Weatherweaving

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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 equilibrium
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 equilibrium
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 equilibrium
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 equilibrium
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 equilibrium
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 equilibrium
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.
Syntax: CAST GEYSER AT <target>
Extra Information: Channels: Earth, water
Works on/against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Resouce: 100 mana
Details:

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

Circulate Circulate electricity throughout your body.
Syntax: CAST CIRCULATE
Extra Information: Channels: Air, earth
Works on/against: Self
Cooldown: 3.00 seconds of equilibrium
Resouce: 300 mana
Details:

With this spell, you will be able to grant yourself the ability to circulate electricity through your body with greater ease, reducing the damage you take from lightning-based attacks.

Shear Slice away shields with a blade of wind.
Syntax: CAST SHEAR AT <target>
Extra Information: Channels: Air
Works on/against: Adventurers and denizens
Cooldown: 2.45 seconds of equilibrium
Resouce: 38 mana
Details:

This spell will allow you to slice through magical shields that protect your enemy.

Binding The magic of channel binding.
Syntax: BIND <channel>/ALL
Cooldown: 1.00 seconds of equilibrium
Resouce: 150 mana
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.

Disturb Disturb the natural weather patterns.
Syntax: CAST DISTURB
Extra Information: Channels: Air, water, earth
Works on/against: Room
Cooldown: 2.60 seconds of equilibrium
Resouce: 100 mana
Details:

This ability allows you to disturb the natural weather patterns, causing them to drastically worsen in your immediate location.

Static Conjure forth a burst of static.
Syntax: CAST STATIC AT <target>
Extra Information: Channels: Air, earth
Works on/against: Adventurers
Cooldown: 2.35 seconds of equilibrium
Resouce: 38 mana
Details:

This spell causes a burst of static, which will paralyse the unfortunate individual you focus it upon.

Thunderclap A burst of sound to rupture the ears.
Syntax: CAST THUNDERCLAP AT <target>
Extra Information: Channels: Air, earth
Works on/against: Adventurers
Cooldown: 2.35 seconds of equilibrium
Resouce: 38 mana
Details:

This spell will generate a shockingly loud clap of thunder. It shall restore the target's hearing if they are deaf, or instill the sensitivity affliction in them if they are not.

Feedback Bleed off your residual power.
Syntax: CAST FEEDBACK AT <target>
Extra Information: Requires: disturbed weather
Works on/against: Adventurers
Resouce: 5 mana
Details:

This small spell allows you to create a conduit between an individual and the residual power left in the clouds created by disturbing the natural weather patterns. Each time you cast a spell upon the person who the conduit has been formed with, the residual power of the spell is bled off and used to power your arcane disturbance.

Gale Hurl the unsecured to the corners of the globe.
Syntax: CAST GALE
Works on/against: Room
Cooldown: 3.80 seconds of equilibrium
Details:

This powerful wind spell will allow you to throw all those not secured by the mass defence from your location.

Flash A brilliant flash of light.
Syntax: CAST FLASH AT <target>
Extra Information: Channels: Air, earth
Works on/against: Adventurers
Cooldown: 2.80 seconds of equilibrium
Resouce: 38 mana and 18 arcane power
Details:

This spell permits you to conjure forth a brilliant flash of light at an enemy. The light will restore their vision if they are blind, or transfix them if they are not.

Synchronisity Control the flows of two spells at once.
Syntax: SYNCHRONISE <spell1> <spell2> <target>
Works on/against: Adventurers
Cooldown: Equilibrium
Resouce: 50 mana and arcane power
Details:

Your skill has reached such a level that you are able to direct the channeled power of two spells practically simultaneously, casting them in rapid succession.

The following spells can be cast in this way: windwhip, shear, static, thunderclap, flash, bolt, razorwind, cyclone, and hailstone.

Bolt A searing bolt of lightning.
Syntax: CAST BOLT AT <target>
Extra Information: Channels: Air, earth
Works on/against: Adventurers
Cooldown: 2.80 seconds of equilibrium
Resouce: 45 mana and 16 arcane power
Details:

This spell will summon forth a searing bolt of lightning to strike down an enemy. If the target is under 75% of their maximum health, it shall also cause them to black out.

Electrify Sometimes, lightning does strike twice.
Syntax: CAST ELECTRIFY AT <target>
Extra Information: Channels: Air, earth
Works on/against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Resouce: 50 mana and 44 arcane power
Details:

This extremely potent spell allows you to summon forth a lightning strike against a foe. However, the spell is two fold; after the initial strike, a less potent one shall follow some seconds later.

Overcharge To the point of instability, and no further.
Syntax: OVERCHARGE <spell1> <spell2> <target>
Works on/against: Adventurers
Cooldown: Equilibrium
Resouce: 50 mana and arcane power
Details:

This ability is used in place of synchronisation. You may overcharge two spells, causing various effects.

Lightning spells: take 15 units of arcane energy each. They deliver paralysis, and damage if paralysis is already present. They shall also temporarily extend focus mind recovery time, though this effect is short lived. Wind spells: take 13 units of arcane energy each, and deliver asthma. They deliver damage if asthma is already present. Water spells: they take 13 units of arcane energy each, and deliver weariness. If weariness is already present on the target, they deliver damage.

