Difference between revisions of "Elementalism"

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'''Elementalism''' is a magical skill that harnesses the power of the four physical [[element|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), practitioners can 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. Elementalism used to be practised by the [[Sylvan]] class as well, but was abandoned in 680 AF when they syncronised their abilities with a great storm and was replaced with the skill of [[Propagation]].


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.
The skill '''Elementalism''' is available to members [[Magi]] [[class]], along with [[Crystalism]] and [[Artificing]].


===[[:Category:Abilities|Abilities]] in Elementalism===
==Abilities in Elementalism==
{| border=0 cellpadding=2 cellspacing=2
{{Skill_detail
| bgcolor=#cccccc | '''Ability'''
|skill=Channel
| bgcolor=#cccccc | '''Description'''
|description=Open conduits to the Elemental Realms.
|-
|lessons=
| bgcolor=#01AEBE | '''Channel'''
|syntax=CHANNEL AIR/EARTH/FIRE/WATER<br>CHANNELS<br>SEVER ALL/AIR/EARTH/FIRE/WATER
| bgcolor=#01AEBE | Open conduits to the Elemental Realms.
|required=200 mana
|-
|target=Self
| colspan=2 bgcolor=#299F96 |
|cooldown=1.50 seconds of equilibrium
: '''Syntax:'''          CHANNEL AIR/WATER/EARTH/FIRE
|detail=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.
::: CHANNELS
}}
::: SEVER AIR/WATER/EARTH/FIRE
::: SEVER ALL


: '''Details:'''
{{Skill_detail
|skill=Light
|description=Light up your surroundings.
|lessons=
|syntax=CAST LIGHT
|required=Fire and 50 mana
|target=Room
|cooldown=3.00 seconds of equilibrium
|detail=With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding.
}}


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.
{{Skill_detail
|-
|skill=Gust
| bgcolor=#01AEBE | '''Light'''             
|description=Blow someone in a direction with a gust of wind.
| bgcolor=#01AEBE | Light up your surroundings.
|lessons=
|-
|syntax=CAST GUST<br>CAST GUST AT <target> <direction>
| colspan=2 bgcolor=#299F96 |
|required=Air and 40 mana
: '''Syntax:'''          CAST LIGHT
|target=Adventurers and room
|cooldown=3.00 seconds of equilibrium
|detail=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.
}}


: '''Extra Information:''' Channels: Fire
{{Skill_detail
|skill=Reflection
|description=Create a distracting illusion of yourself.
|lessons=
|syntax=CAST REFLECTION AT ME/<target>
|required=Air, Fire and 50 mana
|target=Adventurers and self
|cooldown=3.00 seconds of equilibrium
|detail=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.
}}


: '''Details:'''
{{Skill_detail
|skill=Firelash
|description=Attack with elemental fire.
|lessons=
|syntax=CAST FIRELASH AT <target>/<icewall>/<totem>/GROUND/VINES
|required=Fire and 120 mana
|target=Adventurers, denizens, and room
|cooldown=
|detail=By lashing out with fire, you may damage an adventurer or a denizen, melt an icewall, clear an overgrowthed totem, or melt ice-covered ground. Note that you can hit adventurers with this from an adjacent room. 
}}


With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding.
{{Skill_detail
|-
|skill=Waterweird
| bgcolor=#01AEBE | '''Gust'''               
|description=Summon a water elemental to help you walk on water.
| bgcolor=#01AEBE | Blow someone in a direction with a gust of wind.
|lessons=
|-
|syntax=CAST WATERWEIRD AT ME/<target>
| colspan=2 bgcolor=#299F96 |
|required=Water and 60 mana
: '''Syntax:'''          CAST GUST
|target=Adventurers and self
::: CAST GUST AT <adventurer> <direction>
|cooldown=4.00 seconds of equilibrium
|detail=The power of elemental water will allow you to tread water easily.<br>Note: If you lose this or any other summoned elemental, you may call them back to you by doing: CALL ELEMENTALS
}}


