Difference between revisions of "Elemancy (skill)"

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{{SkillHeader}}
{{SkillHeader}}
{{SkillTableRow |Channel |Inept |0 |Open conduits to the Elemental Realms. }}
{{SkillTableRow |Channel |Inept |0 |Open conduits to the Elemental Realms. }}
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{{SkillHeader}}
{{SkillHeader}}
== Fire Spells ==
====Fire Spells===
{{SkillTableRow |Spark |Novice |0 |Render them scorched with a snap of your fingers. }}
{{SkillTableRow |Spark |Novice |0 |Render them scorched with a snap of your fingers. }}
{{SkillTableRow |Evaporate |Capable |0 |Remove traces of water from your location. }}
{{SkillTableRow |Evaporate |Capable |0 |Remove traces of water from your location. }}
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{{SkillHeader}}
{{SkillHeader}}
== Water Spells ==
====Water Spells====
{{SkillTableRow |Coldsnap |Apprentice |0 |A chilling burst to deaden the mind. }}
{{SkillTableRow |Coldsnap |Apprentice |0 |A chilling burst to deaden the mind. }}
{{SkillTableRow |Fog |Capable |33 |Conjure up an obscuring fog. }}
{{SkillTableRow |Fog |Capable |33 |Conjure up an obscuring fog. }}
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{{SkillTableRow |Crystalise |Mythical |20 |Encase them in an ice crystal. }}
{{SkillTableRow |Crystalise |Mythical |20 |Encase them in an ice crystal. }}
{{SkillTableRow |Winterheart |Mythical |80 |Tendrils of winter will sap their strength. }}
{{SkillTableRow |Winterheart |Mythical |80 |Tendrils of winter will sap their strength. }}
{{SkillTableRow |Windlance |Apprentice |33 |Send a spear of air to pierce their shields. }}
|}
|}
{{SkillHeader}}
{{SkillHeader}}
== Air Spells ==
====Air Spells====
{{SkillTableRow |Windlance |Apprentice |33 |Send a spear of air to pierce their shields. }}
{{SkillTableRow |Gust |Capable |66 |Knock your target from your location. }}
{{SkillTableRow |Gust |Capable |66 |Knock your target from your location. }}
{{SkillTableRow |Arcbolt |Adept |66 |Shock your victim with a burst of electricity. }}
{{SkillTableRow |Arcbolt |Adept |66 |Shock your victim with a burst of electricity. }}
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{{SkillTableRow |Stormwrath |Transcendent |0 |Form a monsterous storm of falling lightning. }}
{{SkillTableRow |Stormwrath |Transcendent |0 |Form a monsterous storm of falling lightning. }}
|}
|}
[[Category:Skills]]
{{Anchor|Channel}}
{{Skill_detail
|skill = Channel
|description = Open conduits to the Elemental Realms
|syntax = CHANNEL <FIRE/WATER/AIR/SPIRIT>        SEVER <FIRE/WATER/AIR/SPIRIT>
|detail = Additional syntax: CHANNELS
 
In order to harness the power of the elements, you must first open a channel to one of the
elemental realms at your call: Fire, Water, Air, and Spirit. Once you have opened a channel to that
realm, you will be able to make repeated use of spells that require those elements. You can close
your channel to the elements at any time by severing them. There is no cost to keeping them active.
|cooldown =
|target =
|required =
}}
{{Anchor|Focus}}
{{Skill_detail
|skill = Focus
|description = Create a magical focus for easier spellcasting
|syntax = CAST CREATE FOCUS        EMBED FOCUS IN <weapon>
|detail = Although the crystals extracted from the Master Crystal no longer appear to be suitable
for Crystalism, it has been found they make controlling the elements slightly easier. Excise a
focus from the Master Crystal while you are standing before it, and then embed it into either a
staff, a dagger, or a sceptre.
 
Should you be wielding such an object containing a focus crystal, you will be able to command the
elements with greater ease. Your spells will no longer require both hands, only a single hand.
Additionally, parrying an attack will charge your focus crystal with magical energy, restoring a
portion of your mana instantly.
|cooldown =
|target =
|required =
}}
{{Anchor|Simultaneity}}
{{Skill_detail
|skill = Simultaneity
|description = Parallel channeling
|syntax = SIMULTANEITY
|detail = Using this ability, you will simultaneously open channels to the Water, Fire, Air and
Spirit realms.
|cooldown =
|target =
|required =
}}
{{Anchor|Spark}}
{{Skill_detail
|skill = Spark
|description = Render them scorched with a snap of your fingers
|syntax = CAST SPARK <target>
|detail = This simple spell will cause a flash of flames, forming blisters on your target and
impairing them.
|cooldown =
|target =
|required =
}}
{{Anchor|Evaporate}}
{{Skill_detail
|skill = Evaporate
|description = Remove traces of water from your location
|syntax = CAST EVAPORATE
|detail = By heating the air, you can evaporate the water within your location should it be
unnaturally flooded.
|cooldown =
|target =
|required =
}}
{{Anchor|Fireburst}}
{{Skill_detail
|skill = Fireburst
|description = Send a burst of fiery projectiles at your foe
|syntax = CAST FIREBURST and FIREBURST <target>
|detail = Conjure forth a focal point of fire upon your palms for a limited time. Once prepared,
you can conjure balls of flame and shoot them directly at a target in your location or within line
of sight, causing fire damage and setting them ablaze, but only up to four times before the spell
will end early.
 
