Aeromancy

Revision as of 01:12, 13 September 2012 by Enyalida (talk | contribs) (Updating to templated skilltable.)
Aeromancy is the specialization of the element of air and may only be learned in Hallifax, for it draws its power from the Matrix. Teaching the arts of wind, cloud and storm, the Aeromancers are a formidable force to be reckoned with, despite their academic and intellectual leanings.


Skill Learned At Description
Windwalk Master+0% Walk upon the air like solid ground.
Influence Gifted+0% Increase your sway over others in your demesne.
Whirlwind Gifted+25% Blow your enemies away.
Center Gifted+50% Move to the centre of your demesne.
Thunderclouds Gifted+75% Smite your enemies with storm lightning.
Squalls Expert+0% Create walls of wind.
Dissolve Expert+20% Easily remove an aura of protection around another.
Eastwind Expert+40% A piercing gust against your enemies.
Travel Expert+60% Teleport yourself to anyone in your demesne.
Blizzard Expert+80% Summon a blizzard to make navigation difficult.
Rainbowclouds Virtuoso+0% A colourful, disorienting clouds.
Thunderbird Virtuoso+25% Summon a thunderbird companion.
Miasma Virtuoso+50% A noxious air that affects the mind.
Twister Virtuoso+75% Summon violent storms to toss the flying.
Swiftwind Fabled+0% A fast wind speeds the mind and body.
Airnet Fabled+25% Trap those who escape to the sky.
Southwind Fabled+50% A strange gust to confuse your enemies.
Illwind Fabled+75% The illwind weakens the mind and body.
Staff Mythical+0% Summon your elemental staff.
Westwind Mythical+20% The mild western wind heals the body.
Northwind Mythical+40% Coils of cloud from the north will suffocate your foes.
Tuning Mythical+40% Tune the energies of your elemental staff.
Windstorm Mythical+60% Cast the powers of the wind in one spell.
DysbaricPressure Mythical+80% Choke the life from your foes.
Cyclone Transcendent+0% Unleash the awesome power of elemental air.
Breach of the Gardens (by Abethor)

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.

Tempest

Syntax:
AEROCAST TEMPEST
Damage Type: 50% Blunt, 50% Cold

Damage Source: Magical

Summon forth cold and savage winds to create a tempest that will batter your enemies.

Condensate

Syntax:
AEROCAST CONDENSATE

AEROCAST FORCECONDENSATE

Power: 1 (Matrix)

If you are not in the clouds environment, you can create clouds to infuse almost any environment. If a location is currently the demesne of any druid or mage, you can FORCECONDENSATE and break the meld in that location.

Meld

Syntax:
AEROCAST MELD

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

The primary power of aeromancy is to build your own cloud demesne. By creating a MELD between the clouds and yourself, you thus build your demesne. Each new MELD must be adjacent to another. While in your demesne, you can SENSE who dares to enter your burning land and WATCH who enters and leaves. To check on its status, DEMESNE will show you where its center is, and what powers are curently active and how long they will last. DEMESNE CENTER will change the center of your demense to the current room. You can DISSOLVE your demesne at any time. If there is a demesne effect active that you wish to get rid of, you may DAMPEN it.

Influence

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

Whirlwind

Syntax:
AEROCAST WHIRLWIND
Power: 3 (Matrix)

Create a whirlwind that blows your enemies out of your location.

Center

Syntax:
AEROCAST CENTER

From anywhere in your demesne, you can instantly transport to the center of your demesne. If you are outside your demesne, but on the same plane and terrain type as your demesne, you may teleport back to the center of your demesne at a cost of two power.

Thunderclouds

Syntax:
AEROCAST THUNDERCLOUDS [DEMESNE]
Damage Type: 100% Electrical

Damage Source: Magical

This can be cast in a single cloud location or throughout your demesne. The clouds will darken and become thunderclouds, throwing bolts of lightning at your enemies.

Squalls

Syntax:
AEROCAST SQUALLS [<direction>] [DEMESNE]

This can be cast in a single location among the clouds or throughuot your demesne. Squalls will raise walls of wind which will rise up to all elevations from the ground on up. Wind walls have a chance of blowing your enemies back into the room if they attempt to leave.

Dissolve

Syntax:
DISSOLVE <target>

You can dissolve the aura of protection around those who are using it to escape some of the powers of your demesne. This requires balance but not equilibrium and is a very fast attack.

Eastwind

Syntax:
AEROCAST EASTWIND [DEMESNE]

This can be cast in a single cloud location or throughout your demesne. Summon forth the winds from the east, which will pierce at the limbs of your enemies.

Travel

Syntax:
AEROCAST TRAVEL <player>
Power: 3 (Matrix)

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

Blizzard

Syntax:
AEROCAST BLIZZARD [DEMESNE]

This can be cast in a single cloud location or throughout your demesne. You can raise a snowy blizzard that will hide exits and freeze your enemies.

