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| style="background:lightyellow"|Geomancy is the specialization of the element of earth and may only be learned in Magnagora, for it draws its power from the Megalith of Doom. The plane of earth was tainted during the Taint Wars and is, thus, a warped and extremely dangerous element to work in. As Geomancers grow in strength, they can subjugate vast tracts of land under their demesne, making them a powerful and feared force of corruption.
| style="background:lightyellow"|'''Geomancy''' is the specialization of the element of earth and may only be learned in [[Magnagora]], for it draws its power from the [[Megalith of Doom]]. The [[Elemental Plane of Earth|plane of earth]] was tainted during the [[Taint Wars]] and is, thus, a warped and extremely dangerous element to work in. As [[Geomancers]] grow in strength, they can subjugate vast tracts of land under their demesne, making them a powerful and feared force of corruption.
|-
|-
|}
|}
{|
{{SkillTableHeader}}
|-
{{SkillTableRow|Tainted|Master|0|Breathe the tainted air.}}
|[[#Tainted|Tainted]]||Master||Breathe the tainted air.
{{SkillTableRow|Burrow|Master|10|Tunnel deep underground.}}
|-
{{SkillTableRow|Taint|Master|25|Twist the land with death.}}
|[[#Fossilize|Fossilize]]||Master +25%||Turn your dead enemies into fossils.
{{SkillTableRow|Meld|Master|75|Merge your magics with the tainted land.}}
|-
{{SkillTableRow|BoulderBlast|Master|75|Create carnage by exploding boulders}}
|[[#Burrow|Burrow]]||Master +50%||Tunnel deep underground.
{{SkillTableRow|Aftershock|Gifted|25|Shift your enemies around.}}
|-
{{SkillTableRow|Tremors|Gifted|75|Knock people to the ground or shake them out of the trees.}}
|[[#Boulderblast|Boulderblast]]||Master +75%||Create carnage by exploding boulders
{{SkillTableRow|StoneWalls|Expert|0|Raise up the rock earth to block passage.}}
|-
{{SkillTableRow|Dissolve|Expert|20|Easily remove an aura of protection around another.}}
|[[#Taint|Taint]]||Gifted||Twist the land with death.
{{SkillTableRow|Rockslide|Expert|40|Sliding rocks damage your foes.}}
|-
{{SkillTableRow|Travel|Expert|60|Teleport yourself to anyone in your demesne.}}
|[[#Meld|Meld]]||Gifted +25%||Merge your magics with the tainted land.
{{SkillTableRow|DustStorm|Expert|80|Stirred up dust obscures vision.}}
|-
{{SkillTableRow|Groundslam|Virtuoso|0|Slam your enemies into the earth.}}
|[[#Influence|Influence]]||Gifted +50%||Increase your sway over others in your demesne.
{{SkillTableRow|Wyrm|Virtuoso|33|Summon a tainted earth worm.}}
|-
{{SkillTableRow|StoneRain|Virtuoso|66|Batter fliers with large stones.}}
|[[#Poison|Poison]]||Gifted +75%||The tainted earth releases its miasmic fumes.
{{SkillTableRow|Lodestone|Fabled|0|Magnetic lodestones pull enemies to the ground.}}
|-
{{SkillTableRow|Sickening|Fabled|33|Afflict others with pus-filled cankerous sores.}}
|[[#Center|Center]]||Expert||Move to the centre of your demesne.
{{SkillTableRow|Missile|Fabled|66|Seek out a target within your meld.}}
|-
{{SkillTableRow|Grounding|Mythical|0|Ground your allies to the earth to heal.}}
|[[#Dissolve|Dissolve]]||Expert||Easily remove an aura of protection around another.
{{SkillTableRow|Staff|Mythical|20|Summon your elemental staff.}}
|-
{{SkillTableRow|Chasm|Mythical|40|"Must not all things at the last be swallowed up in death?"}}
|[[#Tremors|Tremors]]||Expert +25%||Knock people to the ground or shake them out of the trees.
{{SkillTableRow|Earthquake|Mythical|60|Cast the powers of the tainted earth in one spell.}}
|-
{{SkillTableRow|Fleshstone|Mythical|80|Turn others or yourself into a statue.}}
|[[#Duststorm|Duststorm]]||Expert +50%||Stirred up dust obscures vision.
{{SkillTableRow|Pollute|Transcendent|0|Unleash the annihilating poison of the tainted earth.}}
|-
|[[#Lodestone|Lodestone]]||Expert +75%||Magnetic lodestones pull enemies to the ground.
|-
|[[#Travel|Travel]]||Virtuoso +50%||Teleport yourself to anyone in your demesne.
|-
|[[#Stonerain|Stonerain]]||Virtuoso +25%||Batter fliers with large stones.
|-
|[[#Wyrm|Wyrm]]||Virtuoso +50%||Summon a tainted earth worm.
|-
|[[#Crumble|Crumble]]||Virtuoso +75%||Break down walls of stone.
|-
|[[#Stonewalls|Stonewalls]]||Fabled +50%||Raise up the rock earth to block passage.
|-
|[[#Rockslide|Rockslide]]||Fabled +50%||Sliding rocks damage your foes.
|-
|[[#Sickening|Sickening]]||Fabled +75%||Afflict others with pus-filled cankerous sores.
|-
|[[#Staff|Staff]]||Mythical||Summon your elemental staff.
|-
|[[#Chasm|Chasm]]||Mythical +20%||"Must not all things at the last be swallowed up in death?"
|-
|[[#Tuning|Tuning]]||Mythical +40%||Tune the energies of your elemental staff.
|-
|[[#Earthquake|Earthquake]]||Mythical +60%||Cast the powers of the tainted earth in one spell.
|-
|[[#Fleshstone|Fleshstone]]||Mythical +80%||Turn others or yourself into a statue.
|-
|[[#Pollute|Pollute]]||Transcendent||Unleash the annihilating poison of the tainted earth.
|-
|}
|}
[[Image:Geomancy.jpg|thumb|Loboshigaru Geomancer (by Balizar)]]
[[Image:Geomancy.jpg|thumb|Loboshigaru Geomancer (by Balizar)]]