Each time you fling a ball of flame at someone, it will use the balance from one of your arms
instead your equilibrium. This will allow you cast two flame bursts from both hands, if you so
choose.
 
You can also cast your balls of flame at denizens, however it will only cause fire-based damage to
them.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Ashenfeet}}
{{Skill_detail
|skill = Ashenfeet
|description = A gout of flame will cripple their legs
|syntax = CAST ASHENFEET <target>
|detail = This quick spell will place an invisible shroud of flames around the target. Should they
be the target of non-natural healing, then both their legs will burst into flames, crippling them
so that they fall to the ground.
|cooldown =
|target =
|required =
}}
{{Anchor|Blazewhirl}}
{{Skill_detail
|skill = Blazewhirl
|description = A blazing tornado of fire
|syntax = CAST BLAZEWHIRL <target>
|detail = This spell conjures an elemental phenomena.
You may only cast this spell at a target in your location.
 
Conjure a tornado of fire in your location that will periodically burn your chosen target with its
flames. Should they be ablaze, it will absorb the flames from them and burn even hotter,
permanently dealing additional damage at an exponential rate. Once cast, the blazewhirl will follow
your target should they move from its current location and spread embers in its wake, however once
it moves three times, it will lose strength and extinguish itself.
 
Striking the blazewhirl with a fire-based attack will cause it explode with flames, dealing fire
damage to everyone in the location.
 
If you have already created an elemental phenomena, then casting this one will will cause the other
to die out.
|cooldown =
|target =
|required =
}}
{{Anchor|Conflagrate}}
{{Skill_detail
|skill = Conflagrate
|description = Bolster the flames upon their body
|syntax = CAST CONFLAGRATE <target>
|detail = Cause an explosion of flames, dealing fire damage to your target, and rupturing their
eardrums so that they are no longer deaf.
 
If your fulcrum also resonates with fire, then it will set them ablaze.
|cooldown =
|target =
|required =
}}
{{Anchor|Cinder}}
{{Skill_detail
|skill = Cinder
|description = Obscure scents in smoky cinder
|syntax = CAST CINDER
|detail = Conjure floating cinders to drift among the air of your area. While this cinder is in
effect, the smoky smell will obscure attempts that make use of their scent to obtain information
about the surroundings.
|cooldown =
|target =
|required =
}}
{{Anchor|Afterburn}}
{{Skill_detail
|skill = Afterburn
|description = Burn them with lingering, smoldering embers
|syntax = CAST AFTERBURN
|detail = Heat up your body so that the next fire spell you cast, the equilibrium recovery time is
cut in half. There is a short delay after casting before this spell becomes effective.
|cooldown =
|target =
|required =
}}
{{Anchor|Sunspot}}
{{Skill_detail
|skill = Sunspot
|description = Engulf foes with a radiant burst of light
|syntax =
|detail = Syntax: CAST SUNSPOT <target 1> [target 2]
 
Call down the flames of the skies upon your given targets after a short delay to destroy an
opponent whom recklessly attacks with abandon, dealing a burst of fire-based damage to them. If a
given target has both balance and equilibrium when the flames erupt, then they will step or roll
out of the way of the flames and come away unharmed.
 
Protective shields and barriers will offer no respite from the fury of this spell.
|cooldown =
|target =
|required =
}}
{{Anchor|Pyroclast}}
{{Skill_detail
|skill = Pyroclast
|description = Apply directly to the face
|syntax = CAST PYROCLAST <target>
|detail = Requires and consumes resonance of fire.
 
One of the more powerful spells at a mages disposal. By getting up close and personal to your
opponent, you can release a torrent of flames point-blank into their face. This will cause trauma
to the head and will deal fire-based damage to them if they are not parrying their head.
 
Additionally, based on certain conditions, this spell will become more potent:
 
* They are on fire    - This attack can no longer be parried.
* No arcane defence  - Doubles the amount of damage dealt.
* They have blisters  - Triples the amount of trauma dealt.
* Blazewhirl in room  - This spell will also stun the opponent.
|cooldown =
|target =
|required =
}}
{{Anchor|Disintegrate}}
{{Skill_detail
|skill = Disintegrate
|description = Release a fiery beam of destruction
|syntax = CAST DISINTEGRATE <target>
|detail = Requires and consumes resonance of fire.
 
