Difference between revisions of "Transmology"

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| style="background:lightyellow"|Transmology is the cosmic science of transforming oneself. This occult science is a closely guarded secret of the Illuminati. Since the Vortex is a divine creche that was never finished, it is in a constant state of flux where the organic materials constantly transform and mutate. Transmologists have studied these energies and use it to merge their own essence with the constantly seething flesh pots in the Vortex. While rumours abound that practitioners allegedly are able to transform their bodies to allow for many useful abilities, the Illuminati masters generally cloak themselves and not much is truly known about this science.
| style="background:lightyellow"|Transmology is the cosmic science of transforming oneself. This occult science is a closely guarded secret of the [[Illuminati]]. Since the [[Vortex]] is a [[divine crèche]] that was never finished, it is in a constant state of flux where the organic materials constantly transform and mutate. Transmologists have studied these energies and use it to merge their own essence with the constantly seething flesh pots in the Vortex. While rumours abound that practitioners allegedly are able to transform their bodies to allow for many useful abilities, the Illuminati masters generally cloak themselves and not much is truly known about this science.
|-
|-
|}
|}


{|
{{SkillTableHeader}}
|-
{{SkillTableRow|Harvest|Master|0|Harvest the flesh from the Fleshpots of the Vortex.}}
|[[#Harvest|Harvest]]||Master||Harvest the flesh from the Fleshpots of the Vortex.
{{SkillTableRow|Fleshwork|Master|0|Prepare your flesh for transmological transformations.}}
|-
{{SkillTableRow|Link|Master|25|Channel the energy of wild astral nodes to your nexus.}}
|[[#Fleshwork|Fleshwork]]||Master||Prepare your flesh for transmological transformations.
{{SkillTableRow|Return|Master|25|Call your loyal creatures of flesh back to you.}}
|-
{{SkillTableRow|Skin|Master|50|Your skin is the first line of defense of your body.}}
|[[#Link|Link]]||Master +25%||Channel the energy of wild astral nodes to your nexus.
{{SkillTableRow|SkinFold|Master|75|Store flesh within the folds of your skin.}}
|-
{{SkillTableRow|Folds|Gifted|0|The uninitiated are not worthy of seeing your superior body.}}
|[[#Return|Return]]||Master +25%||Call your loyal creatures of flesh back to you.
{{SkillTableRow|Eyes|Gifted|25|Your eyes are the windows to your true inner soul.}}
|-
{{SkillTableRow|Spix|Gifted|50|Create a creature to distract your enemies.}}
|[[#Skin|Skin]]||Master +50%||Your skin is the first line of defense of your body.
{{SkillTableRow|Legs|Gifted|75|Since you can't sprout a third (yet), improve the other two.}}
|-
{{SkillTableRow|Ears|Expert|0|The elfen aren't the only ones with special ears...}}
|[[#SkinFold|SkinFold]]||Master +75%||Store flesh within the folds of your skin.
{{SkillTableRow|Ribbachi|Expert|20|Create a creature with which to share a special bond.}}
|-
{{SkillTableRow|Belly|Expert|40|A flat belly is not necessarily a good thing.}}
|[[#Robes|Robes]]||Gifted||The uninitiated are not worthy of seeing your superior body.
{{SkillTableRow|Nose|Expert|60|Haaatchooo! Your nose can be a versatile organ.}}
|-
{{SkillTableRow|Sludgeworm|Expert|80|Your most disgusting beast. And yet strangely beautiful...}}
|[[#Eyes|Eyes]]||Gifted +25%||Your eyes are the windows to your true inner soul.
{{SkillTableRow|FleshCloak|Virtuoso|0|Hide creatures from the prying eyes of others.}}
|-
{{SkillTableRow|Channels|Virtuoso|0|Open aetheric channels to other planar entities.}}
|[[#Spix|Spix]]||Gifted +50%||Create a creature to distract your enemies.
{{SkillTableRow|Torso|Virtuoso|20|The torso can be the base for powerful transformations.}}
|-
{{SkillTableRow|Morrible|Virtuoso|40|Create a creature that can alter thoughts and perceptions.}}
|[[#Legs|Legs]]||Gifted +75%||Since you can't sprout a third (yet), improve the other two.
{{SkillTableRow|Pathways|Virtuoso|60|Choose the illuminated pathway on which you will walk.}}
|-
{{SkillTableRow|FluidFlesh|Virtuoso|80|Briefly melt your flesh, allowing instant transformation.}}
|[[#Ears|Ears]]||Expert||The elfen aren't the only ones with special ears...
{{SkillTableRow|Hands|Fabled|0|Transform your hands into powerful weapons.}}
|-
{{SkillTableRow|Throat|Fabled|20|Oh, what beautiful sounds you can now make.}}
|[[#Ribbachi|Ribbachi]]||Expert +25%||Create a creature with which to share a special bond.
{{SkillTableRow|Hekoskeri|Fabled|40|No one's quite sure what it is, but be careful walking by.}}
|-
{{SkillTableRow|Gauntlets|Fabled|60|Enhance your hands with gauntlets of flesh.}}
|[[#Belly|Belly]]||Expert +50%||A flat belly is not necessarily a good thing.
{{SkillTableRow|Mindmeld|Fabled|80|Meld your mind with your entourage.}}
|-
{{SkillTableRow|Mouth|Mythical|0|Your mouth offers a myriad possibilities for manipulation.}}
|[[#Nose|Nose]]||Expert +75%||Haaatchooo! Your nose can be a versatile organ.
{{SkillTableRow|Madfly|Mythical|20|Send a madfly to bite and goad one's mind to insanity.}}
|-
{{SkillTableRow|Aura|Mythical|40|Even your spirit surpasses the mundane norm.}}
|[[#Sludgeworm|Sludgeworm]]||Virtuoso||Your most disgusting beast. And yet strangely beautiful...
{{SkillTableRow|Homunculus|Mythical|60|Form a creature from your own vital essence.}}
|-
{{SkillTableRow|Tumour|Mythical|80|Form a giant tumour to sprout your creations.}}
|[[#Torso|Torso]]||Virtuoso +33%||The torso can be the base for powerful transformations.
{{SkillTableRow|Fleshmound|Transcendent|0|Establish your hold on the flesh of the Vortex.}}
|-
|[[#Morrible|Morrible]]||Virtuoso +66%||Create a creature that can alter thoughts and perceptions.
|-
|[[#Pathways|Pathways]]||Fabled||Choose the illuminated pathway on which you will walk.
|-
|[[#Hands|Hands]]||Fabled +25%||Transform your hands into powerful weapons.
|-
|[[#Throat|Throat]]||Fabled +50%||Oh, what beautiful sounds you can now make.
|-
|[[#Hekoskeri|Hekoskeri]]||Fabled +75%||No one's quite sure what it is, but be careful walking by.
|-
|[[#Gauntlets|Gauntlets]]||Mythical||Enhance your hands with gauntlets of flesh.
|-
|[[#Mouth|Mouth]]||Mythical +25%||Your mouth offers a myriad possibilities for manipulation.
|-
|[[#Madfly|Madfly]]||Mythical +50%||Send a madfly to bite and goad one's mind to insanity.
|-
|[[#Aura|Aura]]||Mythical +75%||Even your spirit surpasses the mundane norm.
|-
|[[#Fleshmound|Fleshmound]]||Transcendent||Establish your hold on the flesh of the Vortex
|-
|}
|}
[[Image:Transmology.jpg|thumb|Eternal Flame of Gaudiguch (by Lysandus)]]
[[Image:Transmology.jpg|thumb|Eternal Flame of Gaudiguch (by Lysandus)]]


==Harvest==
{{AB
 
|skillname = Harvest
{|
|syntax = Syntax: HARVEST [<number>] <fleshpot>
|-
|description = With permission from a guild leader, you are able to harvest flesh from the fleshpots on the [[Vortex]] so long as you know a skill that uses that flesh.
| style="background:darkblue; color:white"|'''Syntax:'''
}}
|-
| style="background:lightblue"|<tt>HARVEST <fleshpot></tt>
|-
|}
With permission from a guild leader, you are able to harvest flesh from the fleshpots on the Vortex so long as you know a skill that uses that flesh.
 
==Fleshwork==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHCALL FLESHWORK</tt><br/>
<tt>FLESHFORM [LIST]</tt>
|-
|style="background:pink"|Flesh:  Lovashi
|-
|}
By merging the flesh of lovashi into your own flesh, you prepare your body for greater transmological transformations. Fleshwork also provides some resistance to skin diseases. To list all your transformations, you can review using <tt>FLESHFORM LIST</tt>. As you gain abilities through transformations, <tt>FLESHFORM</tt> will show you the syntax for more commands.
 
