Difference between revisions of "Geomancy"

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New Melding update
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(New Melding update)
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{{SkillTableHeader}}
{{SkillTableHeader}}
{{SkillTableRow|Tainted|Master|0|Breathe the tainted air.}}
{{SkillTableRow|Tainted|Master|0|Breathe the tainted air.}}
{{SkillTableRow|Fossilize|Master|25|Turn your dead enemies into fossils.}}
{{SkillTableRow|Burrow|Master|10|Tunnel deep underground.}}
{{SkillTableRow|Burrow|Master|50|Tunnel deep underground.}}
{{SkillTableRow|BoulderBlast|Master|25|Create carnage by exploding boulders}}
{{SkillTableRow|Boulderblast|Unknown|?|Create carnage by exploding boulders}}
{{SkillTableRow|Taint|Master|50|Twist the land with death.}}
{{SkillTableRow|Taint|Gifted|0|Twist the land with death.}}
{{SkillTableRow|Meld|Master|75|Merge your magics with the tainted land.}}
{{SkillTableRow|Meld|Gifted|25|Merge your magics with the tainted land.}}
{{SkillTableRow|Aftershock|Gifted|25|Shift your enemies around.}}
{{SkillTableRow|Influence|Gifted|50|Increase your sway over others in your demesne.}}
{{SkillTableRow|Tremors|Gifted|75|Knock people to the ground or shake them out of the trees.}}
{{SkillTableRow|Poison|Gifted|75|The tainted earth releases its miasmic fumes.}}
{{SkillTableRow|StoneWalls|Expert|0|Raise up the rock earth to block passage.}}
{{SkillTableRow|Centre|Expert|0|Move to the centre of your demesne.}}
{{SkillTableRow|Dissolve|Expert|20|Easily remove an aura of protection around another.}}
{{SkillTableRow|Dissolve|Expert|0|Easily remove an aura of protection around another.}}
{{SkillTableRow|Rockslide|Expert|40|Sliding rocks damage your foes.}}
{{SkillTableRow|Tremors|Expert|25|Knock people to the ground or shake them out of the trees.}}
{{SkillTableRow|Travel|Expert|60|Teleport yourself to anyone in your demesne.}}
{{SkillTableRow|Duststorm|Expert|50|Stirred up dust obscures vision.}}
{{SkillTableRow|Duststorm|Expert|80|Stirred up dust obscures vision.}}
{{SkillTableRow|Lodestone|Expert|75|Magnetic lodestones pull enemies to the ground.}}
{{SkillTableRow|Groundslam|Virtuoso|0|Slam your enemies into the earth.}}
{{SkillTableRow|Travel|Virtuoso|50|Teleport yourself to anyone in your demesne.}}
{{SkillTableRow|Wyrm|Virtuoso|33|Summon a tainted earth worm.}}
{{SkillTableRow|Stonerain|Virtuoso|25|Batter fliers with large stones.}}
{{SkillTableRow|StoneRain|Virtuoso|66|Batter fliers with large stones.}}
{{SkillTableRow|Wyrm|Virtuoso|50|Summon a tainted earth worm.}}
{{SkillTableRow|Lodestone|Fabled|0|Magnetic lodestones pull enemies to the ground.}}
{{SkillTableRow|Crumble|Virtuoso|75|Break down walls of stone.}}
{{SkillTableRow|Sickening|Fabled|33|Afflict others with pus-filled cankerous sores.}}
{{SkillTableRow|Stonewalls|Fabled|50|Raise up the rock earth to block passage.}}
{{SkillTableRow|Missile|Fabled|66|Seek out a target within your meld.}}
{{SkillTableRow|Rockslide|Fabled|50|Sliding rocks damage your foes.}}
{{SkillTableRow|Grounding|Mythical|0|Ground your allies to the earth to heal.}}
{{SkillTableRow|Sickening|Fabled|75|Afflict others with pus-filled cankerous sores.}}
{{SkillTableRow|Staff|Mythical|20|Summon your elemental staff.}}
{{SkillTableRow|Staff|Mythical|0|Summon your elemental staff.}}
{{SkillTableRow|Chasm|Mythical|40|"Must not all things at the last be swallowed up in death?"}}
{{SkillTableRow|Chasm|Unknown|?|"Must not all things at the last be swallowed up in death?"}}
{{SkillTableRow|Tuning|Mythical|40|Tune the energies of your elemental staff.}}
{{SkillTableRow|Earthquake|Mythical|60|Cast the powers of the tainted earth in one spell.}}
{{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.}}
{{SkillTableRow|Fleshstone|Mythical|80|Turn others or yourself into a statue.}}
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{{AB
{{AB
|skillname = Tainted
|skillname = Tainted
|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.
|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.
}}
{{AB
|skillname = Fossilise
|syntax = GEOCAST FOSSILIZE <corpse>
|description = 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.
}}
}}