This powerfully destructive spell will, after a short channel, release a ray of focused flames at
your target. Its destructive nature will deal a large amount of unblockable damage to the target
and will destroy all defences that help them resist damage.
 
After being struck, their melted flesh will also smoulder for a little while afterwards, dealing
periodic unblockable damage.
 
Failing the channel will still result in your fire resonance being consumed.
|cooldown =
|target =
|required =
}}
{{Anchor|Coldsnap}}
{{Skill_detail
|skill = Coldsnap
|description = A chilling burst to deaden the mind
|syntax = CAST COLDSNAP
|detail = This frosty spell will plunge the surroundings into deep cold, freezing all your enemies
in the location by two levels.
|cooldown =
|target =
|required =
}}
{{Anchor|Fog}}
{{Skill_detail
|skill = Fog
|description = Conjure up an obscuring fog
|syntax = CAST FOG
|detail = With the powers of water, you may coax moisture into the air and cause an obscuring fog
to envelop the room. Those outside the fog will be unable to see into the location.
|cooldown =
|target =
|required =
}}
{{Anchor|Iceray}}
{{Skill_detail
|skill = Iceray
|description = Cast forth a ray of extreme cold
|syntax = CAST ICERAY <target>
|detail = This spell will cast a ray of frost at your target, releasing a powerful burst of cold-
based damage.
 
If the target is an adventurer, it will additionally knock them off balance temporarily if they are
shivering.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Drench}}
{{Skill_detail
|skill = Drench
|description = Release a spray of freezing cold water
|syntax = CAST DRENCH <target>
|detail = Cast a spell that will release a torrent of icy water at your target, drenching them and
leaving them wet. The icy water will also drain their mana, draining more depending on if they're
shivering, frigid, and/or frozen.
|cooldown =
|target =
|required =
}}
{{Anchor|Glazeflow}}
{{Skill_detail
|skill = Glazeflow
|description = Create a powerful flow of ice
|syntax = CAST GLAZEFLOW <target>
|detail = This spell conjures an elemental phenomena.
You may only cast this spell at a target that is within line of sight of you.
 
Conjure living ice that creeps across the ground and freezes it, seeking out your given target.
Once it reaches its target, it will pulse with ice, dealing cold damage and freezing the feet of
everyone in the location a single time, then cease to move.
 
If you have recently fled combat, then the amount of time their feet remain frozen is heavily
reduced.
 
Should anyone in the location with the phenomena be fallen excluding yourself, they will take
passive cold damage until they stand up once more. Additionally, if they have used neither balance
nor equilibrium, then the damage dealt is doubled.
 
Striking the glazeflow with cold-based damage will cause it to expand, dealing cold damage to
everyone in the location.
 
If you have already created an elemental phenomena, then casting this one will will cause the other
to die out.
|cooldown =
|target =
|required =
}}
{{Anchor|Direfrost}}
{{Skill_detail
|skill = Direfrost
|description = A creeping, perpetual chill
|syntax = CAST DIREFROST <target>
|detail = More of a curse than a spell, this arcane magic will place a sheet of frost upon the
target that will linger upon them. Should they be knocked to the ground, the direfrost will grow
across their body, dealing cold damage.
|cooldown =
|target =
|required =
}}
{{Anchor|Flood}}
{{Skill_detail
|skill = Flood
|description = Cover your surroundings with water
|syntax = CAST FLOOD
|detail = Draw upon your connection to the plane of Water and conjure a deluge of water to flood
your surroundings.
|cooldown =
|target =
|required =
}}
{{Anchor|Icicle}}
{{Skill_detail
|skill = Icicle
|description = Pierce their body with frigid spikes
|syntax = CAST ICICLE <target>
|detail = Conjure up three icicles that will begin to hover in the air in your location, following
you. Periodically, an icicle will be launched at your target aimed at their torso. Should the
icicle strike its target, it will deal trauma to the torso and cold damage.
|cooldown =
|target =
|required =
}}
{{Anchor|Shatter}}
{{Skill_detail
|skill = Shatter
|description = Shatter your icicles into smaller projectiles
|syntax = CAST SHATTER
|detail = Once you have conjured the Icicle spell, you may cause projectiles it launches to shatter
into three jagged shards of ice per icicle. After a delay, the shards will spread in apart and fly
at the original target all at once, shredding their arms and torso at random. While the attack is
spread over multiple body parts, this will cause less cold damage than if the icicles had remained
whole.
 
Once a limb is broken, the ice shards cannot cause any further trauma to that limb, even when
struck by one.
 
After casting this spell, the ice shards will become detatched from you and will linger behind if
you move.
 
Please see AB ELEMANCY ICICLE for more information this ability.
|cooldown =
|target =
|required =
}}
{{Anchor|Crystalise}}
{{Skill_detail
|skill = Crystalise
|description = Encase them in an ice crystal
|syntax = CAST CRYSTALISE <target>
|detail = Requires and consumes resonance of water.
 