: '''Extra Information:''' Channels: Air
{{Skill_detail
|skill=Stonefist
|description=Coat your fists with rock and punch with more power.
|lessons=
|syntax=CAST STONEFIST
|required=Earth and 60 mana
|target=Self
|cooldown=4.00 seconds of equilibrium
|detail=By coating your fists in stone, you may punch for greatly increased damage.
}}


: '''Details:'''
{{Skill_detail
|skill=Stoneskin
|description=Create a protective but supple layer of stone around you.
|lessons=
|syntax=CAST STONESKIN
|required=Earth and 75 mana
|target=Self
|cooldown=2.00 seconds of equilibrium
|detail=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.
}}


By channeling the element of air, you can either blow a fog or cloud out of the room, or blow an
{{Skill_detail
adventurer in a particular direction.
|skill=Fortification
|-
|description=Protect your open channels from attack.
| bgcolor=#01AEBE | '''Reflection'''         
|lessons=
| bgcolor=#01AEBE | Create a distracting illusion of yourself.
|syntax=FORTIFY <channel><br>FORTIFY ALL
|-
|required=100 mana
| colspan=2 bgcolor=#299F96 |
|target=Self
: '''Syntax:'''          CAST REFLECTION AT ME/<adventurer>
|cooldown=1.00 seconds of equilibrium
|detail=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.<br>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.
}}


: '''Extra Information:''' Channels: Air, Fire
{{Skill_detail
|skill=Freeze
|description=Chill another adventurer.
|lessons=
|syntax=CAST FREEZE AT GROUND/<target>
|required=Air and Water<br>Ground: 200 mana<br>Targetted: 100 mana
|target=
|cooldown=Ground: 4.00 seconds of equilibrium<br>Targetted: 3.00 seconds of equilibrium
|detail=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.
}}


: '''Details:'''
{{Skill_detail
|skill=Geyser
|description=Knock someone out of the trees or the sky.
|lessons=
|syntax=CAST GEYSER AT <target>
|required=Earth, Fire, Water, and 100 mana
|target=Adventurers
|cooldown=3.00 seconds of equilibrium
|detail=Using this ability, you may knock a flying or treed adventurer out of the skies or trees.
}}


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.
{{Skill_detail
|-
|skill=Scry
| bgcolor=#01AEBE | '''Firelash'''         
|description=Locate another adventurer.
| bgcolor=#01AEBE | Attack with elemental fire.
|lessons=
|-
|syntax=CAST SCRY AT <target>
| colspan=2 bgcolor=#299F96 |
|required=Fire, Water and 30 mana
: '''Syntax:'''          CAST FIRELASH AT <adventurer>/<denizen>/<icewall>
|target=Adventurers
|cooldown=1.00 seconds of equilibrium
|detail=By combining the light of fire with a water lens, you may locate another adventurer.
}}


: '''Extra Information:''' Channels: Fire
{{Skill_detail
|skill=Sandling
|description=Summon a sand elemental to sequester you underground.
|lessons=
|syntax=CAST SANDLING<br>BURROW ABOVE/<direction>
|required=Earth and 250 mana
|target=Self
|cooldown=Cast: 4.00 seconds of equilibrium<br>Burrow: 2.50 seconds of equilibrium
|detail=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. 
}}


: '''Details:'''
{{Skill_detail
|skill=Chargeshield
|description=Create a magical shield to resist electric damage.
|lessons=
|syntax=CAST CHARGESHIELD AT ME/<target>
|required=Air, Earth and 200 mana
|target=Adventurers and self
|cooldown=4.00 seconds of equilibrium
|detail=The chargeshield is a defensive spell which will provide you with some protection from electric attacks.
}}


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.
{{Skill_detail
|-
|skill=Erode
| bgcolor=#01AEBE | '''Waterweird'''         
|description=Destroy the defences of your opponent.
| bgcolor=#01AEBE | Summon a water [[elementals|elemental]] to help you walk on water.
|lessons=
|-
|syntax=CAST ERODE AT <target>
| colspan=2 bgcolor=#299F96 |
|required=Air, Earth, Fire, Water and 75 mana
: '''Syntax:'''          CAST WATERWEIRD AT ME/<adventurer>
|target=Adventurers and denizens
|cooldown=2.50 seconds of equilibrium
|detail=With the destructive fury of all the elements at your command, you may destroy a defence on an opponent.
}}


