Difference between revisions of "Aeromancy"

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(updated Meld to in accordance with Changelog #2573)
 
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| style="background:lightyellow"|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.  
| style="background:lightyellow"|[[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.  
|-
|-
|}
|}
{|
{{SkillTableHeader}}
|-
{{SkillTableRow|WindWalk|Master|0|Walk upon the air like solid ground.}}
|[[#Windwalk|Windwalk]]||Inept||Walk upon the air like solid ground.
{{SkillTableRow|Condensate|Master|25|Form clouds all around you.}}
|-
{{SkillTableRow|Meld|Master|50|Merge your magics within the clouds of the land.}}
|[[#Tempest|Tempest]]||Inept +25%||Summon a mighty wing upon your enemies.
{{SkillTableRow|Tempest|Master|75|Summon a mighty wind upon your enemies.}}
|-
{{SkillTableRow|Whirlwind|Gifted|25|Blow your enemies away.}}
|[[#Condensate|Condensate]]||Inept +50%||Form clouds all around you.
{{SkillTableRow|ThunderClouds|Gifted|75|Smite your enemies with storm lightning.}}
|-
{{SkillTableRow|Squalls|Expert|0|Create walls of wind.}}
|[[#Meld|Meld]]||Inept +75%||Merge your magics with the tainted land.
{{SkillTableRow|Dissolve|Expert|20|Easily remove an aura of protection around another.}}
|-
{{SkillTableRow|EastWind|Expert|40|A piercing gust against your enemies.}}
|[[#Influence|Influence]]||Gifted||Increase your sway over others in your demesne.
{{SkillTableRow|Travel|Expert|60|Teleport yourself to anyone in your demesne.}}
|-
{{SkillTableRow|Blizzard|Expert|80|Summon a blizzard to make navigation difficult.}}
|[[#Whirlwind|Whirlwind]]||Gifted +25%||Blow your enemies away.
{{SkillTableRow|RainbowClouds|Virtuoso|0|Colourful, disorienting clouds.}}
|-
{{SkillTableRow|Thunderbird|Virtuoso|33|Summon a thunderbird companion.}}
|[[#Center|Center]]||Gifted +50%||Move to the centre of your demesne.
{{SkillTableRow|Twister|Virtuoso|66|Summon violent storms to toss the flying.}}
|-
{{SkillTableRow|SwiftWind|Fabled|0|A fast wind speeds the mind and body.}}
|[[#Thunderclouds|Thunderclouds]]||Gifted +75%||Smite your enemies with storm lightning.
{{SkillTableRow|SouthWind|Fabled|33|A strange gust to confuse your enemies.}}
|-
{{SkillTableRow|Missile|Fabled|66|Seek out a target within your meld.}}
|[[#Squalls|Squalls]]||Expert||Create walls of wind.
{{SkillTableRow|WestWind|Mythical|0|The mild western wind heals the body.}}
|-
{{SkillTableRow|Staff|Mythical|20|Summon your elemental staff.}}
|[[#Dissolve|Dissolve]]||Expert +20%||Easily remove an aura of protection around another.
{{SkillTableRow|NorthWind|Mythical|40|Coils of cloud from the north will suffocate your foes.}}
|-
{{SkillTableRow|Windstorm|Mythical|60|Cast the powers of the wind in one spell.}}
|[[#Eastwind|Eastwind]]||Expert +40%||A piercing gust against your enemies.
{{SkillTableRow|Miasma|Mythical|80|A noxious air that affects the mind.}}
|-
{{SkillTableRow|Cyclone|Transcendent|0|Unleash the awesome power of elemental air.}}
|[[#Travel|Travel]]||Expert +60%||Teleport yourself to anyone in your demesne.
|-
|[[#Blizzard|Blizzard]]||Expert +80%||Summon a blizzard to make navigation difficult.
|-
|[[#Rainbowclouds|Rainbowclouds]]||Virtuoso||A colourful, disorienting clouds.
|-
|[[#Thunderbird|Thunderbird]]||Virtuoso +25%||Summon a thunderbird companion.
|-
|[[#Miasma|Miasma]]||Virtuoso +50%||A noxious air that affects the mind.
|-
|[[#Twister|Twister]]||Virtuoso +75%||Summon violent storms to toss the flying.
|-
|[[#Swiftwind|Swiftwind]]||Fabled||A fast wind speeds the mind and body.
|-
|[[#Airnet|Airnet]]||Fabled +25%||Trap those who escape to the sky.
|-
|[[#Southwind|Southwind]]||Fabled +50%||A strange gust to confuse your enemies.
|-
|[[#Illwind|Illwind]]||Fabled +75%||The illwind weakens the mind and body.
|-
|[[#Staff|Staff]]||Mythical||Summon your elemental staff.
|-
|[[#Westwind|Westwind]]||Mythical +20%||The mild western wind heals the body.
|-
|[[#Northwind|Northwind]]||Mythical +40%||Coils of cloud from the north will suffocate your foes.
|-
|[[#Windstorm|Windstorm]]||Mythical +60%||Cast the powers of the wind in one spell.
|-
|[[#DysbaricPressure|DysbaricPressure]]||Mythical +80%||Choke the life from your foes.
|-
|[[#Cyclone|Cyclone]]||Transcendent||Unleash the awesome power of elemental air.
|-
|}
|}
[[Image:Aeromancy.jpg|thumb|Breach of the Gardens (by Abethor)]]
[[Image:Aeromancy.jpg|thumb|Breach of the Gardens (by Abethor)]]