This vicious spell will attempt to crystalise your opponent, draining their mana at the same time.
 
Additionally, based on certain conditions, this spell will become more potent:
 
* No speed defence      - This spell will encase them in ice.
* They are fallen        - Recover equilibrium more quickly from this spell.
* They are shivering    - They will become hobbled.
* Glazeflow in room      - Their feet will become frozen to the ground.
 
The mana drain of this ability will also be increased for each condition you meet.
|cooldown =
|target =
|required =
}}
{{Anchor|Winterheart}}
{{Skill_detail
|skill = Winterheart
|description = Tendrils of winter will sap their strength
|syntax = CAST WINTERHEART
|detail = Requires and consumes resonance of water.
 
Requiring you to channel this spell for a short amount of time, its completion will cause wave of
icy tendrils to reach forth and grip the hearts of your enemies. While effected, their mana will be
quickly depleted by the cold and will drain additional mana if those afflicted by this spell remain
together in the same location.
 
Should a target run out of mana due to this effect, they will become not only frozen, but
completely encased in ice, unable to act until they writhe free.
 
Failing the channel will still result in your water resonance being consumed.
|cooldown =
|target =
|required =
}}
{{Anchor|Windlance}}
{{Skill_detail
|skill = Windlance
|description = Send a spear of air to pierce their shields
|syntax =
|detail = Syntax: CAST WINDLANCE <target 1> [target 2] [target 3]
 
With great exertion, you can generate a razor-sharp lance of wind and launch it, striking all your
given targets with a piercing slash that destroys any shield in your way in the process.
 
If they are an adventurer and no shield is present, the wind lance will shock them and send them
toppling over, giving them whiplash in the process.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Gust}}
{{Skill_detail
|skill = Gust
|description = Knock your target from your location
|syntax = CAST GUST <target> <direction>
|detail = Conjure a burst of wind to send your target flying from your location in the direction of
your choice, providing they are not protected by the density defence.
|cooldown =
|target =
|required =
}}
{{Anchor|Arcbolt}}
{{Skill_detail
|skill = Arcbolt
|description = Shock your victim with a burst of electricity
|syntax =
|detail = Syntax: CAST ARCBOLT <target 1> [target 2]
 
Form a bolt of lightning to hurl at two different targets, shocking them with powerful surge of
electrical damage.
 
If a target is an adventurer, then it will also numb their body and give them paresis. If they
already have paresis, then it will be immediately transformed into paralysis.
|cooldown =
|target = Both players and NPCs
|required =
}}
{{Anchor|Pressurize}}
{{Skill_detail
|skill = Pressurize
|description = A sudden shift in local air pressure
|syntax = CAST PRESSURIZE <target>
|detail = Manipulate the air around your target, squeezing their body from all directions, and
striking them with vertigo and confusion.
 
If your fulcrum resonates with air, then it will give them laxity as well.
|cooldown =
|target =
|required =
}}
{{Anchor|Electrosphere}}
{{Skill_detail
|skill = Electrosphere
|description = Make egress an impossibility
|syntax = CAST ELECTROSPHERE <target>
|detail = This spell conjures an elemental phenomena.
You may cast this spell at a target in your location or adjacent.
 
Conjure a ball of lightning that will hover toward your chosen target and chase after them if they
leave, releasing a field of static energy as it moves. Should the given target try and leave a
location where the phenomena is present with less than 75% health or mana, it will delay their
ability to leave by a short amount and drain a small portion of mana.
 
If they are suffering from either shock or burn out, then it will prevent their escape entirely.
 
Striking the electrosphere with electric-based damage will cause it to release electricity, dealing
electric damage to everyone in the location.
 
If you have already created an elemental phenomena, then casting this one will will cause the other
to die out.
|cooldown =
|target =
|required =
}}
{{Anchor|Thunderclap}}
{{Skill_detail
|skill = Thunderclap
|description = Crush them with the roar of the storm
|syntax = CAST THUNDERCLAP <target>
|detail = Engulf your foe with a cascade of momentous thunder, battering them with dizziness and
stupidity, and dealing some electric damage.
 
If they are currently not deaf, then it will additionally afflict them with confusion.
|cooldown =
|target =
|required =
}}
{{Anchor|Cyclone}}
{{Skill_detail
|skill = Cyclone
|description = Pull them from the skies
|syntax = CAST CYCLONE
|detail = Send a spout of wind into the air, knocking down everyone in the skies or trees that are
above in your location or adjacent.
|cooldown =
|target =
|required =
}}
{{Anchor|Feedback}}
{{Skill_detail
|skill = Feedback
|description = A crack of static feedback
|syntax = CAST FEEDBACK <target>
|detail = Issue forth destructive arcane static that will ripple and overwhelm a weakened mind.
 
As a result of this deadly spell, the opponent will fall unconscious for a period of time depending
on how much mana they are missing. If they are suffering from the burnout affliction, then the
duration is increased.
 
