Difference between revisions of "Elementalism"

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(Addition of the Sylvan abilities)
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===[[:Category:Abilities|Abilities]] in Elementalism===
===[[:Category:Abilities|Abilities]] in Elementalism===
:''Abilities in'' '''bold''' ''are Magi only. Abilities in '''bold italics''' are Sylvan only. All others are shared between both classes.''
:''Abilities in darker blue are Magi only. Abilities in green are Sylvan only. All others are shared between both classes.''
{| border=0 cellpadding=2 cellspacing=2
{| border=0 cellpadding=2 cellspacing=2
| bgcolor=#cccccc | '''Ability'''
| bgcolor=#cccccc | '''Ability'''
| bgcolor=#cccccc | '''Description'''
| bgcolor=#cccccc | '''Description'''
|-
|-
| bgcolor=#01AEBE | Channel            
| bgcolor=#01AEBE | '''Channel'''
| bgcolor=#01AEBE | Open conduits to the Elemental Realms.
| bgcolor=#01AEBE | Open conduits to the Elemental Realms.
|-
|-
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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.
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.
|-
|-
| bgcolor=#01AEBE | Light               
| bgcolor=#01AEBE | '''Light'''                
| bgcolor=#01AEBE | Light up your surroundings.
| bgcolor=#01AEBE | Light up your surroundings.
|-
|-
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With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding.
With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding.
|-
|-
| bgcolor=#01AEBE | Gust                 
| bgcolor=#01AEBE | '''Gust'''                
| bgcolor=#01AEBE | Blow someone in a direction with a gust of wind.
| bgcolor=#01AEBE | Blow someone in a direction with a gust of wind.
|-
|-
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adventurer in a particular direction.
adventurer in a particular direction.
|-
|-
| bgcolor=#01AEBE | Reflection           
| bgcolor=#01AEBE | '''Reflection'''          
| bgcolor=#01AEBE | Create a distracting illusion of yourself.
| bgcolor=#01AEBE | Create a distracting illusion of yourself.
|-
|-
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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.
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.
|-
|-
| bgcolor=#01AEBE | Firelash           
| bgcolor=#01AEBE | '''Firelash'''            
| bgcolor=#01AEBE | Attack with elemental fire.
| bgcolor=#01AEBE | Attack with elemental fire.
|-
|-
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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.
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.
|-
|-
| bgcolor=#01AEBE | Waterweird           
| bgcolor=#01AEBE | '''Waterweird'''          
| bgcolor=#01AEBE | Summon a water [[elementals|elemental]] to help you walk on water.
| bgcolor=#01AEBE | Summon a water [[elementals|elemental]] to help you walk on water.
|-
|-
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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.
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.
|-
|-
| bgcolor=#149200 | '''''Barkskin'''''             
| bgcolor=#149200 | '''Barkskin'''             
| bgcolor=#149200 | Make your skin tough like bark.
| bgcolor=#149200 | Make your skin tough like bark.
|-
|-
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By coating your skin in protective bark, you'll increase your resistance to damage from physical damage.
By coating your skin in protective bark, you'll increase your resistance to damage from physical damage.
|-
|-
| bgcolor=#01AEBE | Fortification       
| bgcolor=#01AEBE | '''Fortification'''        
| bgcolor=#01AEBE | Protect your open channels from attack.
| bgcolor=#01AEBE | Protect your open channels from attack.
|-
|-
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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.
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.
|-
|-
| bgcolor=#01AEBE | Freeze               
| bgcolor=#01AEBE | '''Freeze'''              
| bgcolor=#01AEBE | Chill another adventurer.
| bgcolor=#01AEBE | Chill another adventurer.
|-
|-
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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.
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.
|-
|-
| bgcolor=#01AEBE | Geyser               
| bgcolor=#01AEBE | '''Geyser'''              
| bgcolor=#01AEBE | Knock someone out of the trees or the sky.
| bgcolor=#01AEBE | Knock someone out of the trees or the sky.
|-
|-
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Using this ability, you may knock a flying or treed adventurer out of the skies or trees.
Using this ability, you may knock a flying or treed adventurer out of the skies or trees.
|-
|-
| bgcolor=#01AEBE | Scry                 
| bgcolor=#01AEBE | '''Scry'''                
| bgcolor=#01AEBE | Locate another adventurer.
| bgcolor=#01AEBE | Locate another adventurer.
|-
|-
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By combining the light of fire with a water lens, you may locate another adventurer.
By combining the light of fire with a water lens, you may locate another adventurer.
|-
|-
| bgcolor=#01AEBE | Sandling             
| bgcolor=#01AEBE | '''Sandling'''            
| bgcolor=#01AEBE | Summon a sand elemental to sequester you underground.
| bgcolor=#01AEBE | Summon a sand elemental to sequester you underground.
|-
|-
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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.
