User talk:Jaydice
Here is a big ol rough dump of skillset info.--Enyalida (talk) 19:30, 31 May 2019 (UTC)
combat harmony elementalism loralaria minstrelry paradigmatics phantasms psionics
9800h, 7300m, 7300e, 10p Bex-ab combat You have gained the following abilities in Combat: Squads Lead squads into combat. Weaponprobe Examine the quality of armour and weapons. Envenom Coat a weapon in poisons. Legs A stance to protect the legs. Stratagem Plan your assault down to the last detail. Left A stance to protect the left side. Right A stance to protect the right side. TrueShield Protect your body better with shields. Arms A stance to protect the arms. ShieldParry Use shields to parry. Gut A stance to protect the gut. Distribution Evenly distribute loot to your squad. Chest A stance to protect the chest. WeaponParry Use weapons to parry. Head A stance to protect the head. Lower A stance to protect the lower body. KeenEye Observe use of venoms with your keen eye. Middle A stance to protect the middle body. Disengage Escape the prying eye of a watchful knight. Veteran Increased survivability as a veteran of many battles. ShieldStun Stun people with a swing of your shield. Unity Do not leave behind anyone in your squad. Upper A stance to protect the vital upper body. Vitals A stance to protect the vitals organs. ShieldRiposte Respond to an attack with a swing of the shield. AB COMBAT <ability> for more information on an ability.
COMBAT - SQUADS
Syntaxes: SQUAD MUSTER
SQUAD NAME <new name> SQUAD RECRUITS SQUAD DRAFT <player> SQUAD DISCHARGE <player> SQUAD LIEUTENANT <player> SQUAD FORMATION <org>|NONE SQUAD TRANSFER <player> SQUAD DISBAND SQUAD LEAVE
You can create squads for hunting the creatures and denizens of Lusternia (non-player characters and animals). All squad members in the entourage of the squad's leader (the commandant) and the commandant will get an experience bonus from such hunting. The bonus increases with the size of your squad. You can only command a squad of 12 people or less.
- MUSTER - Creates a squad with you as its commandant and only member.
- NAME - Gives your squad a unique name.
- RECRUITS - Lists the recruits in your squad and their ranks.
- DRAFT - Brings another player into your squad. You may only draft
allies.
- DISCHARGE - Removes a recruit from your squad.
- LIEUTENANT - Should you, as the commandant of a squad, leave the squad
or die, your lieutenant will be promoted to commandant.
- FORMATION - Lets you orient your squad in support of a city or
commune. That organization's nexus will gain some energy as the squad gains experience through NPC combat.
- TRANSFER - As commandant, you may transfer leadership of the squad to
another member.
- DISBAND - Eliminates your squad.
- LEAVE - Lets you quit a squad into which you have been drafted.
Type MORE to continue reading. (83% shown) 9800h, 7300m, 7300e, 10p Bex- COMBAT - WEAPONPROBE
Syntax: WEAPONPROBE or WPROBE or WP
ARMOUR/ARMOR
This will show the statistics upon weapons or armour (including enchanted robes). It will also list any dwarven runes inscribed and poisons upon a weapon.
The second command lets you discern the state of your physical protection, effectively probing your worn armour, hide, or tattoos for the defence they provide. 9800h, 7300m, 7300e, 10p Bex- COMBAT - ENVENOM
Syntax: ENVENOM <weapon> WITH <venom>
Poisoning your opponent is a sure way to get the upper hand in battle. One method is to simply coat your weapon with poison, allowing the poison a chance to enter your victim's bloodstream on attack. You can see what poisons are on a weapon by WEAPONPROBE. 9800h, 7300m, 7300e, 10p Bex- COMBAT - LEGS
Syntax: STANCE LEGS
You will concentrate all your defensive capabilities to protect your legs in equal measure. Stancing bodyparts is a way to combat monk attacks and prevent those attacks from landing.
Your effectiveness with stances will increase with learning both more Combat and Kata. 9800h, 7300m, 7300e, 10p Bex- COMBAT - STRATAGEM
Syntax: STRATAGEM LIST
STRATAGEM CLEAR STRATAGEM NOW STRATAGEM PAUSE STRATAGEM ECHO [ON|OFF] STRATAGEM ADD [<mods>] <action> STRATAGEM INSERT [<position>] [<mods>] <action> STRATAGEM REPLACE [<position>] [<mods>] <action> STRATAGEM REMOVE <action/position>
Your knowledge of the flow of combat is such that you may now develop stratagems of assault. A stratagem can consist of no more than ten actions, each of which can consist of no more than five subactions (each separated by a single pipe character, '|'). If your stratagem stops, you may attempt to start it again with STRATAGEM NOW. Inserting points into your stratagem will add the new action BEFORE the position you supply. You may substitute SM for STRATAGEM for brevity.
Modifiers can be applied to individual actions. The following modifiers are available:
ARM - Requires only one arm on balance. SUB - Requires the Sub Psionic Channel. SUPER - Requires the Super Psionic Channel. ID - Requires the Id Psionic Channel. FREE - Does not consume equilibrium or balance. REPEAT - Will remain in the stratagem after triggering.
You may pause your stratagem before creating it in order to compile a list of actions to perform at a later date (which you can start with STRATAGEM NOW), or pause a currently executing stratagem mid-flow.
If you specify an action as repeating, it will not be removed from your stratagem when it is performed. It will continue ad infinitum until you Type MORE to continue reading. (95% shown) 9800h, 7300m, 7300e, 10p Bex- COMBAT - LEFT
Syntax: STANCE LEFT This stance will slant your body so your left side is harder to hit. This spreads your defensive focus among your left leg and left arm. 9800h, 7300m, 7300e, 10p Bex- COMBAT - RIGHT
Syntax: STANCE RIGHT This stance will slant your body so your right side is harder to hit. This spreads your defensive focus among your right leg and right arm. 9800h, 7300m, 7300e, 10p Bex- COMBAT - TRUESHIELD
While any dunce can hold a shield and protect an arm, by practice and training you are able to position your shield by second nature, allowing further protection to your arm wielding the shield as well as your head, chest and gut. Note that while it is physically possible to wield two shields, doing so is so cumbersome that you will lose all benefit from both shields. 9800h, 7300m, 7300e, 10p Bex- COMBAT - ARMS
Syntax: STANCE ARMS You will concentrate all your defensive capabilities to protect your arms in equal measure. 9800h, 7300m, 7300e, 10p Bex- COMBAT - SHIELDPARRY
Syntax: PARRY <body part> <numeric weight>
PARRY PARRY ALL PARRY RESET <bodypart/weight list> UNPARRY
Possessing shield parry in both Knighthood and Combat will improve your parry accuracy with shields.
You can also completely reset your parry and establish a new set of priorities with a single command. 9800h, 7300m, 7300e, 10p Bex- COMBAT - GUT
Syntax: STANCE GUT You will concentrate all your defensive capabilities to protect your gut. 9800h, 7300m, 7300e, 10p Bex- COMBAT - DISTRIBUTION
Syntax: SQUAD DISTRIBUTION ON|OFF
Only available to the commandant of a squad. With distribution turned on, you will immediately grab all gold dropped by any creature slain by your squad and distribute it evenly to all your recruits. If it cannot be split evenly, the commandant will pocket the difference. 9800h, 7300m, 7300e, 10p Bex- COMBAT - CHEST
Syntax: STANCE CHEST You will concentrate all your defensive capabilities to protect your chest. 9800h, 7300m, 7300e, 10p Bex- COMBAT - WEAPONPARRY
Syntax: PARRY <body part> <numeric weight>
PARRY PARRY ALL PARRY RESET <bodypart/weight list> UNPARRY
Possessing weapon parry in both Knighthood and Combat will improve your parry accuracy with weapons.
