Difference between revisions of "Geomancy"

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The most horrific power of the geomancer is to pollute his or her entire demesne with the full blight of the tainted earth. Fissures will open up throughout your demesne and release toxic fumes that will seek out your personal enemies and coat their skin with flesh-stripping poison! You must wield your staff and be at full mana to invoke such a spectacle.
The most horrific power of the geomancer is to pollute his or her entire demesne with the full blight of the tainted earth. Fissures will open up throughout your demesne and release toxic fumes that will seek out your personal enemies and coat their skin with flesh-stripping poison! You must wield your staff and be at full mana to invoke such a spectacle.
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| style="background:darkgreen; color:white"|'''Additional Notes:'''
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| style="background:lightgreen"|Strips all demesne effects when it goes off, not when it's cast.
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Revision as of 14:06, 16 September 2009

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

Tainted

Your bond with the tainted earth is so great that you will not take damage from its poisonous effects. Also, your affinity with earth will allow you to naturally avoid earthquakes.

Fossilize

Syntax:
GEOCAST FOSSILIZE <corpse>

You can turn the corpse of any person into a fossil, thereby rendering resurrection of any kind impossible and leaving a grim calling card that warns against daring to cross a geomancer.

Burrow

Syntax:
BURROW [ABOVE|BELOW|<dir>]

Your bond with the element of earth will allow you to burrow underground, if possible. BURROW BELOW will allow you to break through the surface or dig deeper down. You can dig upwards with BURROW ABOVE. To move horizontally, use BURROW <dir>.

Boulderblast

Syntax:
GEOCAST BOULDERBLAST
Damage Type: 25% Blunt, 25% Cutting, 50% Poison

Damage Source: Magical

Summon forth a great Tainted rock from the ground, which will explode into thousands of tiny shards that will seek out and shred your personal enemies in the location.

Taint

Syntax:
GEOCAST TAINT

GEOCAST FORCETAINT
GEOCAST DEFOLIATION

Power: 1 (Megalith of Doom)

You may temporarily taint almost any environment. If a location is currently the demesne of any druid or mage, you can FORCE it and break the meld in that location. Note that your magics require enough surrounding tainted death around you that many of your spells will not work in a tainted forest. You may cause DEFOLIATION in tainted forests to kill off the nearby trees.

Meld

Syntax:
GEOCAST MELD

GEOCAST SENSE
GEOCAST WATCH ON/OFF
GEOCAST DISSOLVE
GEOCAST DAMPEN <effect>
DEMESNE CENTER
DEMESNE

The primary power of geomancy is to build your own tainted demesne. By creating a MELD between a tainted location 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 tainted 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.

Influence

Within your own demesne, you will find your ability of influence to be more effective.

Poison

Syntax:
GEOCAST POISON [DEMESNE]
Damage Type: 100% Poison

Damage Source: Magical

This can be cast in a single tainted location or throughout your demesne. The land becomes a poisonous wasteland, which occasionally releases clouds of noxious gasses. These clouds will seep into the throats of your personal enemies, sickening them. Those enemies who try to escape by burrowing within this tainted earth will have their flesh slowly eaten away.

Center

Syntax:
GEOCAST 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.

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.

Tremors

Syntax:
GEOCAST TREMORS [DEMESNE]

This can be cast in a single tainted location or throughout your demesne. Tremors will rock the earth, causing your enemies to fall down if they are not levitating. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Duststorm

Syntax:
GEOCAST DUSTSTORM [DEMESNE]

This can be cast in a single tainted location or throughout your demesne. A dust storm will rise up and obscure all exits. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Lodestone

Syntax:
GEOCAST LODESTONE [DEMESNE]

This can be cast in a single tainted location or throughout your demesne. A powerful magnetic pull from the ground will strip the levitation defense from your enemies. For those without levitation, this pull will knockdown your enemies and give them a short stun. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Travel

Syntax:
GEOCAST TRAVEL <player>
Power: 3 (Megalith of Doom)

You can travel to a target if both of you are in your demesne.