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.
|-
|-
| bgcolor=#01AEBE | Chargeshield         
| bgcolor=#01AEBE | '''Chargeshield'''        
| bgcolor=#01AEBE | Create a magical shield to resist electric damage.
| bgcolor=#01AEBE | Create a magical shield to resist electric damage.
|-
|-
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The chargeshield is a defensive spell which will provide you with some protection from electric attacks.
The chargeshield is a defensive spell which will provide you with some protection from electric attacks.
|-
|-
| bgcolor=#01AEBE | Erode               
| bgcolor=#01AEBE | '''Erode'''                
| bgcolor=#01AEBE | Destroy the defences of your opponent.
| bgcolor=#01AEBE | Destroy the defences of your opponent.
|-
|-
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With the destructive fury of all the elements at your command, you may destroy a defence on an opponent.
With the destructive fury of all the elements at your command, you may destroy a defence on an opponent.
|-
|-
| bgcolor=#01AEBE | Suppression         
| bgcolor=#01AEBE | '''Suppression'''          
| bgcolor=#01AEBE | Destroy the sustaining partita [[Harmonics|harmonic]].
| bgcolor=#01AEBE | Destroy the sustaining partita [[Harmonics|harmonic]].
|-
|-
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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.
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.
|-
|-
| bgcolor=#01AEBE | Bloodboil           
| bgcolor=#01AEBE | '''Bloodboil'''            
| bgcolor=#01AEBE | Boil off that which afflicts you.
| bgcolor=#01AEBE | Boil off that which afflicts you.
|-
|-
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This spell is useful in conjunction with crystalism. When cast in a room, it will extend the life of your vibrations.
This spell is useful in conjunction with crystalism. When cast in a room, it will extend the life of your vibrations.
|-
|-
| bgcolor=#01AEBE | Binding             
| bgcolor=#01AEBE | '''Binding'''              
| bgcolor=#01AEBE | The magic of channel binding.
| bgcolor=#01AEBE | The magic of channel binding.
|-
|-
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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.
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.
|-
|-
| bgcolor=#01AEBE | Lightning           
| bgcolor=#01AEBE | '''Lightning'''            
| bgcolor=#01AEBE | Fry your enemies with awesome bolts of lightning.
| bgcolor=#01AEBE | Fry your enemies with awesome bolts of lightning.
|-
|-
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Fling a sizzling bolt of lightning to damage an adventurer and quite possibly remove a defence as well!
Fling a sizzling bolt of lightning to damage an adventurer and quite possibly remove a defence as well!
|-
|-
| bgcolor=#01AEBE | [[Firewall]]             
| bgcolor=#01AEBE | '''[[Firewall]]'''            
| bgcolor=#01AEBE | Create a wall of elemental fire.
| bgcolor=#01AEBE | Create a wall of elemental fire.
|-
|-
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Channeling the power of elemental fire, you will create walls of burning flame.
Channeling the power of elemental fire, you will create walls of burning flame.
|-
|-
| bgcolor=#01AEBE | Fog                 
| bgcolor=#01AEBE | '''Fog'''                  
| bgcolor=#01AEBE | Conjure up obscuring fog.
| bgcolor=#01AEBE | Conjure up obscuring fog.
|-
|-
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This spell will create a noxious cloud in your location, choking those around you.
This spell will create a noxious cloud in your location, choking those around you.
|-
|-
| bgcolor=#01AEBE | Aerial               
| bgcolor=#01AEBE | '''Aerial'''              
| bgcolor=#01AEBE | Summon an air elemental to carry you to the skies.
| bgcolor=#01AEBE | Summon an air elemental to carry you to the skies.
|-
|-
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Channel the power of elemental water to flood the room you stand in.
Channel the power of elemental water to flood the room you stand in.
|-
|-
| bgcolor=#01AEBE | [[Illusion]]             
| bgcolor=#01AEBE | '''[[Illusion]]'''            
| bgcolor=#01AEBE | Cast an illusion of your choosing.
| bgcolor=#01AEBE | Cast an illusion of your choosing.
|-
|-
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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.
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.
|-
|-
| bgcolor=#01AEBE | Quake           
| bgcolor=#01AEBE | '''Quake'''          
| bgcolor=#01AEBE | Open cracks in the ground to drain away water.
| bgcolor=#01AEBE | Open cracks in the ground to drain away water.
|-
|-
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By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location.
By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location.
|-
|-
| bgcolor=#149200 | '''''Eclipse'''''         
| bgcolor=#149200 | '''Eclipse'''        
| bgcolor=#149200 | Bedazzle your foe with a celestial bolt.
| bgcolor=#149200 | Bedazzle your foe with a celestial bolt.
|-
|-
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Calling upon the vast brilliance of sky-bound celestial bodies, you may overwhelm a target's senses. Unless they are sufficiently restrained, your victim may evade the effects of the spell.
Calling upon the vast brilliance of sky-bound celestial bodies, you may overwhelm a target's senses. Unless they are sufficiently restrained, your victim may evade the effects of the spell.
