
Syntax: | AERO TENSION <target> | |
Works against: | Adventurers | |
Details: | Increase the tension around a target(*), as well as slightly increasing the pressure of the air surrounding them(**). * It is not possible to land if in flight, though external sources may still pull you back to the ground. |
Skyhammer | The hand of Whiirh. | |
Syntax: | MANIFEST SKYHAMMER | |
Works against: | Adventurers and room | |
Details: | Call down the very wrath of Whiirh, smiting those that fly above you with cataclysmic damage and casting them down to lie broken before your feet(*). There is a windup period while invoking this terrible power during which you may do nothing, and there is a one minute cooldown on a room after each use. * Deals -extreme- damage. |
Compression | An example must be made. | |
Syntax: | AERO COMPRESSION <target> | |
Works against: | Adventurers | |
Details: | After you have elevated the pressure surrounding a target sufficiently(*), you may crush their skull like a grape, ending their life in a manner fitting one who has dared cross you. * The target must have had the pressure surrounding them elevated at least six times. |
Stormfront | There will be no interruptions. | |
Syntax: | MANIFEST STORMFRONT | |
Works against: | Adventurers and room | |
Details: | Summon forth towering walls of wind to enclose your location, preventing any long distance travel into your location(*). This effect lasts for only a single minute due to the tremendous amount of concentration required, and a lord may only summon forth a stormfront once every five minutes. * No travel into a location that isn't from an adjacent location will work while this effect is active. |
Mistral | That which heralds death. | |
Syntax: | MANIFEST MISTRAL RUSH <direction> | |
Works against: | Self | |
Details: | Assume the form of the fabled mistral, an icy wind which is completely immune from the world around it. While in this form the actions you may perform are extremely limited, and you may only maintain it for a time before you will be forced back into corporeal form. Though assuming the mistral has a short windup usually, if you are flying at the time of initiation the transformation is instantaneous. In addition, you may RUSH in a direction to bypass closed doors, though this is a channeled action and will not bypass doors that are locked. |