Elements can found all throughout existence, and are some of the fundamental building blocks that constitute reality. A trained sorcerer can manipulate these ambient elements around themselves to bring forth small feats of magic. Though not as destructively potent as magic drawn directly from the Planes, this ambient magic is easier to shape into delicate, subtle or longer-lasting effects.
Sorcery differs from its counterpart, Arcanism, in that its practitioners manipulate all ambient elements except for spirit.
Skill | Rank | Percent | Description |
---|---|---|---|
Reflection | Novice | 0 % | Create a distracting illusion of yourself. |
Blurring | Apprentice | 0 % | Blur the edges of your form. |
Flight | Apprentice | 50 % | A spell to allow you control of the skies. |
Mark | Capable | 0 % | Mark a target with a battlefield designation. |
Manatap | Capable | 50 % | Tap into your reserves to restore some mana. |
Rigor | Adept | 0 % | Mastery of the shadows grants greater power. |
Illusion | Skilled | 0 % | Conjure an illusion of your choice. |
Dispel | Skilled | 33 % | Destroy traces of magic. |
Sagacity | Gifted | 50 % | A sagacious mind improves your moon tattoo. |
Ensorcell | Expert | 0 % | Enact an arcane aegis in your location. |
Chromatics | Expert | 25 % | Infuse your illusions with vibrant color. |
Madness | Expert | 50 % | Release a spark of madness into your illusions. |
MirrorMastery | Virtuoso | 0 % | Gain the ability to cast two reflections at once. |
Soar | Virtuoso | 50 % | Fly into the sky and past barriers. |
Phantasm | Fabled | 33 % | A lingering illusion. |
Transfix | Fabled | 66 % | Create a dazzling whirl of colour. |
Spectre | Mythical | 0 % | Draw dangerous apparitions from the shadows. |
Mirage | Mythical | 33 % | Cloak the identities of all present. |
Attunement | Transcendent | 0 % | Secure an aegis within your city. |
Observation | Inept | 0 % | Detect those who trespass upon its location. |
Glyphs
Skill | Rank | Percent | Description |
---|---|---|---|
Glyphs | Inept | 0 % | Trace arcane glyphs in your location. |
Portal | Adept | 33 % | Open a portal to someone. |
Destruction | Adept | 66 % | Break apart their physical form. |
Irritation | Skilled | 66 % | An unbearable itchiness. |
Addling | Gifted | 25 % | Corrupt their clarity of mind. |
Entrapment | Gifted | 75 % | Bind your foe with arcane ropes. |
Slumber | Expert | 75 % | Send them into a deep sleep. |
Arrogance | Virtuoso | 25 % | Egotism as its finest. |
Insanity | Virtuoso | 75 % | Fracture their mind with this glyph. |
Gravity | Fabled | 0 % | Prevent others from taking flight. |
Labyrinth | Mythical | 66 % | Bring your victim directly to you. |
Reflection | Create a distracting illusion of yourself | |
Syntax: | CAST REFLECTION [target] | |
Cooldown: | 15 seconds per | |
Details: | Create an illusion of yourself or another that will protect you against certain attacks.
Each time it is cast, the ability will consume a charge that will take time to recover. Only one charge may recover at a time. Once you use three charges, you will be unable to cast any further reflections. |
Blurring | Blur the edges of your form | |
Syntax: | CAST BLURRING | |
Details: | By blurring the edges of your form, you make it harder for your opponent to land full
blows upon you. This defence will grant you a chance to reduce some of the damage taken from physical attacks as a result, as well as afford you a small layer of physical protection. |
Flight | A spell to allow you control of the skies | |
Syntax: | CAST FLIGHT LAND | |
Details: | Manipulate the air around you to ascend into the skies above. |
Mark | Mark a target with a battlefield designation | |
Syntax: | CAST MARK <target> <SKULL/ORB/SQUARE/TRIANGLE/MOON> | |
Details: | Mark a target with an illusory symbol, making them visible across the battlefield for
some time. The target can then be targetted using the name of the symbol marking them. You can only have one marker in existence at a time. |
Manatap | Tap into your reserves to restore some mana | |
Syntax: | ||
Details: | Syntax: CAST MANATAP <10-1000>
Through sheer force of will, you can replenish your mana reserves. This will deplete your willpower proportional to how much mana you choose to recover. |
Rigor | Mastery of the shadows grants greater power | |
Syntax: | CAST RIGOR <ON/OFF> | |
Details: | At a small willpower drain, you may shape your spells into a more precise form, giving
your critical hits a chance to be empowered one step higher. |
Illusion | Conjure an illusion of your choice | |
Syntax: | CAST ILLUSION <illusion> CAST ILLUSION AT <target> <illusion> | |
Details: | A mainstay of magicians everywhere, simple illusions can astound your allies and confound
your enemies. Note: You can add a new line into your illusion by using the tag $nl within the text, however you may only do this once. |
Dispel | Destroy traces of magic | |
Syntax: | CAST DISPEL HERE CAST DISPEL <aegis> <glyph> CAST DISPEL <glyph> | |
Details: | Undo the spellwork that has left any lingering effects in a location. This will not
dispel glyphs unless they are specifically targetted, and dispelling your own glyphs will not consume your equilibrium. You can also cast the dispel upon an aegis to remove the specified glyph from it, though the protective magic of the aegis will make this process take some time. |
Sagacity | A sagacious mind improves your moon tattoo | |
Syntax: | CAST SAGACITY [target] | |
Details: | Infuse your mind with the energies around you and boost the effects of the moon tattoo
upon your mana regeneration. You can additionally supply a target to give someone else this benefit. |
Ensorcell | Enact an arcane aegis in your location | |
Syntax: | CAST ENSORCELL <aegis> | |
Details: | An aegis typically needs to be attuned to the land so that it can draw upon the mana it
needs to operate its defences - but a mage has ways around this. By giving it a constant supply of mana from your own reserves, you can have the aegis' defences work wherever you happen to be holding it. This is a channeled operation and most other actions will interrupt the process. |
Chromatics | Infuse your illusions with vibrant color | |
Syntax: | ||
Details: | Syntax: CAST ILLUSION [AT <target>] COLOUR:<colour> <text>
While little more than a parlour trick, chromatic illusions can astound those present with vivid color. There is an increase in equilibrium cost for this effect. |
Madness | Release a spark of madness into your illusions | |
Syntax: | CAST MADNESS <ON/OFF> | |
Details: | So powerful are your illusory magics, that you may further imbue them with shadow magic.