You can also completely reset your parry and establish a new set of priorities with a single command. 9800h, 7300m, 7300e, 10p Bex- COMBAT - HEAD
Syntax: STANCE HEAD You will concentrate all your defensive capabilities to protect your head. 9800h, 7300m, 7300e, 10p Bex- COMBAT - LOWER
Syntax: STANCE LOWER By leaning forward and with fast footwork, you will make your lower extremeties a difficult target. This spreads your defensive focus among your gut and legs. 9800h, 7300m, 7300e, 10p Bex- COMBAT - KEENEYE
Syntax: KEENEYE <ON/OFF>
With a keen eye, you can see when your weapons discharge venoms. You will generally only notice a poison if it has been explicitly envenomed (or similar) by you, from a liquid container. Naturally poisonous effects will not trigger this. 9800h, 7300m, 7300e, 10p Bex- COMBAT - MIDDLE
Syntax: STANCE MIDDLE Keeping your elbows close and your head thrust forward, this stance will protect your middle. This spreads your defensive focus among arms, chest and gut. 9800h, 7300m, 7300e, 10p Bex- COMBAT - DISENGAGE
Syntax: DISENGAGE <target> If a knight has moved to engage you, with a sudden move you can disengage in order to exit without worrying about a sword in your back. 9800h, 7300m, 7300e, 10p Bex- COMBAT - VETERAN
Your many hours of combat training grant you a 1/4 bonus to health. 9800h, 7300m, 7300e, 10p Bex- COMBAT - SHIELDSTUN
Syntax: SHIELDSTUN <target> Slamming your shield into your target is an excellent way to stun someone senseless. 9800h, 7300m, 7300e, 10p Bex- COMBAT - UNITY
Syntax: SQUAD UNITY ON|OFF
Available to the commandant of a squad. If the commandant tries to move, he will announce the move. If any recruits shout that they are unable to follow then the commandant will cancel the order. This should assist in moving the whole squad as a group, leaving nobody behind. 9800h, 7300m, 7300e, 10p Bex- COMBAT - UPPER
Syntax: STANCE UPPER With a keen eye to the moves of your opponent, you weave your torso from side to side and keep your arms in motion in such a way as to protect your upper body. This spreads your defensive focus among your arms, chest and head. 9800h, 7300m, 7300e, 10p Bex- COMBAT - VITALS
Syntax: STANCE VITALS By keeping your arms forward to block and your legs braced for blows, you will protect the vital parts of your body. This spreads your defensive focus among your gut, chest and head. 9800h, 7300m, 7300e, 10p Bex- COMBAT - SHIELDRIPOSTE
You will make an automatic shield stun against a parry if your shield succeeds in fully blocking an attack.
8490h, 8490m, 8490e, 10p, 100em BesSix-(-1310h, 13.4%, +1190m, 16.3%, +1190e, 16.3%) ab harmony
You have gained the following abilities in Harmony:
Ooshmun Sense those who move under the shroud of deceit.
Lumuti Your confidence prevents you from knowing fear.
Chuphet Stand still and strong against attempts to move you.
Ooshphet Let your feet travel like the fastest winds.
Krakuti Burst the inflated egos of those who deserve it.
Anguti Expand your ability to influence and debate others.
Lumphet Let healing energies course through your body.
Highchant A special feat to quickly chant.
Krakmun Drain the minds of those who seek to harm.
Angphet Strengthen your body against harm.
Regeneration Let your mantra vibrate through body, mind and heart.
Akhooshlumang None will be able to see your inner being.
Lummun Your mind has mastery over your body.
Akhlum Surround yourself with a frosty chill.
Chuuti Wrap yourself in the strength of the peaceful heart.
Akhchukrakoosh Let karma take care of its own.
Krakphet Your strikes will be filled with inner passions.
Akhkrak Let the fire within burn away that which ails.
Angmun Protect the mind against harm.
Akhang Metal responds favorably to your touch.
Chumun Gird your mind against thoughts that confuse.
Akhchu Control that which attempts to bind you.
Akhlumangchu Call upon the protection of the spirit within.
Ooshuti Pierce the illusions that seek to trick you.
Akhoosh Feel the wind empower and move you.
Akhlumooshchu Banish the evil spirits that plague you.
Akhangooshkrak Even death plays a part in the harmony of existence.
AB HARMONY <ability> for more information on an ability.
9800h, 8490m, 8490e, 10p, 100em BesSix-(+1310h, 15.4%) sget harmony
HARMONY - OOSHMUN
Type: Mind Element: Wind By infusing your mental aura with the qualities of wind, you can sense the movement of those who are shrouded. This does not detect those in dreambodies.
Syntax: MANTRA CHANT <mantra> <mantra> <mantra>
MANTRA STATUS
All chants are made up of three parts, each part being filled by a That's new! mantra. You cannot have duplicate mantras within a chant. It doesn't matter which order you chant mantras. You can use the sound of "na" to denote a blank space within a mantra so you may change parts of your mantra without needing to replace the entire chant.
For example, you may start with:
MANTRA CHANT OOSHMUN LUMUTI CHUPHET
Later you can change the chant by using "na" in one or two positions. For example:
MANTRA CHANT NA KRAKMUN NA
This would change the previous chant to be: OOSHMUN KRAKMUN CHUPHET Note that equilibrium is shorter when using blank "na" positions within a chant.
Chants such as Krakuti that enable you to use active abilities like MANTRA HEARTFIRE must be chanted in order for the ability to be accessible. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - LUMUTI
Type: Heart Element: Water With the heart aura filled with the qualities of the element of water, you never will know fear.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - CHUPHET
Type: Body Element: Wood Stand still and strong against forces that try to move you with the qualities of wood within your body aura.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - OOSHPHET
Type: Body Element: Wind With the wind within your body aura, you can travel at greater speeds without getting the "hasty" message.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - KRAKUTI
Syntax: MANTRA HEARTFIRE <target> Type: Heart That's new! Element: Fire With fire in your heart, the egos of others cannot stand in your way. This ability may not be used on denizens.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - ANGUTI
Type: Heart Element: Metal With the strength of metal supporting your heart aura, you can excel at debates and influencing others.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - LUMPHET
Type: Body Element: Water The water element runs through your body aura, allowing your body to absorb healing potions at a faster rate.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - HIGHCHANT
Syntax: MANTRA HIGHCHANT <mantra> <mantra> <mantra> Power: 1 (Any) That's new!
You can chant this with fervour and no impact will be felt on balance or equilibrium.