==Tainted==
{{AB
 
|skillname = Tainted
Your bond with the tainted earth is so great that you will not take damage from its poisonous effects. Also, your affinity with earth will allow you to naturally avoid earthquakes.
|syntax = GEOCAST TAINTED
 
|description = Your bond with the tainted earth is so great that you will not take damage from its poisonous effects. Also, your affinity with earth will allow you to naturally avoid earthquakes.
==Fossilize==
|notes = Requires standing in a tainted room. Avoiding earthquakes permits easier navigation of the [[Elemental Plane of Earth|Earth Plane]].
 
}}
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>GEOCAST FOSSILIZE <corpse></tt>
|-
|}
You can turn the corpse of any person into a fossil, thereby rendering resurrection of any kind impossible and leaving a grim calling card that warns against daring to cross a geomancer.
 
==Burrow==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>BURROW [ABOVE|BELOW|<dir>]</tt>
|-
|}
Your bond with the element of earth will allow you to burrow underground, if possible. <tt>BURROW BELOW</tt> will allow you to break through the surface or dig deeper down. You can dig upwards with <tt>BURROW ABOVE</tt>. To move horizontally, use <tt>BURROW <dir></tt>.
 
==Boulderblast==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>GEOCAST BOULDERBLAST</tt>
|-
|style="background:pink"|Damage Type: 25% Blunt, 25% Cutting, 50% Poison<br/>
Damage Source: Magical
|-
|}
Summon forth a great Tainted rock from the ground, which will explode into thousands of tiny shards that will seek out and shred your personal enemies in the location.
 
==Taint==
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>GEOCAST TAINT</tt><br/>
<tt>GEOCAST FORCETAINT</tt><br/>
<tt>GEOCAST DEFOLIATION</tt>
|-
|style="background:pink"|Power: 1 (Megalith of Doom)
|-
|}
You may temporarily taint almost any environment. If a location is currently the demesne of any druid or mage, you can <tt>FORCE</tt> it and break the meld in that location. Note that your magics require enough surrounding tainted death around you that many of your spells will not work in a tainted forest. You may cause <tt>DEFOLIATION</tt> in tainted forests to kill off the nearby trees.