==Link==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHCALL LINK NODE</tt>
|-
|style="background:pink"|Flesh:  Any
|-
|}
Travel to the astral plane and link to a wild energy node. This will automatically channel its latent powers directly into the Eternal Flame. You can use any charged type of flesh to make the link (and it will not be consumed).
 
==Return==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHCALL RETURN</tt>
|-
|}
If you have been separated from your creatures of flesh, this will return them to your side, and cause them to follow you again.
 
==Skin==


{|
{{AB
|-
|skillname = Fleshwork
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCALL FLESHWORK <br>
|-
FLESHFORM [LIST] <br>
| style="background:lightblue"|<tt>FLESHCALL SKIN <thicken|marble|fur|bubble></tt>
FLESHCLOAK <br>
|-
FLESHCLOAK NATURAL
|style="background:pink"|Flesh: Lovashi, Yig<br/>
|cost = Flesh: Lovashi
DMP:    Varies with Transmology skill level, goes to 10 at transcendent
|description = By merging the flesh of lovashi into your own flesh, you prepare your body for greater transmological transformations. Fleshwork also provides some resistance to skin diseases. To list all your transformations, you can review using <tt>FLESHFORM LIST</tt>. As you gain abilities through transformations, <tt>FLESHFORM</tt> will show you the syntax for more commands.
|-
<br><br>
|}
Using FLESHCALL NATURAL will return your body transformations to their original state.
From the Fleshpot of Yig, you can use the protoplasm to transform your skin by (1) thickening it (blunt protection), (2) marbleizing it (cutting protection), (3) creating thick fur on it (elemental protection) or (4) creating bubble warts (magic protection). Your skin can only hold one of these transformations.
}}


==SkinFold==
{{AB
|skillname = Link
|syntax = FLESHCALL LINK NODE
|cost = Flesh: Any
|description = Travel to the Astral Plane and link to a wild energy node. This will automatically channel its latent powers directly into the Eternal Flame. You can use any charged type of flesh to make the link (and it will not be consumed). You may either link permanently, or specify the number of links you wish to drain before automatically unlinking.


{|
Nodes of power recoup drained energies faster the fuller they are, and so draining them beyond reasonable limits will seriously impair their potential.
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>INSKIN [<amount>|ALL] <item><br/>
OUTSKIN [|ALL]<br/>
INVSKIN</tt>
|-
|}
You can create folds within your own skin to store transmorphic flesh, which only you can access. The skin folds will only hold flesh harvested on the Vortex plane.
 
<tt>INSKIN</tt> puts a given number of a single type of flesh (or all by default) into your skin folds. If no amount is given, then the first item found will be used (or the entire first group, if the first item is a grouping item).
 
<tt>OUTSKIN</tt> takes a given number of a single type of flesh (or all by default) out of your skin folds. If no amount is specified, then the default is to take out only one gem.
 
<tt>INVSKIN</tt> peeks into the skin folds to take a quick inventory of what is stored there.
 
==Robes==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHCALL ROBES <robes></tt>
|-
|style="background:pink"|Flesh:  Yig<br/>
Power:  10 (Eternal Flame)
|-
|}
Historically, the Illuminati have hidden their transformations from the general public. To do so, they have developed special illusory magics that can be imbued onto robes.


==Eyes==
{{AB
{|
|skillname = Return
|-
|syntax = FLESHCALL RETURN
| style="background:darkblue; color:white"|'''Syntax:'''
|description = Return your flesh to you.
|-
}}
| style="background:lightblue"|<tt>FLESHCALL EYES <whirl|darken|silver></tt>
|-
|style="background:pink"|Flesh:  Lovashi, Olormi
|-
|}
From the Fleshpot of Olormi, you can use the protoplasm to transform your eyes by (1) chromatically whirling them (helps illusion protection), (2) darkening the eyes (some protection from blindness, or (3) turning your eyes silver (the ability to hypnotize). Your eyes can only hold one of these transformations.


{|
{{AB
|-
|skillname = Skin
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCALL SKIN <thicken{{!}}marble{{!}}fur{{!}}bubble{{!}}natural>
|-
|cost = Flesh: Lovashi, Yig
| style="background:lightblue"|<tt>FLESHFORM HYPNOTIZE <target><br/>
Damage Modifier: 1/8 variable resistance
ORDER</tt>
|description = From the Fleshpot of Yig, you can use the protoplasm to transform your skin by (1) thickening it (blunt protection), (2) marbleizing it (cutting protection), (3) creating thick fur on it (elemental protection) or (4) creating bubble warts (magic protection). Your skin can only hold one of these transformations.
|-
}}
|}
If you have silvery eyes, you can hypnotize another. Once hypnotized, you have roughly 30 seconds to issue an order. Once ordered, you cannot hypnotize that person for 10 seconds.


==Spix==
{{AB
|skillname = SkinFold
|syntax = INSKIN [<amount>{{!}}ALL] <item> <br>
OUTSKIN [<amount>{{!}}ALL] <item> <br>
INVSKIN
|description = You can create folds within your own skin to store transmorphic flesh, which only you can access. The skin folds will only hold flesh harvested on the Vortex plane.
<br><br>
INSKIN puts a given number of a single type of flesh (or all by default) into your skin folds. If no amount is given, then the first item found will be used (or the entire first group, if the first item is a grouping item).
<br><br>
OUTSKIN takes a given number of a single type of flesh (or all by default) out of your skin folds. If no amount is specified, then the default is to take out only one flesh.
<br><br>
INVSKIN peeks into the skin folds to take a quick inventory of what is stored there.
}}


{|
{{AB
|-
|skillname = Folds
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCALL FOLDS <robes>
|-
|cost = Flesh: Yig <br>
| style="background:lightblue"|<tt>FLESHCALL SPIX</tt>
Power: 10 (Eternal Flame)
|-
|description = Historically, the Illuminati have hidden their transformations from the general public. To do so, they have developed special illusory magics that can be imbued within the folds of loose garments such as robes, coats and cloaks.
|style="background:pink"|Power: 2 (Eternal Flame)<br/>
}}
Flesh:  Olormi
|-
|}
The spix can transfix enemies who aren't blind or unblind enemies who are blind. It is a slow attacker and can be ordered like other loyal denizens. See <tt>HELP DENIZENS</tt>.


==Legs==
{{AB
|skillname = Eyes
|syntax = FLESHCALL EYES <whirl{{!}}darken{{!}}silver{{!}}natural>
|cost = Flesh: Lovashi, Olormi
|description = From the Fleshpot of Olormi, you can use the protoplasm to transform your eyes by (1) chromatically whirling them (helps illusion protection), (2) darkening the eyes (scan weaknesses of others), or (3) turning your eyes silver (the ability to hypnotise). Your eyes can only hold one of these transformations.
{{sub|syntax = FLESHFORM HYPNOTISE <target><br>ORDER <target> <action>}}
If you have silvery eyes, you can hypnotise another. Once hypnotised, you have roughly 30 seconds to issue an order. Once ordered, you cannot hypnotise that person for 10 seconds.
{{sub|syntax = FLESHFORM SCAN <target>}}
If you have darkened eyes, you can scan another person's body for signs of illness.
}}


{|
{{AB
|-
|skillname = Spix
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCALL SPIX
|-
|cost = Power: 2 (Eternal Flame) <br>
| style="background:lightblue"|<tt>FLESHCALL LEGS [fatten|lengthen|doublejoint]</tt>
Flesh: Olormi
|-
|description = The spix can [[transfixed|transfix]] enemies who aren't [[blind]] or unblind enemies who are blind. It is a slow attacker and can be ordered like other loyal denizens. See HELP DENIZENS.
|style="background:pink"|Flesh: Lovashi, Flahti
}}
|-
|}
From the Fleshpot of Flahti, you can use the protoplasm to transform your legs to either (1) fatten them (helps protect against summons), (2) lengthen them (improves movement), or (3) making them doublejoint (ability to leap). Your legs can only hold one of these transformations.