|-
|-
| bgcolor=#01AEBE | [[Icewall]]            
| bgcolor=#01AEBE | '''[[Icewall]]'''             
| bgcolor=#01AEBE | Conjure up an obstructing ice wall.
| bgcolor=#01AEBE | Conjure up an obstructing ice wall.
|-
|-
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This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by.
This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by.
|-
|-
| bgcolor=#149200 | '''''Rainstorm'''''           
| bgcolor=#149200 | '''Rainstorm'''           
| bgcolor=#149200 | Open the skies and deluge the earth.
| bgcolor=#149200 | Open the skies and deluge the earth.
|-
|-
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By calling up a temporary rainstorm, you can put out any fires that may burn on the ground or on those around you.
By calling up a temporary rainstorm, you can put out any fires that may burn on the ground or on those around you.
|-
|-
| bgcolor=#01AEBE | Simultaneity         
| bgcolor=#01AEBE | '''Simultaneity'''        
| bgcolor=#01AEBE | Parallel channeling.
| bgcolor=#01AEBE | Parallel channeling.
|-
|-
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The elemental staff is perhaps the magi's strongest pure-damage attack.
The elemental staff is perhaps the magi's strongest pure-damage attack.
|-
|-
| bgcolor=#149200 | '''''Viridian'''''             
| bgcolor=#149200 | '''Viridian'''             
| bgcolor=#149200 | Use the elements to transform into a mighty Viridian.
| bgcolor=#149200 | Use the elements to transform into a mighty Viridian.
|-
|-
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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.
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.
|-
|-
| bgcolor=#01AEBE | Unweave               
| bgcolor=#01AEBE | '''Unweave'''                
| bgcolor=#01AEBE | A way to unweave Talisman Pieces and gain gold.
| bgcolor=#01AEBE | A way to unweave Talisman Pieces and gain gold.
|-
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Unweave is simply the ability to take a Talisman piece (see HELP TALISMANS) and turn it (or them) into gold.
Unweave is simply the ability to take a Talisman piece (see HELP TALISMANS) and turn it (or them) into gold.
|-
|-
| bgcolor=#01AEBE | Efreeti             
| bgcolor=#01AEBE | '''Efreeti'''              
| bgcolor=#01AEBE | Call a fiery efreeti to your aid.
| bgcolor=#01AEBE | Call a fiery efreeti to your aid.
|-
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One of the four elementals that you can summon, the efreeti will begin spinning about, setting your enemies on fire.
One of the four elementals that you can summon, the efreeti will begin spinning about, setting your enemies on fire.
|-
|-
| bgcolor=#01AEBE | Transfix             
| bgcolor=#01AEBE | '''Transfix'''            
| bgcolor=#01AEBE | Mesmerize your target into inaction.
| bgcolor=#01AEBE | Mesmerize your target into inaction.
|-
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By creating a mesmerizing pattern of fire, you may transfix an opponent into inaction. Blindness will prevent this, but this will remove the blindness.
By creating a mesmerizing pattern of fire, you may transfix an opponent into inaction. Blindness will prevent this, but this will remove the blindness.
|-
|-
| bgcolor=#149200 | '''''Vinewreathe'''''             
| bgcolor=#149200 | '''Vinewreathe'''             
| bgcolor=#149200 | Call upon Nature to hinder your foe.
| bgcolor=#149200 | Call upon Nature to hinder your foe.
|-
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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.
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.
|-
|-
| bgcolor=#01AEBE | Hailstorm           
| bgcolor=#01AEBE | '''Hailstorm'''            
| bgcolor=#01AEBE | Call down a hailstorm to pummel everyone else in the room.
| bgcolor=#01AEBE | Call down a hailstorm to pummel everyone else in the room.
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With this spell, you may rain hailstones down upon all your enemies in the room.
With this spell, you may rain hailstones down upon all your enemies in the room.
|-
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| bgcolor=#01AEBE | Stormhammer         
| bgcolor=#01AEBE | '''Stormhammer'''          
| bgcolor=#01AEBE | Call down the wrath of the storm upon multiple enemies.
| bgcolor=#01AEBE | Call down the wrath of the storm upon multiple enemies.
|-
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This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens.
This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens.
|-
|-
| bgcolor=#149200 | '''''Heartseed'''''
| bgcolor=#149200 | '''Heartseed'''
| bgcolor=#149200 | Send Nature's touch to destroy your enemy from within.
| bgcolor=#149200 | Send Nature's touch to destroy your enemy from within.
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If your victim manages to avoid their fate and cure the heartseed, their body will be wracked by the process, causing them significant damage for each injured limb they suffer from.
If your victim manages to avoid their fate and cure the heartseed, their body will be wracked by the process, causing them significant damage for each injured limb they suffer from.
|-
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| bgcolor=#01AEBE | Holocaust           
| bgcolor=#01AEBE | '''Holocaust'''            
| bgcolor=#01AEBE | Create a delayed explosion of immense power.
| bgcolor=#01AEBE | Create a delayed explosion of immense power.
|-
|-

