Elementalism
Elementalism is a magical skill that harnesses the power of the four physical elements: earth, air, water, and fire. Elementalism in Achaea, is unique to the Magi class. Though in the past previously held by the Sylvan.The latter is the younger of the two, its differences from the original Elementalism discovered with the introduction of the Sylvan class in 329 AF.
Elementalism is a relatively straightforward skill. By opening channels to four of the five Elemental realms (Magi do not use the Spirit realm), you will be able to 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.
Abilities in Elementalism
Ability | Description |
Channel | Open conduits to the Elemental Realms. |
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. | |
Light | Light up your surroundings. |
With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding. | |
Gust | Blow someone in a direction with a gust of wind. |
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. | |
Reflection | Create a distracting illusion of yourself. |
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. | |
Firelash | Attack with elemental fire. |
By lashing out with fire, you may damage an adventurer or a denizen, or melt an icewall. Note that you can hit adventurers with this from an adjacent room. | |
Waterweird | Summon a water elemental to help you walk on water. |
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 | |
Stonefist | Coat your fists with rock and punch with more power. |
By coating your fists in stone, you may punch for greatly increased damage. | |
Stoneskin | Create a protective but supple layer of stone around you. |
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. | |
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. | |
Freeze | Chill another adventurer. |
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. | |
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. | |
Scry | Locate another adventurer. |
By combining the light of fire with a water lens, you may locate another adventurer. | |
Sandling | Summon a sand elemental to sequester you underground. |
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. | |
Chargeshield | Create a magical shield to resist electric damage. |
The chargeshield is a defensive spell which will provide you with some protection from electric attacks. | |
Erode | Destroy the defences of your opponent. |
With the destructive fury of all the elements at your command, you may destroy a defence on an opponent. | |
Suppression | Destroy the sustaining partita harmonic. |
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. | |
Bloodboil | Boil off that which afflicts you. |
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. | |
Ring | Extend the life of a crystalline vibration. |
This spell is useful in conjunction with crystalism. When cast in a room, it will extend the life of your vibrations. | |
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. | |
Lightning | Fry your enemies with awesome bolts of lightning. |
Fling a sizzling bolt of lightning to damage an adventurer and quite possibly remove a defence as well! | |
Firewall | Create a wall of elemental fire. |
Channeling the power of elemental fire, you will create walls of burning flame. | |
Fog | Conjure up obscuring fog. |
With the powers of air and water, you may cause an elemental fog to envelop the room. | |
Deepfreeze | Cast a spell of extreme cold at your enemies. |
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. | |
Hellfumes | Create choking fumes in your surroundings. |
This spell will create a noxious cloud in your location, choking those around you. | |
Aerial | Summon an air elemental to carry you to the skies. |
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. | |
Flood | Drown a location in water. |
Channel the power of elemental water to flood the room you stand in. | |
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 by using the character sequence \n in your illusion. For limitations and restrictions, please refer to HELP ILLUSIONS. | |
Quake | Open cracks in the ground to drain away water. |
By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location. | |
Icewall | Conjure up an obstructing ice wall. |
This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by. | |
Simultaneity | Parallel channeling. |
Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, and Fire realms. | |
Staff | Summon an elemental staff. |
The elemental staff is perhaps the magi's strongest pure-damage attack. | |
Diamondskin | Give your skin diamond-like hardening. |
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. | |
Unweave | A way to unweave Talisman Pieces and gain gold. |
Unweave is simply the ability to take a Talisman piece (see HELP TALISMANS) and turn it (or them) into gold. | |
Efreeti | Call a fiery efreeti to your aid. |
One of the four elementals that you can summon, the efreeti will begin spinning about, setting your enemies on fire. | |
Transfix | Mesmerize your target into inaction. |
By creating a mesmerizing pattern of fire, you may transfix an opponent into inaction. Blindness will prevent this, but this will remove the blindness. | |
Staffstrike | Supplement a physical strike with elemental power. |
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. | |
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. | |
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. | |
Holocaust | Create a delayed explosion of immense power. |
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. |