At an increased cost to the spell itself, your reflection will backlash against all enemies in the room when it expires, draining their mana. |
MirrorMastery | Gain the ability to cast two reflections at once | |
Syntax: | ||
Details: | This ability is passive.
You are now adept enough to be able to place a second reflection upon someone. However, this comes at a far greater cost to your equilibrium. |
Soar | Fly into the sky and past barriers | |
Syntax: | CAST SOAR <dir> | |
Details: | A variation on flight, you can position yourself to fly in a direction of your choice,
taking you into the skies above the room in your targeted direction. |
Phantasm | A lingering illusion | |
Syntax: | CAST PHANTASM <illusion> and CAST PHANTASM COLOUR:<color> <illusion> and CAST PHANTASM ON AEGIS <illusion> | |
Details: | Form a lingering phantasm from the local energies that will persist for a few minutes before
dissipating. Anyone who enters a room with a phantasm attached to it will see the illusion upon entry. Only one phantasm can exist in the room, and subsequent casts will overwrite the previous. The phantasm can also be attached to an attuned crystal aegis, where it will persist forever or until dispelled. It will only be shown to targets of the aegis in this situation. The dispel ability can be used to remove a phantasm prematurely. |
Transfix | Create a dazzling whirl of colour | |
Syntax: | CAST TRANSFIX <target> | |
Cooldown: | 20 seconds | |
Details: | Conjure an enrapturing stream of color and light, first rendering your target able to see,
and transfixing those already unblinded. |
Spectre | Draw dangerous apparitions from the shadows | |
Syntax: | CAST SPECTRE <ON/OFF> | |
Works against: | Both players and NPCs | |
Details: | Turn the shadows into replicates of yourself, capable of enacting great harm upon your
enemies. Whenever you cast a shadow spell, the shadows will come to life and lash out at another random enemy, causing shadow damage. Should you stand in darkness the spectre will strike an extra enemy with magic damage. If triggered by the Blast spell, the spectres will deal significantly more damage. When used against adventurers, there is a short cooldown before Spectre may strike again. Cooldown (adventurers): 2 seconds |
Mirage | Cloak the identities of all present | |
Syntax: | CAST MIRAGE | |
Details: | Drawing upon your mastery of illusioncraft, you may create a powerful mirage that will
mask the presence of all in your location. Such an illusion will not prevent anyone from attacking others should they know they are there. The Dispel ability can remove a mirage. |
Attunement | Secure an aegis within your city | |
Syntax: | ATTUNE AEGIS HERE DAMPEN AEGIS CEDE AEGIS <org> | |
Details: | In an impressive feat of spellcraft, you can embed a crystal aegis into the land around
you. By attuning it to the leylines that course all throughout the continent, you can keep the aegis permanently supplied with the energy it needs to keep its defences activated. Such an act takes a considerable length of time, and requires your utmost concentration. Once attuned in place, the aegis cannot be moved. You cannot attune an aegis to a room if there is another attuned aegis already placed within a two-room distance. An attuned aegis will only have four of its glyphs activated when set up in this state. Within a city, the help of its pylon can further increase it to all six. During a period of stable activity of the leylines however, an attuned aegis will become dormant due to a lack of energy. Please see AB REFINING FLUXATIONS for more information. To remove an aegis, you can focus on dampening its connection to the leylines. This act will take a much shorter time than attuning, but your utmost concentration is still required. As a mage, you can perform this feat significantly faster than the Survival skill equivalent. Once completed, the crystal aegis will shatter into pieces, destroying it completely. You can also cede ownership of an aegis to any organisation, so long as the aegis has been attuned upon a location that belongs to that organisation. Once the ownership has been ceded, the aegis will instead attack enemies of that organisation, instead of your personal enemies. |
Observation | Detect those who trespass upon its location | |
Syntax: | TRACE OBSERVATION TRACE OBSERVATION ONTO <aegis> | |
Required: | 1 topaz dust | |
Details: | Type: Triggered
The observation glyph will alert you when it is triggered, informing you of the location and who did it. If traced onto an attuned aegis, this glyph will alert the owner of the aegis when a caravan passes through its location (HELP PRODUCTION). If traced onto an attuned aegis that also has its ownership set to an organisation, the observation glyph will instead make an alert over that organisation's channel. |
Glyphs | Trace arcane glyphs in your location | |
Syntax: | ||
Details: | Glyphs are arcane inscriptions traced through the air with gem dust and infused with mana.