{|
{{AB
|-
|skillname = Legs
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCALL LEGS <fatten{{!}}lengthen{{!}}doublejoint{{!}}natural>
|-
|cost = Flesh: Lovashi, Flahti
| style="background:lightblue"|<tt>LEAP <direction></tt>
|description = From the Fleshpot of Flahti, you can use the protoplasm to transform your legs to either (1) fatten them ([[rooting|helps protect against summons]]), (2) lengthen them ([[Celerity|improves movement]]), or (3) making them doublejoint (ability to leap). Your legs can only hold one of these transformations.
|-
{{sub|syntax = FLESHFORM LEAP <direction>}}
|}
If your legs are doublejointed, you can leap over obstacles.
If your legs are doublejointed, you can leap over obstacles.
}}


==Ears==
{{AB
 
|skillname = Ears
{|
|syntax = FLESHCALL EARS <sharpen{{!}}lengthen{{!}}scales{{!}}natural>
|-
|cost = Flesh: Lovashi, Augorum <br>
| style="background:darkblue; color:white"|'''Syntax:'''
Damage Modifier: 1/5 resistance (scaled ears)
|-
|description = From the Fleshpot of Augorum, you can use the protoplasm to transform your ears to either (1) sharpen them (allows eavesdropping two rooms away), (2) lengthen them (grants sonar), or (3) cover them in scales (reduces sound damage). Your ears can only hold one of these transformations.
| style="background:lightblue"|<tt>FLESHCALL EARS [sharpen|lengthen|scales]</tt>
{{sub|syntax = FLESHFORM EAVESDROP <direction>}}
|-
|style="background:pink"|Flesh: Lovashi, Augorum<br/>
DMP:   10 (scaled ears)
|-
|}
From the Fleshpot of Augorum, you can use the protoplasm to transform your ears to either (1) sharpen them (allows eavesdropping two rooms away), (2) lengthen them (grants sonar), or (3) cover them in scales (reduces sound damage). Your ears can only hold one of these transformations.
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHFORM EAVESDROP <direction></tt>
|-
|}
If you have sharpened your ears, you can eavesdrop up to two rooms away. However, you cannot listen through doors.
If you have sharpened your ears, you can eavesdrop up to two rooms away. However, you cannot listen through doors.
 
{{sub|syntax = FLESHFORM PING <direction>}}
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHFORM PING <direction></tt>
|-
|}
If you have lengthened your ears, you can 'ping' in a direction, gathering vital statistics of everyone in that adjacent room.
If you have lengthened your ears, you can 'ping' in a direction, gathering vital statistics of everyone in that adjacent room.
}}


==Ribbachi==
{{AB
 
|skillname = Ribbachi
{|
|syntax = FLESHCALL RIBBACHI <br>
|-
ORDER RIBBACHI MOVE <direction>
| style="background:darkblue; color:white"|'''Syntax:'''
ORDER RIBBACHI LOOK [object] [ON <person>] <br>
|-
ORDER RIBBACHI CLIMB [trees{{!}}up{{!}}down] <br>
| style="background:lightblue"|<tt>FLESHCALL RIBBACHI</tt>
ORDER RIBBACHI RETURN <br>
|-
ORDER RIBBACHI FOLLOW <person> <br>
|style="background:pink"|Power: 2 (Eternal Flame)<br/>
ORDER RIBBACHI SEEK <person> <br>
Flesh: Aurogrum, Flahti
ORDER RIBBACHI EXITS <br>  
|-
ORDER RIBBACHI GIVE [number] <item> TO <person> <br>  
|}
ORDER RIBBACHI DROP [number] <item> <br>
This albino blind frog can be remotely controlled through the <tt>ORDER</tt> command to move silently. You will hear whatever is said in the room the frog is in, making it the perfect spy.
|cost = Power: 2 (Eternal Flame) <br>
 
Flesh: Augorum, Flahti
==Belly==
|description = This albino blind frog can be remotely controlled through the ORDER command to move silently. You will hear whatever is said in the room the frog is in, making it the perfect spy.
 
}}
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHCALL BELLY [harden|temper|fatten]</tt>
|-
|style="background:pink"|Flesh:  Lovashi, Bahlik
|-
|}
From the Fleshpot of Bahlik, you can use the protoplasm to transform your belly to either (1) harden it (some protection from stomach ailments), (2) temper it (some resistance to alcohol), or (3) fatten it (adds resistance to summoning). Your belly can only hold one of these transformations.


==Nose==
{{AB
|skillname = Belly
|syntax = FLESHCALL BELLY [harden{{!}}temper{{!}}fatten]
|cost = Flesh: Lovashi, Bahlik
|description = From the Fleshpot of Bahlik, you can use the protoplasm to transform your belly to either (1) harden it (some protection from vomiting, cramps, and worms), (2) temper it (some resistance to [[alcohol]]), or (3) fatten it (adds [[rooting|resistance to summoning]]). Your belly can only hold one of these transformations.
}}


{|
{{AB
|-
|skillname = Nose
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCALL NOSE <lengthen{{!}}bulbous{{!}}harden{{!}}natural>
|-
|cost = Flesh:  Lovashi, Phlo <br>
| style="background:lightblue"|<tt>FLESHCALL NOSE [lengthen|bulbous|harden]</tt>
(Peck) Damage Type: 100% Cutting
|-
|description = From the Fleshpot of Phlo, you can use the protoplasm to transform your nose to either (1) lengthen (scent others), (2) become bulbous (slime attack), or (3) harden into a beak (beak). Your nose can only hold one of these transformations.
|style="background:pink"|Flesh:  Lovashi, Phlo
{{sub|syntax = FLESHFORM SCENT}}
|-
|}
From the Fleshpot of Phlo, you can use the protoplasm to transform your nose to either (1) lengthen (scent others), (2) become bulbous (slime attack), or (3) harden into a beak (beak). Your nose can only hold one of these transformations.
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHFORM SCENT</tt>
|-
|}
If your nose is lengthened, you can use scent to find others in the area.
If your nose is lengthened, you can use scent to find others in the area.
 
{{sub|syntax = FLESHFORM SLIME <target>}}
{|
If your nose is bulbous, you can cover another in slime and afflict with a random masked [[:Category:Mental Afflictions|mental affliction]]
|-
{{sub|syntax = FLESHFORM PECK <target>}}
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHFORM SLIME <target></tt>
|-
|}
If your nose is bulbous, you can cover another in ectoplasmic slime.
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHFORM PECK <target></tt>
|-
|style="background:pink"|Damage Type: 100% Cutting<br/>
Damage Source: Physical
|-
|}
If your nose has been hardened into a beak, you can use it to peck others as an attack (which has its own head balance).
If your nose has been hardened into a beak, you can use it to peck others as an attack (which has its own head balance).
}}


==Sludgeworm==
{{AB
 
|skillname = Sludgeworm
{|
|syntax = FLESHCALL SLUDGEWORM
|-
|cost = Power: 2 (Eternal Flame) <br>
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHCALL SLUDGEWORM</tt>
|-
|style="background:pink"|Power: 2 (Eternal Flame)<br/>
Flesh: Bahlik, Phlo
Flesh: Bahlik, Phlo
|-
|description = A sludgeworm will spit slime at enemies, which may make them slip upon movement.
|}
}}
A sludgeworm will spit slime at enemies, which may make them slip upon movement.
'''Changelog:'''<br />
 
*[[Mucus]] gained from sludgeworms has been moved to the Aff system. '''(#1354 on 04-05-2018)'''
==Torso==


{|
{{AB
|-
|skillname = FleshCloak
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCLOAK <ON/OFF>
|-
|description = Cloak your entourage of flesh.
| style="background:lightblue"|<tt>FLESHCALL TORSO [fatten|sprout wings|sprout tentacles]</tt>
}}
|-
|style="background:pink"|Flesh: Lovashi, Hakii
|-
|}
From the Fleshpot of Hakii, use the protoplasm to transform your torso to either: (1) increase weight (adds to summons resistance), (2) grow wings (flight and gust), (3) grow tentacles (special exit blocking). Your torso can only hold one of these transformations.


{|
{{AB
|-
|skillname = Channels
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = OPEN CHANNELS
|-
|cost = Power: 10
| style="background:lightblue"|<tt>FLESHFORM GUST [<target> <direction>]</tt>
|description = This power will open up aetheric channels between you and summoned planar entities. Once such channels are open, you will not use any equilibrium when summoning (though you must have equilibrium).
|-
<br><br>
|}
Opening your channels while on the [[Vortex|Vortex Plane]] will only require half the normal power cost.
If you have transformed wings, you can use them to create a gust of wind like the elementalism spell. You can either blow clouds or fogs out of the room or blow someone away from you.
}}


{|
{{AB
|-
|skillname = Torso
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCALL TORSO <fatten{{!}}sprout wings{{!}}sprout tentacles{{!}}natural>
|-
|cost = Flesh: Lovashi, Hakii
| style="background:lightblue"|<tt>FLESHFORM BLOCK <direction></tt>
|description = From the Fleshpot of Hakii, use the protoplasm to transform your torso to either: (1) increase weight (adds to summons resistance), (2) grow wings (flight and gust), (3) grow tentacles (special exit blocking). Your torso can only hold one of these transformations.
|-
{{sub|syntax = FLESHFORM GUST [<target> <direction]}}
|}
If you have transformed wings, you can use them to create a [[Elementalism#Gust|gust of wind]] like the [[elementalism]] spell. You can either blow clouds or fogs out of the room or blow someone away from you.
{{sub|syntax = FLESHFORM BLOCK <direction><br>UNBLOCK}}
If you have tentacles, you can use them to block an exit. Anyone who tries to use that exit will find themselves webbed in your tentacles. Note that this will rip the tentacles out of your torso which can be a bit painful!
If you have tentacles, you can use them to block an exit. Anyone who tries to use that exit will find themselves webbed in your tentacles. Note that this will rip the tentacles out of your torso which can be a bit painful!
}}


==Morrible==
{{AB
 
|skillname = Morrible
{|
|syntax = FLESHCALL MORRIBLE
|-
|cost = Flesh:  Bahlik, Hakii, Flahti <br>
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHCALL MORRIBLE</tt>
|-
|style="background:pink"|Flesh:  Bahlik, Hakii, Flahti<br/>
Power:  2 (Eternal Flame)
Power:  2 (Eternal Flame)
|-
|description = The morrible can stick its suckered fingers onto the head of others, causing [[:Category:Mental Afflictions|mind ailments]] and chance of 1-2 [[Temporary Insanity|temporary madness]].
|}
}}
The morrible can stick its suckered fingers onto the head of others, causing mind ailments and chance of 1-2 temporary madness.
 
