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'''Elemancy''' is the art of manipulating Spirit, Fire, and Water, drawing modicums from the elemental planes and shaping them in order to achieve magical results. In its more basic forms, the [[Ascendril (class)|Ascendril]] employ the art to cast rays of light, summon wards of water, and ward off harm with a fiery veil; the trained Elemancer, however, wields a bevy of elemental brands, venomous frostspikes, and the dreaded holocaust orb, which brings either devastation or restoration depending upon the caster's whim. | '''Elemancy''' is the art of manipulating Spirit, Fire, and Water, drawing modicums from the elemental planes and shaping them in order to achieve magical results. In its more basic forms, the [[Ascendril (class)|Ascendril]] employ the art to cast rays of light, summon wards of water, and ward off harm with a fiery veil; the trained Elemancer, however, wields a bevy of elemental brands, venomous frostspikes, and the dreaded holocaust orb, which brings either devastation or restoration depending upon the caster's whim. | ||
{{SkillHeader}} | |||
== Abilities == | |||
{{SkillTableRow |Channel|Inept|0|Open conduits to the Elemental Realms. }} | |||
{{SkillTableRow |Focus|Gifted|33|Create a magical focus for easier spellcasting. }} | |||
{{SkillTableRow |Simultaneity|Fabled|33|Parallel channeling. }} | |||
|} | |||
{{SkillHeader}} | |||
== Fire == | |||
{{SkillTableRow |Ignite|Novice|0|Render them ablaze with a snap of your fingers. }} | |||
{{SkillTableRow |Firelash|Apprentice|0|Whip their body with a lash of flame. }} | |||
{{SkillTableRow |Scorch|Capable|0|A gout of flame will cripple their limbs. }} | |||
{{SkillTableRow |Efreeti|Adept|33|Call a fiery efreeti to your aid. }} | |||
{{SkillTableRow |Evaporate|Skilled|33|Remove traces of water from your location. }} | |||
{{SkillTableRow |Fireball|Gifted|0|Send a flaming meteor at your foe. }} | |||
{{SkillTableRow |Conflagrate|Expert|66|Bolster the flames upon their body. }} | |||
{{SkillTableRow |Firewhirl|Fabled|0|An uncontrollable tornado of fire. }} | |||
|} | |||
{{SkillHeader}} | |||
== Water == | |||
{{SkillTableRow |Hailstorm|Capable|33|Pelt them with frozen stones. }} | |||
{{SkillTableRow |Fog|Capable|66|Conjure up an obscuring fog. }} | |||
{{SkillTableRow |Torrent|Skilled|0|Send someone flying into the sky. }} | |||
{{SkillTableRow |Coldsnap|Skilled|66|A chilling burst to deaden the mind. }} | |||
{{SkillTableRow |Gorge|Gifted|66|Cause an opponent to have their fill. }} | |||
{{SkillTableRow |Icicle|Expert|0|Pierce their body with a frigid spike. }} | |||
{{SkillTableRow |Frostblade|Expert|33|Carve into their body with a frozen sword. }} | |||
{{SkillTableRow |Shatter|Virtuoso|0|Cause them to fall to pieces. }} | |||
{{SkillTableRow |Flood|Virtuoso|33|Cover your surroundings with water. }} | |||
{{SkillTableRow |Blizzard|Mythical|0|Create a powerful winter storm. }} | |||
{{SkillTableRow |Direfrost|Mythical|66|A creeping, perpetual chill. }} | |||
|} | |||
{{SkillHeader}} | |||
== Air == | |||
{{SkillTableRow |Gust|Apprentice|33|Knock your target from your location. }} | |||
{{SkillTableRow |Cyclone|Apprentice|66|Pull them from the skies. }} | |||
{{SkillTableRow |Windlance|Adept|0|Send a spear of air to pierce their shields. }} | |||
{{SkillTableRow |Pressurize|Adept|66|A sudden shift in local air pressure. }} | |||
{{SkillTableRow |Lightning|Virtuoso|66|Shock your victim with a burst of electricity. }} | |||
{{SkillTableRow |Thunder|Fabled|66|Crush them with the roar of the storm. }} | |||
{{SkillTableRow |Mistral|Mythical|33|Freeze them with a blast of tundral air. }} | |||
{{SkillTableRow |Whirlwind|Transcendent|0|Make egress an impossibility. }}|} | |||
{{AB | |||
|skillname = Channel | |||
|syntax = CHANNELS | |||
|description = CHANNEL <FIRE/WATER/AIR/SPIRIT> | |||
SEVER <FIRE/WATER/AIR/SPIRIT> | |||
In order to harness the power of the elements, you must first open a channel to one of the four | |||
elemental realms of 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. | |||
}} | |||
{{AB | |||
|skillname = Focus | |||
|syntax = CAST CREATE FOCUS | |||
|description = EMBED FOCUS IN <weapon> | |||
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, | |||
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. | |||
}} | |||