==Meld==
{{AB
{|
|skillname = Burrow
|-
|syntax = BURROW [ABOVE{{!}}BELOW{{!}}<dir>]
| style="background:darkblue; color:white"|'''Syntax:'''
|description = Your bond with the element of earth will allow you to burrow underground, if possible. BURROW BELOW will allow you to break through the surface or dig deeper down. You can dig upwards with BURROW ABOVE. To move horizontally, use BURROW <dir>.
|-
}}
| style="background:lightblue"|<tt>GEOCAST MELD</tt><br/>
<tt>GEOCAST SENSE</tt><br/>
<tt>GEOCAST WATCH ON/OFF</tt><br/>
<tt>GEOCAST DISSOLVE</tt><br/>
<tt>GEOCAST DAMPEN <effect></tt><br/>
<tt>DEMESNE CENTER</tt><br/>
<tt>DEMESNE</tt>
|-
|}
The primary power of geomancy is to build your own tainted demesne. By creating a <tt>MELD</tt> between a tainted location and yourself, you thus build your demesne. Each new <tt>MELD</tt> must be adjacent to another. While in your demesne, you can <tt>SENSE</tt> who dares to enter your tainted land and <tt>WATCH</tt> who enters and leaves. To check on its status, <tt>DEMESNE</tt> will show you where its center is, and what powers are curently active and how long they will last. <tt>DEMESNE CENTER</tt> will change the center of your demense to the current room. You can <tt>DISSOLVE</tt> your demesne at any time.


==Influence==
{{AB
|skillname = Taint
|syntax = GEOCAST TAINT<br>
GEOCAST FORCETAINT
|cost = Power: 1 (Megalith of Doom)
|description = You may temporarily taint almost any environment.
<br>
If a location is currently the demesne of any [[druid]] or [[mage]], you can FORCE it and break the node in that location. It will take some time to break a node and will require your full concentration.
}}


Within your own demesne, you will find your ability of influence to be more effective.
{{AB
|skillname = Meld
|syntax = GEOCAST MELD<br>
GEOCAST CLEAR<br>
GEOCAST CLEAR NODE <#><br>
GEOCAST SENSE<br>
GEOCAST WATCH ON/OFF<br>
GEOCAST DISSOLVE<br>
GEOCAST BOND<br>
GEOCAST UNBOND<br>
GEOCAST PASS [Bonded Mage]<br>
DEMESNE<br>
DEMESNE [NODES{{!}}ROOMS{{!}}BONDS{{!}}EFFECTS]
|description = The primary power of geomancy is to build your own tainted demesne. By casting a MELD, you create a node of power. You can have up to 3 nodes at any time, and they cannot be placed next to each other. If you place nodes within 5 rooms of each other, leylines will add the connecting rooms to your demesne.<br><br>
You may also BOND to a fellow geomancer's demesne and assist them. Bonding increases the strength of the nodes and the elementals that defend them.<br><br>
While in your demesne, you can SENSE who dares to enter your tainted earth and WATCH who enters and leaves. DEMESNE will show you what rooms are included in your demesne, and what powers are currently active. You can DISSOLVE your demesne at any time or CLEAR a specific node to remove it.
}}


==Poison==
{{AB
 
|skillname = BoulderBlast
{|
|syntax = GEOCAST BOULDERBLAST [<target>{{!}}NODES]
|-
|cost = Power: 3 (Megalith of Doom) (Nodes only)<br>
| style="background:darkblue; color:white"|'''Syntax:'''
Damage Type: Excorable
|-
|description = Summon forth a great Tainted rock from the ground, which will explode into thousands of tiny shards that will seek out and shred your personal enemies. It will damage them as well as build particulate upon them.<br><br>
| style="background:lightblue"|<tt>GEOCAST POISON [DEMESNE]</tt>
You may target a single enemy or target all enemies between connecting nodes and the node you are standing on.
|-
}}
|style="background:pink"|Damage Type: 100% Poison<br/>
Damage Source: Magical
|-
|}
This can be cast in a single tainted location or throughout your demesne. The land becomes a poisonous wasteland, which occasionally releases clouds of noxious gasses. These clouds will seep into the throats of your personal enemies, sickening them. Those enemies who try to escape by burrowing within this tainted earth will have their flesh slowly eaten away.
 