Static, thunderclap, and bolt are lightning spells; cyclone and razorwind are wind spells. Waterspout and hailstone are water spells.

Razorwind A wind to lacerate the skin.
Syntax: CAST RAZORWIND AT <target>
Extra Information: Channels: Air
Works on/against: Adventurers
Cooldown: 2.35 seconds of equilibrium
Resouce: 38 mana
Details:

This potent air spell will inflict healthleech in a victim.

Fog Conjure up obscuring fog.
Syntax: CAST FOG
Extra Information: Channels: Air, water
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resouce: 250 mana
Details:

By channelling the powers of air and water, you may cause an elemental fog to envelop the room.

Cyclone The greatest of the wind spells.
Syntax: CAST CYCLONE AT <target>
Extra Information: Channels: Air
Works on/against: Adventurers
Cooldown: 2.50 seconds of equilibrium
Resouce: 40 mana
Details:

This powerful wind spell will cause dizziness in a victim. If the subject is already dizzy, it will give impatience and cause them to suffer damage.

Aerial Summon an air elemental to carry you to the skies.
Syntax: CAST AERIAL
Extra Information: Channels: Air
Cooldown: 4.00 seconds of equilibrium
Resouce: 250 mana
Details:

This powerful spell allows you to lift yourself on the aircurrents, granting flight.

Hailstone Simple is best.
Syntax: CAST HAILSTONE AT <target>
Extra Information: Channels: Air, water
Works on/against: Adventurers
Cooldown: 2.50 seconds of equilibrium
Resouce: 33 mana
Details:

Summon forth a hailstone to strike your target in the side of the head, giving him or her clumsiness. If they are already clumsy, it shall give epilepsy. If they have epilepsy, it shall give impatience.

This spell also causes minor damage.

Illusion Cast an illusion of your choosing.
Syntax: CAST ILLUSION <illusion>
CAST <target> ILLUSION <illusion>
Extra Information: Channels: Water
Works on/against: Adventurers and room
Cooldown: 2.00 seconds of equilibrium
Resouce: 25 mana
Details:

With this spell, you can create an illusion of your choosing in the room about you. You may embed a single newline in your illusion by including the character sequence \n at the appropriate spot. You may optionally specify a target for your illusion by adding the name of your intended victim after the word 'cast'. For limitations and restrictions, please refer to HELP ILLUSIONS.

Deluge A great flood of water.
Syntax: CAST DELUGE
Extra Information: Channels: Water
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resouce: 250 mana
Details:

This powerful water spell shall summon forth a great deluge of water, flooding your immediate location.

Hailstorm Call down a hailstorm to pummel everyone else in the room.
Syntax: CAST HAILSTORM
Extra Information: Channels: Air, water
Works on/against: Room
Cooldown: 3.50 seconds of equilibrium
Resouce: 500 mana
Details:

With this spell, you may rain hailstones down upon all your enemies in the room.

Waterspout Bend water to your will.
Syntax: CAST WATERSPOUT AT <target>
Extra Information: Channels: Air, water
Details:

Summon water to create a spout to envelop your foe, giving them confusion. If they are already confused, this spell will give them dizziness; if they have both dizziness and confusion, this spell will give them vertigo.

This spell requires the location to be flooded.

Simultaneity Parallel channelling.
Syntax: SIMULTANEITY
Cooldown: 4.00 seconds of equilibrium
Resouce: 1000 mana
Details:

This powerful ability allows you to open channels to the air, water, and earth realms all at once.

Shockwave Your power shall not be denied.
Syntax: CAST SHOCKWAVE AT <target>
Extra Information: Channels: Air, earth
Arcane power: At least 40
Works on/against: Adventurers
Cooldown: 3.40 seconds of equilibrium
Resouce: 50 mana and arcane power
Details:

This spell is one of the greatest in the weatherweaver's arsenal. It allows you to discharge all of your stored arcane power at once, focusing it into an onslaught that will cause extreme damage to the one who has crossed you. The more power used past the minimum, the greater the harm will be.

The damage of shockwave is also increased if someone is suitably vulnerable, which for the purposes of this spell requires them to have one or more of the following afflictions: healthleech, impatience, dizziness, or epilepsy.

Rainstorm Open the skies and deluge the earth.
Syntax: CAST RAINSTORM
Extra Information: Channels: Water
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resouce: 250 mana
Details:

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

Stormhammer Call down the wrath of the storm upon multiple enemies.
Syntax: CAST STORMHAMMER AT <target> [AND <target> [AND <target>]]
Extra Information: Channels: Earth, air
Works on/against: Adventurers and denizens
Cooldown: 6.00 seconds of equilibrium
Resouce: 1200 mana
Details:

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

Fulmination Your fury is terrible indeed.
Syntax: CAST FULMINATION <delay>
Extra Information: Channels: Air, earth
Works on/against: Adventurers and room
Cooldown: 6.00 seconds of equilibrium
Resouce: 1500 mana and arcane power
Details:

This most powerful of the lightning spells allows you to summon forth a sphere of condensed electricity. You may set a delay between 10 and 60 seconds on the construct, after which time it will become unstable. Woe to any who are present for that eventuality.