==Windwalk==
{{AB
 
|skillname = WindWalk
{|
|syntax = AEROCAST WINDWALK<br>
|-
WINDWALK, DESCEND
| style="background:darkblue; color:white"|'''Syntax:'''
|description =  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]].
|-
| style="background:lightblue"|<tt>AEROCAST WINDWALK</tt><br/>
<tt>WINDWALK, DESCEND</tt>
|-
|}
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AEROCAST TEMPEST</tt>
|-
|-
|style="background:pink"|Damage Type: 50% Blunt, 50% Cold<br/>
Damage Source: Magical
|-
|}
Summon forth cold and savage winds to create a tempest that will batter your enemies.
 
==Condensate==


{|
You will now always find it easier to walk in high winds.
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AEROCAST CONDENSATE</tt><br/>
<tt>AEROCAST FORCECONDENSATE</tt>
|-
|style="background:pink"|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 <tt>FORCECONDENSATE</tt> and break the meld in that location.


==Meld==
{{AB
|skillname = Condensate
|syntax = AEROCAST CONDENSATE<br>
AEROCAST FORCECONDENSATE
|cost = Power: 1 (Matrix)
|description = You may create condensation in almost any environment, turning it into a cloudy location. If a location is currently the demesne of any [[druid]] or [[mage]], you can <tt>FORCE</tt> it and break the node in that location. It will take some time to break a node and will require your full concentration.
}}


{|
{{AB
|-
|skillname = Meld
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AEROCAST MELD<br>
|-
AEROCAST CLEAR<br>
| style="background:lightblue"|<tt>AEROCAST MELD</tt><br/>
AEROCAST CLEAR NODE <#><br>
<tt>AEROCAST SENSE</tt><br/>
AEROCAST SENSE<br>
<tt>AEROCAST WATCH ON/OFF</tt><br/>
AEROCAST WATCH ON/OFF<br>
<tt>AEROCAST DISSOLVE</tt><br/>
AEROCAST DISSOLVE<br>
<tt>AEROCAST DAMPEN <effect></tt><br/>
AEROCAST BOND<br>
<tt>DEMESNE CENTER</tt><br/>
AEROCAST UNBOND<br>
<tt>DEMESNE</tt>
AEROCAST PASS [Bonded Mage]
|-
DEMESNE<br>
|}
DEMESNE [NODES{{!}}ROOMS{{!}}BONDS{{!}}EFFECTS]
The primary power of aeromancy is to build your own cloud demesne. By creating a <tt>MELD</tt> between the clouds and yourself, you thus build your demesne. Each new <tt>MELD</tt> must be adjacent to another. While in your demesne, you can <tt>SENSE</tt> who dares to enter your burning land and <tt>WATCH</tt> who enters and leaves. To check on its status, <tt>DEMESNE</tt> will show you where its center is, and what powers are curently active and how long they will last. <tt>DEMESNE CENTER</tt> will change the center of your demense to the current room. You can <tt>DISSOLVE</tt> your demesne at any time. If there is a demesne effect active that you wish to get rid of, you may <tt>DAMPEN</tt> it.
|description = The primary power of aeromancy is to build your own cloud demesne. By casting a MELD, you create a node of power. You can have up to 3 nodes at any time, and they cannot be placed next to each other. If you place nodes within 5 rooms of each other, leylines will add the connecting rooms to your demesne.<br><br>
 
