Elementalism

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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 it was replaced with the skill of Propagation.

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

Abilities in Elementalism

Channel Open conduits to the Elemental Realms.
Syntax: CHANNEL AIR/EARTH/FIRE/WATER
CHANNELS
SEVER ALL/AIR/EARTH/FIRE/WATER
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 1.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Light Light up your surroundings.
Syntax: CAST LIGHT
Required: 50 mana
Channels: Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With the illuminating power of fire, you may momentarily reveal those in the room who may be hiding.
Note: {{{note}}}
Gust Blow someone in a direction with a gust of wind.
Syntax: CAST GUST
CAST GUST AT <target> <direction>
Required: 40 mana
Channels: Air
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and room
Cooldown: 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Reflection Create a distracting illusion of yourself.
Syntax: CAST REFLECTION AT ME/<target>
Required: 50 mana
Channels: Air and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Firelash Attack with elemental fire.
Syntax: CAST FIRELASH AT <target>/<icewall>/<totem>/GROUND/VINES
Required: 120 mana
Channels: Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers, denizens, and room
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.
Note: {{{note}}}
Waterweird Summon a water elemental to help you walk on water.
Syntax: CAST WATERWEIRD AT ME/<target>
Required: 60 mana
Channels: Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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
Note: {{{note}}}
Stonefist Coat your fists with rock and punch with more power.
Syntax: CAST STONEFIST
Required: 60 mana
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By coating your fists in stone, you may punch for greatly increased damage.
Note: {{{note}}}
Stoneskin Create a protective but supple layer of stone around you.
Syntax: CAST STONESKIN
Required: 75 mana
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 2.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Fortification Protect your open channels from attack.
Syntax: FORTIFY <channel>
FORTIFY ALL
Required: 100 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Freeze Chill another adventurer.
Syntax: CAST FREEZE AT GROUND/<target>
Required: Ground: 200 mana
Targetted: 100 mana
Channels: Air and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: Ground: 4.00 seconds of equilibrium
Targetted: 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Geyser Knock someone out of the trees or the sky.
Syntax: CAST GEYSER AT <target>
Required: 100 mana
Channels: Earth, Fire and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using this ability, you may knock a flying or treed adventurer out of the skies or trees.
Note: {{{note}}}
Scry Locate another adventurer.
Syntax: CAST SCRY AT <target>
Required: 30 mana
Channels: Fire and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By combining the light of fire with a water lens, you may locate another adventurer.
Note: {{{note}}}
Sandling Summon a sand elemental to sequester you underground.
Syntax: CAST SANDLING
BURROW ABOVE/<direction>
Required: 250 mana
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: Cast: 4.00 seconds of equilibrium
Burrow: 2.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Chargeshield Create a magical shield to resist electric damage.
Syntax: CAST CHARGESHIELD AT ME/<target>
Required: 200 mana
Channels: Air and Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The chargeshield is a defensive spell which will provide you with some protection from electric attacks.
Note: {{{note}}}
Erode Destroy the defences of your opponent.
Syntax: CAST ERODE AT <target>
Required: 75 mana
Channels: Air, Earth, Fire and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: 2.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With the destructive fury of all the elements at your command, you may destroy a defence on an opponent.
Note: {{{note}}}
Suppression Destroy the sustaining partita harmonic.
Syntax: CAST SUPPRESSION
Required: 200 mana
Channels: Air and Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Bloodboil Boil off that which afflicts you.
Syntax: CAST BLOODBOIL
Required: 75 mana
Channels: Fire and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Ring Extend the life of a crystalline vibration.
Syntax: CAST RING
Required: 300 mana
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This spell is useful in conjunction with crystalism. When cast in a room, it will extend the life of your vibrations.
Note: {{{note}}}
Binding The magic of channel binding.
Syntax: BIND <channel>/ALL
Required: 150 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Muffle Muffle your crystalline vibrations.
Syntax: CAST MUFFLE
Required: 400 mana
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 3.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.
Note: {{{note}}}
Lightning Fry your enemies with awesome bolts of lightning.
Syntax: CAST LIGHTNING AT <target>
Required: 120 mana
Channels: Air and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.80 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Fling a sizzling bolt of lightning to damage an adventurer and quite possibly remove a defence as well!
Note: {{{note}}}
Firewall Create a wall of elemental fire.
Syntax: CAST FIREWALL <direction>
Required: 100 mana