{{AB | |||
|skillname = Simultaneity | |||
|syntax = SIMULTANEITY | |||
|description = | |||
Using this ability, you will simultaneously open channels to the Water, Fire, Air and Spirit realms. | |||
}} | |||
{{AB | |||
|skillname = Ignite | |||
|syntax = CAST IGNITE <target> | |||
|description = | |||
This simple spell will instantly alight your victim with flames. | |||
Water resonance: Will turn your flames into steam, causing the blisters affliction in place of | |||
ablaze. | |||
}} | |||
{{AB | |||
|skillname = Firelash | |||
|syntax = CAST FIRELASH <target> <bodypart> | |||
|description = | |||
Draw forth a searing whip of magical flame and lash at your foe, causing moderate fire damage. You | |||
may specify a limb to target with this ability, causing a small amount of limb damage as well. | |||
Fire resonance: If not already affected by it, your firelash will leave behind a wreath of flames | |||
that causes damage to the specified limb once on your next fire spell. | |||
Water resonance: A layer of steam will cause your firelash to deal extra health damage. | |||
}} | |||
{{AB | |||
|skillname = Scorch | |||
|syntax = CAST SCORCH <target> <arms/legs> | |||
|description = | |||
Send an arcing wave of flame to strike high or low on your victim - crippling a random arm or leg. | |||
If already ablaze, your victim will find both arms or legs broken. | |||
Water resonance: Blast your foe with pressured steam, leaving their skin too slick for salves. | |||
Air resonance: The blaze will scorch their lungs horribly, causing asthma in addition to any other | |||
effects. | |||
}} | |||
{{AB | |||
|skillname = Efreeti | |||
|syntax = CAST EFREETI | |||
|description = CALL ELEMENTALS | |||
Summon forth a friendly fiery efreeti which will attack targets you command it to. You can view | |||
HELP LOYALTY for more information on how to command it. | |||
An efreeti is an elemental from the Plane of Fire that has inhabited the corpse of a mortal that | |||
has stumbled into the dangerous plane, forming a half-humanoid half-fire creature. | |||
}} | |||
{{AB | |||
|skillname = Evaporate | |||
|syntax = CAST EVAPORATE | |||
|description = | |||
By heating the air, you can evaporate the water within your location should it be unnaturally | |||
flooded. | |||
}} | |||
{{AB | |||
|skillname = Fireball | |||
|syntax = CAST FIREBALL <target> | |||
|description = | |||
Conjure a massive ball of flame and shoot it directly at an enemy in your line of sight - causing | |||
significant fire damage. | |||
}} | |||
{{AB | |||
|skillname = Conflagrate | |||
|syntax = CAST CONFLAGRATE <target> | |||
|description = | |||
Should your victim be ablaze and suffering from a broken or damaged limb, you may instantly calm | |||
the flame - causing agonizing pain as you do, and placing an emberbrand upon them. While affected | |||
by the emberbrand, all fire spells will first ignite the target before doing their subsequent | |||
effects. The duration of the emberbrand depends on the damage of the limb - this will always take | |||
the limb that gives the highest duration. | |||
}} | |||
{{AB | |||
|skillname = Firewhirl | |||
|syntax = CAST FIREWHIRL | |||
|description = | |||
Conjure a tornado of fire in your location that will periodically cause fire damage to all present. | |||
Once cast, the firewhirl is beyond your control and will begin randomly moving through the area. | |||
The firewhirl will absorb the ablaze affliction from anybody present with it, increasing the damage | |||
it outputs but decreasing its remaining time. The firewhirl will also absorb any other firewhirls | |||
in the room with it. | |||
You cannot cast a second firewhirl until your first has expired. | |||
}} | |||
{{AB | |||
|skillname = Hailstorm | |||
|syntax = CAST HAILSTORM <target> | |||
|description = | |||
Batter your target with frigid hailstones, delivering blunt damage and dizziness. This damage is | |||
increased on a prone target. | |||
Fire resonance: This spell affects all enemies in the location. | |||
Air resonance: The spell's effect changes completely to deal less damage, but now afflict with | |||
lethargy and freeze the target. If the target is prone, it will also cause confusion and deal more | |||
damage. | |||
}} | |||
{{AB | |||
|skillname = Fog | |||
|syntax = CAST FOG | |||
|description = | |||