You may also BOND to a fellow aeromancer's demesne and assist them. Bonding increases the strength of the nodes and the elementals that defend them.<br><br>
==Influence==
While in your demesne, you can SENSE who dares to enter your clouds and WATCH who enters and leaves. DEMESNE will show you what rooms are included in your demesne, and what powers are currently active. You can DISSOLVE your demesne at any time or CLEAR a specific node to remove it.
 
}}
Within your own demesne, you will find your ability of influence to be more effective.
 
==Whirlwind==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AEROCAST WHIRLWIND</tt>
|-
|style="background:pink"|Power:  3 (Matrix)
|-
|}
Create a whirlwind that blows your enemies out of your location.


==Center==
{{AB
{|
|skillname = Tempest
|-
|syntax = AEROCAST TEMPEST [target{{!}}NODES]
| style="background:darkblue; color:white"|'''Syntax:'''
|cost = Power: 3 (Matrix) (Nodes only)<br>
|-
Damage Type: Electric
| style="background:lightblue"|<tt>AEROCAST CENTER</tt>
|description = Summon forth cold and savage winds to create a tempest that will batter your enemies with damage and [[cloudcoils]].
|-
|}
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==
You may target a single enemy or target all enemies between connecting nodes and the node you are standing on.
}}


{|
{{AB
|-
|skillname = Whirlwind
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AEROCAST WHIRLWIND [HERE{{!}}NODES]
|-
|cost = Power: 3 (Matrix) (Current Node)<br>
| style="background:lightblue"|<tt>AEROCAST THUNDERCLOUDS [DEMESNE]</tt>
5 (Matrix) (All Nodes)
|-
|description = Create a whirlwind that blows your enemies out of your location; or if you are located at one of your nodes, away from any node in the demesne.
|style="background:pink"|Damage Type: 100% Electrical<br/>
}}
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==
{{AB
|skillname = ThunderClouds
|syntax = AEROCAST THUNDERCLOUDS [DAMPEN]
|cost =MELD EFFECT<br>Damage Type: 100% Electrical
|description = This will be cast throughout your demesne. The clouds will darken and become thunderclouds, throwing bolts of lightning at your enemies.


{|
The lightning will [[sprawled|knock over]] your foes, or if they are already knocked over, it will knock them off balance.
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AEROCAST SQUALLS [<direction>] [DEMESNE]</tt>
|-
|}
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==
Append DAMPEN to lower this effect.
}}


{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>DISSOLVE <target></tt>
|-
|}
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==
{{AB
|skillname = Squalls
|syntax = AEROCAST SQUALLS [DAMPEN]
|cost=MELD EFFECT
|description = This will be cast throughout your demesne.


{|
Squalls have a chance of blowing your enemies back into the room if they attempt to leave and wrapping them in [[cloudcoils]].
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AEROCAST EASTWIND [DEMESNE]</tt>
|-
|}
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==
You can append DAMPEN to lower this effect.
}}


{|
{{AB
|-
|skillname = Dissolve
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = DISSOLVE [<target>{{!}}NODES{{!}}MELD]
|-
|cost = Power: 5 (Matrix) (Nodes)<br>
| style="background:lightblue"|<tt>AEROCAST TRAVEL <player></tt>
10 (Matrix) (Meld)
|-
|description = You can dissolve the aura of protection defense 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. You can also dissolve it from all enemies between connecting nodes, or all enemies inside your entire meld for a power cost.
|style="background:pink"|Power: 3 (Matrix)
}}
|-
|}
You can travel to a target if both of you are in your demesne.


