Difference between revisions of "Aeromancy"
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Revision as of 20:56, 12 September 2019
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. |
Tempest | Master+25% | Summon a mighty wind upon your enemies. |
Condensate | Master+50% | Form clouds all around you. |
Meld | Master+75% | Merge your magics within the clouds of the land. |
Whirlwind | Gifted+25% | Blow your enemies away. |
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% | Colourful, disorienting clouds. |
Thunderbird | Virtuoso+33% | Summon a thunderbird companion. |
Twister | Virtuoso+66% | Summon violent storms to toss the flying. |
SwiftWind | Fabled+0% | A fast wind speeds the mind and body. |
SouthWind | Fabled+33% | A strange gust to confuse your enemies. |
Missile | Fabled+66% | Seek out a target within your meld. |
WestWind | Mythical+0% | The mild western wind heals the body. |
Staff | Mythical+20% | Summon your elemental staff. |
NorthWind | Mythical+40% | Coils of cloud from the north will suffocate your foes. |
Windstorm | Mythical+60% | Cast the powers of the wind in one spell. |
Miasma | Mythical+80% | A noxious air that affects the mind. |
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.
You will now always find it easier to walk in high winds.
Tempest
Syntax |
AEROCAST TEMPEST [target|NODES] |
Power: 3 (Matrix) (Nodes only) Damage Type: Electric |
Summon forth cold and savage winds to create a tempest that will batter your enemies with damage and cloudcoils.
You may target a single enemy or target all enemies between connecting nodes the the node you are standing on.
Condensate
Syntax |
AEROCAST CONDENSATE AEROCAST FORCECONDENSATE |
Power: 1 (Matrix) |
You may create condensation in almost any environment, turning it into a cloudy location. 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.
Meld
Syntax |
AEROCAST MELD AEROCAST CLEAR |
The primary power of aeromancy is to build your own cloud 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.
You may also BOND to a fellow aeromancer's demesne and assist them. Bonding increases the strength of the nodes and the elementals that defend them.
While in your demesne, you can SENSE who dare stand in your clouds 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.
Whirlwind
Syntax |
AEROCAST WHIRLWIND [HERE|NODES] |
Power: 3 (Matrix) (Current Node) 5 (Matrix) (All Nodes) |
Create a whirlwind that blows your enemies out of your location; or if you are located at one of your nodes, away from any node in the demesne.
ThunderClouds
Syntax |
AEROCAST THUNDERCLOUDS [DAMPEN] |
Damage Type: 100% Electrical |
The clouds will darken and become thunderclouds, throwing bolts of lightning at your enemies. The lightning will knock over your foes, or if they are already knocked over, it will knock them off balance.
Additional Notes: |
Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. |
Squalls
Syntax |
AEROCAST SQUALLS [DAMPEN] |
Squalls have a chance of blowing your enemies back into the room if they attempt to leave and wrapping them in cloudcoils.
Additional Notes: |
Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. |
Dissolve
Syntax |
DISSOLVE [<target> |
Power: 5 (Matrix) (Nodes) 10 (Matrix) (Meld) |
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.
EastWind
Syntax |
AEROCAST EASTWIND [DAMPEN] |
This will be cast throughout your demesne.
Summon forth the winds from the east, which will cause random spiritual afflictions and afflict cloudcoils on your enemies.
Additional Notes: |
Meld Effect. You can append DAMPEN to lower this effect. |
Travel
Syntax |
AEROCAST TRAVEL [<player>|Node number] |
Power: 3 (Matrix) |
You can travel to a target if both of you are in your demesne. Additionally, you can travel to any node within your meld.
Additional Notes: |
The node number appears in DEMESNE NODES. |
Blizzard
Syntax |
AEROCAST BLIZZARD [DAMPEN] |
This will be cast throughout your demesne.
You can raise a snowy blizzard that will obfuscate locations and afflict your enemies with cloudcoils.
Additional Notes: |
Meld Effect: You can append DAMPEN to lower this effect. |
RainbowClouds
Syntax |
AEROCAST RAINBOWCLOUDS [DAMPEN] |
Ribbons of rainbow will flow between the clouds, stunning your enemies and building cloudcoils.
Additional Notes: |
Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. |
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 wrapping its victim in cloudcoils.
Every two years you may summon forth another thunderbird egg.
Additional Notes: |
If you lose the thunderbird skill, your thunderbird will not abandon you; however, it will no longer have the ability to cause cloudcoils when it breathes lightning nor allow the owner to use breathe lightning without the Beastmastery skill. Also note that the thunderbird's inherent ability to fly will always need the flying skill in Beastmastery to use it. |
Twister
Syntax |
AEROCAST TWISTER [DAMPEN] |
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. Furthermore, any who attempt to fly may find themselves caught in a net of air. It will also wrap enemies in cloudcoils.
Additional Notes: |
Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. |
SwiftWind
Syntax |
AEROCAST SWIFTWIND [DAMPEN] |
When you or your allies are caught up in a swiftwind, your next action be will faster than normal (10/10 bonus to balance or equilibrium recovery). However, this fickle wind swiftly blows in the face of your enemies, slowing their next action (-10/-10 penalty to balance or equilibrium recovery).
Additional Notes: |
Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. |
SouthWind
Syntax |
AEROCAST SOUTHWIND [DAMPEN] |
Summon forth the winds from the south to warp your enemies in time based on how many cloudcoils they are wrapped in.
Additional Notes: |
Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. |
Missile
Syntax |
AEROCAST MISSILE <target> |
Power: 2 (Matrix Damage Type: 100% Electric |
You may summon a missile of storm and lightning to attack anyone within your demesne. It will damage and build cloudcoils on them.
WestWind
Syntax |
AEROCAST WESTWIND [DAMPEN] |
Summon forth the winds from the west, which will heal you and your allies and wrap your enemies in cloudcoils.
Additional Notes: |
Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. |
Staff
Syntax |
AEROCAST STAFF
|
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.
With WHIRL STAFF, you can reveal anyone hiding in your location.
Syntax |
TUNE STAFF <percent> ELECTRICITY <percent> COLD TUNE STAFF CLEAR |
Power: 1 (Matrix) |
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.
Additional Notes: |
Percentages may range from 0-100 for each damage type, but must be multiples of 10 and sum to 100. |
NorthWind
Syntax |
AEROCAST NORTHWIND [<target>|NODES|MELD] |
Power: 2 (Matrix) (Single Target) 5 (Matrix) (Nodes) |
Summon forth the winds from the north to occasionally toss your enemies into the air and strip them of levitation for a time. You can target a single enemy, enemies between connecting nodes or all enemies within your meld.
Windstorm
Syntax |
AEROCAST WINDSTORM |
Power: 5 (Matrix)a |
Your demesne will surge with elemental winds and become imbued with thunderclouds, squalls, blizzard, rainbowclouds, miasma, twister, swiftwind, westwind, eastwind, and southwind.
Miasma
Syntax |
AEROCAST MIASMA <target> |
Power: 5 (Matrix) |
You summon a swirling miasma of clouds around your target, isolating them from the world and battering their senses with light and noise. If the target is massively entangled in cloudcoils you will instantly kill them. Otherwise, you will stun and wrap more cloudcoils around them.
Cyclone
Syntax |
UNLEASH STAFF |
Power: 10 (Matrix) Damage Type: 100% Electrical |
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. The damage dealt by the Cyclone will depend on how much your enemies are wrapped in cloudcoils, though it will entirely dissipate all their cloudcoils when it fires.
Bonded melders will reduce how long this takes to cast.