==Pathways==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHCALL PATHWAYS <path></tt>
|-
|style="background:pink"|Power:  10 (Eternal Flame)
|-
|}
At this point in your studies of the Illuminati, it is time to pick one of the Ways to Enlightenment. You must perform this ritual at the room in your guild devoted to the pathway you want. Below is a brief description of each path:


{{AB
|skillname = Pathways
|syntax = FLESHCALL PATHWAYS <path>
|cost = Power:  10 (Eternal Flame)
|description = At this point in your studies of the Illuminati, it is time to pick one of the Ways to Enlightenment. You must perform this ritual at the room in your guild devoted to the pathway you want. Below is a brief description of each path:
<br><br>
Manipulation - The Path of Manipulation is also sometimes called the Path of Politics. Illuminati who take this path generally are concerned with worldly affairs. They have the permanent ability to hypnotize others at will as though they have silvery eyes.
Manipulation - The Path of Manipulation is also sometimes called the Path of Politics. Illuminati who take this path generally are concerned with worldly affairs. They have the permanent ability to hypnotize others at will as though they have silvery eyes.
 
<br><br>
Transformation - Those on the Path of Transformation devote themselves to understanding their own physical transformations. They are often the warriors of the Illuminati as their understanding of the physical form lends itself to physical supremacy. They have permanent fangs in their mouths.
Transformation - Those on the Path of Transformation devote themselves to understanding their own physical transformations. They are often the warriors of the Illuminati as their understanding of the physical form lends itself to physical supremacy. They have permanent tentacles upon their torso.
 
<br><br>
Whispers - Throughout history, the Illuminati have often found the need to hide themselves from persecution for their unorthodox beliefs. Those on the Path of Whispers are the unspoken guardians of the true secrets of the Illuminati, dedicating themselves to subterfuge and espionage. They have the permanent abilities of the silver tongue and sharpened ears.
Whispers - Throughout history, the Illuminati have often found the need to hide themselves from persecution for their unorthodox beliefs. Those on the Path of Whispers are the unspoken guardians of the true secrets of the Illuminati, dedicating themselves to subterfuge and espionage. They have the permanent abilities of the silver tongue and sharpened ears.
 
<br><br>
Gnosis - The inner teachings of the Illuminati offer the way to reach the highest of spiritual enlightenments, and those who devote themselves are known to be on the Path of Gnosis. Those on this path have a permanent stable aura.
Gnosis - The inner teachings of the Illuminati offer the way to reach the highest of spiritual enlightenments, and those who devote themselves are known to be on the Path of Gnosis. Those on this path have a permanent stable aura.
 
<br><br>
Psychedelia - Some Illuminati choose to simply be free spirits, joyously participating in the trials and tribulations of life. This way is called the Path of Psychedelia. This path attracts a wide variety of followers and not all are as wild as their reputation for indulgent behavior may make one believe. Followers of this path have a permanent psychedelic aura.
Psychedelia - Some Illuminati choose to simply be free spirits, joyously participating in the trials and tribulations of life. This way is called the Path of Psychedelia. This path attracts a wide variety of followers and not all are as wild as their reputation for indulgent behavior may make one believe. Followers of this path have a permanent psychedelic aura.
 
<br><br>
(NOTE: Even if you do not yet have the ability to use any of the special transformations, you will gain them upon choosing a path that grants that ability.)
(NOTE: Even if you do not yet have the ability to use any of the special transformations, you will gain them upon choosing a path that grants that ability.)
}}


==Hands==
{{AB
 
|skillname = FluidFlesh
{|
|syntax = FLESHCALL FLUIDFLESH
|-
|cost = Power: 5 (Eternal Flame)
| style="background:darkblue; color:white"|'''Syntax:'''
|description = Briefly turn your flesh to liquid, allowing for instantaneous mutations.
|-
}}
| style="background:lightblue"|<tt>FLESHCALL HANDS [claws|giant|ethereal]</tt>
|-
|style="background:pink"|Flesh: Lovashi, Cluuvia
|-
|}
From the Fleshpot of Cluuvia, use the protoplasm to transform your hands into powerful weapons. They can be either: (1) claws (poisonous but light damage), (2) gigantic (blunt heavy damage), or (3) ethereal (strong attack against dream bodies or incorporeals). Your hands can only hold one of these transformations.


{|
{{AB
|-
|skillname = Hands
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCALL HANDS <claws{{!}}giant{{!}}ethereal{{!}}natural>
|-
|cost = Flesh: Lovashi, Cluuvia <br>
| style="background:lightblue"|<tt>FLESHFORM CLAW <target></tt>
(Claws) Damage Type: 100% Cutting <br>
|-
(Giant) Damage Type: 100% Blunt<br>
|style="background:pink"|Damage Type: 100% Cutting<br/>
(Ethereal) Damage Type: 100% Psychic<br>
Damage Source: Brute
|description = From the Fleshpot of Cluuvia, use the protoplasm to transform your hands into powerful weapons. They can be either: (1) claws (poisonous but light damage), (2) gigantic (blunt heavy damage), or (3) ethereal (strong attack against dream bodies or incorporeals). Your hands can only hold one of these transformations.
|-
{{sub|syntax = FLESHFORM CLAW <target>}}
|}
With clawed hands, you will exude a random poison with your attacks.
With clawed hands, you will exude a random poison with your attacks.
 
{{sub
{|
|syntax = FLESHFORM CRUSH <target>
|-
|cost = Damage Type: 100% Blunt<br>
| style="background:darkblue; color:white"|'''Syntax:'''
Damage Source: Brute (Magical)<br>
|-
Can Taret Denizens
| style="background:lightblue"|<tt>FLESHFORM CRUSH <target></tt>
}}
|-
|}
With gigantic hands, you will do heavy blunt damage.
With gigantic hands, you will do heavy blunt damage.
{{sub
|syntax = FLESHFORM FLAY <target><br>
FLESHFORM FLAY SEVER <target><br>
FLESHFORM FLAY SEVER <target> <gem><br>
FLESHFORM FLAY SEVER <target> <astrosphere><br>
FLESHFORM FLAY SEVER <dreamtower{{!}}dreambeast{{!}}haunt{{!}}dreamblade>
|cost = Damage Type: 100% Magical (incorporeal), 100% Psychic (corporeal)<br>
Damage Source: Magical<br>
Can Target Denizens
}}
Transparent hands can attack those in [[Dreamweaving|dreambodies]] or other incorporeal entities, and also corporeal bodies. Alternatively, you can flay the aura around an individual in an attempt to weaken and sever the link created by the abominable use of [[Harmonics|charged harmonic gems]]. Your spell can target a specific gem or dilute the damage across a random selection of gems.
}}


{|
{{AB
|-
|skillname = Throat
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCALL THROAT <scales{{!}}frog{{!}}feathers{{!}}natural>
|-
|cost = Flesh: Lovashi, Mhogaki
| style="background:lightblue"|<tt>FLESHFORM FLAY <target></tt>
|description = From the Fleshpot of Mhogaki, use the protoplasm to transform your throat to either: (1) scaled (piercing scream that [[stun]]s), (2) frog-like (croak attack that can damage those in adjacent rooms), or (3) feathered (sing to summon others). Your throat can only hold one of these transformations.
|-
{{sub|syntax = FLESHFORM SCREAM <target> <text>}}
|style="background:pink"|Damage Type: 100% Magic<br/>
If you have a scaled throat, your screams at others can [[stun]].
Damage Source: Magical
{{sub
|-
|syntax = FLESHFORM CROAK <direction>
|}
|cost = Damage Type: 100% Magic
Transparent hands can attack those in dreambodies or other incorporeal entities.
}}
 