9800h, 8490m, 8490e, 10p, 100em BesSix-
HARMONY - KRAKMUN
Syntax: MANTRA MINDFIRE <target> Type: Mind That's new! Element: Fire With the fire of the mind blazing in your mental aura, you can attack the mana from others.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - ANGPHET
Type: Body Element: Metal Damage Modifier: 1/8 cutting and blunt resistance With your body aura reinforced with the strength of the element of metal, you can resist damage from cutting and blunt attacks.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - REGENERATION
Depending on the types of mantras that you currently have active, you will regenerate health (body), mana (mind), or ego (heart). The more of a certain type of mantra you have vibrating will increase the amount of regeneration. For example, having two heart mantras active will regenerate ego more than just having one. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - AKHOOSHLUMANG
Type: Spirit Elements: Metal, Water and Wind While the elements of metal, water and wind combine within your aura, others will be unable to accurately discern the health, mana or ego of your inner being.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - LUMMUN
Type: Mind Element: Water While the water element flows through your mental aura, you will be in a state where your mind will master your body. The ability to sip lucidity slush will be improved. Also, a 1/4 mana regeneration.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - AKHLUM
Type: Spirit Elements: Water, Water and Water This mantra is not chanted; instead, it is a special bond arising from the rhythm created by three seperate water mantras. In attaining such a state of harmony you will be surrounded by a frosty protection whereby there is a chance when someone harms you that they in turn will be chilled.
For those who are connected to the Pool of Stars and stands in a watery location, this frosty protection will be greatly enhanced.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - CHUUTI
Type: Heart Element: Wood While your heart aura is reinforced with the qualities of wood, those who harm you may at times find themselves at peace.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - AKHCHUKRAKOOSH
Syntax: MANTRA KARMA <target> Type: Spirit That's new! Elements: Wood, Fire and Wind With the blending elements in your aura of wood, fire and wind, you can determine the karma of others. Further, any damage you do against another will be increased by the difference between their karma and yours.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - KRAKPHET
Type: Body Element: Fire Damage Modifier: 1/8 blunt and cutting increase
By causing your body aura to blaze, you can increase the damage done of your physical attacks.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - AKHKRAK
Syntax: MANTRA BOIL Power: 3 That's new! Type: Spirit Elements: Fire, Fire and Fire This mantra is not chanted; instead, it is a special bond arising from the rhythm created by three seperate fire mantras. In attaining such a state of harmony you will have the ability to boil afflictions from the blood.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - ANGMUN
Type: Mind Element: Metal Damage Modifier: 1/3 psychic resistance Gird your mental aura with the strength of steel and resist the effects of psychic damage.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - AKHANG
Type: Spirit Elements: Metal, Metal and Metal This mantra is not chanted; instead, it is a special bond arising from the rhythm created by three seperate metal mantras. In attaining such a state of harmony, any weapons you hold will be enhanced.
This will provide a 2/10 buff to both cutting and blunt damage types.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - CHUMUN
Type: Mind Element: Wood Allow your mental aura to bend like wood and resist the effects of confusion, stupidity and dementia.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - AKHCHU
Type: Spirit Elements: Wood, Wood and Wood This mantra is not chanted; instead, it is a special bond arising from the rhythm created by three seperate wood mantras. In attaining such a state of harmony you will be surrounded by an aura that rejects ties that bind occasionally.
For those bonded with the Moonhart Mother, the chance of the aura rejecting entanglements will be greatly increased.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - AKHLUMANGCHU
Syntax: MANTRA PRISM Power: 1 (any) That's new! Type: Spirit Elements: Water, Metal and Wood By blending the auric elements of water, metal and wood around you, you may call up a prismatic aura at any time for protection.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - OOSHUTI
Type: Heart Element: Wind Opening your heart to be as free as the wind allows you to help pierce illusions that would fool you.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - AKHOOSH
Syntax: MANTRA WIND <direction> Power: 2 That's new! Type: Spirit Elements: Wind, Wind and Wind This mantra is not chanted; instead, it is a special bond arising from the rhythm created by three seperate wind mantras. In attaining such a state of harmony you can move in any direction even if you are bound or otherwise normally are blocked from movement.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - AKHLUMOOSHCHU
Syntax: MANTRA BANISH <ghost/spirit>
MANTRA SENSE
Type: Spirit That's new! Elements: Wood, Water and Wind Damage Type: 100% Magical Damage Source: Magical
For ghosts and spirits that plague you, this extremely powerful attack will help drive them away. Its power is partially based on your karmic strength.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix- HARMONY - AKHANGOOSHKRAK
Syntax: MANTRA DEATHTOUCH <target> Type: Spirit That's new! Elements: Metal, Fire, Wind Power: 5 (any)
This supremely powerful vibration will mark another who has two of the three vital statistics (health, mana, or ego) below 2/3. It will take some time for the mark to sink in and obliterate their soul, and it will only do so if you are in the same room as them, not asleep, and not blind. Power will be consumed upon attempting to place the deathtouch, even if they are too healthy to be marked.
For full details on the use of chants, see AB HARMONY OOSHMUN. 9800h, 8490m, 8490e, 10p, 100em BesSix-ab elementalism You have gained the following abilities in Elementalism: Sense You can sense elementals infused in the ground. Blast Release a blast of elemental power. Cleanse Wash yourself squeaky clean. Scry Locate another player. Gust Blow someone in a direction with a gust of wind. Dig Unearth buried treasures and burrowing people. Levitate Float on a cushion of air. Stoneskin Protect yourself from physical damage. Waterbreathe Extract air from water. Firewall Create a wall of elemental fire. Geyser Knock someone out of the trees or the sky. Elementshield Shield yourself from the elements. Doorblast Blast open jammed doors. Fog Conjure up obscuring fog. Magelock Freeze the latch of a door. Freeze Chill another player. Trance Channel the power of the Elemental planes. Icewall Conjure up an obstructing icewall. Ignite Attack with elemental fire. Gate Open gates to or from the elemental planes. Master Move on to a master specialization. AB ELEMENTALISM <ability> for more information on an ability. 9800h, 8490m, 8490e, 10p, 100em BesSix-sget elementalism ELEMENTALISM - SENSE
If you can survey a location, you will be able to sense whether or not an elemental is infused in that room. You can also sense any runes or dream motes infused at that location. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - BLAST
Syntax: CAST BLAST <target> Damage Type: 100% Fire Can target both adventurers and denizens.
Attack your target with a blast of pure elemental power. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - CLEANSE
Syntax: CAST CLEANSE [<target>]
Create refreshing, cleansing water to bathe in, washing away unwanted odours for ourself or for another. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - SCRY
Syntax: CAST SCRY <target>
Create a scrying mirror with a handful of water and reveal the location of another adventurer. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - GUST
Syntax: CAST GUST [<target> <direction>]
By channeling the element of air, you can either blow a fog or cloud out of the room, or blow a target in a particular direction. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - DIG
Syntax: CAST DIG
Manual labour is a thing of the past for the mage who can simply command the earth to expose its hidden treasures. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - LEVITATE
Syntax: CAST LEVITATE
Make yourself light as a feather and lift yourself up on a cushion of air, making yourself immune from falling damage. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - STONESKIN
Syntax: CAST STONESKIN Damage Resistance: 2/10 to Blunt
2/10 to Cutting
This incantation coats much of your body in stone, providing some protection against physical attacks. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - WATERBREATHE
Syntax: CAST WATERBREATHE
You can create a magical mask over your mouth which will filter oxygen from water and allow you to breathe underwater without consequence. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - FIREWALL
Syntax: CAST FIREWALL <direction>
Channeling the power of elemental fire, you will create walls of burning flame that singe your enemies. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - GEYSER
Syntax: CAST GEYSER AT <target>
CAST GEYSER <direction>
Using this ability, you may knock your target out of the trees or skies with a powerful spout of elemental water.
