Tarot

Revision as of 01:45, 28 March 2016 by Dortheron (talk | contribs) (Removed bal/eq & Supercharge)

Tarot is a skill available to members of the Jester and Occultist classes (the latter having learned the art of Tarot from Silvestri and his famous Carnivalis family of Jesters), and it involves the ability to inscribe cards with various images, each able to empower the card's wielder with a unique type of magic.

Abilities in Tarot

Ability Description
Inscribing The ability to inscribe images upon blank Tarot cards.
Syntax: INSCRIBE BLANK WITH [1-20] <IMAGE>
Details:

With this ability, you may inscribe blank tarot cards with the various images of the Major Arcana.

Sun Create a portable light source.
Syntax: FLING SUN AT GROUND
Works on/against: Room
Details:

This Tarot will create a small ball of light to illuminate your surroundings. In addition, for as long as the globe of light remains at your location, it shall periodically heal you of afflictions.

Cardpacks Use the handy cardpacks for easier storage.
Syntax: IND [number|ALL] <card>
OUTD [ALL|number] <card>
DECKLIST
Details:

Cardpacks is the ability to store and retrieve tarot cards using a tarot deck. You may store up to 5000 of each card type. This ability requires that you have a tarot deck in your inventory.

Emperor Create the compulsion in others to follow you.
Syntax: FLING EMPEROR AT <target>
Works on/against: Adventurers
Details:

The Emperor is a symbol of leadership and power. With this card, you will force other adventurers to recognize your leadership and follow you.

Magician Replenish your mana with the might of the Magician.
Syntax: FLING MAGICIAN AT <target>
Works on/against: Adventurers
Details:

The Magician represents the power of magic and the power of the mind. This card will replenish the mana of the adventurer it is thrown at.

Priestess Heal yourself with the benevolence of the Priestess.
Syntax: FLING PRIESTESS AT <target>
Works on/against: Adventurers
Details:

The Priestess represents benevolent healing. Flinging this card at an adventurer will heal some of his health.

Fool Shrug off afflictions with blind courage.
Syntax: FLING FOOL AT <target>
Works on/against: Adventurers
Details:

The Fool is pictured as being immune to fear and full of courage. With this Tarot you may throw off three afflictions by denying their existence.

Chariot Create an infernal chariot to ride.
Syntax: FLING CHARIOT AT GROUND
BOARD CHARIOT
SPUR CHARIOT SKYWARDS
LAND
DISMOUNT
Details:

The Chariot will create an infernal chariot upon which you may ride. It has the ability to fly also. BOARD CHARIOT will board your chariot. SPUR CHARIOT SKYWARDS will drive it up to the sky. LAND will bring you back down again. While in the Chariot, you may move about using the usual commands. Be warned: flinging cards at the ground while flying is a useless endeavour.

Hermit Teleport to an uninhabited location.
Syntax: ACTIVATE HERMIT
FLING HERMIT AT GROUND
SNIFF HERMIT
Details:

The Hermit is a solitary person. When you activate the hermit card, it will remember the location at which you activated it. Then, when you fling it, you will be transported to that location, provided there are no adventurers in that location at the time. SNIFF HERMIT will tell you the name of the location at which the hermit was activated.

Empress Summon your friends to you.
Syntax: FLING EMPRESS AT <target>
SNIFF EMPRESS <target>
Works on/against: Adventurers
Details:

With this ability, you may summon someone from anywhere within the local area, provided you are on his or her allies list. If you have forced yourself onto that list via the Lust tarot, then you will be able to summon that person from anywhere on the continent.

You may also SNIFF a card inscribed with this image to determine if you have someone lusted.

Lovers Create a strong love for you in your target.
Syntax: FLING LOVERS AT <target>
Works on/against: Adventurers
Details:

The Lovers tarot will inspire your target to fall deeply in love with you. While in love with you, he or she will be generally unwilling to cause you harm.

Hierophant Compulse your victim to do your bidding.
Syntax: FLING HIEROPHANT AT <target>
ORDER <target> <command>
Works on/against: Adventurers
Details:

This tarot card will allow you to order your opponent to do one thing. Fling the card, and then, when you have recovered balance, you may ORDER him to do whatever you wish.

