Difference between revisions of "Aeromancy"
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Within your meld, you may will coils of cloud surrounding your foe to exert unwithstandable pressure. Should at least six coils not be found on your foe, another coil will rush in to take its proper place around the neck of your target. | Within your meld or clouds terrain, you may will coils of cloud surrounding your foe to exert unwithstandable pressure. Should at least six coils not be found on your foe, another coil will rush in to take its proper place around the neck of your target. | ||
'''Changelog:'''<br /> | |||
*Aeromancy DysbaricPressure is now usable in clouds terrain rather than requiring the caster be in their own meld. '''(#406 on 03-04-2014)''' | |||
==Cyclone== | ==Cyclone== |
Revision as of 16:09, 30 June 2018
Aeromancy is the specialization of the element of air and may only be learned in Hallifax, for it draws its power from the Matrix. Teaching the arts of wind, cloud and storm, the Aeromancers are a formidable force to be reckoned with, despite their academic and intellectual leanings. |
Skill | Learned At | Description |
---|---|---|
Windwalk | Master+0% | Walk upon the air like solid ground. |
Influence | Gifted+0% | Increase your sway over others in your demesne. |
Whirlwind | Gifted+25% | Blow your enemies away. |
Center | Gifted+50% | Move to the centre of your demesne. |
Thunderclouds | Gifted+75% | Smite your enemies with storm lightning. |
Squalls | Expert+0% | Create walls of wind. |
Dissolve | Expert+20% | Easily remove an aura of protection around another. |
Eastwind | Expert+40% | A piercing gust against your enemies. |
Travel | Expert+60% | Teleport yourself to anyone in your demesne. |
Blizzard | Expert+80% | Summon a blizzard to make navigation difficult. |
Rainbowclouds | Virtuoso+0% | A colourful, disorienting clouds. |
Thunderbird | Virtuoso+25% | Summon a thunderbird companion. |
Miasma | Virtuoso+50% | A noxious air that affects the mind. |
Twister | Virtuoso+75% | Summon violent storms to toss the flying. |
Swiftwind | Fabled+0% | A fast wind speeds the mind and body. |
Airnet | Fabled+25% | Trap those who escape to the sky. |
Southwind | Fabled+50% | A strange gust to confuse your enemies. |
Illwind | Fabled+75% | The illwind weakens the mind and body. |
Staff | Mythical+0% | Summon your elemental staff. |
Westwind | Mythical+20% | The mild western wind heals the body. |
Northwind | Mythical+40% | Coils of cloud from the north will suffocate your foes. |
Tuning | Mythical+40% | Tune the energies of your elemental staff. |
Windstorm | Mythical+60% | Cast the powers of the wind in one spell. |
DysbaricPressure | Mythical+80% | Choke the life from your foes. |
Cyclone | Transcendent+0% | Unleash the awesome power of elemental air. |
Windwalk
Syntax: |
AEROCAST WINDWALK WINDWALK, DESCEND |
As the sky is the home to all aeromancers, you can simply walk on the winds and be at home among the clouds. Also, you will be immune from blasts of wind that move you on the Elemental Plane of Air.
Changelog:
- Aeromancy WindWalk now reduces the effect of high wind upon movement. (#40 on 01-07-2012)
Tempest
Syntax: |
AEROCAST TEMPEST |
Damage Type: 50% Blunt, 50% Cold Damage Source: Magical |
Summon forth cold and savage winds to create a tempest that will batter your enemies.
Condensate
Syntax: |
AEROCAST CONDENSATE AEROCAST FORCECONDENSATE |
Power: 1 (Matrix) |
If you are not in the clouds environment, you can create clouds to infuse almost any environment. If a location is currently the demesne of any druid or mage, you can FORCECONDENSATE and break the meld in that location.
Meld
Syntax: |
AEROCAST MELD AEROCAST SENSE |
The primary power of aeromancy is to build your own cloud demesne. By creating a MELD between the clouds and yourself, you thus build your demesne. Each new MELD must be adjacent to another. While in your demesne, you can SENSE who dares to enter your burning land and WATCH who enters and leaves. To check on its status, DEMESNE will show you where its center is, and what powers are curently active and how long they will last. DEMESNE CENTER will change the center of your demense to the current room. You can DISSOLVE your demesne at any time. If there is a demesne effect active that you wish to get rid of, you may DAMPEN it.
Influence
Within your own demesne, you will find your ability of influence to be more effective.
Whirlwind
Syntax: |
AEROCAST WHIRLWIND |
Power: 3 (Matrix) |
Create a whirlwind that blows your enemies out of your location.
Center
Syntax: |
AEROCAST CENTER |
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.
Thunderclouds
Syntax: |
AEROCAST THUNDERCLOUDS [DEMESNE] |
Damage Type: 100% Electrical Damage Source: Magical |
This can be cast in a single cloud location or throughout your demesne. The clouds will darken and become thunderclouds, throwing bolts of lightning at your enemies.
Squalls
Syntax: |
AEROCAST SQUALLS [<direction>] [DEMESNE] |
This can be cast in a single location among the clouds or throughuot your demesne. Squalls will raise walls of wind which will rise up to all elevations from the ground on up. Wind walls have a chance of blowing your enemies back into the room if they attempt to leave.
Dissolve
Syntax: |
DISSOLVE <target> |
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.
Eastwind
Syntax: |
AEROCAST EASTWIND [DEMESNE] |
This can be cast in a single cloud location or throughout your demesne. Summon forth the winds from the east, which will pierce at the limbs of your enemies.