==Center==
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>GEOCAST CENTER</tt>
|-
|}
From anywhere in your demesne, you can instantly transport to the center of your demesne. If you are outside your demesne, but on the same plane and terrain type as your demesne, you may teleport back to the center of your demesne at a cost of two power.
 
==Dissolve==
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>DISSOLVE <target></tt>
|-
|}
You can dissolve the aura of protection around those who are using it to escape some of the powers of your demesne. This requires balance but not equilibrium and is a very fast attack.
 
==Tremors==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>GEOCAST TREMORS [DEMESNE]</tt>
|-
|}
This can be cast in a single tainted location or throughout your demesne. Tremors will rock the earth, causing your enemies to fall down if they are not levitating. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
 
==Duststorm==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>GEOCAST DUSTSTORM [DEMESNE]</tt>
|-
|}
This can be cast in a single tainted location or throughout your demesne. A dust storm will rise up and obscure all exits. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
 
==Lodestone==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>GEOCAST LODESTONE [DEMESNE]</tt>
|-
|}
This can be cast in a single tainted location or throughout your
demesne. A powerful magnetic pull from the ground will strip the
levitation defense from your enemies. For those without levitation, this
pull will knockdown your enemies and give them a short stun. If it is
cast for your demesne, it will only affect the location of the demesne
where you stand and adjacent locations that also reside in the demesne.
But, as you move throughout different areas of your demesne, it will
shift location with you. It will also block use of natural forest when
cast.


==Travel==
{{AB
|skillname = Aftershock
|syntax = GEOCAST AFTERSHOCK [MELD]
|cost = Power:  3 (Megalith of Doom) (Current Room)
::5 (Megalith of Doom) (All Nodes)
|description = Create rumbling aftershocks that push your enemies out of your location or if you are located at one of your nodes, away from all nodes in the demesne.
}}


{|
{{AB
|-
|skillname = Tremors
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = GEOCAST TREMORS [DAMPEN]
|-
|cost = Damage Type: 100% Excorable
| style="background:lightblue"|<tt>GEOCAST TRAVEL <player></tt>
|description = Tremors of Earth will reverberate through your demesnes, damaging and [[sprawled|knocking over]] your enemies. If they are already knocked over, they'll be knocked off balance.
|-
|notes = Meld Effect, this will be cast throughout your demesne. Append DAMPEN to lower this effect.
|style="background:pink"|Power: 3 (Megalith of Doom)
}}
|-
|}
You can travel to a target if both of you are in your demesne.


==Stonerain==
{{AB
|skillname = StoneWalls
|syntax = GEOCAST STONEWALLS [DAMPEN]
|description = Walls of stone will have a chance of blocking your enemies and keeping them in the room if they attempt to leave, afflicting them with [[particulate]].
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
}}


{|
{{AB
|-
|skillname = Dissolve
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = DISSOLVE [<target>{{!}}NODES{{!}}MELD]
|-
|cost = Power: 5 (Matrix) (Nodes)
| style="background:lightblue"|<tt>GEOCAST STONERAIN [DEMESNE]</tt>
::10 (Matrix) (Meld)
|-
|description = You can dissolve the aura of [[Bookbinding#Protection|protection]] defense around those who are using it to escape some of the powers of your [[#Meld|demesne]]. This requires balance but not equilibrium and is a very fast attack. You can also dissolve it from all enemies between connecting nodes, or all enemies inside your entire meld for a power cost.
|}
}}
This can be cast in a single tainted location or throughout your demesne. Those of your enemies who fly will be pelted with stones, forcing them to crash into the ground. The rain of stone will also cause rubble to randomly appear in the location. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.


