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 skill of Crystalism 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
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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:
PyramidTorusPentagon
CylinderCubeDiamond
SpherePolyhedronSpiral
EggDisc
In order to replenish the facets of the Master Crystal, you must find pearls, and FOLD PEARL INTO CRYSTAL.
Note: {{{note}}}
Fold Fold pearls into a master crystal.
Syntax: FOLD PEARL INTO <master crystal>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The ability to fold pearls into a master crystal allows a magi to refine for the crystals necessary for the crystal arts.
Note: {{{note}}}
Embed Embed crystalline vibrations.
Syntax: EMBED <vibration>
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 3.10 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you embed a vibration, it will shortly activate.
Note: {{{note}}}
Touch Determine how many facets you may refine.
Syntax: TOUCH CRYSTAL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When done in the presence of a Master Crystal, this will tell you how many facets it has.
Note: {{{note}}}
Spin Set crystals to spinning.
Syntax: SPIN <crystal>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Set a crystal to spinning.
Note: {{{note}}}
Dampen Attempt to dampen a vibration, destroying it.
Syntax: DAMPEN <vibration>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability gives you the power to destroy a vibration. You may only destroy vibrations that you are capable of embedding.
Note: {{{note}}}
Vibes See what vibrations are in a room.
Syntax: VIBES or VIBRATIONS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will show you what vibrations are in a room.
Note: {{{note}}}
Dissipate Attack the mana of your enemies.
Syntax: EMBED DISSIPATE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Pentagon
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will attack the mana of your enemies.
Note: {{{note}}}
Palpitation Cause small heart attacks in your enemies.
Syntax: EMBED PALPITATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will cause small heart attacks in your enemies, doing damage.
Note: {{{note}}}
Heat Fill a room with soothing warmth.
Syntax: EMBED HEAT
Required: 300 mana
Channels: {{{channels}}}
Shapes: Pyramid
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will heat up the room around you, counteracting the normal effects of cold weather.
Note: {{{note}}}
Alarm Be alerted to movements of your enemies.
Syntax: EMBED ALARM
Required: 300 mana
Channels: {{{channels}}}
Shapes: Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will notify you whenever one of your enemies leaves or enters the room it is in.
Note: {{{note}}}
Tremors Cause ground-shaking quakes.
Syntax: EMBED TREMORS
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc and Egg
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Reverberation Protect your vibrations against some attacks.
Syntax: EMBED REVERBERATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc and Pentagon
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Sonicportal Open a portal to someone.
Syntax: EMBED SONICPORTAL <target>
Required: 300 mana
Channels: {{{channels}}}
Shapes: Sphere and Torus
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When you embed this vibration, a portal will appear soon after leading between you and your target.
Note: {{{note}}}
Adduction Suck those around you into your room.
Syntax: EMBED ADDUCTION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc and Polyhedron
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The adduction vibration will attempt to pull in people from adjacent locations.
Note: {{{note}}}
Crystalhome Transport yourself back to the Master Crystal.
Syntax: CRYSTALHOME
Required: 4.00 second delay
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will allow you to return automatically to your Master Crystal, with a short delay.
Note:
- You must belong to a House with a Master Crystal and be at least of House Rank 3
- Targossas and Eleusis may access their Master Crystal at City Rank 2
Note: {{{note}}}
Harmony A soothing, healing vibration.
Syntax: EMBED HARMONY
TUNE HARMONY HEALING|RESTORATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Egg and Sphere
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Creeps Cause fear in your enemies.
Syntax: EMBED CREEPS
Required: 300 mana
Channels: {{{channels}}}
Shapes: Torus
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This unnerving vibration will cause shyness in your enemies.
Note: {{{note}}}
Silence A sound-negating vibration.
Syntax: EMBED SILENCE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Egg
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration alters itself constantly so as to cancel out most sound in the room.
Note: {{{note}}}
Revelation Reveal those around you who may be concealed.
Syntax: EMBED REVELATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cube and Diamond
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This vibration will cause concealed adventurers to be revealed.
Note: {{{note}}}
Grounding Root yourself to the ground.
Syntax: EMBED GROUNDING
Required: 300 mana
Channels: {{{channels}}}
Shapes: Sphere
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Oscillate Discordant music to cause amnesia.
Syntax: EMBED OSCILLATE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Diamond
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By creating neurologically disruptive vibrations, this ability will periodically give amnesia to your enemies.
Note: {{{note}}}
Worldvibes The ability to see your vibes worldwide.
Syntax: VIBES ALL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will show you the status of all your active vibrations.
Note: {{{note}}}
Focus Draw your vibrations back to you.
Syntax: EMBED FOCUS
Required: 300 mana
Channels: {{{channels}}}
Shapes: Pyramid
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Disorientation Disorient your enemies with dizziness.
Syntax: EMBED DISORIENTATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By disrupting the inner ear, this vibration will cause periodic dizziness in your enemies.
Note: {{{note}}}
Energise Suck health from your enemies and use it.
Syntax: EMBED ENERGISE
ABSORB ENERGY
Required: 300 mana
Channels: {{{channels}}}
Shapes: Polyhedron
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Stridulation Destroy the equilibrium of your enemies.
Syntax: EMBED STRIDULATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder and Polyhedron
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Gravity Increase the power of gravity in the room.
Syntax: EMBED GRAVITY
Required: 300 mana
Channels: {{{channels}}}
Shapes: Egg and Torus
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Forest Cause a forest of sharp crystal to arise.
Syntax: EMBED FOREST
Required: 300 mana
Channels: {{{channels}}}
Shapes: Diamond and Pyramid
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Dissonance Cause your enemies to become dissonant.
Syntax: EMBED DISSONANCE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder, Sphere and Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Plague Afflict your enemies with debilitating effects.
Syntax: EMBED PLAGUE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cube, Pyramid and Spiral
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A powerful vibration, it will slowly kill your enemies who stand within it, giving a variety of afflictions before death.
Note: {{{note}}}
Lullaby Put your enemies to sleep.
Syntax: EMBED LULLABY
Required: 300 mana
Channels: {{{channels}}}
Shapes: Pyramid
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The powerful lullaby vibration will put your enemies to sleep.
Note: {{{note}}}
Retardation Slow time in your location.
Syntax: EMBED RETARDATION
Required: 300 mana
Channels: {{{channels}}}
Shapes: Disc
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Cataclysm Unleash the fury of a team of magi.
Syntax: EMBED CATACLYSM
IMBUE
Required: 300 mana
Channels: {{{channels}}}
Shapes: Cylinder, Cube, Diamond, Disc, Egg, Pentagon, Polyhedron, Pyramid, Spiral, Sphere, and Torus (2 of each total, 1 of each spun per Magi)
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}