Travel
Syntax: |
AEROCAST TRAVEL <player> |
Power: 3 (Matrix) |
You can travel to a target if both of you are in your demesne.
Blizzard
Syntax: |
AEROCAST BLIZZARD [DEMESNE] |
This can be cast in a single cloud location or throughout your demesne. You can raise a snowy blizzard that will hide exits and freeze your enemies.
Rainbowclouds
Syntax: |
AEROCAST RAINBOWCLOUDS [DEMESNE] |
This can be cast in a single cloud location or throughout your demesne. Ribbons of rainbows will flow between the clouds, causing confusion among your enemies who try if they attempt to move.
Thunderbird
Syntax: |
AEROCAST THUNDERBIRD BEAST ORDER BREATHE LIGHTNING <target> |
Power: 10 (Matrix) |
Create a thunderbird egg which you can raise as a beast. The power cost will be significantly less if cast on the Elemental Plane of Air. The thunderbird has the ability to fly as well as the inherent ability to breathe lightning which the aeromancer may cast regardless of his or her level in Beastmastery. The lightning breath of a thunderbird has the unique property of giving epilepsy to its victim.
NOTE: If you lose the thunderbird skill, your thunderbird will not abandon you; however, it will no longer have the ability to cause epilepsy when it breathes lightning nor allow the owner to use breathe lightning without the Beastmastery skill. Also note that the phoenix's inherent ability to fly will always need the the flying skill in Beastmastery to use it.
Miasma
Syntax: |
AEROCAST MIASMA [DEMESNE] |
This can be cast in a single cloud location or throughout your demesne. Twist your clouds into a dark miasma, which will afflict your enemies with a variety of mental illnesses.
Twister
Syntax: |
AEROCAST TWISTER [DEMESNE] |
This can be cast in a single cloud location or throughout your demesne. A summoned twister will smash any enemies to the ground who dare to fly in your realm. It will also block use of natural forest if cast.
Swiftwind
Syntax: |
AEROCAST SWIFTWIND [DEMESNE] |
This can be cast in a single cloud location or throughout your demesne. When you or your allies are caught up in a swiftwind, your next action will faster than normal.
Airnet
Syntax: |
AEROCAST AIRNET [DEMESNE] |
This can be cast in a single cloud location or throughout your demesne. Any who attempt to fly may find themselves caught in a net of air. Let those who do not yet know you rule the sky find out the truth soon enough!
Southwind
Syntax: |
AEROCAST SOUTHWIND [DEMESNE] |
This can be cast in a single cloud location or throughout your demesne. Summon forth the winds from the south, which will send chills to your enemies with a variety of afflictions.
Illwind
Syntax: |
AEROCAST ILLWIND [DEMESNE] |
This can be cast in a single cloud location or throughout your demesne. When your enemies are caught in an ill wind, their next action will be slower than normal.
Staff
Syntax: |
AEROCAST STAFF POINT STAFF <target> [direction] |
Power: 10 (Matrix) Damage Type: 50% Electrical, 50% Cold |
The ultimate weapon of the aeromancer is a staff created from elemental air. By wielding the staff you may POINT STAFF at a target and shoot wind and lightning at your target. You can RAISE STAFF at others to strip the levitation defense from them or to fling them into the sky if they have no levitation defense. With WHIRL STAFF, you can reveal anyone hiding in your location. Finally, by TWIRL STAFF you can raise a nimbus of protection around you, which will offer significant protection from electrical damage. This nimbus will also fling lightning at those who attack you, though it must be a direct attack in the same room and elevation as you. The power cost will be significantly less if cast on the Elemental Plane of Air.
Westwind
Syntax: |
AEROCAST WESTWIND [DEMESNE] |
This can be cast in a single cloud location or throughout your demesne. Summon forth the winds from the west, which will heal you and your allies as well as cure you of many afflictions.
Northwind
Syntax: |
AEROCAST NORTHWIND [DEMESNE] |
This can be cast in a single cloud location or throughout your demesne. Summon forth the winds from the north, which will surround your foes with coils of cloud to slow them and delay their recovery.
Tuning
Syntax: |
TUNE STAFF <percent> ELECTRICITY <percent> COLD TUNE STAFF CLEAR |
Power: 1 (Matrix) |
As your connection to the elemental air grows, so does your ability to control the staff you have fashioned from it. You may TUNE STAFF to choose what percentage of your damage is in the form of electricity or cold damage. You may also TUNE STAFF CLEAR 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.
Windstorm
Syntax: |
AEROCAST WINDSTORM |
Power: 8 (Matrix) |
Your demesne will surge with elemental winds, and become imbued with thunderclouds, zephyr, blizzard, rainbowcloud, miasma, twister, swiftwind, airnet, soothingcloud, illwind, and westwind.
DysbaricPressure
Syntax: |
AEROCAST DYSBARICPRESSURE <player> |
Power: 5 (Matrix) (0p if less than six cloudcoils) |
Within your meld or clouds terrain, you may will coils of cloud surrounding your foe to exert unwithstandable pressure. Should at least six coils not be found on your foe, another coil will rush in to take its proper place around the neck of your target.
Changelog:
- Aeromancy DysbaricPressure is now usable in clouds terrain rather than requiring the caster be in their own meld. (#406 on 03-04-2014)
Cyclone
Syntax: |
UNLEASH STAFF |
Power: 10 (Matrix) Damage Type: 50% Electrical, 50% Cold |
By releasing a cyclone, you demonstrate the most intense and potent powers of the Elemental Plane of Air. An enormous cyclone 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.