Revision as of 20:41, 15 January 2015

Elementalism is a magical skill that harnesses the power of the four physical elements: earth, air, water, and fire. There are two types of Elementalism in Achaea, each one unique to either the Magi or Sylvan class. 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

Abilities in darker blue are Magi only. Abilities in green are Sylvan only. All others are shared between both classes.
Ability Description
Channel Open conduits to the Elemental Realms.
Syntax: CHANNEL AIR/WATER/EARTH/FIRE
CHANNELS
SEVER AIR/WATER/EARTH/FIRE
SEVER ALL
Details:

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.
Syntax: CAST LIGHT
Extra Information: Channels: Fire
Details:

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.
Syntax: CAST GUST
CAST GUST AT <adventurer> <direction>
Extra Information: Channels: Air
Details:

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.
Syntax: CAST REFLECTION AT ME/<adventurer>
Extra Information: Channels: Air, Fire
Details:

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.
Syntax: CAST FIRELASH AT <adventurer>/<denizen>/<icewall>
Extra Information: Channels: Fire
Details:

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.
Syntax: CAST WATERWEIRD AT ME/<adventurer>
Extra Information: Channels: Water
Details:

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.
Syntax: CAST STONEFIST
Extra Information: Channels: Earth
Details:

By coating your fists in stone, you may punch for greatly increased damage.

Stoneskin Create a protective but supple layer of stone around you.
Syntax: CAST STONESKIN
Extra Information: Channels: Earth
Details:

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.