Be warned, casting this spell will restore your target's mana back to full.
|cooldown =
|target =
|required =
}}
{{Anchor|Capacitance}}
{{Skill_detail
|skill = Capacitance
|description = Capture electricity and turn it into a weapon
|syntax = CAST CAPACITANCE
|detail = Form a conductive shield about yourself that will, on the fifth casting of an air spell
with a target, release a shock of electricity that will disrupt your target. There is a slight
delay before the shield will fully form, and then will eventually fade in due time.
 
Non-adventurer targets will not count towards the required total, nor set off its effect.
|cooldown =
|target =
|required =
}}
{{Anchor|Aeroblast}}
{{Skill_detail
|skill = Aeroblast
|description = Release a dual burst of violent wind, tossing them asunder
|syntax = CAST AEROBLAST <target>
|detail = Requires and consumes resonance of air.
 
Launch a blast of compressed wind to either side of you, circling around on your target and
smashing into them from either side after a delay. When it strikes, the tumuluous wind will flip
them over and smash them against the ground, knocking them down and dealing blunt-type damage.
 
Additionally, based on certain conditions on strike, this spell can become more potent:
 
* Dizziness and vertigo  - Lightning will strike after a delay, stunning them.
* Stupidity and confusion - The harsh winds will daze them.
* Have a broken torso    - It will strip the speed defence.
* Electrosphere in room  - It will bypass the shield and barrier defence.
|cooldown =
|target =
|required =
}}
{{Anchor|Stormwrath}}
{{Skill_detail
|skill = Stormwrath
|description = Form a monsterous storm of falling lightning
|syntax = CAST STORMWRATH
|detail = Requires and consumes resonance of air.
 
After channelling this spell for a short amount of time, it will release the wrath of the storm
upon the battlefield, perodically striking your enemies that linger in the location. The first
target struck, the lightning damage will be somewhat weak, while each strike afterward will cause
the damage from the spell to increase in power limitlessly.
 
Should any target either have the same or more health after being struck by this spell, or should
die, then the storm will calm itself and dissipate.
 
Failing the channel will still result in your air resonance being consumed.
|cooldown =
|target =
|required =
}}

Revision as of 13:15, 25 September 2024

Skill Rank Percent Description
Channel Inept 0 % Open conduits to the Elemental Realms.
Focus Gifted 0 % Create a magical focus for easier spellcasting.
Simultaneity Virtuoso 50 % Parallel channeling.

=Fire Spells

Skill Rank Percent Description
Spark Novice 0 % Render them scorched with a snap of your fingers.
Evaporate Capable 0 % Remove traces of water from your location.
Fireburst Adept 0 % Send a burst of fiery projectiles at your foe.
Ashenfeet Skilled 0 % A gout of flame will cripple their legs.
Blazewhirl Gifted 25 % A blazing tornado of fire.
Conflagrate Expert 0 % Bolster the flames upon their body.
Cinder Expert 75 % Obscure scents in smoky cinder.
Afterburn Virtuoso 75 % Burn them with lingering, smoldering embers.
Sunspot Fabled 40 % Engulf foes with a radiant burst of light.
Pyroclast Mythical 0 % Apply directly to the face.
Disintegrate Mythical 60 % Release a fiery beam of destruction.

Water Spells

Skill Rank Percent Description
Coldsnap Apprentice 0 % A chilling burst to deaden the mind.
Fog Capable 33 % Conjure up an obscuring fog.
Iceray Adept 33 % Cast forth a ray of extreme cold.
Drench Skilled 33 % Release a spray of freezing cold water.
Glazeflow Gifted 50 % Create a powerful flow of ice.
Direfrost Expert 25 % A creeping, perpetual chill.
Flood Virtuoso 0 % Cover your surroundings with water.
Icicle Fabled 0 % Pierce their body with frigid spikes.
Shatter Fabled 60 % Shatter your icicles into smaller projectiles.
Crystalise Mythical 20 % Encase them in an ice crystal.
Winterheart Mythical 80 % Tendrils of winter will sap their strength.
Windlance Apprentice 33 % Send a spear of air to pierce their shields.

Air Spells

Skill Rank Percent Description
Gust Capable 66 % Knock your target from your location.
Arcbolt Adept 66 % Shock your victim with a burst of electricity.
Pressurize Skilled 66 % A sudden shift in local air pressure.
Electrosphere Gifted 75 % Make egress an impossibility.
Thunderclap Expert 50 % Crush them with the roar of the storm.
Cyclone Virtuoso 25 % Pull them from the skies.
Feedback Fabled 20 % A crack of static feedback.
Capacitance Fabled 80 % Capture electricity and turn it into a weapon.
Aeroblast Mythical 40 % Release a dual burst of violent wind, tossing them

asunder.

Stormwrath Transcendent 0 % Form a monsterous storm of falling lightning.