==Wyrm==
{{AB
|skillname = Rockslide
|syntax = GEOCAST ROCKSLIDE [DAMPEN]
|description = Giant rocks will slide across your demesne causing random [[:Category: Internal Afflictions|internal afflictions]] and building [[particulate]] on your enemies.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
}}


{|
{{AB
|-
|skillname = Travel
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = GEOCAST TRAVEL [<player>{{!}}Node number]
|-
|cost = Power: 3 (Megalith of Doom)
| style="background:lightblue"|<tt>GEOCAST WYRM</tt>
|description = You can travel to a target if both of you are in your demesne. Additionally, you can travel to any node within your meld. (The node number appears in DEMESNE NODES).
|-
}}
|style="background:pink"|Power: 10 (Megalith of Doom)
|-
|}
Create a taint wyrm egg which you can raise as a beast. The power cost will be significantly less if cast on the Elemental Plane of Earth. The wyrm has the ability to burrow as well as breathe gas and dig (see below).


{|
{{AB
|-
|skillname = DustStorm
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = GEOCAST DUSTSTORM [DAMPEN]
|-
|description = You can raise a storm of dust that will obfuscate locations and afflict your enemies with [[particulate]].
| style="background:lightblue"|<tt>BEAST ORDER BREATHE GAS <target></tt>
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
|-
}}
|style="background:pink"|Beast Mana: 500
|-
|}
Like the Beastmastery skill, your beast can breathe gas. The wyrm will do more damage than other beasts when it breathes gas.


{|
{{AB
|-
|skillname = Groundslam
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = GEOCAST GROUNDSLAM [DAMPEN]
|-
|description = The ground will occasionally lurch and slam your enemies into the ground, [[stun]]ning them and building [[particulate]].
| style="background:lightblue"|<tt>BEAST ORDER DIGUP</tt>
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
|-
}}
|}
This is a unique beast skill, that enables the beast to digup items or people who are buried below it.


{{AB
|skillname = Wyrm
|syntax = GEOCAST WYRM
|cost = Power: 10 (Megalith of Doom)
|description = Create a taint wyrm egg which you can raise as a beast. The power cost will be significantly less if cast on the Elemental Plane of Earth. The wyrm has the ability to burrow as well as breathe gas and dig (see below).<br><br>
Every two years, you may summon forth another wyrm egg if you do not currently have a loyal Wyrm.
{{sub
|syntax = BEAST ORDER BREATHE GAS <target>
|cost = Beast Mana: 500
}}
Like the [[Beastmastery#MinorBreath|Beastmastery skill]], your beast can breathe gas. The wyrm will also build [[particulate]] on its target.
{{sub
|syntax = BEAST ORDER DIGUP
}}
This is a unique beast skill that enables the beast to dig up items or people who are buried below it.<br><br>
NOTE: If you lose the wyrm skill, your wyrm will not abandon you; however, it will lose its special beast abilities (including extra poison gas damage). Otherwise, you do not need the Beastmastery skills of burrowing or breathing gas to use those abilities.
NOTE: If you lose the wyrm skill, your wyrm will not abandon you; however, it will lose its special beast abilities (including extra poison gas damage). Otherwise, you do not need the Beastmastery skills of burrowing or breathing gas to use those abilities.
}}


==Crumble==
{{AB
{|
|skillname = StoneRain
|-
|syntax = GEOCAST STONERAIN [DAMPEN]
| style="background:darkblue; color:white"|'''Syntax:'''
|description = You can summon a storm of stones to rain down on your demesne. It will also block use of natural forest if cast. Furthermore, any who attempt to fly may find themselves stuck on the ground. It will also build
|-
[[particulate]] on your enemies.
| style="background:lightblue"|<tt>GEOCAST CRUMBLE <direction></tt>
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. }}
|-
|}
By force of will, chip away at stone walls.
 
==Stonewalls==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>GEOCAST STONEWALL [<direction>] [DEMESNE]</tt>
|-
|}
This can be cast in a single tainted location in a specific direction, or throughout your demesne.
 
==Rockslide==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>GEOCAST ROCKSLIDE [DEMESNE]</tt>
|-
|style="background:pink"|Damage Type: 75% Blunt, 25% Cutting<br/>
Damage Source: Magical
|-
|}
This can be cast in a single tainted location or throughout your demesne. The earth constantly roils and turns, causing rockslides to damage all your enemies who are on the ground. Those who are fallen flat on the ground will take more damage. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
 
==Sickening==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>GEOCAST SICKENING [DEMESNE]</tt>
|-
|}
This can be cast in a single tainted location or throughout your demesne. Those of your enemies who walk upon the tainted earth will contract a debilitating sickness that will make healing more difficult. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
 