Barkskin Make your skin tough like bark.
Syntax: CAST BARKSKIN
Extra Information: Channels: Earth
Details:

By coating your skin in protective bark, you'll increase your resistance to damage from physical damage.

Fortification Protect your open channels from attack.
Syntax: FORTIFY <channel>
FORTIFY ALL
Details:

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.
Syntax: CAST FREEZE AT GROUND
CAST FREEZE AT <adventurer>
Extra Information: Channels: Air, Water
Details:

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.
Syntax: CAST GEYSER AT <adventurer>
Extra Information: Channels: Water, Earth, Fire
Details:

Using this ability, you may knock a flying or treed adventurer out of the skies or trees.

Scry Locate another adventurer.
Syntax: CAST SCRY AT <adventurer>
Extra Information: Channels: Water, Fire
Details:

By combining the light of fire with a water lens, you may locate another adventurer.

Sandling Summon a sand elemental to sequester you underground.
Syntax: CAST SANDLING
BURROW ABOVE
BURROW <direction>
Extra Information: Channels: Earth
Details:

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.
Syntax: CAST CHARGESHIELD AT ME/<another adventurer>
Extra Information: Channels: Air, Earth
Details:

The chargeshield is a defensive spell which will provide you with some protection from electric attacks.

Erode Destroy the defences of your opponent.
Syntax: CAST ERODE AT <adventurer>
Extra Information: Channels: Air, Water, Earth, Fire
Details:

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.
Syntax: CAST SUPPRESSION
Extra Information: Channels: Air, Earth
Details:

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.
Syntax: CAST BLOODBOIL
Extra Information: Channels: Water, Fire
Details:

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.
Syntax: CAST RING
Extra Information: Channels: Earth
Details:

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.
Syntax: BIND <channel>
BIND ALL
Details:

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.
Syntax: CAST LIGHTNING AT <adventurer>
Extra Information: Channels: Air, Fire
Details:

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.
Syntax: CAST FIREWALL <direction>
Extra Information: Channels: Fire
Details:

Channeling the power of elemental fire, you will create walls of burning flame.

Fog Conjure up obscuring fog.
Syntax: CAST FOG
Extra Information: Channels: Air, Water
Details:

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.
Syntax: CAST DEEPFREEZE
Extra Information: Channels: Air, Water
Details:

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.
Syntax: CAST HELLFUMES
Extra Information: Channels: Air, Earth
Details:

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.
Syntax: CAST AERIAL
Extra Information: Channels: Air
Details:

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.
Syntax: CAST FLOOD
Extra Information: Channels: Water
Details:

Channel the power of elemental water to flood the room you stand in.

Illusion Cast an illusion of your choosing.
Syntax: CAST ILLUSION <illusion>
CAST <victim> ILLUSION <illusion>
Extra Information: Channels: Air, Fire
Details:

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.
Syntax: CAST QUAKE
Extra Information: Channels: Earth
Details:

By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location.

Eclipse Bedazzle your foe with a celestial bolt.
Syntax: CAST ECLIPSE AT <adventurer>
Extra Information: Channels: Air, Fire
Details:

Calling upon the vast brilliance of sky-bound celestial bodies, you may overwhelm a target's senses. Unless they are sufficiently restrained, your victim may evade the effects of the spell.

Icewall Conjure up an obstructing ice wall.
Syntax: CAST ICEWALL <direction>
Extra Information: Channels: Water
Details:

This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by.

Rainstorm Open the skies and deluge the earth.
Syntax: CAST RAINSTORM
Extra Information: Channels: Water
Details:

By calling up a temporary rainstorm, you can put out any fires that may burn on the ground or on those around you.

Simultaneity Parallel channeling.
Syntax: SIMULTANEITY
Details:

Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, and Fire realms.