Line 49: Line 42:
|skillname = Burrow
|skillname = Burrow
|syntax = BURROW [ABOVE{{!}}BELOW{{!}}<dir>]
|syntax = BURROW [ABOVE{{!}}BELOW{{!}}<dir>]
|description = 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>.
|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>.}}
}}


{{AB
{{AB
|skillname = BoulderBlast
|skillname = BoulderBlast
|syntax = GEOCAST BOULDERBLAST
|syntax = GEOCAST BOULDERBLAST [<target>{{!}}NODES]
|cost = Damage Type: 25% Blunt, 25% Cutting, 50% Poison
|cost = Power:  3 (Megalith of Doom) (Nodes only)<br>
|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 in the location.
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>
You may target a single enemy or target all enemies between connecting nodes and the node you are standing on.
}}
}}


{{AB
{{AB
|skillname = Taint
|skillname = Taint
|syntax = GEOCAST TAINT <br>
|syntax = GEOCAST TAINT<br>
GEOCAST FORCETAINT <br>
GEOCAST FORCETAINT
GEOCAST DEFOLIATION
|cost = Power: 1 (Megalith of Doom)
|cost = Power: 1 (Megalith of Doom)
|description = 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.
|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.}}


{{AB
{{AB
|skillname = Meld
|skillname = Meld
|syntax = GEOCAST MELD <br>
|syntax = GEOCAST MELD<br>
GEOCAST SENSE <br>
GEOCAST CLEAR<br>
GEOCAST WATCH ON/OFF <br>
GEOCAST SENSE<br>
GEOCAST DISSOLVE <br>
GEOCAST WATCH ON/OFF<br>
GEOCAST DAMPEN <effect> <br>
GEOCAST DISSOLVE<br>
DEMESNE CENTER <br>
GEOCAST BOND<br>
DEMESNE
GEOCAST UNBOND<br>
|description = 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 currently 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. If there is a demesne effect active that you wish to get rid of, you may <tt>DAMPEN</tt> it.
DEMESNE<br>
DEMESNE [NODES{{!}}ROOMS{{!}}BONDS{{!}}EFFECTS]
|description = The primary power of geomancy is to build your own tainted demesne. By using 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>
You may also BOND to a fellow geomancers demesne and assist them. Bonding increases the strength of the nodes and the elementals that defend them.
<br>
While in your demesne, you can SENSE who dares to enter your demesne 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.
}}
}}


{{AB
{{AB
|skillname = Influence
|skillname = Aftershock
|description = Within your own demesne, you will find your ability of influence to be more effective as though you had more prestige.
|syntax = GEOCAST AFTERSHOCK [MELD]
}}
|cost = Power:  3 (Megalith of Doom) (Current Room)<br>
5 (Megalith of Doom) (All Nodes)
|description = Create a 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
{{AB
|skillname = Poison
|skillname = Tremors
|syntax = GEOCAST POISON [DEMESNE]
|syntax = GEOCAST TREMORS [DAMPEN]
|cost = Damage Type: 100% Poison
|cost = Damage Type: 100% Excorable
|description = 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.
|description = Tremors of Earth will reverberate through your demesnes, damaging and knocking over your enemies. If they are already knocked over, they'll be knocked off balance.
<br><br>
|notes = Meld Effect, this will be cast throughout your demesne. Append DAMPEN to lower this effect.}}
This ability can be blocked by a scroll of protection.
}}
'''Changelog:'''<br />
*Poison now afflicts with vomiting rather than hunger attrition. '''(#1265 on 1-31-2018)'''


{{AB
{{AB
|skillname = Centre
|skillname = Stonewalls
|syntax = GEOCAST CENTRE
|syntax = GEOCAST STONEWALLS [DAMPEN]
|description = From anywhere in your demesne, you can instantly transport to the centre 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.
|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
{{AB
|skillname = Dissolve
|skillname = Dissolve
|syntax = DISSOLVE <target>
|syntax = DISSOLVE [<target>|NODES|MELD]
|description = 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.
|cost = Power:  5 (Matrix) (Nodes)<br>
}}
10 (Matrix) (Meld)
|description = You can dissolve the aura of protection defense 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. You can also dissolve it from all enemies between connecting nodes, or all enemies inside your entire meld for a power cost.}}