If you have a frog-like throat, you can croak towards adjacent rooms, causing damage to those of your enemies unfortunate enough to be there.
==Throat==
{{sub|syntax = FLESHFORM SING <target>}}
 
If you have a feathered throat, you can sing a melody that will lure an individual from an adjacent room to you. The time it takes to call them will depend on their level of [[Temporary Insanity|insanity]] (high insanity will decrease the
{|
summoning time).
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
'''Changelog:'''<br />
|-
*FLESHFORM SING will no longer be stopped by rooting and will act more like beckon. '''(#1414 on 06-05-2018)'''
| style="background:lightblue"|<tt>FLESHCALL THROAT [scales|frog|feathers]</tt>
*Transmology Sing will now enthrall the target instantly. '''(#1265 on 1-31-2018)'''
|-
|style="background:pink"|Flesh: Lovashi, Mhogaki
|-
|}
From the Fleshpot of Mhogaki, use the protoplasm to transform your throat to either: (1) scaled (piercing scream that stuns), (2) frog-like (croak attack that can damage those in adjacent rooms), or (3) feathered (sing others to sleep). Your throat can only hold one of these transformations.
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHFORM SCREAM <target> <text></tt>
|-
|}
If you have a scaled throat, your screams at others can stun.
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHFORM CROAK <target></tt>
|-
|style="background:pink"|Damage Type: 100% Magic<br/>
Damage Source: Magical (charisma)
|-
|}
If you have a frog-like throat, you can croak towards adjacent rooms, causing damage to those unfortunate enough to be there.
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHFORM SING <target> <text></tt>
|-
|}
If you have a feathered throat, you can sing a lullaby that can lull others to sleep.
 
==Hekoskeri==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHCALL HEKOSKERI</tt>
|-
|style="background:pink"|Power:  2 (Eternal Flame)<br/>
Flesh:  Cluuvia, Mhoghaki, Olormi
|-
|}
This mass of arms and eyes will attempt to grab enemies that try to leave. If they succeed in grabbing, they will inject them with fluid that will double balance and equilibrium loss for 30 seconds.
 
==Gauntlets==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLESHCALL GAUNTLETS</tt>
|-
|style="background:pink"|Flesh:  Yig, Olormi, Flahti, Augorum, Bahlik, Phlo, Hakii, Cluuvia, Mhogaki<br/>
Power:  10 (Eternal Flame)
|-
|}
The gauntlets will fit over your wrists and enhance the damage of hand attacks (claw and crush only). However, if you are walking on a pathway, the gauntlets you summon will be specialized for that pathway with an additional bonus:
 
Gauntlets of Gnosis - additional magic damage.<br/>
Gauntlets of Transformation - additional fire damage.<br/>
Gauntlets of Whispers - additional psychic damage.<br/>
Gauntlets of Manipulation - additional cold damage.<br/>
Gauntlets of Psychedelia - additional electric damage.


Note: For the extra specialized damange, you must be on the same path as the gauntlets.
{{AB
|skillname = Hekoskeri
|syntax = FLESHCALL HEKOSKERI
|cost = Flesh: Cluuvia, Mhogaki, Olormi <br>
Power: 2 (Eternal Flame)
|description = This mass of arms and eyes will inject your opponents with a fluid that will give a -10/-10 penalty to balance and equilibrium recovery for 5 seconds.
}}


==Mouth==
{{AB
|skillname = Gauntlets
|syntax = FLESHCALL GAUNTLETS
|cost = Flesh: Yig, Olormi, Flahti, Augorum, Bahlik, Phlo, Hakii, Cluuvia, Mhogaki <br>
Power: 10 (Eternal Flame)
|description = The gauntlets will fit over your wrists and enhance the damage of hand attacks (claw, crush, and flay). However, if you are walking on a pathway, the gauntlets you summon will be specialized for that pathway with an additional bonus (magical damage source):
<br><br>
Gauntlets of Gnosis - additional magic damage. <br>
Gauntlets of Transformation - additional fire damage. <br>
Gauntlets of Whispers - additional psychic damage. <br>
Gauntlets of Manipulation - additional cold damage. <br>
Gauntlets of Psychedelia - additional electric damage. <br>
<br><br>
Note: For the extra specialized damage, you must be on the same path as the gauntlets.
<br><br>
One gauntlet is made of squishy flesh and the other of hard flesh. The hard flesh gauntlet does not allow much mobility of the hand and fingers, so it consumes a wielding slot.
}}


{|
{{AB
|-
|skillname = Mindmeld
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHMELD
|-
|cost = Power: 1 (Eternal Flame)
| style="background:lightblue"|<tt>FLESHCALL MOUTH [fangs|silver|scales]</tt>
|description = By melding your mind with your entourage, you can strategically attack together.
|-
}}
|style="background:pink"|Flesh: Lovashi, Slaavi
|-
|}
From the Fleshpot of Slaavi, use the protoplasm to transform your mouth to either have: (1) fangs (leach health, mana and ego), (2) a silver tongue (improve influence battles), or (3) scaled lips (health/mana/bromide potion enhancer). Your mouth can only hold one of these transformations.


{|
{{AB
|-
|skillname = Mouth
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCALL MOUTH <fangs{{!}}silver{{!}}scales{{!}}natural>
|-
|cost = Flesh: Lovashi, Slaavi
| style="background:lightblue"|<tt>FLESHFORM BITE <target></tt>
(Fangs) Damage Type: 100% Unblockable
|-
|description = From the Fleshpot of Slaavi, use the protoplasm to transform your mouth to either have: (1) fangs (leach health, mana and ego), (2) a silver tongue (improve influence battles), or (3) scaled lips (health/mana/bromide potion enhancer). Your mouth can only hold one of these transformations.
|style="background:pink"|Damage Type: 100% Cutting<br/>
{{sub|syntax = FLESHFORM BITE <target>}}
Damage Source: None
|-
|}
If you have fangs, you can bite your target, draining him or her of health, mana and ego into yourself.
If you have fangs, you can bite your target, draining him or her of health, mana and ego into yourself.
}}


==Madfly==
{{AB
 
|skillname = Madfly
{|
|syntax = FLESHCALL MADFLY <target>
|-
|cost = Flesh: Hakii, Mhogaki, Slaavi <br>
| style="background:darkblue; color:white"|'''Syntax:'''
Power: 3 (Eternal Flame)
|-
|description = This small fly will enter a target's ear and whisper terrible secrets that drive the target [[Temporary Insanity|insane]]. Once the madfly is on its target, you will have no control over it. Madflies do not live long.
| style="background:lightblue"|<tt>FLESHCALL MADFLY <target></tt>
|-
|style="background:pink"|Power: 5 (Eternal Flame)<br/>
Flesh:  Hakii, Mhoghaki, Slaavi
|-
|}
This small fly will enter a target's ear and whisper terrible secrets that drive the target insane. Once the madfly is on its target, you will have no control over it. Madflies do not live long.
 
==Aura==


{|
'''Changelog:'''
|-
* Madfly now costs 3 power (down from 5). '''(#2109 on 6-13-2020)'''
| style="background:darkblue; color:white"|'''Syntax:'''
}}
|-
| style="background:lightblue"|<tt>FLESHCALL AURA [psychedelic|electric|stable]</tt>
|-
|style="background:pink"|Flesh: Lovashi, Uurulu
|-
|}
From the Fleshpot of Uurulu, use the protoplasm to transform your aura to either be: (1) psychedelic (if an enemy attacks, aura has a chance of randomly afflicting), (2) electrical (randomly strikes enemies with electrical strikes), or (3) stable (regenerates health/mana/ego). Your aura can only hold one of these transformations.


