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. |
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 | Unknown+?% | Open aetheric channels to other planar entities. |
Torso | Virtuoso+25% | The torso can be the base for powerful transformations. |
Morrible | Virtuoso+50% | Create a creature that can alter thoughts and perceptions. |
Pathways | Virtuoso+75% | Choose the illuminated pathway on which you will walk. |
FluidFlesh | Unknown+?% | Briefly melt your flesh, allowing instant transformation. |
Hands | Fabled+0% | Transform your hands into powerful weapons. |
Throat | Fabled+25% | Oh, what beautiful sounds you can now make. |
Hekoskeri | Fabled+50% | No one's quite sure what it is, but be careful walking by. |
Gauntlets | Fabled+75% | Enhance your hands with gauntlets of flesh. |
Mouth | Mythical+0% | Your mouth offers a myriad possibilities for manipulation. |
Madfly | Mythical+25% | Send a madfly to bite and goad one's mind to insanity. |
Aura | Mythical+50% | Even your spirit surpasses the mundane norm. |
Homunculus | Mythical+75% | Form a creature from your own vital essence. |
Fleshmound | Transcendent+0% | Establish your hold on the flesh of the Vortex. |
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] |
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.
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> |
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> |
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>
|
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.
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.
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]
|
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.
If your legs are doublejointed, you can leap over obstacles.
Ears
Syntax |
FLESHCALL EARS [sharpen|lengthen|scales]
|
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.
If you have sharpened your ears, you can eavesdrop up to two rooms away. However, you cannot listen through doors.
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>] |
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]
|
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.
If your nose is lengthened, you can use scent to find others in the area.
If your nose is bulbous, you can cover another in ectoplasmic slime.
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]
|
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.
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.
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]
|
Flesh: Lovashi, Cluuvia (Claws) Damage Type: 100% Cutting |
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.
With clawed hands, you will exude a random poison with your attacks.
With gigantic hands, you will do heavy blunt damage.
Transparent hands can attack those in dreambodies or other incorporeal entities. Optionally, 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.
Throat
Syntax |
FLESHCALL THROAT [scales|frog|feathers]
|
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.
If you have a scaled throat, your screams at others can stun.
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.
If you have a feathered throat, you can sing a melody that will lure an individual from an adjacent room to you.
Changelog:
- Singing will no longer be stopped by rooting and will act more like beckon. (#1414 on 06-05-2018)
- Singing now lures an individual from an adjacent room 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:
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.
Mouth
Syntax |
FLESHCALL MOUTH [fangs|silver|scales]
|
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.
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] |
Flesh: Lovashi, Uurulu
(Electric) Damage Type: 100% Electric |
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 ORDER <homunculus> MOVE (direction) |
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.
Fleshmound
Syntax |
FLESHCALL FLESHMOUND FLESHMOUND STATUS |
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.