: '''Extra Information:''' Channels: Water
{{Skill_detail
|skill=Suppression
|description=Destroy the sustaining partita harmonic.
|lessons=
|syntax=CAST SUPPRESSION
|required= Air, Earth and 200 mana
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=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.
}}


: '''Details:'''
{{Skill_detail
|skill=Bloodboil
|description=Boil off that which afflicts you.
|lessons=
|syntax=CAST BLOODBOIL
|required=Fire, Water and 75 mana
|target=Self
|cooldown=4.00 seconds of equilibrium
|detail=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.
}}


The power of elemental water will allow you to tread water easily.
{{Skill_detail
|skill=Ring
|description=Extend the life of a crystalline vibration.
|lessons=
|syntax=CAST RING
|required=Earth and 300 mana
|target=Room
|cooldown=3.00 seconds of equilibrium
|detail=This spell is useful in conjunction with crystalism. When cast in a room, it will extend the life of your vibrations.
}}


Note: If you lose this or any other summoned elemental, you may call them back to you by doing: CALL ELEMENTALS
{{Skill_detail
|-
|skill=Binding
| bgcolor=#01AEBE | '''Stonefist'''         
|description=The magic of channel binding.
| bgcolor=#01AEBE | Coat your fists with rock and punch with more power.
|lessons=
|-
|syntax=BIND <channel>/ALL
| colspan=2 bgcolor=#299F96 |
|required=150 mana
: '''Syntax:'''          CAST STONEFIST
|target=
|cooldown=1.00 seconds of equilibrium
|detail=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.<br>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.
}}


: '''Extra Information:''' Channels: Earth
{{Skill_detail
|skill=Muffle
|description=Muffle your crystalline vibrations.
|lessons=
|syntax=CAST MUFFLE
|required=Earth and 400 mana
|target=
|cooldown=3.50 seconds of equilibrium
|detail=Using the power of earth, you may muffle all of your crystalline vibrations at your current location. This will result in them being put into a dormant state in which they will not do anything. However, while in this state they will not decay over time.
}}


: '''Details:'''
{{Skill_detail
|skill=Lightning
|description=Fry your enemies with awesome bolts of lightning.
|lessons=
|syntax=CAST LIGHTNING AT <target>
|required= Air, Fire and 120 mana
|target=Adventurers
|cooldown=3.80 seconds of equilibrium
|detail=Fling a sizzling bolt of lightning to damage an adventurer and quite possibly remove a defence as well!
}}


By coating your fists in stone, you may punch for greatly increased damage.
{{Skill_detail
|-
|skill=Firewall
| bgcolor=#01AEBE | '''Stoneskin'''         
|description=Create a wall of elemental fire.
| bgcolor=#01AEBE | Create a protective but supple layer of stone around you.
|lessons=
|-
|syntax=CAST FIREWALL <direction>
| colspan=2 bgcolor=#299F96 |  
|required=Fire and 100 mana
: '''Syntax:'''          CAST STONESKIN
|target=Room
|cooldown=3.00 seconds of equilibrium
|detail=Channeling the power of elemental fire, you will create walls of burning flame.
}}


: '''Extra Information:''' Channels: Earth
{{Skill_detail
|skill=Fog
|description=Conjure up obscuring fog.
|lessons=
|syntax=CAST FOG
|required=Air, Water and 350 mana
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=With the powers of air and water, you may cause an elemental fog to envelop the room.
}}


: '''Details:'''
{{Skill_detail
|skill=Deepfreeze
|description=Cast a spell of extreme cold at your enemies.
|lessons=
|syntax=CAST DEEPFREEZE
|required=Air, Water and 500 mana
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=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.
}}


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.
{{Skill_detail
|-
|skill=Hellfumes
|-
|description=Create choking fumes in your surroundings.
| bgcolor=#01AEBE | '''Fortification'''     
|lessons=
| bgcolor=#01AEBE | Protect your open channels from attack.
|syntax=Hellfumes
|-
|required=Air, Earth and 200 mana
| colspan=2 bgcolor=#299F96 |
|target=Room
: '''Syntax:'''          FORTIFY <channel>
|cooldown=4.00 seconds of equilibrium
::: FORTIFY ALL
|detail=This spell will create a noxious cloud in your location, choking those around you.
}}