If cast in a direction, it will douse any firewalls that may be there. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - ELEMENTSHIELD
Syntax: CAST ELEMENTSHIELD Works on/against: Self Damage Resistance: 1/8 to Fire
1/8 to Cold 1/8 to Electricity
Details: Surround yourself with a magical shield that absorbs some damage from elemental damage such as fire, cold, and electricity. This shield will also provide a slight benefit against the effects of extreme hot and cold weather. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - DOORBLAST
Syntax: CAST DOORBLAST <direction>
Locked doors will not stop the diligent mage who can summon a wind to blow it open. Some doors will resist attempts to be blasted open while others will be altogether impossible to open with this spell. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - FOG
Syntax: CAST FOG
With the powers of air and water, you can obfuscate a room with elemental fog. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - MAGELOCK
Syntax: CAST MAGELOCK <direction>
No key is needed for the mage to lock doors; simply freeze the lock in place. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - FREEZE
Syntax: CAST FREEZE <GROUND|target>
Cast at the ground, you will create a layer of ice to cover the area, causing passersby to slip occasionally. This frost is also powerful enough to put out a wildfire in your location.
When cast at another person, you will first clear off the Fire potion defense if your target has one on, then cause him or her to shiver uncontrollably, before finally freezing them stiff. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - TRANCE
So great is your link with the Elemental Plane that you receive a 5/10 bonus to mana. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - ICEWALL
Syntax: CAST ICEWALL <direction>
This spell will create a wall of elemental ice, blocking the passage of those who would seek to pass by. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - IGNITE
Syntax: CAST IGNITE <target>
CAST IGNITE <ice/briarwall> AT <direction>
Damage Type: 100% Fire Damage Source: Magical
You can ignite a hapless target or destroy ice/briar walls with the fury of elemental fire. 9800h, 8490m, 8490e, 10p, 100em BesSix- ELEMENTALISM - GATE
Syntax: TRANSVERSE <plane>
You can travel to or from the elemental realms from any planar gate. 9800h, 8490m, 8490e, 10p, 100em BesSix- At this point in your training of Elementalism, you have progressed where you must specialize in an aspect of this skill to continue learning. If you have not yet selected a specialization, see SKILLCHOICE LIST to see what is available. There may be a choice between two or more specializations. 9800h, 8490m, 8490e, 10p, 100em BesSix-ab loralaria You have gained the following abilities in Loralaria: Composition You may compose songs expressing your own creativity. Sustain The ability to maintain a song. CrystalSong Fuse harmonics gems to your instrument. GemAffinity Store your gems in an interdimensional space. BlueBerceuse A gentle lullaby... until they're asleep. DiscordantChord This painful chord shall crush the disharmonic soul. JadeGrazioso A graceful tune to soothe the bones. CrimsonCourante Do a quickstep to this fast music. Refrain A musical structure that allows repetition of a stanza. Reprise A musical structure that allows reversal of a stanza. LoralChord Crystallise the flesh of your foes. AureolinAubade This passionate tune will be certain to seduce. ChromaConcerto Guard yourself against elemental ravages. CaptiveAudience Both friends and enemies hear nothing but your songs. MidnightMinuet Your listeners shall have to dance, albeit badly. FleckedFortissimo A deafening note to bring someone to their knees. VioletVibrato Induce mental degeneration with a varying melody. Crescendo A masterful composition by Morshoth Windwhisper. EmeraldGrazioso Soothe your mind and body with graceful notes. StratusSerenade A light and airy tune. SkySforzando Disrupt and razzle your friends. Encore Play a rousing encore performance. RedRubato Painfully warp time around your foes. ClearCapriccio Wrap your allies in a powerful restorative field. Convergence Warp space around someone, moving them far away. Funebre A long, sombre song to end their life. AB LORALARIA <ability> for more information on an ability. 9800h, 8490m, 8490e, 10p, 100em BesSix-sget loralaria LORALARIA - COMPOSITION
Syntax: COMPOSE NEW <song>
COMPOSE LIST COMPOSE <song> STANZA <number> LYRIC <text> COMPOSE <song> STANZA <number> IMBUE [<power>|NONE] COMPOSE <song> STANZA <number> DELETE COMPOSE <song> DELETE COMPOSE <song> [INFO] PERFORM SONG <song> [<target>] [<effect>] SONGSTAT, SONGSTATUS
As your ability in your song specialization increases, you will be able to compose new songs. You can write your own song and set it in stanzas. Each song can consist of up to 9 stanzas, and certain powers can also be invested in each stanza. Powers are divided into 3 types: Low (L), Medium (M) and High (H). Low types can only invested in stanzas 1-3, medium in stanzas 4-6 and high in stanzas 7-9. Low stanzas generally have simple effects, medium stanzas have stronger effects, and high stanzas have very strong effects. Some song powers need to be targeted and others will create a passive effect that stays around you. As a general rule, you will not be able to stack passive effects.
When playing a custom song, it always begins in stanza 1, each time you play the song, it progresses to the next stanza until the song ends or you change to another song or a certain amount of time elapses, whichever comes first. Note that before the time elapses, you can take other actions so long as you continue your performance before the time elapses.
9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - SUSTAIN
Syntax: SUSTAIN
This ability will allow you to slow the music you are playing to imperceptible levels, effectively freezing the music in place. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - CRYSTALSONG
Syntax: ATTACH <gem> TO <instrument>
DETACH <gem> FROM <instrument>
Power: 1 (to attach) (Matrix)
If you are able to acquire charged gems from the Matrix Research Institute, you may attach any three charged gems onto your instrument. Instrument gems may affect songs, though multiple gems of the same type will provide no extra benefit. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - GEMAFFINITY
Syntax: INGEMRIFT (INGR) [<amount>|ALL] <item>
OUTGEMRIFT (OGR) [<amount>|ALL] <item> INVGEMRIFT -or- IGR
Your affinity to charged gemstones will allow you to store them in an extraplanar rift that only you can access. The gem rift holds gemstones harvested on the Continuum plane.
INGEMRIFT (INGR) puts a given number of a single type of gem (or all by default) into the GemRift. 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).
OUTGEMRIFT (OGR) takes a given number of a single type of gem (or all by default) out of the GemRift. If no amount is specified, then the default is to take out only one gem.
INVGEMRIFT (or IGR) peeks into the GemRift to take a quick inventory of what is stored there.
9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - BLUEBERCEUSE
Stanza: Low (1-3) Targetable: No Damage Type: 100% Magic
A bard's enemies who hear this gentle lullaby will take health damage when curing with a steam pipe. This power will be boosted by a turquoise crystal fused to your instrument and deal additional mana and ego damage. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - DISCORDANTCHORD
Syntax: PLAY DISCORDANTCHORD <target> Power: Variable (Any) Damage Type: 100% Magic
The discordant chord is tuned to especially harm those ears which are already suffering the tonal ailments of a musician, doing greater damage the greater the number of these afflictions the victim has. The power cost is 2 power for each affliction the victim has from among: manabarbs, egovice, and an achromatic aura. If the hapless victim suffers all three of these tonal disorders, and powerspikes, their suffering shall be grievous indeed - losing half their mana and ego in addition to immense pain.