Channel Open conduits to the Elemental Realms
Syntax: CHANNEL <FIRE/WATER/AIR/SPIRIT> SEVER <FIRE/WATER/AIR/SPIRIT>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Additional syntax: CHANNELS

In order to harness the power of the elements, you must first open a channel to one of the elemental realms at your call: Fire, Water, Air, and Spirit. Once you have opened a channel to that realm, you will be able to make repeated use of spells that require those elements. You can close your channel to the elements at any time by severing them. There is no cost to keeping them active.

Note: {{{note}}}

Focus Create a magical focus for easier spellcasting
Syntax: CAST CREATE FOCUS EMBED FOCUS IN <weapon>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Although the crystals extracted from the Master Crystal no longer appear to be suitable

for Crystalism, it has been found they make controlling the elements slightly easier. Excise a focus from the Master Crystal while you are standing before it, and then embed it into either a staff, a dagger, or a sceptre.

Should you be wielding such an object containing a focus crystal, you will be able to command the elements with greater ease. Your spells will no longer require both hands, only a single hand. Additionally, parrying an attack will charge your focus crystal with magical energy, restoring a portion of your mana instantly.

Note: {{{note}}}

Simultaneity Parallel channeling
Syntax: SIMULTANEITY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using this ability, you will simultaneously open channels to the Water, Fire, Air and

Spirit realms.

Note: {{{note}}}

Spark Render them scorched with a snap of your fingers
Syntax: CAST SPARK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This simple spell will cause a flash of flames, forming blisters on your target and

impairing them.

Note: {{{note}}}

Evaporate Remove traces of water from your location
Syntax: CAST EVAPORATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By heating the air, you can evaporate the water within your location should it be

unnaturally flooded.

Note: {{{note}}}

Fireburst Send a burst of fiery projectiles at your foe
Syntax: CAST FIREBURST and FIREBURST <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Conjure forth a focal point of fire upon your palms for a limited time. Once prepared,

you can conjure balls of flame and shoot them directly at a target in your location or within line of sight, causing fire damage and setting them ablaze, but only up to four times before the spell will end early.

Each time you fling a ball of flame at someone, it will use the balance from one of your arms instead your equilibrium. This will allow you cast two flame bursts from both hands, if you so choose.

You can also cast your balls of flame at denizens, however it will only cause fire-based damage to them.

Note: {{{note}}}

Ashenfeet A gout of flame will cripple their legs
Syntax: CAST ASHENFEET <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This quick spell will place an invisible shroud of flames around the target. Should they

be the target of non-natural healing, then both their legs will burst into flames, crippling them so that they fall to the ground.

Note: {{{note}}}

Blazewhirl A blazing tornado of fire
Syntax: CAST BLAZEWHIRL <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This spell conjures an elemental phenomena.

You may only cast this spell at a target in your location.

Conjure a tornado of fire in your location that will periodically burn your chosen target with its flames. Should they be ablaze, it will absorb the flames from them and burn even hotter, permanently dealing additional damage at an exponential rate. Once cast, the blazewhirl will follow your target should they move from its current location and spread embers in its wake, however once it moves three times, it will lose strength and extinguish itself.

Striking the blazewhirl with a fire-based attack will cause it explode with flames, dealing fire damage to everyone in the location.

If you have already created an elemental phenomena, then casting this one will will cause the other to die out.

Note: {{{note}}}

Conflagrate Bolster the flames upon their body
Syntax: CAST CONFLAGRATE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Cause an explosion of flames, dealing fire damage to your target, and rupturing their

eardrums so that they are no longer deaf.

If your fulcrum also resonates with fire, then it will set them ablaze.

Note: {{{note}}}

Cinder Obscure scents in smoky cinder
Syntax: CAST CINDER
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Conjure floating cinders to drift among the air of your area. While this cinder is in

effect, the smoky smell will obscure attempts that make use of their scent to obtain information about the surroundings.

Note: {{{note}}}

Afterburn Burn them with lingering, smoldering embers
Syntax: CAST AFTERBURN
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Heat up your body so that the next fire spell you cast, the equilibrium recovery time is

cut in half. There is a short delay after casting before this spell becomes effective.

Note: {{{note}}}

Sunspot Engulf foes with a radiant burst of light
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: CAST SUNSPOT <target 1> [target 2]

Call down the flames of the skies upon your given targets after a short delay to destroy an opponent whom recklessly attacks with abandon, dealing a burst of fire-based damage to them. If a given target has both balance and equilibrium when the flames erupt, then they will step or roll out of the way of the flames and come away unharmed.

Protective shields and barriers will offer no respite from the fury of this spell.

Note: {{{note}}}

Pyroclast Apply directly to the face
Syntax: CAST PYROCLAST <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requires and consumes resonance of fire.

One of the more powerful spells at a mages disposal. By getting up close and personal to your opponent, you can release a torrent of flames point-blank into their face. This will cause trauma to the head and will deal fire-based damage to them if they are not parrying their head.