: '''Details:'''
{{Skill_detail
|skill=Aerial
|description=Summon an air elemental to carry you to the skies.
|lessons=
|syntax=CAST AERIAL
|required=Air and 250 mana
|target=Self
|cooldown=4.00 seconds of equilibrium
|detail=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.
}}


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.
{{Skill_detail
|skill=Flood
|description=Drown a location in water.
|lessons=
|syntax=CAST FLOOD
|required=Water and 250 mana
|target=Room
|cooldown=4.00 seconds of equilibrium
|detail=Channel the power of elemental water to flood the room you stand in.
}}


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.
{{Skill_detail
|-
|skill=Illusion
| bgcolor=#01AEBE | '''Freeze'''             
|description=Cast an illusion of your choosing.
| bgcolor=#01AEBE | Chill another adventurer.
|lessons=
|-
|syntax=CAST ILLUSION <illusion><br>CAST <target> ILLUSION <illusion>
| colspan=2 bgcolor=#299F96 |
|required=Air, Fire and 50 mana
: '''Syntax:'''          CAST FREEZE AT GROUND
|target=Room
::: CAST FREEZE AT <adventurer>
|cooldown=2.00 seconds of equilibrium
|detail=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.
}}


: '''Extra Information:''' Channels: Air, Water
{{Skill_detail
|skill=Quake
|description=Open cracks in the ground to drain away water.
|lessons=
|syntax=CAST QUAKE
|required=Earth and 250 mana
|target=Room
|cooldown=3.20 seconds of equilibrium
|detail=By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location.
}}


: '''Details:'''
{{Skill_detail
|skill=Icewall
|description=Conjure up an obstructing icewall.
|lessons=
|syntax=CAST ICEWALL <direction>
|required=Water and 100 mana
|target=Room
|cooldown=3.00 seconds of equilibrium
|detail=This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by.
}}


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.
{{Skill_detail
|-
|skill=Simultaneity
| bgcolor=#01AEBE | '''Geyser'''             
|description=Parallel channeling.
| bgcolor=#01AEBE | Knock someone out of the trees or the sky.
|lessons=
|-
|syntax=SIMULTANEITY
| colspan=2 bgcolor=#299F96 |
|required=1000 mana
: '''Syntax:'''          CAST GEYSER AT <adventurer>
|target=Self
|cooldown=4.00 seconds of equilibrium
|detail=Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, and Fire realms.
}}


: '''Extra Information:''' Channels: Water, Earth, Fire
{{Skill_detail
|skill=Staff
|description=Summon an elemental staff.
|lessons=
|syntax=CAST STAFF<br>STAFFCAST DISSOLUTION AT <target>  (magical damage)<br>STAFFCAST LIGHTNING AT <target>  (electric damage)<br>STAFFCAST SCINTILLA AT <target>  (fire damage)<br>STAFFCAST HORRIPILATION AT <target>  (cold damage)
|required=Air, Earth, Fire, Water<br>CAST STAFF: 1000 mana<br>STAFFCAST: 150 mana
|target=Adventurers, denizens, and self
|cooldown=4.00 seconds of equilibrium
|detail=The elemental staff is perhaps the magi's strongest pure-damage attack.
}}


: '''Details:'''
{{Skill_detail
|skill=Diamondskin
|description=Give your skin diamond-like hardening.
|lessons=
|syntax=CAST DIAMONDSKIN
|required=Earth, Fire, Water and 175 mana
|target=Self
|cooldown=2.00 seconds of equilibrium
|detail=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.
}}


Using this ability, you may knock a flying or treed adventurer out of the skies or trees.
{{Skill_detail
|-
|skill=Unweave
| bgcolor=#01AEBE | '''Scry'''               
|description=A way to unweave Talisman Pieces and gain gold.
| bgcolor=#01AEBE | Locate another adventurer.
|lessons=
|-
|syntax=CAST UNWEAVE <number> <Talisman piece name> <piece level>
| colspan=2 bgcolor=#299F96 |
|required=Air, Earth, Fire, Water
: '''Syntax:'''          CAST SCRY AT <adventurer>
|target=
|cooldown=
|detail=Unweave is simply the ability to take a Talisman piece (see HELP TALISMANS) and turn it (or them) into gold.
}}