If you have an octave active in the room, its magical ability to block the curing of auric ailments will prevent them from being consumed by the discordant chord. Additionally, it will increase the damage of your chord for no extra power cost. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - JADEGRAZIOSO
Stanza: Low (1-3) Targetable: No
This graceful, flowing melody will help the bard and his allies regenerate health. This power will be boosted by a jade crystal fused to your instrument. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - CRIMSONCOURANTE
Stanza: Low (1-3)
Targetable: No
This fast tempo music will speed the balance recovery of you and your allies (2/4 bonus), though it will have the opposite effect on equilibrium recovery (-2/-2 penalty). If a garnet crystal has been fused to your instrument, the equilibrium malus will be nullified. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - REFRAIN
Syntax: PERFORM REFRAIN <song> [<target>] Instead of moving forward in the stanzas of a song, you can repeat the last stanza you performed as a refrain. You can refrain as many times as you desire. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - REPRISE
Syntax: PLAY REPRISE Power: 1 (any)
By reprising your melodies and harmonies, you can take your song back one stanza. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - LORALCHORD
Syntax: PLAY LORALCHORD <target> Damage Type: 50% Cold 50% Asphyxiation
Can Target Denizens
This chord is similar to the basic minor second except that it is tuned to the resonance of the Continuum and will turn your target's flesh to crystal. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - AUREOLINAUBADE
Stanza: Low (1-3) Targetable: No Syntax: PLAY AUREOLINAUBADE
This beautiful love song may cause your sworn enemies to become afflicted with pacifism, luminosity or healthleech. Using a beryl gem will give this a chance for two of those. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - CHROMACONCERTO
Stanza: Mid (4-6)
Targetable: No Damage Modifier: 1/8 cold, fire and electricity resistance
2/8 if an opal gem is attached to the instrument
This special song will give the bard and his or her allies some protection against fire, cold and electrical damage. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - CAPTIVEAUDIENCE
Syntax: CAPTIVATE AUDIENCE This will affect all allies and enemies in the room who can hear and are not already captivated by a bard. Those who are captivated will only pay attention to your songs and thus will only be affected (either negatively or positively) by your song effects. Blanknote or Blankchord will break the captivation. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - MIDNIGHTMINUET
Stanza: Mid (4-6) Targetable: No
Your enemies who hear this powerful song will be compelled to dance, causing them to lose balance. This power will be boosted by an onyx crystal fused to your instrument. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - FLECKEDFORTISSIMO
Stanza: Mid (4-6) Targetable: No
This extremely loud number causes your enemies to fall to their knees. If a charged bloodstone is attached to your instrument, this power will also have a chance at preventing an opponent from curing with lucidity slush potion. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - VIOLETVIBRATO
Stanza: Mid (4-6) Targetable: No
The rapid alternation of pitch will cause the bard's enemies who hear it to become afflicted with clumsiness, hallucinations, paranoia, epilepsy, confusion, or recklessness. There will be a chance to give a second affliction if an amethyst crystal is fused to your instrument.
9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - CRESCENDO
Stanza: Mid (4-6) Targetable: No Damage Modifier: 1/8 universal increase
This rousing music will inspire the citizens of Hallifax to greater heights, causing the damage they do to be increased. This powerful sound was inspired by the lyrics of "The Collectivist Crescendo" by Morshoth Skyplume, the first guildmaster and founder of the guild. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - EMERALDGRAZIOSO
Stanza: High (7-9) Targetable: No
The graceful, flowing notes will gently cure the bard and his or her allies of afflictions. This power will be boosted by an emerald crystal fused to your instrument. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - STRATUSSERENADE
Stanza: High (7-9) Targetable: No
This light and airy tune takes effect only while you and your allies are in cloudy terrain. It will grant a moment of foresight, and if played with a diamond attached, will also speed the body and give a chance to dodge incoming attacks. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - SKYSFORZANDO
Stanza: High (7-9) Targetable: Yes Power: 3 (Matrix)
The force of this music will disrupt your target, as well as afflict them with two random mental afflictions. This power will be boosted by a sapphire crystal fused to your instrument and deal timewarp in addition. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - ENCORE
Syntax: ENCORE PERFORMANCE Power: 3 (Any)
By playing an encore performance, you will speed quickly through your song at a faster tempo - your recovery of equilibrium when playing songs will be halved. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - REDRUBATO
Stanza: High (7-9) Targetable: No Damage Type: 100% Cold
This intriguing music varies the speed within its musical phrase which is juxtaposed against a steady rhythm. The effect causes time to warp around the individual before damaging them. The amount of damage is based on the amount of time is warped on that individual. This power will be boosted by a ruby crystal fused to your instrument. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - CLEARCAPRICCIO
Stanza: High (7-9) Targetable: No Power: 8 (Matrix)
The free casual form of this music has a mystical effect to the bard and his or her allies, wrapping them in a powerful aura of alacrity and healing afflictions. However, due to its sheer power, the song will draw to a close after this stanza has been played. If a diamond crystal has been fused to the instrument, you and your allies will be cured of a few more ailments and the aura of alacrity will last longer. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - CONVERGENCE
Stanza: High (7-9) Targetable: Yes Power: 2 (Matrix)
It will focus all the musical energy on one person, causing him or her to immediately be flung to another room in the area, bypassing all resistance against magical summons. It will send a song back two stanzas when performed. 9800h, 8490m, 8490e, 10p, 100em BesSix- LORALARIA - FUNEBRE
Stanza: High (7-9) Targetable: Yes Power: 3 (Matrix)
Lead your foe down a musical crescendo so compelling and captivating that it will draw out their every last desire to live, should it end. Once you start the killing note, you can do nothing that will disrupt the song. 9800h, 8490m, 8490e, 10p, 100em BesSix-ab minstrelry You have gained the following abilities in Minstrelry: Composition You may compose songs expressing your own creativity. Sustain The ability to maintain a song. DrinkingSong Share a merry drink with your friends. FireForte Guard yourself against fire. DiscordantChord This painful chord shall crush the disharmonic soul. Stumbling Uh oh! Someone should take some dancing lessons. AlcoholFumes You're such a boozer, people get drunk just being near you! Refrain A musical structure that allows repetition of a stanza. Reprise A musical structure that allows reversal of a stanza. ChaosChord This chaotic chord embodies the spirit of Gaudiguch. YaikoYaiko Pink elephants and giant ducks are not good omens. CaptiveAudience Both friends and enemies hear nothing but your songs. PurpleHaze The purple haze will bring with it hallucinations. Cabaret A lively uptempo tune to raise the spirits. MorningStar A rousing composition by Tetra Alin'dor. ShotNote Get someone seriously intoxicated! FireFugue A passionate tune to make their blood boil. Jamboree Refresh the mind with a boisterous celebration. BurningPower Draw energy from your burning environment. Encore Play a rousing encore performance. CanCan Watch where you kick! DrunkenFool Dare someone to do something they might regret. Jitterbug Let the jitterbug into your brain. Rave This energetic tune will make someone dance till they drop. AB MINSTRELRY <ability> for more information on an ability. 9800h, 8490m, 8490e, 10p, 100em BesSix-sget minstrelry MINSTRELRY - COMPOSITION
Syntax: COMPOSE NEW <song>
COMPOSE LIST COMPOSE <song> STANZA <number> LYRIC <text> COMPOSE <song> STANZA <number> IMBUE [<power>|NONE] COMPOSE <song> STANZA <number> DELETE COMPOSE <song> DELETE COMPOSE <song> [INFO] PERFORM SONG <song> [<target>] [<effect>] SONGSTAT, SONGSTATUS
As your ability in your song specialization increases, you will be able to compose new songs. You can write your own song and set it in stanzas. Each song can consist of up to 9 stanzas, and certain powers can also be invested in each stanza. Powers are divided into 3 types: Low (L), Medium (M) and High (H). Low types can only invested in stanzas 1-3, medium in stanzas 4-6 and high in stanzas 7-9. Low stanzas generally have simple effects, medium stanzas have stronger effects, and high stanzas have very strong effects. Some song powers need to be targeted and others will create a passive effect that stays around you. As a general rule, you will not be able to stack passive effects.