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. | |||
This spell has no resonant effects. | |||
}} | |||
{{AB | |||
|skillname = Torrent | |||
|syntax = CAST TORRENT <target> | |||
|description = | |||
If your room is flooded, you may send a powerful burst of water from the ground, sending your | |||
intended victim into the sky, where they will linger briefly before falling. If no sky is available, | |||
your victim will crash into the ceiling and be stunned, while taking heavy blunt damage. | |||
This spell has no resonant effects. | |||
}} | |||
{{AB | |||
|skillname = Coldsnap | |||
|syntax = CAST COLDSNAP <target> | |||
|description = | |||
Draw the heat from their skull and freeze their brain, causing stupidity and cold damage. If | |||
shivering, this spell will also deplete their mana. | |||
Fire resonance: Cause a fever that will also leave them reckless. | |||
Air resonance: Short-circuit their mind in the process, causing masochism as well. | |||
}} | |||
{{AB | |||
|skillname = Gorge | |||
|syntax = CAST GORGE <target> <pill> | |||
|description = | |||
This unique spell will inundate your victim with a feeling of fullness, preventing them from eating | |||
the pill of your choice until cured. | |||
Fire resonance: Further your malaise and afflict them with anorexia as well. If already anorexic, | |||
their body will also swell, temporarily preventing salve application. | |||
Air resonance: Leave them indifferent alongside the normal effect. If already indifferent, the air | |||
will be pulled from their lungs, leaving them temporarily unable to smoke. | |||
}} | |||
{{AB | |||
|skillname = Icicle | |||
|syntax = CAST ICICLE <target>/GROUND | |||
|description = | |||
You may cast a powerful blade of ice towards a target, causing significant damage and impaling them | |||
if they are below 50% of their maximum health or fully frozen. | |||
You may cast this blade into the ground, temporarily setting a trap that will have the same effect | |||
on the next enemy to enter from above. | |||
}} | |||
{{AB | |||
|skillname = Frostblade | |||
|syntax = CAST FROSTBLADE <target> <venom> | |||
|description = | |||
Conjure and simultaneously strike your enemy with a blade of magical ice, causing cold damage and | |||
delivering the venom of your choice. | |||
Water resonance: Your frostblade will cause hypothermia in addition to its normal effects. | |||
Hypothermia may only be cured by applying epidermal to a fully cured torso. While hypothermic, you | |||
will be unable apply insulation, nor raise your health above 80% maximum. | |||
Air resonance: Adhere a wreath of frost to your target. The next time they attempt to attack, | |||
they'll take damage and the frostwreath will be cured. This effect will work on both denizens and | |||
adventurers. | |||
}} | |||
{{AB | |||
|skillname = Shatter | |||
|syntax = CAST SHATTER | |||
|description = | |||
If you have impaled your victim upon an icicle, and they are fully frozen with two damaged limbs, | |||
you may send a wave of kinetic force to instantly shatter their body, leaving them in pieces. | |||
}} | |||
{{AB | |||
|skillname = Flood | |||
|syntax = CAST FLOOD | |||
|description = | |||
Draw upon your connection to the plane of Water and conjure a deluge of water to flood your | |||
surroundings. | |||
This spell has no resonant effects. | |||
}} | |||
{{AB | |||
|skillname = Blizzard | |||
|syntax = CAST BLIZZARD | |||
|description = | |||
Turn your room into a winter wonderscape, rendering it impossible to see who is present, and | |||
causing periodic cold damage. You may only have one storm effect active at a time. | |||
}} | |||
{{AB | |||
|skillname = Direfrost | |||
|syntax = CAST DIREFROST <target> | |||
|description = More of a curse than a spell, this arcane magic will imbue a shivering victim with a | |||
creeping cold. Each time they suffer from cold damage, the frost will grow - when it has grown five | |||
times, the direfrost will transform into a frostbrand. | |||
The frostbrand will continually chill an opponent in an attempt to freeze them. Should the victim | |||
become frozen from any source while under its effect, they will be encased in ice should they fail | |||
to cure their frozen status within one second. Being further frozen while already fully frozen will | |||