Staff Summon an elemental staff.
Syntax: CAST STAFF
STAFFCAST DISSOLUTION AT <adventurer/denizen> (magical damage)
STAFFCAST LIGHTNING AT <adventurer/denizen> (electric damage)
STAFFCAST SCINTILLA AT <adventurer/denizen> (fire damage)
STAFFCAST HORRIPILATION AT <adventurer/denizen> (cold damage)
Extra Information: Channels: Air, Water, Earth, Fire
Details:

The elemental staff is perhaps the magi's strongest pure-damage attack.

Viridian Use the elements to transform into a mighty Viridian.
Syntax: CAST VIRIDIAN [STAFF]*
THORNREND <target> [<limb>]
LACERATE <target>
SECRETE SAP
ENVENOM ARMS WITH <venom>
THORNVENOMS
HUMAN
Extra Information: Channels: Earth, Water
Details:

Meaning 'green' in an ancient language, a Viridian is a living, walking embodiment of the flora of the land. Upon casting this spell, you will quickly transform into one as thorny vines cover your body and burrow into your flesh. You will become stronger, able to endure more damage, and gain a protective bonus to physical damage done to you however your movements will be slightly hampered. You will also be able to THORNREND a target, doing great damage with your undulating, thorny vines. As well, you will be able to LACERATE a target's throat, slashing vocal cords and causing great pain. HUMAN will allow you to change back into your normal form. Be aware that remaining in this form is a constant drain on your willpower.

If you have learned the TARGETING ability in Weaponry, you may optionally direct your thornrend at a specific body part, causing additional damage to an arm, leg, or the head or torso of your opponent.

If you have gained the ENVENOM ability in Weaponry then you may envenom your arms, which will deliver a venom to your target when you thornrend. Otherwise, you may SECRETE SAP to coat your arms in a single application of the Loki venom.

  • STAFF option may be added to allow transformation into the mighty Viridian in areas that are not normally conducive to plant growth.
Diamondskin Give your skin diamond-like hardening.
Syntax: CAST DIAMONDSKIN
Extra Information: Channels: Water, Earth, Fire
Details:

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.
Syntax: CAST UNWEAVE <number> <Talisman piece name> <piece level>
Extra Information: Channels: Air, Water, Earth, Fire
Details:

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.
Syntax: CAST EFREETI
Extra Information: Channels: Fire
Details:

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.
Syntax: CAST TRANSFIX AT <adventurer>
Extra Information: Channels: Air, Fire
Details:

By creating a mesmerizing pattern of fire, you may transfix an opponent into inaction. Blindness will prevent this, but this will remove the blindness.

Vinewreathe Call upon Nature to hinder your foe.
Syntax: VINEWREATHE <target>
Details:

Calling upon Nature, you may call a mass of animated vines to hinder your target for a time, preventing any attempts they make to parry your thornrends.

Staffstrike Supplement a physical strike with elemental power.
Syntax: STAFFSTRIKE <adventurer> WITH <element*> [limb]
Extra Information: Channels: Air, Water, Earth, Fire
* Elements: AIR - Strip your target's aura of rebounding, or throw your target to the floor with a blast of wind.
EARTH - Break a random limb on your target.
FIRE - Burn away the frost defense from your foe while setting them alight.
WATER - Increase the level of chill in your opponent's bloodstream.
Details:

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.
Syntax: CAST HAILSTORM
Extra Information: Channels: Air, Water
Details:

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.
Syntax: CAST STORMHAMMER AT <target> [ AND <target> [ AND <target> ] ]
Extra Information: Channels: Air, Fire
Details:

This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens.

Heartseed Send Nature's touch to destroy your enemy from within.
Syntax: CAST HEARTSEED AT <adventurer>
Extra Information: Channels: Earth, Fire, Water
Details:

Among the most dangerous and forbidden of a sylvan's spells, the Heartseed embodies Nature at its most baneful. Draining your victim's vitality to speed its growth, the germination of a Heartseed will rapidly end the life of he or she whom it is sent to plague.

If your victim manages to avoid their fate and cure the heartseed, their body will be wracked by the process, causing them significant damage for each injured limb they suffer from.

Holocaust Create a delayed explosion of immense power.
Syntax: CAST HOLOCAUST <seconds> (Between 10 and 60)
Extra Information: Channels: Fire
Details:

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.

See also