When playing a custom song, it always begins in stanza 1, each time you play the song, it progresses to the next stanza until the song ends or you change to another song or a certain amount of time elapses, whichever comes first. Note that before the time elapses, you can take other actions so long as you continue your performance before the time elapses.
9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - SUSTAIN
Syntax: SUSTAIN
This ability will allow you to slow the music you are playing to imperceptible levels, effectively freezing the music in place. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - DRINKINGSONG
Stanza: Low (1-3) Targetable: No
While the song plays, you and your allies will have an increased alcohol tolerance. Also, as the focus of attention, you will find yourself in a state of increased fitness, mental fortitude, and charisma depending on just how drunk you are. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - FIREFORTE
Stanza: Low (1-3) Targetable: No Damage Modifier: 1/8 fire and pyschic damage buff
1/8 fire, cutting and blunt resistance
Protection against both physical and fire damage will befall you and your allies. Furthermore, any fire or psychic damage caused by you or your allies will be increased. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - DISCORDANTCHORD
Syntax: PLAY DISCORDANTCHORD <target> Power: Variable (Any) Damage Type: 100% Magic
The discordant chord is tuned to especially harm those ears which are already suffering the tonal ailments of a musician, doing greater damage the greater the number of these afflictions the victim has. The power cost is 2 power for each affliction the victim has from among: manabarbs, egovice, and an achromatic aura. If the hapless victim suffers all three of these tonal disorders, and powerspikes, their suffering shall be grievous indeed - losing half their mana and ego in addition to immense pain.
If you have an octave active in the room, its magical ability to block the curing of auric ailments will prevent them from being consumed by the discordant chord. Additionally, it will increase the damage of your chord for no extra power cost. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - STUMBLING
Stanza: Low (1-3) Targetable: No
Enemies who hear this song may find themselves stumbling over their own two feet. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - ALCOHOLFUMES
Stanza: Low (1-3) Targetable: No
Enemies will slowly get inebriated just by hearing this song, causing a loss of ego. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - REFRAIN
Syntax: PERFORM REFRAIN <song> [<target>] Instead of moving forward in the stanzas of a song, you can repeat the last stanza you performed as a refrain. You can refrain as many times as you desire. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - REPRISE
Syntax: PLAY REPRISE Power: 1 (any)
By reprising your melodies and harmonies, you can take your song back one stanza. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - CHAOSCHORD
Syntax: PLAY CHAOSCHORD <target> Damage Type: 50% Fire 50% Psychic
Can Target Denizens
This chord is similar in nature to the minor second, except that it is tuned to the power of the Fire Plane and will slowly boil your target's blood. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - YAIKOYAIKO
Stanza: Mid (4-6) Targetable: No
This effect drains the mana and ego of any enemies who hear it. The amount drained will increase if your enemy is particularly insane. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - CAPTIVEAUDIENCE
Syntax: CAPTIVATE AUDIENCE This will affect all allies and enemies in the room who can hear and are not already captivated by a bard. Those who are captivated will only pay attention to your songs and thus will only be affected (either negatively or positively) by your song effects. Blanknote or Blankchord will break the captivation. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - PURPLEHAZE
Stanza: Mid (4-6) Targetable: No
Those enemies who hear this song and are suffering from the effects of cactus weed, will slowly begin to accrue a number of hallucinatory ailments (hallucinations, paranoia, clumsiness, confusion). 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - CABARET
Stanza: Mid (4-6) Targetable: No
You and your allies will enjoy regeneration of your ego and mana. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - MORNINGSTAR
Stanza: Mid (4-6) Targetable: No Damage Modifier: 1/8 universal increase
This rousing music will inspire the citizens of Gaudiguch to greater heights, causing the damage they do to be increased. This powerful sound was inspired by the lyrics of "Morning Star" by Tetra Alin'dor, the first guildmaster and founder of the guild. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - SHOTNOTE
Stanza: High (7-9) Targetable: Yes Power: 3 (Eternal Flame)
This revealing note can be sustained and directed at a target, causing ego loss, stun, and two of the following afflictions: addiction, recklessness, stupidity, paranoia, hallucinations. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - FIREFUGUE
Stanza: High (7-9) Targetable: No Damage Type: 100% Fire
This music when heard by enemies will cause them to combust, the amount of damage depending on their burn level. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - JAMBOREE
Stanza: High (7-9) Targetable: No
This rousing protective music will soothe the stresses of your existence, occasionally healing afflictions of the mind. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - BURNINGPOWER
Stanza: High (7-9) Targetable: Yes Power 3 (Eternal Flame)
This fiery note will imbue your target with the ability to draw power from the latent heat of the desert. The next five power-consuming feats he performs in a pyrocast desert shall require one less power. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - ENCORE
Syntax: ENCORE PERFORMANCE Power: 3 (Any)
By playing an encore performance, you will speed quickly through your song at a faster tempo - your recovery of equilibrium when playing songs will be halved. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - CANCAN
Stanza: High (7-9) Targetable: No
An amusing number that will cause enemies to kick each other. Obviously this has no effect if there are not at least two enemies in the room. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - DRUNKENFOOL
Stanza: High (7-9) Targetable: Yes Power: 5 (Eternal Flame)
This little ditty must be directed at a target. It will cause that person to dance like a fool, causing extreme embarrassment. If their ego is under half, they will die from this embarrassment. Otherwise, they will suffer ego loss and a short blackout. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - JITTERBUG
Stanza: High (7-9) Targetable: No
A lively tune that will cause your enemies to jitter, which makes their attempt to heal themselves occasionally not take effect as well as making them a little bit more insane. 9800h, 8490m, 8490e, 10p, 100em BesSix- MINSTRELRY - RAVE
Stanza: High (7-9) Targetable: Yes Power: 3 (Eternal Flame)
Put on a killer performance by playing music that it is impossible not to rave to. Such vigorous, ongoing exercise will eventually lead to fatal exhaustion. Once you start the killing note, you can do nothing that will disrupt the song. 9800h, 8490m, 8490e, 10p, 100em BesSix-ab paradigmatics You have gained the following abilities in Paradigmatics: Initiation Redefine reality and thus sanity as an Initiate. Enthrall Love is a many-splendored thing which can be manipulated. Revelations Reveal new forms of reality to challenge others. Flux Let reality flux to hold your enemies in your location. BadLuck Plague someone with a most extreme bout of bad luck. Figment Create a figment of your imagination to send to another. ChaoteSign This mystic symbol will help protect you from harm. GreyWhispers Send grey whispers to plague the minds of enemies. EyeSnare Snare the eyes of your enemies by tweaking reality. GoodLuck You can create your own good luck. Polarity Your strength is in your mind and vice versa. Reimagination Reimagine another person for good or ill. Gnosis A gnostic state that strengthens spiritual fortitude. Reality The ultimate in shifting reality will cause destabilisation. VisionFlux Allow others to see the visions of your own reality. Truename Learn the truename of a rival to control their destiny. ChaosAura Exude a chaotic aura to disturb reality. EntropicBlade More entropy can't be bad? Right? Fusion Fuse your heart, mind and body together into a single whole. Snafu Situation Normal, All Fragged Up - for your enemies. Illumination Your own personal illumination is deadly to others. Butterfly Create a chaos butterfly and send on a visit to another. AB PARADIGMATICS <ability> for more information on an ability. 9800h, 8490m, 8490e, 10p, 100em BesSix-sget paradigmatics PARADIGMATICS - INITIATION