{{AB
{{AB
|skillname = Tremors
|skillname = Rockslide
|syntax = GEOCAST TREMORS [DEMESNE]
|syntax = GEOCAST ROCKSLIDE [DAMPEN]
|description = 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.
|description = Giant rocks will slide across your demese causing random 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
{{AB
|skillname = DustStorm
|skillname = Travel
|syntax = GEOCAST DUSTSTORM [DEMESNE]
|syntax = GEOCAST TRAVEL [<player>{{!}}Node number]
|description = This can be cast in a single tainted location or throughout your demesne. A dust storm will rise up and obscure all exits and blind your enemies. 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.
|cost = Power: 3 (Megalith of Doom)
<br><br>
|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. |notes = The node number appears in DEMESNE NODES.}}
This ability can be blocked by a scroll of protection.
}}


{{AB
{{AB
|skillname = Lodestone
|skillname = Duststorm
|syntax =GEOCAST LODESTONE [DEMESNE]
|syntax = GEOCAST DUSTSTORM [DAMPEN]
|description = 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.
|description = You can raise a storm of dust that will obfuscate locations and afflict your enemies with particulate.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
}}
}}


{{AB
{{AB
|skillname = Travel
|skillname = GroundSlam
|syntax = GEOCAST TRAVEL <player>
|syntax = GEOCAST GROUNDSLAM [DAMPEN]
|cost = Power: 3 (Megalith of Doom)
|description = The ground will occasionally lurch and slam your enemies into the ground, stunning them and building particulate.
|description = You can travel to a target if both of you are in your demesne.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.}}
}}


{{AB
|skillname = Stonerain
|syntax = GEOCAST STONERAIN [DEMESNE]
|description = 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 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.
}}


{{AB
{{AB
|skillname = Wyrm
|skillname = Wyrm
|syntax = GEOCAST WYRM
|syntax = GEOCAST WYRM
:BEAST ORDER BREATHE GAS <target>
|cost = Power: 10 (Megalith of Doom)
:BEAST ORDER DIGUP
|cost = Power: 10 (Megalith of Doom) (for egg) <br>
Beast Mana: 500 (to breathe gas)  
|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).
|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>
<br>
Like the Beastmastery skill, your beast can breathe gas. The wyrm will do more damage than other
Every two years, you may summon forth another wyrm egg.
beasts when it breathes gas.
<br>
<br><br>
{{sub
This is a unique beast skill, that enables the beast to digup items or people who are buried below  it.
|syntax = BEAST ORDER BREATHE GAS <target>
<br><br>
|cost = Beast Mana: 500
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.
}}
Like the 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.


{{AB
|notes = 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.
|skillname = Crumble
|syntax = GEOCAST CRUMBLE <direction>
|description = By force of will, chip away at stone walls.
}}
}}


{{AB
{{AB
|skillname = Stonewalls
|skillname = Stonerain
|syntax = GEOCAST STONEWALL DEMESNE <br>
|syntax = GEOCAST STONERAIN [DAMPEN]
GEOCAST STONEWALL <direction>
|description = You can summon a storm of stones to rain down on your demesne. It will also block use of natural forest if cast.
|description = This can be cast in a single tainted location in a specific direction, or throughout your demesne.
Furthermore, any who attempt to fly may find themselves caught in a net of air. It will also build particulate on your enemies.
}}
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. }}


{{AB
{{AB
|skillname = Rockslide
|skillname = Lodestone
|syntax = GEOCAST ROCKSLIDE [DEMESNE]
|syntax = GEOCAST LODESTONE [DAMPEN]
|cost = Damage Type: 75% Blunt, 25% Cutting
|description = The Lodestone will find your allies curing particulate better and your enemies' curing slowing down.
|description = 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 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.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.}}
}}


{{AB
{{AB
|skillname = Sickening
|skillname = Sickening
|syntax = GEOCAST SICKENING [DEMESNE]
|syntax = GEOCAST SICKENING [DAMPEN]
|description = 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 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.
|description = A cloud of gas will sicken your enemies and corrode them, building deathmark dependent on how much particulate buildup they have.
<br><br>
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.}}
This ability can be blocked by a scroll of protection.
 