also cause them be immediately encased in ice. Random curing methods will be prevented from curing | |||
these afflictions while the brand remains. | |||
Being encased in ice will increase the bodypart damage the victim takes by 50%. | |||
This spell has no resonant effects. | |||
}} | |||
{{AB | |||
|skillname = Gust | |||
|syntax = CAST GUST <target> <direction> | |||
|description = | |||
Conjure a burst of wind to send your target flying from your location in the direction of your | |||
choice. The mass defense will prevent this, unless your victim suffers from the effects of the | |||
thunderbrand. | |||
Colliding with an obstacle may have effects. Icewalls will chill the victim alongside damage, while | |||
firewalls will cause fire damage and ablaze. | |||
This spell has no resonant effects. | |||
}} | |||
{{AB | |||
|skillname = Cyclone | |||
|syntax = CAST CYCLONE [<target>] | |||
|description = | |||
Send a spout of wind into the air, knocking down everyone in the skies or trees above. If a target | |||
is specified, this spell is much quicker. | |||
}} | |||
{{AB | |||
|skillname = Windlance | |||
|syntax = CAST WINDLANCE <target> | |||
|description = | |||
With great exertion, you can generate a razor-sharp lance of wind and launch it at your intended | |||
target, striking them with a piercing bolt that destroys any shield in your way in the process. If | |||
no shield is present, the lance will send them toppling over. | |||
Air resonance: Your windlances will cause clumsiness in additional to their normal effects. If | |||
already clumsy, the victim will suffer from dizziness. | |||
Fire resonance: The air around the target will be heated, causing periodic damage to them for a | |||
time. | |||
}} | |||
{{AB | |||
|skillname = Pressurize | |||
|syntax = CAST PRESSURIZE <target> | |||
|description = | |||
Manipulate the air around your target, squeezing their body from all directions, and striking them | |||
with vertigo. If already suffering from vertigo, the pressure will leave them confused and drained | |||
of mana. | |||
Water resonance: The air around your target will chill dramatically, cold damage and causing | |||
weariness as well. | |||
Fire resonance: The air around your target spikes in heat, causing fire damage and afflicting them | |||
with clumsiness as well. | |||
}} | |||
{{AB | |||
|skillname = Lightning | |||
|syntax = CAST LIGHTNING <target> | |||
|description = | |||
This rippling bolt of lightning will shock your foe, causing electrical damage and paresis in the | |||
process. | |||
Water resonance: Your thunderous strike numbs the body entirely, causing epilepsy as well. | |||
Fire resonance: Your lightning will fry their mind entirely, causing vertigo. | |||
}} | |||
{{AB | |||
|skillname = Thunder | |||
|syntax = CAST THUNDER <target> | |||
|description = | |||
Engulf your foe with a cascade of momentous thunder, battering them with dizziness and stupidity. | |||
If already suffering from both afflictions and at least one other mental malady, this spell will | |||
instead leave a thunderbrand upon them. The duration depends on how low the target's mana is. | |||
The thunderbrand crackles with electric force, causing focusing attempts to drain health, and will | |||
lengthen pill balance recovery in your foe. | |||
This spell has no resonant effects. | |||
}} | |||
{{AB | |||
|skillname = Mistral | |||
|syntax = CAST MISTRAL <target> | |||
|description = | |||
Summon forth a tundral wind to blast your foes with frigid temperatures, freezing them. | |||
Water resonance: This spell will be slightly slower to cast, but will freeze the target for two | |||
layers. | |||
Fire resonance: This spell will warm your target before freezing, leaving them sensitive to further | |||
attacks. | |||
}} | |||
{{AB | |||
|skillname = Whirlwind | |||
|syntax = CAST WHIRLWIND | |||
|description = | |||
Create a massive tornado that engulfs your room, making leaving the location much more difficult. | |||
You may only have one storm effect active at a time. Movement attempts will drain your mana; should | |||
you fall below 50% maximum mana, you will be unable to leave entirely. | |||
The effects of whirlwind do not stack with similar obstructing abilities. | |||
This spell has no resonant effects. | |||
}} | |||
[[Category:Skills]] | [[Category:Skills]] |
edits