Hangedman Hinder your opponent with a mass of ropes.
Syntax: FLING HANGEDMAN AT <target>
Works on/against: Adventurers
Details:

The Hangedman will entangle your foe in a mass of ropes.

Tower Cause a crumbling tower to appear in your location.
Syntax: FLING TOWER AT GROUND
Works on/against: Room
Details:

The Tower card will cause a crumbling tower to appear in your location, which will then collapse, making it difficult to leave via some of the exits.

Wheel Spin the wheel and take your chances.
Syntax: FLING WHEEL AT GROUND
Works on/against: Room
Details:

The Wheel of Fortune is mysterious and represents luck, neither good nor bad. Sometimes it will bring good things, sometimes bad. The effects of this card are permanent, except those affecting adventurer statistics.

Use of this card which affects anyone unwillingly could result in very serious repercussions.

Creator Create an illusion in an adjacent room.
Syntax: FLING CREATOR <direction> <illusion text>
Works on/against: ROOM
Details:

This Tarot card will allow you to create an illusion of your choosing in an adjacent location. You may embed a single newline by including the characters \n at the appropriate spot. For limitations and restrictions, please refer to HELP ILLUSIONS.

Justice Bring justice to the unjust.
Syntax: FLING JUSTICE AT <target>
Works on/against: Adventurers
Details:

The Justice tarot will bring the wrath of Miramar, the Even-Handed, down upon your foe.

Star Strike down a foe with a flaming meteor.
Syntax: FLING STAR AT <target>
Works on/against: Adventurers
Details:

The Star tarot will bring down a flaming meteor upon your unlucky foe's head. Your foe may be anywhere within the area but both you and he must be outdoors.

Aeon Curse your foe with the mark of Chronos.
Syntax: FLING AEON AT <target>
Works on/against: Adventurers
Details:

The Aeon tarot will give the curse of Chronos the Eternal to an adventurer, slowing his passage through time.

Lust Cause an opponent to hopelessly lust after you.
Syntax: FLING LUST AT <target>
Works on/against: Adventurers
Details:

With this Tarot, you may instill a lust for you in another adventurer, so that he or she will consider you an ally.

Universe Transport yourself around the land.
Syntax:FLING UNIVERSE AT GROUND
TOUCH <area>
Details:

The Universe tarot will allow you to quickly travel throughout Achaea, with instant transport to a number of locations on the mainland of Sapience. The general areas and the keywords to get there are below:

AZDUN - the Azdun Dungeon
BITTERFORK - the Village of Bitterfork
BLACKROCK - the Halls of Blackrock
BRASSLANTERN - the Brass Lantern Inn
CAERWITRIN - the Town of Caer Witrin
GENJI - the Village of Genji
MANARA - Manara Burrow
MANNASEH - Mannaseh Swamp
MANUSHA - the Village of Manusha
MHOJAVE - the Mhojave Desert
NEWHOPE - the Isle of New Hope
NEWTHERA - the Town of New Thera
SHASTAAN - the Village of Shastaan
THRAASI - the Thraasi Foothills
Devil Call a Devil to serve you, though no more than once.
Syntax: FLING DEVIL AT GROUND
SUPPRESS DEVIL
Details:

The Devil is a rather unique card. When you fling it at the ground, a Devil will be called up, who will serve you once, and only once. He will possess your body and, the next Tarot card you fling, he will cause you to immediately fling another one of six random tarot cards.

Moon Bestow the maladies of the moon upon your enemy.
Syntax: FLING MOON AT <target> [affliction]
Works on/against: Adventurers
Details:

The moon tarot will give your enemy maladies associated with the mind. The affliction will be random if unspecified, and hidden from the victim. If you specify an affliction, the ability is faster to recover from, but the victim shall see what was delivered.

You may pick from: stupidity, masochism, hallucinations, hypersomnia, confusion, or epilepsy.

Death Call down Death itself to claim the soul of your enemy.
Syntax: RUB DEATH ON <target>
SNIFF DEATH
FLING DEATH AT <target>
Works on/against: Adventurers
Details:

To attune Death, you must first rub it on your enemy seven times. Sniffing the card will tell you how many times you have rubbed it on your foul oppressor, while flinging it will begin the process of calling Death himself to gather the soul of your enemy to him. Be warned though that this process takes concentration and you may not do anything else while Death is on his way.