Additionally, based on certain conditions, this spell will become more potent:

* They are on fire    - This attack can no longer be parried.
* No arcane defence   - Doubles the amount of damage dealt.
* They have blisters  - Triples the amount of trauma dealt.
* Blazewhirl in room  - This spell will also stun the opponent.
Note: {{{note}}}

Disintegrate Release a fiery beam of destruction
Syntax: CAST DISINTEGRATE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requires and consumes resonance of fire.

This powerfully destructive spell will, after a short channel, release a ray of focused flames at your target. Its destructive nature will deal a large amount of unblockable damage to the target and will destroy all defences that help them resist damage.

After being struck, their melted flesh will also smoulder for a little while afterwards, dealing periodic unblockable damage.

Failing the channel will still result in your fire resonance being consumed.

Note: {{{note}}}

Coldsnap A chilling burst to deaden the mind
Syntax: CAST COLDSNAP
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This frosty spell will plunge the surroundings into deep cold, freezing all your enemies

in the location by two levels.

Note: {{{note}}}

Fog Conjure up an obscuring fog
Syntax: CAST FOG
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With the powers of water, you may coax moisture into the air and cause an obscuring fog

to envelop the room. Those outside the fog will be unable to see into the location.

Note: {{{note}}}

Iceray Cast forth a ray of extreme cold
Syntax: CAST ICERAY <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This spell will cast a ray of frost at your target, releasing a powerful burst of cold-

based damage.

If the target is an adventurer, it will additionally knock them off balance temporarily if they are shivering.

Note: {{{note}}}

Drench Release a spray of freezing cold water
Syntax: CAST DRENCH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Cast a spell that will release a torrent of icy water at your target, drenching them and

leaving them wet. The icy water will also drain their mana, draining more depending on if they're shivering, frigid, and/or frozen.

Note: {{{note}}}

Glazeflow Create a powerful flow of ice
Syntax: CAST GLAZEFLOW <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This spell conjures an elemental phenomena.

You may only cast this spell at a target that is within line of sight of you.

Conjure living ice that creeps across the ground and freezes it, seeking out your given target. Once it reaches its target, it will pulse with ice, dealing cold damage and freezing the feet of everyone in the location a single time, then cease to move.

If you have recently fled combat, then the amount of time their feet remain frozen is heavily reduced.

Should anyone in the location with the phenomena be fallen excluding yourself, they will take passive cold damage until they stand up once more. Additionally, if they have used neither balance nor equilibrium, then the damage dealt is doubled.

Striking the glazeflow with cold-based damage will cause it to expand, dealing cold damage to everyone in the location.

If you have already created an elemental phenomena, then casting this one will will cause the other to die out.

Note: {{{note}}}

Direfrost A creeping, perpetual chill
Syntax: CAST DIREFROST <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: More of a curse than a spell, this arcane magic will place a sheet of frost upon the

target that will linger upon them. Should they be knocked to the ground, the direfrost will grow across their body, dealing cold damage.

Note: {{{note}}}

Flood Cover your surroundings with water
Syntax: CAST FLOOD
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Draw upon your connection to the plane of Water and conjure a deluge of water to flood

your surroundings.

Note: {{{note}}}

Icicle Pierce their body with frigid spikes
Syntax: CAST ICICLE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Conjure up three icicles that will begin to hover in the air in your location, following

you. Periodically, an icicle will be launched at your target aimed at their torso. Should the icicle strike its target, it will deal trauma to the torso and cold damage.

Note: {{{note}}}

Shatter Shatter your icicles into smaller projectiles
Syntax: CAST SHATTER
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you have conjured the Icicle spell, you may cause projectiles it launches to shatter

into three jagged shards of ice per icicle. After a delay, the shards will spread in apart and fly at the original target all at once, shredding their arms and torso at random. While the attack is spread over multiple body parts, this will cause less cold damage than if the icicles had remained whole.

Once a limb is broken, the ice shards cannot cause any further trauma to that limb, even when struck by one.

After casting this spell, the ice shards will become detatched from you and will linger behind if you move.

Please see AB ELEMANCY ICICLE for more information this ability.

Note: {{{note}}}

Crystalise Encase them in an ice crystal
Syntax: CAST CRYSTALISE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requires and consumes resonance of water.

This vicious spell will attempt to crystalise your opponent, draining their mana at the same time.

Additionally, based on certain conditions, this spell will become more potent:

* No speed defence       - This spell will encase them in ice.
* They are fallen        - Recover equilibrium more quickly from this spell.
* They are shivering     - They will become hobbled.
* Glazeflow in room      - Their feet will become frozen to the ground.

The mana drain of this ability will also be increased for each condition you meet.

Note: {{{note}}}

Winterheart Tendrils of winter will sap their strength
Syntax: CAST WINTERHEART
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requires and consumes resonance of water.