}}
{{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
|synftax = GEOCAST GROUNDING [DAMPEN]
|description = Allow your allies to ground with the earth, occasionally healing them 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
{{AB
|skillname = Staff
|skillname = Staff
|syntax = GEOCAST STAFF <br>
|syntax = GEOCAST STAFF<br>
:POINT STAFF <target> [direction] <br>
|POINT STAFF <target> [direction]<br>
:WHIRL STAFF <br>
:WHIRL STAFF
:RAISE STAFF <br>
|cost = Power: 10 (Megalith of Doom)<br>
:TWIRL STAFF <target>
Damage Type: 50% Poison, 25% Cutting, 25% Asphyxiation (point staff)<br>
|cost = Power: 10/1* (Megalith of Doom) (for staff) <br>
Can Target Denizens (in room only)
Damage Type: 50% Poison, 25% Cutting, 25% Asphyxiation (point staff) <br>
|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.
Can Target Denizens (in room only) <br>
Damage Modifier: 2/8 Universal Buff (raise staff)
|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 <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.  
<br>
<br>
<nowiki>*</nowiki>The power cost will be significantly less if cast on the Elemental Plane of Earth.
{{sub
|notes = 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.
|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.
|notes = Percentages may range from 0-100 for each damage type, but must be multiples of 10 and sum to 100.
}}
}}


{{AB
{{AB
|skillname = Chasm
|skillname = Chasm
|syntax = GEOCAST CHASM <player>
|syntax = GEOCAST CHASM [<target>|NODES|MELD]
|cost = Power: 3 (Megalith of Doom)
|cost = Power: 2 (Megalith of Doom) (Single Target)<br>
|description = 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.
5 (Megalith of Doom) (Nodes)<br>
}}
8 (Megalith of Doom) (Meld)
 
|description = Summon forth tremors that will occasionally knock your enemies off balance.
{{AB
|skillname = Tuning
|syntax = TUNE STAFF <percent> POISON <percent> CUTTING <percent> ASPHYXIATION <br>
TUNE STAFF CLEAR
|cost = Power: 1 (Megalith of Doom)
|description = As your connection to the tainted 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 poison, cutting or asphyxiation damage. You may also <tt>TUNE STAFF CLEAR</tt> to return your staff to its original balance.
NOTE: Percentages may range from 0-100 for each damage type, but must be multiples of 10 and sum to 100.
}}
}}


Line 223: Line 221:
|skillname = Earthquake
|skillname = Earthquake
|syntax = GEOCAST EARTHQUAKE
|syntax = GEOCAST EARTHQUAKE
|cost = Power: 8 (Megalith of Doom)
|cost = Power: 5 (Megalith of Doom)
|description = Your tainted demesne will roil with power, becoming imbued with: Poison, Tremors, Lodestone, Stonerain, Rockslide, Sickening, and Duststorm.
|description = Your demesne will surge with elemental winds, and become imbued with tremors, stonewalls, rockslide, duststorm, groundslam, stonerain, lodestone, sickening and grounding.}}
}}


{{AB
{{AB
|skillname = Fleshstone
|skillname = Fleshstone
|syntax = GEOCAST FLESHSTONE <player{{!}}ME>
|syntax = GEOCAST FLESHSTONE <target>
|cost = Power: 8 (Megalith of Doom)
|cost = Power: 5 (Megalith of Doom)
|description = You can turn the flesh of an enemy into stone statue for a time determined by his or her resilience.<br>
|description = If your target is massively covered in particulate, you can fuse the particulate to their flesh, preserving them in stone.
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.
<br> If they are not, it will stun and build particulate.}}
}}
 


{{AB
{{AB
|skillname = Pollute
|skillname = Pollute
|syntax = UNLEASH STAFF
|syntax = UNLEASH STAFF
|cost = Power: 10 (Megalith of Doom) <br>
|cost = Power: 10 (Megalith of Doom)<br>
Damage Type: 100% Poison
Damage Type: 100% Excorable
|description = 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.
|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 and be at full mana to invoke such a spectacle. The damage dealt by pollute will depend on how much particulate your enemies have, though it will entirely dissipate all their particulate when it hits.
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Bonded melders will reduce how long this takes to cast.}}
 
 
 
[[Category:Class Skills]]
[[Category:Class Skills]]
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