Stonerain

Syntax:
GEOCAST STONERAIN [DEMESNE]

This can be cast in a single tainted location or throughout your demesne. Those of your enemies who fly will be pelted with stones, forcing them to crash into the ground. The rain of stone will also cause rubble to randomly appear in the location. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Wyrm

Syntax:
GEOCAST WYRM
Power: 10 (Megalith of Doom)

Create a taint wyrm egg which you can raise as a beast. The power cost will be significantly less if cast on the Elemental Plane of Earth. The wyrm has the ability to burrow as well as breathe gas and dig (see below).

Syntax:
BEAST ORDER BREATHE GAS <target>
Beast Mana: 500

Like the Beastmastery skill, your beast can breathe gas. The wyrm will do more damage than other beasts when it breathes gas.

Syntax:
BEAST ORDER DIGUP

This is a unique beast skill, that enables the beast to digup items or people who are buried below it.

NOTE: If you lose the wyrm skill, your wyrm will not abandon you; however, it will lose its special beast abilities (including extra poison gas damage). Otherwise, you do not need the Beastmastery skills of burrowing or breathing gas to use those abilities.

Crumble

Syntax:
GEOCAST CRUMBLE <direction>

By force of will, chip away at stone walls.

Stonewalls

Syntax:
GEOCAST STONEWALL [<direction>] [DEMESNE]

This can be cast in a single tainted location in a specific direction, or throughout your demesne.

Rockslide

Syntax:
GEOCAST ROCKSLIDE [DEMESNE]
Damage Type: 75% Blunt, 25% Cutting

Damage Source: Magical

This can be cast in a single tainted location or throughout your demesne. The earth constantly roils and turns, causing rockslides to damage all your enemies who are on the ground. Those who are fallen flat on the ground will take more damage. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Sickening

Syntax:
GEOCAST SICKENING [DEMESNE]

This can be cast in a single tainted location or throughout your demesne. Those of your enemies who walk upon the tainted earth will contract a debilitating sickness that will make healing more difficult. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Staff

Syntax:
GEOCAST STAFF

POINT STAFF <target> [direction]
WHIRL STAFF
RAISE STAFF
TWIRL STAFF <target>

Power: 10 (Megalith of Doom)

Damage Type: 50% Poison, 25% Cutting, 25% Asphyxiation (point staff)
Damage Source: Magical

The ultimate weapon of the geomancer is a staff created from the tainted earth and the mage's own blood. By wielding the staff you may POINT STAFF at a target and shoot a boulder at your target. You can RAISE STAFF to attune yourself with the pulse of the earth, which increases the power of your magic. With WHIRL STAFF, you can reveal anyone hiding in your location. Finally, by TWIRL STAFF you can coat your victim with a black oil from the tainted earth, which will slow down movement. The power cost will be significantly less if cast on the Elemental Plane of Earth.

Chasm

Syntax:
GEOCAST CHASM <player>
Power: 3 (Megalith of Doom)

Upon tainted soil, you may open up a chasm beneath the feet of your enemy which will swallow him or her whole, instantly killing your opponent. The chasm will take some time to open during which the geomancer must concentrate and not perform any other action.

Earthquake

Syntax:
GEOCAST EARTHQUAKE
Power: 8 (Megalith of Doom)

Your tainted demesne will roil with power, and become inbued with: Poison, Tremors, Lodestone, Stonerain, Rockslide, Sickening, and Duststorm.

Fleshstone

Syntax:
GEOCAST FLESHSTONE <player|ME>
Power: 8 (Megalith of Doom)

You can turn the flesh of an enemy into stone statue for a time determined by his or her resilience. Though you won't be able to harm a statue, neither can the statue perform any action, giving you time to cast needed spells. In an emergency, this powerful spell may also be used to turn yourself into a statue to make yourself temporarily invulnerable.

Pollute

Syntax:
UNLEASH STAFF
Power: 10 (Megalith of Doom)

Damage Type: 100% Poison
Damage Source: Magical

The most horrific power of the geomancer is to pollute his or her entire demesne with the full blight of the tainted earth. Fissures will open up throughout your demesne and release toxic fumes that will seek out your personal enemies and coat their skin with flesh-stripping poison! You must wield your staff and be at full mana to invoke such a spectacle.

Additional Notes:
Strips all demesne effects when it goes off, not when it's cast.