Once you have been initiated into the mysteries of shifting paradigms, sanity becomes a matter of perception. You will be better equipped to handle insanity than those who are still bound by outmoded perceptions of reality. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - ENTHRALL
Syntax: SHIFT ENTHRALL
SHIFT ENTHRALLED
Shift the perceptions of those around you so that any enemy who loves you (or is in lust with you) or is engaged by you will find it difficult to leave your presence. You can also view those who are desperately lusting after you with the latter ability. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - REVELATIONS
Syntax: SHIFT REVELATIONS <target> Your perception of reality is shaped by your own will. By revealing how you perceive reality to others, you can test their sanity. Subjects will no doubt become temporarily insane. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - FLUX
Syntax: SHIFT FLUX By fluxing reality in the location, you will cause any enemy to leave your location to suffer from temporary insanity. Further, there is a chance they will turn around and not be able to leave. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - BADLUCK
Syntax: SHIFT BADLUCK <target> Power: 3 (Eternal Flame) By imagining the worst possible events that could plague your target, you can manifest that into reality, plaguing your victim with bad luck. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - FIGMENT
Syntax: SHIFT FIGMENT <target> <illusion> Create a figment of the imagination and embed it in another. That person will see your figment three times. A person may only carry one figment at a time. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - CHAOTESIGN
Syntax: SHIFT CHAOTESIGN [ACTIVATE] Power: 2 (Eternal Flame)
By drawing this arcane symbol on your forehead you will gain a 2/8 universal damage resistance. The chaote sign upon your brow will charge each time you are attacked. After a dozen strikes, it will be fully charged, allowing you to activate a flare of energy that completely absorbs damage from the next strike that hits you. An unused charge will fade 10 seconds after it reaches its peak; an activated charge will fade on the next hit or after 30 seconds, whichever comes sooner. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - GREYWHISPERS
Syntax: SHIFT GREYWHISPERS <target> Power: 3 (Eternal Flame) There are constant whispers that manifest from the grey static behind reality. Opening up the mind of another to those whispers will cause madness. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - EYESNARE
Syntax: SHIFT EYESNARE By tweaking reality just slightly in your location, your enemies will have a slight chance of being distracted and losing an action. If they are so distracted by what they see out of the corner of their eyes, they will suffer some temporary insanity. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - GOODLUCK
Syntax: SHIFT GOODLUCK By surrounding yourself with the best possible luck, you will notice that you are more likely to receive critical hits than otherwise. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - POLARITY
Syntax: SHIFT POLARITY [BUFF|RESIST] <damage type> <damage type>
SHIFT POLARITY OFF
You may switch damage type affected by all buffs of the given types. Any buffs or resistances which would affect the first damage type, will now affect the second damage type, and vice versa.
Thus, for example, if you have a total of 5/10 fire buff and 7/10 cold buff, selecting BUFF FIRE COLD will make it 7/10 fire buff and 5/10 cold buff. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - REIMAGINATION
Syntax: SHIFT REIMAGINATION <target> <type> [PLUS|MINUS] Power: 3 (Eternal Flame)
This powerful ability can be either a blessing or a curse. You can reimagine another person, changing their maximum health, mana, ego or offensive universal buffs either positively or negatively by 4 factors. Only one stat on any person can be reimagined and it will last only a short time. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - GNOSIS
Syntax: SHIFT GNOSIS By raising your own consciousness, you can achieve a higher spiritual state, which will offer resistance to some spiritual afflictions, such as healthleech, manabarbs, warpedaura, pacifism, disloyalty or succumb. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - REALITY
Syntax: SHIFT REALITY Power: 5 (Eternal Flame) The ultimate in paradigm shifting is altering reality to the point where the physical location is affected. This powerful spell may -not- be cast on the prime material plane nor can it be cast on aether manses or ships. The shifting of reality is indiscriminate, affecting the caster and allies as well as enemies and neutral bystanders. Upon casting, there is a chance it will fling others in the room into another room in the local area (though there is a small chance it will fling a person into the astral plane regardless of where they are). Further, while reality has shifted in the room cast, there is a chance that anyone entering or exiting the room will be flung into a random room in the local area (or possibly the astral plane). 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - VISIONFLUX
Syntax: SHIFT VISIONFLUX Power: 6 (Eternal Flame) You can cause your enemies to see brief glimpses of your own personal visions that shape your own unique reality. These visions will cause insanity as well as mental diseases. The use is dangerous as your max ego and mana will be halved while the visionflux is active. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - TRUENAME
Syntax: SHIFT TRUENAME <target> Damage Modifier: 1/8 universal increase
Every person bears a true name, which is hidden even from one's own self. Discovering the truename of a person is very traumatic to that individual, physically, emotionally and psychically. If the victim's temporary insanity is at least moderate, the truename will be revealed. Regardless of whether you are able to receive the truename or not, your target will suffer a brief blackout. You can hold the truename of only one individual. While holding the truename of a person, any damage you do to that person will be increased. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - CHAOSAURA
Syntax: SHIFT CHAOSAURA ON/OFF Power: 10 (Eternal Flame) (to enable)
By drawing upon your chaotic perception of reality, you can create an aura of gibbering madness and bind it around your hands. Warrior weapons, and Transmology Flay, Crush, and Claw attacks will have a chance to cause insanity.
Furthermore, warrior weapons will have 1/6 of their attacks will be converted to psychic damage. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - ENTROPICBLADE
Syntax: SHIFT ENTROPICBLADE Power: 3 (Eternal Flame)
Must have ChaosAura up
Effect: For the next 5 rounds*, you will deal two random afflictions per round.
Possible Afflictions: Confusion, Paranoia, Hallucinations, Stupidity, Addiction, Anorexia.
- Two Handers will deal two afflictions per strike, One Handers will deal
one affliction per strike, for a total of 10 afflictions.
This effect can only be maintained for 5 minutes without using it. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - FUSION
Syntax: SHIFT FUSION ON/OFF By fusing your heart, mind and body into one whole, you will find that 20% of the time your body is harmed, your mana or ego will absorb the damage instead of your health. Fusion is costly to maintain as your mana and ego will constantly be drained to upkeep the fusion. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - SNAFU
Syntax: SHIFT SNAFU Power: 5 (Eternal Flame) You can envision the worst possible outcomes for all your enemies, and embed that reality in the room you are in. This will cause bad luck for all enemies in the location. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - ILLUMINATION
Syntax: SHIFT ILLUMINATION <target> Power: 8 (Eternal Flame)
Every master of shifting paradigms creates their own personal reality which brings with it a unique illumination or enlightenment. While this is of great spiritual import to the individual, it can be deadly when pondered by anyone else. If you have a person's truename and if their temporary insanity is massive, they will immediately die upon being so illuminated. 9800h, 8490m, 8490e, 10p, 100em BesSix- PARADIGMATICS - BUTTERFLY
Syntax: SHIFT BUTTERFLY <target> [<direction>] Power: variable (Eternal Flame)
Could the fluttering of a butterfly's wings in the Tolborolla Valley raise a sandstorm in the Skarch Desert? Such is the capricious and precarious nature of the multiverse where the repercussions of one small event can have unpredictable and momentous consequence. By manifesting the butterfly, the symbol that embraces the nature of chaos theory, you can send it towards one other so long as he or she is within your line of sight. The results will be extremely volatile and unpredictable and could even backfire on the caster.