For the electric aura:<br/>
{{AB
Damage Type: 100% Electric<br/>
|skillname = Aura
Damage Source: Magical
|syntax = FLESHCALL AURA <psychedelic{{!}}electric{{!}}stable{{!}}natural>
|cost = Flesh: Lovashi, Uurulu
(Electric Aura) Damage Type: 100% Electric<br>
(Electric Aura) Damage Source: Magical
|description = From the Fleshpot of Uurulu, use the protoplasm to transform your aura to either be: (1) psychedelic (if an enemy attacks, aura has a chance of randomly afflicting), (2) electrical (randomly strikes enemies with electrical strikes), or (3) stable (regenerates health/mana/ego). Your aura can only hold one of these transformations.
}}


==Fleshmound==
{{AB
|skillname = Homunculus
|syntax = FLESHCALL HOMUNCULUS
|cost = Flesh: Uurulu, Slaavi, Mhogaki, Cluuvia, Hakii, Phlo, Bahlik, Augorum, Flahti, Olormi, Yig, Lovashi <br>
Power: 10 (Eternal Flame)
|description = The homunculus represents the pinnacle of transmology, creating a creature using yourself as a template. The homunculus is under the complete mental and physical domination of its caster. The caster will receive increased health, mana and ego so long as the homunculus lives. However, if the homunculus dies, the caster will experience its physical pain. On the other hand, if the caster dies, the caster will send his or her essence completely into the homunculus and be reborn. More formidably, the homunculus uses its own balance and can even cast some paradigmatic spells. Also, the bite of a homunculus causes [[Temporary Insanity|insanity]]. The commands available are:
{{sub
|syntax = ORDER <homunculus> MOVE (direction) <br>
ORDER <homunculus> SAY (text) <br>
ORDER <homunculus> EMOTE (emote) <br>
ORDER <homunculus> LOOK [(object)] <br>
ORDER <homunculus> EXITS <br>
ORDER <homunculus> GET (object) <br>
ORDER <homunculus> BITE (target) <br>
ORDER <homunculus> CAST BADLUCK AT (target) <br>
ORDER <homunculus> CAST GREYWHISPERS AT (target) <br>
ORDER <homunculus> RETURN
}}
}}


{|
{{AB
|-
|skillname = Tumour
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FLESHCALL TUMOUR
|-
|cost = Power: 10 (Eternal Flame), 5 on Vortex<br>
| style="background:lightblue"|<tt>FLESHMOUND STATUS<br/>
Flesh: 2 of each
FLESHMOUND RAISE<br/>
|description = By combining flesh from each Fleshpot, you can grow a tumor that will burst into each of your loyal flesh creatures.
FLESHMOUND HARVEST<br/>
}}
FLESHMOUND STORE<br/>
FLESHMOUND REANIMATE </tt>
|-
|style="background:pink"|Power: 10 (Eternal Flame) (to raise mound and to reanimate)<br/>
Flesh: 10 <fleshpot type>
|-
|}
You can raise a flesh mound at the base of any fleshpot on the Vortex plane. That mound will slowly regenerate flesh of that type (up to 100). The mound will last indefinitely so long as the caster uses it at least once a year. The more flesh is in the mound, the faster it will regenerate. You can STORE flesh in the mound or HARVEST flesh for your own use. The mound has several other benefits:
 
Reanimate - You can place a corpse on the mound and reanimate that corpse to full life so long as there is 25 flesh within the mound (which will be consumed).
 
Vortex Protection - If the caster dies on the Plane of Vortex, he or she will automatically be resurrected in the flesh mound at the cost of 25 flesh within the mound.


{{AB
|skillname = Fleshmound
|syntax = FLESHCALL FLESHMOUND <br>
FLESHMOUND STATUS <br>
FLESHMOUND PROTECTION [ON{{!}}OFF] <br>
FLESHMOUND HARVEST <amount> <br>
FLESHMOUND STORE <amount> <br>
FLESHMOUND REANIMATE <corpse> <br>
|cost = Power: 10 (Eternal Flame) (to raise mound and to reanimate) <br>
Flesh: 10 <fleshpot type>
|description = You can raise a flesh mound at the base of any fleshpot on the Vortex plane. That mound will slowly regenerate flesh of that type (up to 100). The mound will last indefinitely so long as the caster uses it at least once a year. The more flesh is in the mound, the faster it will regenerate. You can STORE flesh in the mound or HARVEST flesh for your own use. The mound has several other benefits:
<br><br>
Reanimate - You can place a corpse on the mound and reanimate that corpse to full life so long as there is 25 flesh within the mound (which will be consumed). Alternatively, you can send a corpse to your mound for reanimation from wherever you are, though that will consume 50 flesh from the mound. Can only be used on someone who considers you an ally.
<br><br>
Vortex Protection - If the caster dies on the Plane of Vortex, he or she will automatically be resurrected in the flesh mound at the cost of 25 flesh within the mound. This will only happen if you have told your fleshmound to protect you from death.
<br><br>
Aura Enhancement - While in the same room as the flesh mound, the caster's transmological aura will be enhanced to supranormal levels.
Aura Enhancement - While in the same room as the flesh mound, the caster's transmological aura will be enhanced to supranormal levels.
 
<br><br>
NOTE: If the fleshpot that your mound is under dies, the fleshmound will be rendered useless and unnable to utilize any of its abilities.
NOTE: If the fleshpot that your mound is under dies, the fleshmound will be rendered useless and unable to utilize any of its abilities.
}}

Latest revision as of 09:31, 6 August 2023

Transmology is the cosmic science of transforming oneself. This occult science is a closely guarded secret of the Illuminati. Since the Vortex is a divine crèche that was never finished, it is in a constant state of flux where the organic materials constantly transform and mutate. Transmologists have studied these energies and use it to merge their own essence with the constantly seething flesh pots in the Vortex. While rumours abound that practitioners allegedly are able to transform their bodies to allow for many useful abilities, the Illuminati masters generally cloak themselves and not much is truly known about this science.


Skill Learned At Description
Harvest Master+0% Harvest the flesh from the Fleshpots of the Vortex.
Fleshwork Master+0% Prepare your flesh for transmological transformations.
Link Master+25% Channel the energy of wild astral nodes to your nexus.
Return Master+25% Call your loyal creatures of flesh back to you.
Skin Master+50% Your skin is the first line of defense of your body.
SkinFold Master+75% Store flesh within the folds of your skin.
Folds Gifted+0% The uninitiated are not worthy of seeing your superior body.
Eyes Gifted+25% Your eyes are the windows to your true inner soul.
Spix Gifted+50% Create a creature to distract your enemies.
Legs Gifted+75% Since you can't sprout a third (yet), improve the other two.
Ears Expert+0% The elfen aren't the only ones with special ears...
Ribbachi Expert+20% Create a creature with which to share a special bond.
Belly Expert+40% A flat belly is not necessarily a good thing.
Nose Expert+60% Haaatchooo! Your nose can be a versatile organ.
Sludgeworm Expert+80% Your most disgusting beast. And yet strangely beautiful...
FleshCloak Virtuoso+0% Hide creatures from the prying eyes of others.
Channels Virtuoso+0% Open aetheric channels to other planar entities.
Torso Virtuoso+20% The torso can be the base for powerful transformations.
Morrible Virtuoso+40% Create a creature that can alter thoughts and perceptions.
Pathways Virtuoso+60% Choose the illuminated pathway on which you will walk.
FluidFlesh Virtuoso+80% Briefly melt your flesh, allowing instant transformation.
Hands Fabled+0% Transform your hands into powerful weapons.
Throat Fabled+20% Oh, what beautiful sounds you can now make.
Hekoskeri Fabled+40% No one's quite sure what it is, but be careful walking by.
Gauntlets Fabled+60% Enhance your hands with gauntlets of flesh.
Mindmeld Fabled+80% Meld your mind with your entourage.
Mouth Mythical+0% Your mouth offers a myriad possibilities for manipulation.
Madfly Mythical+20% Send a madfly to bite and goad one's mind to insanity.
Aura Mythical+40% Even your spirit surpasses the mundane norm.
Homunculus Mythical+60% Form a creature from your own vital essence.
Tumour Mythical+80% Form a giant tumour to sprout your creations.
Fleshmound Transcendent+0% Establish your hold on the flesh of the Vortex.
File:Transmology.jpg
Eternal Flame of Gaudiguch (by Lysandus)


Harvest

Syntax
Syntax: HARVEST [<number>] <fleshpot>

With permission from a guild leader, you are able to harvest flesh from the fleshpots on the Vortex so long as you know a skill that uses that flesh.


Fleshwork

Syntax
FLESHCALL FLESHWORK

FLESHFORM [LIST]
FLESHCLOAK
FLESHCLOAK NATURAL

Flesh: Lovashi

By merging the flesh of lovashi into your own flesh, you prepare your body for greater transmological transformations. Fleshwork also provides some resistance to skin diseases. To list all your transformations, you can review using FLESHFORM LIST. As you gain abilities through transformations, FLESHFORM will show you the syntax for more commands.

Using FLESHCALL NATURAL will return your body transformations to their original state.


Link

Syntax
FLESHCALL LINK NODE
Flesh: Any

Travel to the Astral Plane and link to a wild energy node. This will automatically channel its latent powers directly into the Eternal Flame. You can use any charged type of flesh to make the link (and it will not be consumed). You may either link permanently, or specify the number of links you wish to drain before automatically unlinking.

Nodes of power recoup drained energies faster the fuller they are, and so draining them beyond reasonable limits will seriously impair their potential.


Return

Syntax
FLESHCALL RETURN

Return your flesh to you.


Skin

Syntax
FLESHCALL SKIN <thicken|marble|fur|bubble|natural>
Flesh: Lovashi, Yig

Damage Modifier: 1/8 variable resistance

From the Fleshpot of Yig, you can use the protoplasm to transform your skin by (1) thickening it (blunt protection), (2) marbleizing it (cutting protection), (3) creating thick fur on it (elemental protection) or (4) creating bubble warts (magic protection). Your skin can only hold one of these transformations.