==Staff==


{|
{{AB
|-
|skillname = Lodestone
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = GEOCAST LODESTONE [DAMPEN]
|-
|description = The Lodestone will find your allies curing [[particulate]] better and your enemies' [[particulate]] curing slowing down.
| style="background:lightblue"|<tt>GEOCAST STAFF</tt><br/>
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
<tt>POINT STAFF <target> [direction]</tt><br/>
}}
<tt>WHIRL STAFF</tt><br/>
<tt>RAISE STAFF</tt><br/>
<tt>TWIRL STAFF <target></tt>
|-
|style="background:pink"|Power: 10 (Megalith of Doom)<br/>
Damage Type: 50% Poison, 25% Cutting, 25% Asphyxiation (point staff)<br/>
Damage Source: Magical
|-
|}
The ultimate weapon of the geomancer is a staff created from the tainted earth and the mage's own blood. By wielding the staff you may <tt>POINT STAFF</tt> at a target and shoot a boulder at your target. You can <tt>RAISE STAFF</tt> to attune yourself with the pulse of the earth, which increases the power of your magic. With <tt>WHIRL STAFF</tt>, you can reveal anyone hiding in your location. Finally, by <tt>TWIRL STAFF</tt> you can coat your victim with a black oil from the tainted earth, which will slow down movement. The power cost will be significantly less if cast on the Elemental Plane of Earth.


{|
{{AB
|-
|skillname = Sickening
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = GEOCAST SICKENING [DAMPEN]
|-
|description = A cloud of gas will sicken your enemies and corrode them, building [[deathmark]] dependent on how much [[particulate]] buildup they have.
| style="background:lightgreen"|Twirling the staff afflicts the target with gunk, which prevents crawling over rubble, adds one second of delay to actions like aeon or sap, and is cured with cleanse.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
|-
}}
|}


==Chasm==
{{AB
|skillname = Missile
|syntax = GEOCAST MISSILE <target>
|cost = Power: 2 (Megalith of Doom)<br>
Damage Type: 100% Excorable
|description = You may summon a missile of stone to attack anyone within your demesne. It will damage and build [[particulate]] on them.
}}


{|
{{AB
|-
|skillname = Grounding
| style="background:darkblue; color:white"|'''Syntax:'''
|synftax = GEOCAST GROUNDING [DAMPEN]
|-
|description = Allow your allies to ground with the earth, occasionally healing them and building [[particulate]] on your enemies.
| style="background:lightblue"|<tt>GEOCAST CHASM <player></tt>
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.}}
|-
|style="background:pink"|Power: 3 (Megalith of Doom)
|-
|}
Upon tainted soil, you may open up a chasm beneath the feet of your enemy which will swallow him or her whole, instantly killing your opponent. The chasm will take some time to open during which the geomancer must concentrate and not perform any other action.
 
==Tuning==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>TUNE STAFF <percent> POISON <percent> CUTTING <percent> ASPHYXIATION<br/>
TUNE STAFF CLEAR</tt>
|-
|style="background:pink"|Power: 1 (Megalith of Doom)
|-
|}
As your connection to the elemental earth grows, so does your ability to control the staff you have fashioned from it. You may <tt>TUNE STAFF</tt> to choose what percentage of your damage is in the form of electricity or cold damage. You may also <tt>TUNE STAFF CLEAR</tt> to return your staff to its original balance.


{{AB
|skillname = Staff
|syntax = GEOCAST STAFF<br>
POINT STAFF <target> [direction]<br>
WHIRL STAFF
|cost = Power: 10 (Megalith of Doom)<br>
Damage Type: 50% Poison, 25% Cutting, 25% Asphyxiation (point staff)<br>
Can Target Denizens (in room only)
|description = The ultimate weapon of the geomancer is a staff created from the tainted earth and the mage's own blood. By wielding the staff, you may POINT STAFF at a target to shoot a boulder at them. With WHIRL STAFF, you can reveal anyone hiding in your location. The power cost will be significantly less if cast on the [[Elemental Plane of Earth]].
<br>
{{sub
|syntax = TUNE STAFF <percent> POISON <percent> CUTTING <percent> ASPHYXIATION<br>
|TUNE STAFF CLEAR
|cost = Power: 1 (Megalith of Doom)
}}
You may TUNE STAFF to choose what percentage of your damage is in the form of poison, cutting and asphyxiation damage. You may also TUNE STAFF CLEAR to return your staff to its original balance.<br><br>
NOTE: Percentages may range from 0-100 for each damage type, but must be multiples of 10 and sum to 100.
NOTE: Percentages may range from 0-100 for each damage type, but must be multiples of 10 and sum to 100.
}}