The power taken by this chaotic skill will vary wildly from use to use. When the butterfly lands on its target, it will attempt to manifest a power and will only be able to do so if it can draw the energy from you. The costs are shown below:
Disease: 2 power Spider: 2 power Boulder: 3 power Limbs: 3 power Astrosphere: 3 power Pit: 5 power Displacement: 5 power Rip: 7 power Maggot: 10 power Allcure: 10 power 9800h, 8490m, 8490e, 10p, 100em BesSix-ab phantasms You have gained the following abilities in Phantasms: Whisper Phantom whispers startle your opponent off equilibrium. PhantomWall Entangle your foe with a phantom wall. Phantom Embed shadowy phantoms into another's mind. FalseVision Send an improved illusion to someone's room from afar. Wounds Illusory wounds will make damage appear greater than it is. Terrain Trick another mage with an illusory terrain. BurningEye Burn through illusions with an all-seeing eye. Stalker Send a phantom at anyone in your demesne. Claws Weave illusory claws to rake your opponent's skin. StolenThoughts Hear what your victim says and hears. PhantomArmour Don a suit of phantom armour. Mirage Weave illusory terrain over your entire demesne. PhantomSphere Ghastly spheres of torture invade your enemies' minds. Reality Altering reality will cause widespread confusion and panic. Phantasmagoria Decimate all your enemies with phantom stalkers. AB PHANTASMS <ability> for more information on an ability. 9800h, 8490m, 8490e, 10p, 100em BesSix-sget phantasms PHANTASMS - WHISPER
Syntax: WEAVE WHISPER <target> Power: 1 (any) Whispers from an unseen source confuse and disturb your foe, leading to a loss of equilibrium due to a very disturbed mental state. 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - PHANTOMWALL
Syntax: WEAVE PHANTOMWALL <direction> This will enable you to weave a wall of phantoms that will hinder any movement in that direction. Anyone who moves into it will arrive at their destination, webbed. 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - PHANTOM
Syntax: WEAVE PHANTOM <target> Power: 2 (Any) Damage Type: 100% Psychic Damage Source: Magical This illusion will only exist in the mind of your opponent. The illusory phantom will give a variety of afflictions of the mind. It will also do some psychic damage to the recipient. 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - FALSEVISION
Syntax: WEAVE FALSEVISION <target> <delay> [COLOUR <colour>] <illusion text> Power: 3*number of lines (Any) This skill is considered an improvement on an improvement, whereby you are able to send an "improved" illusion to any target's room in your local area. The cost in mana is two mana for each character in the illusion. 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - WOUNDS
Syntax: WEAVE WOUNDS <target> By creating illusions of wounds upon an opponent, that opponent will think he or she is much more wounded than is actually the case. 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - TERRAIN
Syntax: WEAVE TERRAIN <environment> You can create an illusory terrain that will mask the true environment of a location. 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - BURNINGEYE
Syntax: WEAVE BURNINGEYE
The illusion of a burning eye will hover ominously above your head, seeing all, and helping you see through the deceits that others would weave upon you. 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - STALKER
Syntax: WEAVE STALKER [<target>] Power: 1 (any)
This spell is available in two flavours.
The first is available to mages who create demenses. You may send a phantom to stalk anyone in your demense. It will not last as long as the normal phantom illusion.
The second is available to mages who study chemantics. You may summon a stalker to lay in wait about you, which will then plague the next person to be hit by your stratus field/pellucid mist/ferrous fumes/incendiary effluvium. It will not last as long as the normal phantom illusion, once applied to an opponent.
9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - CLAWS
Syntax: WEAVE CLAWS <target> Power Cost: 3 (any)
Illusory claws, of a phantom of the most despicable nature, will rake your enemy's body and cause severe bleeding over time. 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - STOLENTHOUGHTS
Syntax: WEAVE STOLENTHOUGHTS <target>
This phantom will allow you to sneak into the ears of your target and hear what is being said at that location.
Syntax: STOLENTHOUGHTS (to turn it on and off) 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - PHANTOMARMOUR
Syntax: WEAVE PHANTOMARMOUR Damage Modifier: 1/8 psychic resistance This phantom is entirely passive, he sits on your body and looks conspicuously like a suit of armour (though you will still be able to wear whatever you please). It does, however, give you a slight increase in resistance to psychic damage, and on top of that, has a slight chance to cause your enemy to black out when you are attacked (with a higher chance if it's psychic damage). 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - MIRAGE
Syntax: WEAVE MIRAGE <environment> Power: 1+ (any)
This handy timesaver will enable you to twist the very fabric of your demesne's reality at once, making it all illusory terrain of your choosing.
Power is determined by dividing the size of the meld in four and adding one to the result. 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - PHANTOMSPHERE
Syntax: WEAVE PHANTOMSPHERE
PHANTOMSPHERE LOOK PHANTOMSPHERE MOVE <direction> PHANTOMSPHERE UNITE PHANTOMSPHERE ATTACK <target> PHANTOMSPHERE SHATTER <target> PHANTOMSPHERE DETONATE
Damage Type: Unblockable Damage Source: None
The deadly phantom sphere, or sentinel sphere as it is called for its nigh-unyielding ability to keep watch over one's demesne, is an archaic torture device that has the power to kill your enemies. It requires a demesne of at least three rooms. Simply send it to your target's room and command it to attack. It will rest just inside your target's brain, and, on the eighth orb, you will feed it images so terrifying that your victim's heart will simply stop and they will drop dead. There is a chance with each additional sphere that the victim will spontaneously manifest a variety of mental conditions from the ghostly images. The illusion, being made of naught but your will, may also transform into illusory spears to shatter the shields of your enemies at a distance. Detonating the phantom sphere will harm all enemies in your room, doing even more damage to those with phantomspheres already afflicting them.
NOTE: Your phantom sphere will be unable to attack your target if they are in your room.
As well, once your target leaves the demesne, their phantom spheres will quickly dissipate over time, so it is in your best interests to make sure they do not leave... alive. 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - REALITY
Syntax: WEAVE REALITY Power: 5 (Any) This powerful illusion will warp reality in the location. Any of your personal enemies at that location will be subjected to a variety of mind-boggling effects. 9800h, 8490m, 8490e, 10p, 100em BesSix- PHANTASMS - PHANTASMAGORIA Syntax: WEAVE PHANTASMAGORIA Power: 1+ (any) (power will increase if more than one enemy to afflict)
Your knowledge of phantasms is so great that you can now mercilessly send phantom stalkers after all the enemies in your demesne, afflicting their minds. It will increase in power cost depending on how many additional enemies are available to strike.
If you specialise in Chemantics rather than melds, this illusion will cost 5 power and summon a swarm of phantom stalkers that stay with you until your next adjuvant/catalyst/bomb/explosion is triggered, at which point they will seek out all of your affected enemies. 9800h, 8490m, 8490e, 10p, 100em BesSix-