SkinFold

Syntax
INSKIN [<amount>|ALL] <item>

OUTSKIN [<amount>|ALL] <item>
INVSKIN

You can create folds within your own skin to store transmorphic flesh, which only you can access. The skin folds will only hold flesh harvested on the Vortex plane.

INSKIN puts a given number of a single type of flesh (or all by default) into your skin folds. If no amount is given, then the first item found will be used (or the entire first group, if the first item is a grouping item).

OUTSKIN takes a given number of a single type of flesh (or all by default) out of your skin folds. If no amount is specified, then the default is to take out only one flesh.

INVSKIN peeks into the skin folds to take a quick inventory of what is stored there.


Folds

Syntax
FLESHCALL FOLDS <robes>
Flesh: Yig

Power: 10 (Eternal Flame)

Historically, the Illuminati have hidden their transformations from the general public. To do so, they have developed special illusory magics that can be imbued within the folds of loose garments such as robes, coats and cloaks.


Eyes

Syntax
FLESHCALL EYES <whirl|darken|silver|natural>
Flesh: Lovashi, Olormi

From the Fleshpot of Olormi, you can use the protoplasm to transform your eyes by (1) chromatically whirling them (helps illusion protection), (2) darkening the eyes (scan weaknesses of others), or (3) turning your eyes silver (the ability to hypnotise). Your eyes can only hold one of these transformations.

Syntax
FLESHFORM HYPNOTISE <target>
ORDER <target> <action>

If you have silvery eyes, you can hypnotise another. Once hypnotised, you have roughly 30 seconds to issue an order. Once ordered, you cannot hypnotise that person for 10 seconds.

Syntax
FLESHFORM SCAN <target>

If you have darkened eyes, you can scan another person's body for signs of illness.


Spix

Syntax
FLESHCALL SPIX
Power: 2 (Eternal Flame)

Flesh: Olormi

The spix can transfix enemies who aren't blind or unblind enemies who are blind. It is a slow attacker and can be ordered like other loyal denizens. See HELP DENIZENS.


Legs

Syntax
FLESHCALL LEGS <fatten|lengthen|doublejoint|natural>
Flesh: Lovashi, Flahti

From the Fleshpot of Flahti, you can use the protoplasm to transform your legs to either (1) fatten them (helps protect against summons), (2) lengthen them (improves movement), or (3) making them doublejoint (ability to leap). Your legs can only hold one of these transformations.

Syntax
FLESHFORM LEAP <direction>

If your legs are doublejointed, you can leap over obstacles.


Ears

Syntax
FLESHCALL EARS <sharpen|lengthen|scales|natural>
Flesh: Lovashi, Augorum

Damage Modifier: 1/5 resistance (scaled ears)

From the Fleshpot of Augorum, you can use the protoplasm to transform your ears to either (1) sharpen them (allows eavesdropping two rooms away), (2) lengthen them (grants sonar), or (3) cover them in scales (reduces sound damage). Your ears can only hold one of these transformations.

Syntax
FLESHFORM EAVESDROP <direction>

If you have sharpened your ears, you can eavesdrop up to two rooms away. However, you cannot listen through doors.

Syntax
FLESHFORM PING <direction>

If you have lengthened your ears, you can 'ping' in a direction, gathering vital statistics of everyone in that adjacent room.


Ribbachi

Syntax
FLESHCALL RIBBACHI

ORDER RIBBACHI MOVE <direction> ORDER RIBBACHI LOOK [object] [ON <person>]
ORDER RIBBACHI CLIMB [trees|up|down]
ORDER RIBBACHI RETURN
ORDER RIBBACHI FOLLOW <person>
ORDER RIBBACHI SEEK <person>
ORDER RIBBACHI EXITS
ORDER RIBBACHI GIVE [number] <item> TO <person>
ORDER RIBBACHI DROP [number] <item>

Power: 2 (Eternal Flame)

Flesh: Augorum, Flahti

This albino blind frog can be remotely controlled through the ORDER command to move silently. You will hear whatever is said in the room the frog is in, making it the perfect spy.


Belly

Syntax
FLESHCALL BELLY [harden|temper|fatten]
Flesh: Lovashi, Bahlik

From the Fleshpot of Bahlik, you can use the protoplasm to transform your belly to either (1) harden it (some protection from vomiting, cramps, and worms), (2) temper it (some resistance to alcohol), or (3) fatten it (adds resistance to summoning). Your belly can only hold one of these transformations.


Nose

Syntax
FLESHCALL NOSE <lengthen|bulbous|harden|natural>
Flesh: Lovashi, Phlo

(Peck) Damage Type: 100% Cutting

From the Fleshpot of Phlo, you can use the protoplasm to transform your nose to either (1) lengthen (scent others), (2) become bulbous (slime attack), or (3) harden into a beak (beak). Your nose can only hold one of these transformations.

Syntax
FLESHFORM SCENT

If your nose is lengthened, you can use scent to find others in the area.

Syntax
FLESHFORM SLIME <target>

If your nose is bulbous, you can cover another in slime and afflict with a random masked mental affliction

Syntax
FLESHFORM PECK <target>

If your nose has been hardened into a beak, you can use it to peck others as an attack (which has its own head balance).


Sludgeworm

Syntax
FLESHCALL SLUDGEWORM
Power: 2 (Eternal Flame)

Flesh: Bahlik, Phlo

A sludgeworm will spit slime at enemies, which may make them slip upon movement.

Changelog:

  • Mucus gained from sludgeworms has been moved to the Aff system. (#1354 on 04-05-2018)


FleshCloak

Syntax
FLESHCLOAK <ON/OFF>

Cloak your entourage of flesh.


Channels

Syntax
OPEN CHANNELS
Power: 10

This power will open up aetheric channels between you and summoned planar entities. Once such channels are open, you will not use any equilibrium when summoning (though you must have equilibrium).

Opening your channels while on the Vortex Plane will only require half the normal power cost.


Torso

Syntax
FLESHCALL TORSO <fatten|sprout wings|sprout tentacles|natural>
Flesh: Lovashi, Hakii

From the Fleshpot of Hakii, use the protoplasm to transform your torso to either: (1) increase weight (adds to summons resistance), (2) grow wings (flight and gust), (3) grow tentacles (special exit blocking). Your torso can only hold one of these transformations.

Syntax
FLESHFORM GUST [<target> <direction]

If you have transformed wings, you can use them to create a gust of wind like the elementalism spell. You can either blow clouds or fogs out of the room or blow someone away from you.

Syntax
FLESHFORM BLOCK <direction>
UNBLOCK

If you have tentacles, you can use them to block an exit. Anyone who tries to use that exit will find themselves webbed in your tentacles. Note that this will rip the tentacles out of your torso which can be a bit painful!


Morrible

Syntax
FLESHCALL MORRIBLE
Flesh: Bahlik, Hakii, Flahti

Power: 2 (Eternal Flame)

The morrible can stick its suckered fingers onto the head of others, causing mind ailments and chance of 1-2 temporary madness.


Pathways

Syntax
FLESHCALL PATHWAYS <path>
Power: 10 (Eternal Flame)

At this point in your studies of the Illuminati, it is time to pick one of the Ways to Enlightenment. You must perform this ritual at the room in your guild devoted to the pathway you want. Below is a brief description of each path:

Manipulation - The Path of Manipulation is also sometimes called the Path of Politics. Illuminati who take this path generally are concerned with worldly affairs. They have the permanent ability to hypnotize others at will as though they have silvery eyes.

Transformation - Those on the Path of Transformation devote themselves to understanding their own physical transformations. They are often the warriors of the Illuminati as their understanding of the physical form lends itself to physical supremacy. They have permanent tentacles upon their torso.

Whispers - Throughout history, the Illuminati have often found the need to hide themselves from persecution for their unorthodox beliefs. Those on the Path of Whispers are the unspoken guardians of the true secrets of the Illuminati, dedicating themselves to subterfuge and espionage. They have the permanent abilities of the silver tongue and sharpened ears.

Gnosis - The inner teachings of the Illuminati offer the way to reach the highest of spiritual enlightenments, and those who devote themselves are known to be on the Path of Gnosis. Those on this path have a permanent stable aura.

Psychedelia - Some Illuminati choose to simply be free spirits, joyously participating in the trials and tribulations of life. This way is called the Path of Psychedelia. This path attracts a wide variety of followers and not all are as wild as their reputation for indulgent behavior may make one believe. Followers of this path have a permanent psychedelic aura.

(NOTE: Even if you do not yet have the ability to use any of the special transformations, you will gain them upon choosing a path that grants that ability.)