Rainbowclouds

Syntax:
AEROCAST RAINBOWCLOUDS [DEMESNE]

This can be cast in a single cloud location or throughout your demesne. Ribbons of rainbows will flow between the clouds, causing confusion among your enemies who try if they attempt to move.

Thunderbird

Syntax:
AEROCAST THUNDERBIRD

BEAST ORDER BREATHE LIGHTNING <target>

Power: 10 (Matrix)

Create a thunderbird egg which you can raise as a beast. The power cost will be significantly less if cast on the Elemental Plane of Air. The thunderbird has the ability to fly as well as the inherent ability to breathe lightning which the aeromancer may cast regardless of his or her level in Beastmastery. The lightning breath of a thunderbird has the unique property of giving epilepsy to its victim.

NOTE: If you lose the thunderbird skill, your thunderbird will not abandon you; however, it will no longer have the ability to cause epilepsy when it breathes lightning nor allow the owner to use breathe lightning without the Beastmastery skill. Also note that the phoenix's inherent ability to fly will always need the the flying skill in Beastmastery to use it.

Miasma

Syntax:
AEROCAST MIASMA [DEMESNE]

This can be cast in a single cloud location or throughout your demesne. Twist your clouds into a dark miasma, which will afflict your enemies with a variety of mental illnesses.

Twister

Syntax:
AEROCAST TWISTER [DEMESNE]

This can be cast in a single cloud location or throughout your demesne. A summoned twister will smash any enemies to the ground who dare to fly in your realm. It will also block use of natural forest if cast.

Swiftwind

Syntax:
AEROCAST SWIFTWIND [DEMESNE]

This can be cast in a single cloud location or throughout your demesne. When you or your allies are caught up in a swiftwind, your next action will faster than normal.

Airnet

Syntax:
AEROCAST AIRNET [DEMESNE]

This can be cast in a single cloud location or throughout your demesne. Any who attempt to fly may find themselves caught in a net of air. Let those who do not yet know you rule the sky find out the truth soon enough!

Southwind

Syntax:
AEROCAST SOUTHWIND [DEMESNE]

This can be cast in a single cloud location or throughout your demesne. Summon forth the winds from the south, which will send chills to your enemies with a variety of afflictions.

Illwind

Syntax:
AEROCAST ILLWIND [DEMESNE]

This can be cast in a single cloud location or throughout your demesne. When your enemies are caught in an ill wind, their next action will be slower than normal.

Staff

Syntax:
AEROCAST STAFF

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

Power: 10 (Matrix)

Damage Type: 50% Electrical, 50% Cold
Damage Source: Magical
Damage Modifier: 15

The ultimate weapon of the aeromancer is a staff created from elemental air. By wielding the staff you may POINT STAFF at a target and shoot wind and lightning at your target. You can RAISE STAFF at others to strip the levitation defense from them or to fling them into the sky if they have no levitation defense. With WHIRL STAFF, you can reveal anyone hiding in your location. Finally, by TWIRL STAFF you can raise a nimbus of protection around you, which will offer significant protection from electrical damage. This nimbus will also fling lightning at those who attack you, though it must be a direct attack in the same room and elevation as you. The power cost will be significantly less if cast on the Elemental Plane of Air.

Westwind

Syntax:
AEROCAST WESTWIND [DEMESNE]

This can be cast in a single cloud location or throughout your demesne. Summon forth the winds from the west, which will heal you and your allies as well as cure you of many afflictions.

Northwind

Syntax:
AEROCAST NORTHWIND [DEMESNE]

This can be cast in a single cloud location or throughout your demesne. Summon forth the winds from the north, which will surround your foes with coils of cloud to slow them and delay their recovery.

Tuning

Syntax:
TUNE STAFF <percent> ELECTRICITY <percent> COLD

TUNE STAFF CLEAR

Power: 1 (Matrix)

As your connection to the elemental air grows, so does your ability to control the staff you have fashioned from it. You may TUNE STAFF to choose what percentage of your damage is in the form of electricity or cold damage. You may also TUNE STAFF CLEAR to return your staff to its original balance.

NOTE: Percentages may range from 0-100 for each damage type, but must be multiples of 10 and sum to 100.

Windstorm

Syntax:
AEROCAST WINDSTORM
Power: 8 (Matrix)

Your demesne will surge with elemental winds, and become imbued with thunderclouds, zephyr, blizzard, rainbowcloud, miasma, twister, swiftwind, airnet, soothingcloud, illwind, and westwind.

DysbaricPressure

Syntax:
AEROCAST DYSBARICPRESSURE <player>
Power: 5 (Matrix) (0p if less than six cloudcoils)

Within your meld, you may will coils of cloud surrounding your foe to exert unwithstandable pressure. Should at least six coils not be found on your foe, another coil will rush in to take its proper place around the neck of your target.

Cyclone

Syntax:
UNLEASH STAFF
Power: 10 (Matrix)

Damage Type: 50% Electrical, 50% Cold
Damage Source: None

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.