==Earthquake==
{{AB
 
|skillname = Chasm
{|
|syntax = GEOCAST CHASM [<target><nowiki>|</nowiki>NODES<nowiki>|</nowiki>MELD]
|-
|cost = Power: 2 (Megalith of Doom) (Single Target in meld)<br>
| style="background:darkblue; color:white"|'''Syntax:'''
5 (Megalith of Doom) (Single Target outside meld)<br>
|-
5 (Megalith of Doom) (Nodes)<br>
| style="background:lightblue"|<tt>GEOCAST EARTHQUAKE</tt>
8 (Megalith of Doom) (Meld)
|-
|description = Summon forth tremors that will occasionally knock your enemies off balance.
|style="background:pink"|Power: 8 (Megalith of Doom)
}}
|-
|}
Your tainted demesne will roil with power, and become inbued with: Poison, Tremors, Lodestone, Stonerain, Rockslide, Sickening, and Duststorm.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Resets already-raised demesne effects to their full timer, aligning them to tick at the same time.  Those not already raised will still be aligned but will last about a third to a quarter as long.
|-
|}


==Fleshstone==
{{AB
|skillname = Earthquake
|syntax = GEOCAST EARTHQUAKE
|cost = Power: 5 (Megalith of Doom)
|description = Your demesne will surge with elemental winds, and become imbued with [[#Tremors|tremors]], [[#StoneWalls|stonewalls]], [[#Rockslide|rockslide]], [[#Duststorm|duststorm]], [[#GroundSlam|groundslam]], [[#StoneRain|stonerain]], [[#Lodestone|lodestone]], [[#Sickening|sickening]] and [[#Grounding|grounding]].
}}


{|
{{AB
|-
|skillname = Fleshstone
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = GEOCAST FLESHSTONE <target>
|-
|cost = Power: 5 (Megalith of Doom)
| style="background:lightblue"|<tt>GEOCAST FLESHSTONE <player|ME></tt>
|description = If your target is massively covered in [[particulate]], you can fuse the particulate to their flesh, preserving them in stone.<br><br>
|-
If they are not, it will [[stun]] and build [[particulate]].
|style="background:pink"|Power: 8 (Megalith of Doom)
}}
|-
|}
You can turn the flesh of an enemy into stone statue for a time determined by his or her resilience. Though you won't be able to harm a statue, neither can the statue perform any action, giving you time to cast needed spells. In an emergency, this powerful spell may also be used to turn yourself into a statue to make yourself temporarily invulnerable.


==Pollute==
{{AB
|skillname = Pollute
|syntax = UNLEASH STAFF
|cost = Power: 10 (Megalith of Doom)<br>
Damage Type: 100% Excorable
|description = By polluting the area with [[taint]], you demonstrate the most intense and potent powers of the [[Elemental Plane of Earth]]. Destruction will roll throughout your demesne, intent on destroying your personal enemies. You must wield your [[#Staff|staff]] and be at full mana to invoke such a spectacle. The damage dealt will depend on how much [[particulate]] your enemies have, though it will entirely dissipate all their particulate when it hits.<br><br>
Bonded melders will reduce how long this takes to cast.
}}


{|
[[Category: Class Skills]]
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>UNLEASH STAFF</tt>
|-
|style="background:pink"|Power: 10 (Megalith of Doom)<br/>
Damage Type: 100% Poison<br/>
Damage Source: None
|-
|}
The most horrific power of the geomancer is to pollute his or her entire demesne with the full blight of the tainted earth. Fissures will open up throughout your demesne and release toxic fumes that will seek out your personal enemies and coat their skin with flesh-stripping poison! You must wield your staff and be at full mana to invoke such a spectacle.
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