Requiring you to channel this spell for a short amount of time, its completion will cause wave of icy tendrils to reach forth and grip the hearts of your enemies. While effected, their mana will be quickly depleted by the cold and will drain additional mana if those afflicted by this spell remain together in the same location.

Should a target run out of mana due to this effect, they will become not only frozen, but completely encased in ice, unable to act until they writhe free.

Failing the channel will still result in your water resonance being consumed.

Note: {{{note}}}

Windlance Send a spear of air to pierce their shields
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: CAST WINDLANCE <target 1> [target 2] [target 3]

With great exertion, you can generate a razor-sharp lance of wind and launch it, striking all your given targets with a piercing slash that destroys any shield in your way in the process.

If they are an adventurer and no shield is present, the wind lance will shock them and send them toppling over, giving them whiplash in the process.

Note: {{{note}}}

Gust Knock your target from your location
Syntax: CAST GUST <target> <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Conjure a burst of wind to send your target flying from your location in the direction of

your choice, providing they are not protected by the density defence.

Note: {{{note}}}

Arcbolt Shock your victim with a burst of electricity
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: CAST ARCBOLT <target 1> [target 2]

Form a bolt of lightning to hurl at two different targets, shocking them with powerful surge of electrical damage.

If a target is an adventurer, then it will also numb their body and give them paresis. If they already have paresis, then it will be immediately transformed into paralysis.

Note: {{{note}}}

Pressurize A sudden shift in local air pressure
Syntax: CAST PRESSURIZE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Manipulate the air around your target, squeezing their body from all directions, and

striking them with vertigo and confusion.

If your fulcrum resonates with air, then it will give them laxity as well.

Note: {{{note}}}

Electrosphere Make egress an impossibility
Syntax: CAST ELECTROSPHERE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This spell conjures an elemental phenomena.

You may cast this spell at a target in your location or adjacent.

Conjure a ball of lightning that will hover toward your chosen target and chase after them if they leave, releasing a field of static energy as it moves. Should the given target try and leave a location where the phenomena is present with less than 75% health or mana, it will delay their ability to leave by a short amount and drain a small portion of mana.

If they are suffering from either shock or burn out, then it will prevent their escape entirely.

Striking the electrosphere with electric-based damage will cause it to release electricity, dealing electric damage to everyone in the location.

If you have already created an elemental phenomena, then casting this one will will cause the other to die out.

Note: {{{note}}}

Thunderclap Crush them with the roar of the storm
Syntax: CAST THUNDERCLAP <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Engulf your foe with a cascade of momentous thunder, battering them with dizziness and

stupidity, and dealing some electric damage.

If they are currently not deaf, then it will additionally afflict them with confusion.

Note: {{{note}}}

Cyclone Pull them from the skies
Syntax: CAST CYCLONE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Send a spout of wind into the air, knocking down everyone in the skies or trees that are

above in your location or adjacent.

Note: {{{note}}}

Feedback A crack of static feedback
Syntax: CAST FEEDBACK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Issue forth destructive arcane static that will ripple and overwhelm a weakened mind.

As a result of this deadly spell, the opponent will fall unconscious for a period of time depending on how much mana they are missing. If they are suffering from the burnout affliction, then the duration is increased.

Be warned, casting this spell will restore your target's mana back to full.

Note: {{{note}}}

Capacitance Capture electricity and turn it into a weapon
Syntax: CAST CAPACITANCE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Form a conductive shield about yourself that will, on the fifth casting of an air spell

with a target, release a shock of electricity that will disrupt your target. There is a slight delay before the shield will fully form, and then will eventually fade in due time.

Non-adventurer targets will not count towards the required total, nor set off its effect.

Note: {{{note}}}

Aeroblast Release a dual burst of violent wind, tossing them asunder
Syntax: CAST AEROBLAST <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requires and consumes resonance of air.

Launch a blast of compressed wind to either side of you, circling around on your target and smashing into them from either side after a delay. When it strikes, the tumuluous wind will flip them over and smash them against the ground, knocking them down and dealing blunt-type damage.

Additionally, based on certain conditions on strike, this spell can become more potent:

* Dizziness and vertigo   - Lightning will strike after a delay, stunning them.
* Stupidity and confusion - The harsh winds will daze them.
* Have a broken torso     - It will strip the speed defence.
* Electrosphere in room   - It will bypass the shield and barrier defence.
Note: {{{note}}}

Stormwrath Form a monsterous storm of falling lightning
Syntax: CAST STORMWRATH
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requires and consumes resonance of air.

After channelling this spell for a short amount of time, it will release the wrath of the storm upon the battlefield, perodically striking your enemies that linger in the location. The first target struck, the lightning damage will be somewhat weak, while each strike afterward will cause the damage from the spell to increase in power limitlessly.

Should any target either have the same or more health after being struck by this spell, or should die, then the storm will calm itself and dissipate.

Failing the channel will still result in your air resonance being consumed.

Note: {{{note}}}