Weatherweaving

Revision as of 23:10, 5 December 2015 by Kyriella (talk | contribs) (Started adding details for the skills. More to come.)

The skill of Weatherweaving permits members of the Sylvan class to control the destructive capabilities of weather itself. Using the very Elements, practitioners of this skill invoke the wrath of lightning, cyclonic storms, and other natural forces to do their bidding.

Abilities in Weatherweaving

Ability Description
Channel Open conduits to the Elemental Realms.
Syntax: CHANNEL <AIR|WATER|EARTH>
CHANNELS
SEVER ALL|<channel>


Works on/against: Self
Cooldown: 1.50 seconds of equilibruim
Resouce: 200 mana
Details:

Using this ability, you may open a channel to one of the three elemental realms that you have access to. Keeping these channels open has a cost in willpower. SEVER AIR/WATER/EARTH will close that channel. CHANNELS will list what channels you have open.

Windwhip Lash them with a whip of air.
Syntax: CAST WINDWHIP AT <target>
Extra Information: Channels: Air
Works on/against: Adventurers and denizens
Cooldown: 3.90 seconds of equilibruim
Resouce: 15 mana
Details:

You may conjure forth a whip formed of condensed air to lash your enemies with.

Gust Blow someone in a direction with a gust of wind.
Syntax: CAST GUST
CAST GUST AT <target> <direction>
Extra Information: Channels: Air
Works on/against: Adventurers
Cooldown: 3.00 seconds of equilibruim
Resouce: 40 mana
Details:

By channelling 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/<target>
Extra Information: Channels: Air, water
Works on/against: Adventurers and self
Cooldown: 3.00 seconds of equilibruim
Resouce: 50 mana
Details:

By weaving together the powers of air and water, you may create a distracting reflection of yourself to absorb one hostile attack upon your person.

Fortification Protect your open channels from attack.
Syntax: FORTIFY <channel>
FORTIFY ALL
Cooldown: 1.00 seconds of equilibruim
Resouce: 100 mana
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.

Scry Locate another adventurer.
Syntax: CAST SCRY AT <target>
Extra Information: Channels: Water
Works on/against: Adventurers
Cooldown: 1.00 seconds of equilibruim
Resouce: 30 mana
Details:

By summoning up an image in a pool of water, you are able to scry for the location of a target.

Geyser Knock someone out of the trees or the sky.
Circulate Circulate electricity throughout your body.
Shear Slice away shields with a blade of wind.
Binding The magic of channel binding.
Disturb Disturb the natural weather patterns.
Static Conjure forth a burst of static.
Thunderclap A burst of sound to rupture the ears.
Feedback Bleed off your residual power.
Gale Hurl the unsecured to the corners of the globe.
Flash A brilliant flash of light.
Synchronisity Control the flows of two spells at once.
Bolt A searing bolt of lightning.
Electrify Sometimes, lightning does strike twice.
Overcharge To the point of instability, and no further.
Razorwind A wind to lacerate the skin.
Cyclone The greatest of the wind spells.
Aerial Summon an air elemental to carry you to the skies.
Hailstone Simple is best.
Deluge A great flood of water.
Hailstorm Call down a hailstorm to pummel everyone else in the room.
Simultaneity Parallel channeling.
Shockwave Your power shall not be denied.
Rainstorm Open the skies and deluge the earth.
Stormhammer Call down the wrath of the storm upon multiple enemies.
Fulmination Your wrath is terrible indeed.