: '''Extra Information:''' Channels: Water, Fire
{{Skill_detail
|skill=Efreeti
|description=Call a fiery efreeti to your aid.
|lessons=
|syntax=CAST EFREETI
|required=Fire and 250 mana
|target=
|cooldown=4.00 seconds of equilibrium
|detail=One of the four elementals that you can summon, the efreeti will begin spinning about, setting your enemies on fire.
}}


: '''Details:'''
{{Skill_detail
|skill=Transfix
|description=Mesmerize your target into inaction.
|lessons=
|syntax=CAST TRANSFIX AT <target>
|required=Air, Fire and 200 mana
|target=Adventurers
|cooldown=3.00 seconds of equilibrium
|detail=By creating a mesmerising pattern of fire, you may transfix an opponent into inaction. Blindness will prevent this, but this will remove the blindness.
}}


By combining the light of fire with a water lens, you may locate another adventurer.
{{Skill_detail
|-
|skill=Staffstrike
| bgcolor=#01AEBE | '''Sandling'''           
|description=Supplement a physical strike with elemental power.
| bgcolor=#01AEBE | Summon a sand elemental to sequester you underground.
|lessons=
|-
|syntax=STAFFSTRIKE <target> WITH <element*> [limb]
| colspan=2 bgcolor=#299F96 |
|required=Air, Water, Earth, Fire and 150 mana
: '''Syntax:'''          CAST SANDLING
|target=Adventurers
::: BURROW ABOVE
|cooldown=2.50 seconds of balance
::: BURROW <direction>
|detail=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.<br>AIR - Strip your target's aura of rebounding, or throw your target to the floor with a blast of wind.<br>EARTH - Break a random limb on your target, or shatter your target's shield defence.<br>FIRE - Burn away the frost defense from your foe while setting them alight.<br>WATER - Increase the level of chill in your opponent's bloodstream.
}}


: '''Extra Information:''' Channels: Earth
{{Skill_detail
|skill=Hailstorm
|description=Call down a hailstorm to pummel everyone else in the room.
|lessons=
|syntax=CAST HAILSTORM
|required=Air, Water and 500 mana
|target=Room
|cooldown=3.50 seconds of equilibrium
|detail=With this spell, you may rain hailstones down upon all your enemies in the room.
}}


: '''Details:'''
{{Skill_detail
|skill=Stormhammer
|description=Call down the wrath of the storm upon multiple enemies.
|lessons=
|syntax=CAST STORMHAMMER AT <target> [AND <target> [AND <target>]]
|required=Air, Fire and 1200 mana
|target=Adventurers and denizens
|cooldown=6.00 seconds of equilibrium
|detail=This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens.
}}


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.
{{Skill_detail
|-
|skill=Holocaust
| bgcolor=#01AEBE | '''Chargeshield'''       
|description=Create a delayed explosion of immense power.
| bgcolor=#01AEBE | Create a magical shield to resist electric damage.
|lessons=
|-
  |syntax=CAST HOLOCAUST <seconds> (Between 10 and 60)
| colspan=2 bgcolor=#299F96 |
  |required=Fire and 1500 mana
: '''Syntax:'''          CAST CHARGESHIELD AT ME/<another adventurer>
|target=Room
 
|cooldown=6.00 seconds of equilibrium
: '''Extra Information:''' Channels: Air, Earth
  |detail=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.
 