Channels: Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Channeling the power of elemental fire, you will create walls of burning flame.
Note: {{{note}}}
Fog Conjure up obscuring fog.
Syntax: CAST FOG
Required: 350 mana
Channels: Air and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With the powers of air and water, you may cause an elemental fog to envelop the room.
Note: {{{note}}}
Deepfreeze Cast a spell of extreme cold at your enemies.
Syntax: CAST DEEPFREEZE
Required: 500 mana
Channels: Air and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Hellfumes Create choking fumes in your surroundings.
Syntax: Hellfumes
Required: 200 mana
Channels: Air and Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This spell will create a noxious cloud in your location, choking those around you.
Note: {{{note}}}
Aerial Summon an air elemental to carry you to the skies.
Syntax: CAST AERIAL
Required: 250 mana
Channels: Air
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Flood Drown a location in water.
Syntax: CAST FLOOD
Required: 250 mana
Channels: Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Channel the power of elemental water to flood the room you stand in.
Note: {{{note}}}
Illusion Cast an illusion of your choosing.
Syntax: CAST ILLUSION <illusion>
CAST <target> ILLUSION <illusion>
Required: 50 mana
Channels: Air and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 2.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Quake Open cracks in the ground to drain away water.
Syntax: CAST QUAKE
Required: 250 mana
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 3.20 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By summoning forth a minor earthquake, you are able to drain away any water that may be flooding your location.
Note: {{{note}}}
Icewall Conjure up an obstructing icewall.
Syntax: CAST ICEWALL <direction>
Required: 100 mana
Channels: Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by.
Note: {{{note}}}
Simultaneity Parallel channeling.
Syntax: SIMULTANEITY
Required: 1000 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, and Fire realms.
Note: {{{note}}}
Staff Summon an elemental staff.
Syntax: CAST STAFF
STAFFCAST DISSOLUTION AT <target> (magical damage)
STAFFCAST LIGHTNING AT <target> (electric damage)
STAFFCAST SCINTILLA AT <target> (fire damage)
STAFFCAST HORRIPILATION AT <target> (cold damage)
Required: CAST STAFF: 1000 mana
STAFFCAST: 150 mana
Channels: Air, Earth, Fire and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers, denizens, and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The elemental staff is perhaps the magi's strongest pure-damage attack.
Note: {{{note}}}
Diamondskin Give your skin diamond-like hardening.
Syntax: CAST DIAMONDSKIN
Required: 175 mana
Channels: Earth, Fire and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 2.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Unweave A way to unweave Talisman Pieces and gain gold.
Syntax: CAST UNWEAVE <number> <Talisman piece name> <piece level>
Required:
Channels: Air, Earth, Fire and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Unweave is simply the ability to take a Talisman piece (see HELP TALISMANS) and turn it (or them) into gold.
Note: {{{note}}}
Efreeti Call a fiery efreeti to your aid.
Syntax: CAST EFREETI
Required: 250 mana
Channels: Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: One of the four elementals that you can summon, the efreeti will begin spinning about, setting your enemies on fire.
Note: {{{note}}}
Transfix Mesmerize your target into inaction.
Syntax: CAST TRANSFIX AT <target>
Required: 200 mana
Channels: Air and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By creating a mesmerising pattern of fire, you may transfix an opponent into inaction. Blindness will prevent this, but this will remove the blindness.
Note: {{{note}}}
Staffstrike Supplement a physical strike with elemental power.
Syntax: STAFFSTRIKE <target> WITH <element*> [limb]
Required: 150 mana
Channels: Air, Water, Earth and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.50 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
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, or shatter your target's shield defence.
FIRE - Burn away the frost defense from your foe while setting them alight.
WATER - Increase the level of chill in your opponent's bloodstream.
Note: {{{note}}}
Hailstorm Call down a hailstorm to pummel everyone else in the room.
Syntax: CAST HAILSTORM
Required: 500 mana
Channels: Air and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 3.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this spell, you may rain hailstones down upon all your enemies in the room.
Note: {{{note}}}
Stormhammer Call down the wrath of the storm upon multiple enemies.
Syntax: CAST STORMHAMMER AT <target> [AND <target> [AND <target>]]
Required: 1200 mana
Channels: Air and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and denizens
Cooldown: 6.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This powerful attack can cast a lightning bolt at one, two, or three adventurers or denizens.
Note: {{{note}}}
Holocaust Create a delayed explosion of immense power.
Syntax: CAST HOLOCAUST <seconds> (Between 10 and 60)
Required: 1500 mana
Channels: Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 6.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Magmasphere A delayed eruption of magmatic fury.
Syntax: CAST MAGMASPHERE <seconds>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and room
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.
Note: {{{note}}}