FluidFlesh

Syntax
FLESHCALL FLUIDFLESH
Power: 5 (Eternal Flame)

Briefly turn your flesh to liquid, allowing for instantaneous mutations.


Hands

Syntax
FLESHCALL HANDS <claws|giant|ethereal|natural>
Flesh: Lovashi, Cluuvia

(Claws) Damage Type: 100% Cutting
(Giant) Damage Type: 100% Blunt
(Ethereal) Damage Type: 100% Psychic

From the Fleshpot of Cluuvia, use the protoplasm to transform your hands into powerful weapons. They can be either: (1) claws (poisonous but light damage), (2) gigantic (blunt heavy damage), or (3) ethereal (strong attack against dream bodies or incorporeals). Your hands can only hold one of these transformations.

Syntax
FLESHFORM CLAW <target>

With clawed hands, you will exude a random poison with your attacks.

Syntax
FLESHFORM CRUSH <target>
Damage Type: 100% Blunt

Damage Source: Brute (Magical)
Can Taret Denizens

With gigantic hands, you will do heavy blunt damage.

Syntax
FLESHFORM FLAY <target>

FLESHFORM FLAY SEVER <target>
FLESHFORM FLAY SEVER <target> <gem>
FLESHFORM FLAY SEVER <target> <astrosphere>
FLESHFORM FLAY SEVER <dreamtower|dreambeast|haunt|dreamblade>

Damage Type: 100% Magical (incorporeal), 100% Psychic (corporeal)

Damage Source: Magical
Can Target Denizens

Transparent hands can attack those in dreambodies or other incorporeal entities, and also corporeal bodies. Alternatively, you can flay the aura around an individual in an attempt to weaken and sever the link created by the abominable use of charged harmonic gems. Your spell can target a specific gem or dilute the damage across a random selection of gems.


Throat

Syntax
FLESHCALL THROAT <scales|frog|feathers|natural>
Flesh: Lovashi, Mhogaki

From the Fleshpot of Mhogaki, use the protoplasm to transform your throat to either: (1) scaled (piercing scream that stuns), (2) frog-like (croak attack that can damage those in adjacent rooms), or (3) feathered (sing to summon others). Your throat can only hold one of these transformations.

Syntax
FLESHFORM SCREAM <target> <text>

If you have a scaled throat, your screams at others can stun.

Syntax
FLESHFORM CROAK <direction>
Damage Type: 100% Magic

If you have a frog-like throat, you can croak towards adjacent rooms, causing damage to those of your enemies unfortunate enough to be there.

Syntax
FLESHFORM SING <target>

If you have a feathered throat, you can sing a melody that will lure an individual from an adjacent room to you. The time it takes to call them will depend on their level of insanity (high insanity will decrease the summoning time).

Changelog:

  • FLESHFORM SING will no longer be stopped by rooting and will act more like beckon. (#1414 on 06-05-2018)
  • Transmology Sing will now enthrall the target instantly. (#1265 on 1-31-2018)


Hekoskeri

Syntax
FLESHCALL HEKOSKERI
Flesh: Cluuvia, Mhogaki, Olormi

Power: 2 (Eternal Flame)

This mass of arms and eyes will inject your opponents with a fluid that will give a -10/-10 penalty to balance and equilibrium recovery for 5 seconds.


Gauntlets

Syntax
FLESHCALL GAUNTLETS
Flesh: Yig, Olormi, Flahti, Augorum, Bahlik, Phlo, Hakii, Cluuvia, Mhogaki

Power: 10 (Eternal Flame)

The gauntlets will fit over your wrists and enhance the damage of hand attacks (claw, crush, and flay). However, if you are walking on a pathway, the gauntlets you summon will be specialized for that pathway with an additional bonus (magical damage source):

Gauntlets of Gnosis - additional magic damage.
Gauntlets of Transformation - additional fire damage.
Gauntlets of Whispers - additional psychic damage.
Gauntlets of Manipulation - additional cold damage.
Gauntlets of Psychedelia - additional electric damage.


Note: For the extra specialized damage, you must be on the same path as the gauntlets.

One gauntlet is made of squishy flesh and the other of hard flesh. The hard flesh gauntlet does not allow much mobility of the hand and fingers, so it consumes a wielding slot.


Mindmeld

Syntax
FLESHMELD
Power: 1 (Eternal Flame)

By melding your mind with your entourage, you can strategically attack together.


Mouth

Syntax
FLESHCALL MOUTH <fangs|silver|scales|natural>
Flesh: Lovashi, Slaavi

(Fangs) Damage Type: 100% Unblockable

From the Fleshpot of Slaavi, use the protoplasm to transform your mouth to either have: (1) fangs (leach health, mana and ego), (2) a silver tongue (improve influence battles), or (3) scaled lips (health/mana/bromide potion enhancer). Your mouth can only hold one of these transformations.

Syntax
FLESHFORM BITE <target>

If you have fangs, you can bite your target, draining him or her of health, mana and ego into yourself.


Madfly

Syntax
FLESHCALL MADFLY <target>
Flesh: Hakii, Mhogaki, Slaavi

Power: 3 (Eternal Flame)

This small fly will enter a target's ear and whisper terrible secrets that drive the target insane. Once the madfly is on its target, you will have no control over it. Madflies do not live long.

Changelog:

  • Madfly now costs 3 power (down from 5). (#2109 on 6-13-2020)


Aura

Syntax
FLESHCALL AURA <psychedelic|electric|stable|natural>
Flesh: Lovashi, Uurulu

(Electric Aura) Damage Type: 100% Electric
(Electric Aura) Damage Source: Magical

From the Fleshpot of Uurulu, use the protoplasm to transform your aura to either be: (1) psychedelic (if an enemy attacks, aura has a chance of randomly afflicting), (2) electrical (randomly strikes enemies with electrical strikes), or (3) stable (regenerates health/mana/ego). Your aura can only hold one of these transformations.


Homunculus

Syntax
FLESHCALL HOMUNCULUS
Flesh: Uurulu, Slaavi, Mhogaki, Cluuvia, Hakii, Phlo, Bahlik, Augorum, Flahti, Olormi, Yig, Lovashi

Power: 10 (Eternal Flame)

The homunculus represents the pinnacle of transmology, creating a creature using yourself as a template. The homunculus is under the complete mental and physical domination of its caster. The caster will receive increased health, mana and ego so long as the homunculus lives. However, if the homunculus dies, the caster will experience its physical pain. On the other hand, if the caster dies, the caster will send his or her essence completely into the homunculus and be reborn. More formidably, the homunculus uses its own balance and can even cast some paradigmatic spells. Also, the bite of a homunculus causes insanity. The commands available are:

Syntax
ORDER <homunculus> MOVE (direction)

ORDER <homunculus> SAY (text)
ORDER <homunculus> EMOTE (emote)
ORDER <homunculus> LOOK [(object)]
ORDER <homunculus> EXITS
ORDER <homunculus> GET (object)
ORDER <homunculus> BITE (target)
ORDER <homunculus> CAST BADLUCK AT (target)
ORDER <homunculus> CAST GREYWHISPERS AT (target)
ORDER <homunculus> RETURN


Tumour

Syntax
FLESHCALL TUMOUR
Power: 10 (Eternal Flame), 5 on Vortex

Flesh: 2 of each

By combining flesh from each Fleshpot, you can grow a tumor that will burst into each of your loyal flesh creatures.


Fleshmound

Syntax
FLESHCALL FLESHMOUND

FLESHMOUND STATUS
FLESHMOUND PROTECTION [ON|OFF]
FLESHMOUND HARVEST <amount>
FLESHMOUND STORE <amount>
FLESHMOUND REANIMATE <corpse>

Power: 10 (Eternal Flame) (to raise mound and to reanimate)

Flesh: 10 <fleshpot type>

You can raise a flesh mound at the base of any fleshpot on the Vortex plane. That mound will slowly regenerate flesh of that type (up to 100). The mound will last indefinitely so long as the caster uses it at least once a year. The more flesh is in the mound, the faster it will regenerate. You can STORE flesh in the mound or HARVEST flesh for your own use. The mound has several other benefits:

Reanimate - You can place a corpse on the mound and reanimate that corpse to full life so long as there is 25 flesh within the mound (which will be consumed). Alternatively, you can send a corpse to your mound for reanimation from wherever you are, though that will consume 50 flesh from the mound. Can only be used on someone who considers you an ally.

Vortex Protection - If the caster dies on the Plane of Vortex, he or she will automatically be resurrected in the flesh mound at the cost of 25 flesh within the mound. This will only happen if you have told your fleshmound to protect you from death.

Aura Enhancement - While in the same room as the flesh mound, the caster's transmological aura will be enhanced to supranormal levels.

NOTE: If the fleshpot that your mound is under dies, the fleshmound will be rendered useless and unable to utilize any of its abilities.