}}
: '''Details:'''
 
The chargeshield is a defensive spell which will provide you with some protection from electric attacks.
|-
| bgcolor=#01AEBE | '''Erode'''             
| bgcolor=#01AEBE | Destroy the defences of your opponent.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Suppression'''       
| bgcolor=#01AEBE | Destroy the sustaining partita [[Harmonics|harmonic]].
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Bloodboil'''         
| bgcolor=#01AEBE | Boil off that which afflicts you.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Ring'''               
| bgcolor=#01AEBE | Extend the life of a crystalline [[Crystalism|vibration]].
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Binding'''           
| bgcolor=#01AEBE | The magic of channel binding.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Lightning'''         
| bgcolor=#01AEBE | Fry your enemies with awesome bolts of lightning.
|-
| colspan=2 bgcolor=#299F96 |
: '''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!
|-
| bgcolor=#01AEBE | '''[[Firewall]]'''           
| bgcolor=#01AEBE | Create a wall of elemental fire.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''          CAST FIREWALL <direction>
 
: '''Extra Information:''' Channels: Fire
 
: '''Details:'''
 
Channeling the power of elemental fire, you will create walls of burning flame.
|-
| bgcolor=#01AEBE | '''Fog'''               
| bgcolor=#01AEBE | Conjure up obscuring fog.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Deepfreeze'''         
| bgcolor=#01AEBE | Cast a spell of extreme cold at your enemies.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Hellfumes'''         
| bgcolor=#01AEBE | Create choking fumes in your surroundings.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''          CAST HELLFUMES
 
: '''Extra Information:''' Channels: Air, Earth
 
: '''Details:'''
 
This spell will create a noxious cloud in your location, choking those around you.
|-
| bgcolor=#01AEBE | '''Aerial'''             
| bgcolor=#01AEBE | Summon an air elemental to carry you to the skies.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Flood'''             
| bgcolor=#01AEBE | Drown a location in water.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''          CAST FLOOD
 
: '''Extra Information:''' Channels: Water
 
: '''Details:'''
 
Channel the power of elemental water to flood the room you stand in.
|-
| bgcolor=#01AEBE | '''[[Illusion]]'''           
| bgcolor=#01AEBE | Cast an illusion of your choosing.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Quake'''         
| bgcolor=#01AEBE | Open cracks in the ground to drain away water.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''[[Icewall]]'''             
| bgcolor=#01AEBE | Conjure up an obstructing ice wall.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Simultaneity'''       
| bgcolor=#01AEBE | Parallel channeling.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            SIMULTANEITY
 
: '''Details:'''
 
Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, and Fire realms.
|-
| bgcolor=#01AEBE | '''Staff'''             
| bgcolor=#01AEBE | Summon an elemental staff.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Diamondskin'''       
| bgcolor=#01AEBE | Give your skin diamond-like hardening.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Unweave'''             
| bgcolor=#01AEBE | A way to unweave [[Talisman]] Pieces and gain gold.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Efreeti'''           
| bgcolor=#01AEBE | Call a fiery efreeti to your aid.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Transfix'''           
| bgcolor=#01AEBE | Mesmerize your target into inaction.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Staffstrike'''             
| bgcolor=#01AEBE | Supplement a physical strike with elemental power.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Hailstorm'''         
| bgcolor=#01AEBE | Call down a hailstorm to pummel everyone else in the room.
|-
| colspan=2 bgcolor=#299F96 |
: '''Syntax:'''            CAST HAILSTORM
 
: '''Extra Information:''' Channels: Air, Water
 
: '''Details:'''
 
With this spell, you may rain hailstones down upon all your enemies in the room.
|-
| bgcolor=#01AEBE | '''Stormhammer'''       
| bgcolor=#01AEBE | Call down the wrath of the storm upon multiple enemies.
|-
| colspan=2 bgcolor=#299F96 |
: '''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.
|-
| bgcolor=#01AEBE | '''Holocaust'''         
| bgcolor=#01AEBE | Create a delayed explosion of immense power.
|-
| colspan=2 bgcolor=#299F96 |
: '''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=====
 
*[[Magi]]


{{Skill_detail
|skill=Magmasphere
|description=A delayed eruption of magmatic fury.
|lessons=
|syntax=CAST MAGMASPHERE <seconds>
|required=
|target=Adventurers and room
|cooldown=
|detail=This powerful spell creates a sphere of magma that, after some time has elapsed (specified by you), will violently explode. The flying stone has a chance to break the limbs of any in the current location in addition to the significant damage that it will always deal.
}}


[[Category:Skills]]
[[Category:Skills]]
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