Each glyph has a different effect depending on the pattern traced and the gem dust used to create it. There are currently two types of glyphs: persistent glyphs, and triggered glyphs. Persistent glyphs will last for a short duration and impose a constant effect upon their location, until they fade from their magic being depleted. Triggered glyphs will hang in the air until an enemy of yours enters the location, at which point their effect will trigger and the glyph will shatter as its magic depletes. The clarity defence will protect an enemy from being affected by most triggered glyphs. Each room can only contain two glyphs, for any more than that would cause the magics to disrupt each other. Both glyphs must be different. Glyphs can additionally be traced onto the facet of a crystal aegis, instead of in the air. When upon an aegis, glyphs will be permanently powered and no longer fade. Some glyphs may have a different effect when upon an aegis. An aegis can exist alongside glyphs traced in the room. |
Portal | Open a portal to someone | |
Syntax: | TRACE PORTAL <target> TRACE PORTAL ONTO <aegis> | |
Required: | 1 topaz dust | |
Details: | Type: Persistent (room), Triggered (aegis)
Trace the outline of a portal and it will open soon after, leading between you and your target. If traced onto an aegis, the portal glyph will attack the limbs of your enemy, crippling one at random. |
Destruction | Break apart their physical form | |
Syntax: | TRACE DESTRUCTION TRACE DESTRUCTION ONTO <aegis> | |
Required: | 1 ruby dust | |
Details: | Type: Triggered
The destruction glyph will attack the physical form of your enemy with spears of arcane energy, damaging their health. |
Irritation | An unbearable itchiness | |
Syntax: | TRACE IRRITATION TRACE IRRITATION ONTO <aegis> | |
Required: | 2 topaz dust | |
Details: | Type: Triggered
The irritation glyph will attack your enemy with stinging bites of arcane energy and give them the itchy affliction. |
Addling | Corrupt their clarity of mind | |
Syntax: | TRACE ADDLING TRACE ADDLING ONTO <aegis> | |
Required: | 1 topaz dust, 1 emerald dust | |
Details: | Type: Triggered
The addling glyph will corrupt the mind of your enemy, afflicting them with dementia. This glyph will work regardless of the clarity defence, and will strip the defence from your target. If traced onto an aegis, the addling glyph will always be the first glyph to fire. |
Entrapment | Bind your foe with arcane ropes | |
Syntax: | TRACE ENTRAPMENT TRACE ENTRAPMENT ONTO <aegis> | |
Required: | 2 ruby dust | |
Details: | Type: Triggered
The entrapment glyph will send arcane ropes to entangle your enemy. |
Slumber | Send them into a deep sleep | |
Syntax: | TRACE SLUMBER TRACE SLUMBER ONTO <aegis> | |
Required: | 1 diamond dust | |
Details: | Type: Triggered
The slumber glyph will instill a lulling drowsiness into your enemy as it attempts to put them into a deep sleep. If traced onto an aegis, the slumber glyph will always be the last glyph to fire. |
Arrogance | Egotism as its finest | |
Syntax: | TRACE ARROGANCE TRACE ARROGANCE ONTO <aegis> | |
Required: | 1 emerald dust, 1 ruby dust | |
Details: | Type: Triggered
The glyph of arrogance will bolster your own pride, giving you the egocentric affliction. |
Insanity | Fracture their mind with this glyph | |
Syntax: | TRACE INSANITY TRACE INSANITY ONTO <aegis> | |
Required: | 1 emerald dust, 2 ruby dust | |
Details: | Type: Triggered
This unique glyph will pull at the fabric of the minds of your enemy, instantly afflicting them with both stupidity and confusion. |
Gravity | Prevent others from taking flight | |
Syntax: | TRACE GRAVITY TRACE GRAVITY ONTO <aegis> | |
Required: | 1 topaz dust, 2 emerald dust | |
Details: | Type: Triggered
The glyph of gravity will pull anybody above the ground elevation back to earth after a short delay. This affects everybody in the sky, regardless of enemy status. After a period of time, the glyph will fade on its own if not traced on an aegis. |
Labyrinth | Bring your victim directly to you | |
Syntax: | TRACE LABYRINTH | |
Required: | 1 topaz dust, 1 diamond dust | |
Details: | Type: Triggered
This powerful glyph will redirect reality itself, causing the first enemy to enter its location to be immediately moved to your singularity, as long as your singularity is within 10 rooms of the glyph. A monolith sigil in either location will prevent this attempt. |