==Blizzard==
{{AB
|skillname = EastWind
|syntax = AEROCAST EASTWIND [DAMPEN]
|cost=MELD EFFECT
|description = This will be cast throughout your demesne.<br>
Summon forth the winds from the east, which will cause random [[:Category:Spiritual Afflictions|spiritual afflictions]] and afflict [[cloudcoils]] on your enemies.


{|
You can append <tt>DAMPEN</tt> to lower this effect.
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
'''Changelog'''
|-
*Report 49: [[Harmonics#Sapphire|Sapphire gem]], [[Aeonics#TimeEchoes|timeechoes]], and [[Aeromancy#EastWind|eastwind]] can no longer passively give [[aeon]]. '''(#2564 on 2021-Nov-25)'''
| style="background:lightblue"|<tt>AEROCAST BLIZZARD [DEMESNE]</tt>
|-
|}
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==
{{AB
|skillname = Travel
|syntax = AEROCAST TRAVEL [<player>{{!}}Node number]
|cost = Power: 3 (Matrix)
|description = You can travel to a target if both of you are in your demesne. Additionally, you can travel to any node within your meld. The node number appears in DEMESNE NODES.
}}


{|
{{AB
|-
|skillname = Blizzard
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AEROCAST BLIZZARD [DAMPEN]
|-
|description = This will be cast throughout your demesne.<br>
| style="background:lightblue"|<tt>AEROCAST RAINBOWCLOUDS [DEMESNE]</tt>
You can raise a snowy blizzard that will obfuscate locations and afflict your enemies with [[cloudcoils]].
|-
|notes = Meld Effect: You can append DAMPEN to lower this effect.
|}
}}
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==
{{AB
|skillname = RainbowClouds
|syntax = AEROCAST RAINBOWCLOUDS [DAMPEN]
|cost = MELD EFFECT
|description = This will be cast throughout your demesne.


{|
Ribbons of rainbow will flow between the clouds, [[stun]]ning your enemies and building [[cloudcoils]].
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AEROCAST THUNDERBIRD</tt><br/>
<tt>BEAST ORDER BREATHE LIGHTNING <target></tt>
|-
|style="background:pink"|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]]
You can append DAMPEN to lower this effect.
skill. Also note that the phoenix's inherent ability to fly will always need the the flying skill in [[Beastmastery]] to use it.
}}


==Miasma==
{{AB
|skillname = Thunderbird
|syntax = AEROCAST THUNDERBIRD<br>
BEAST ORDER BREATHE LIGHTNING <target>
|cost = Power: 10 (Matrix)
|description = 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 wrapping its victim in [[cloudcoils]].


{|
Every two years you may summon forth another thunderbird egg.
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AEROCAST MIASMA [DEMESNE]</tt>
|-
|}
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==
NOTE: If you lose the thunderbird skill, your thunderbird will not abandon you; however, it will no longer have the ability to cause cloudcoils when it breathes lightning nor allow the owner to use breathe lightning without the Beastmastery skill. Also note that the thunderbird's inherent ability to fly will always need the [[Beastmastery#Flying|flying skill in Beastmastery]] to use it.
}}


{|
{{AB
|-
|skillname = Twister
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AEROCAST TWISTER [DAMPEN]
|-
|cost = MELD EFFECT
| style="background:lightblue"|<tt>AEROCAST TWISTER [DEMESNE]</tt>
|description = This will be cast throughout your 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==
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. Furthermore, any who attempt to fly may find themselves stuck on the ground. It will also wrap enemies in [[cloudcoils]].


{|
You can append DAMPEN to lower this effect.
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AEROCAST SWIFTWIND [DEMESNE]</tt>
|-
|}
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==
{{AB
|skillname = SwiftWind
|syntax = AEROCAST SWIFTWIND [DAMPEN]
|cost = MELD EFFECT
|description = This will be cast throughout your demesne.


{|
When you or your allies are caught up in a swiftwind, your next action be will faster than normal (10/10 bonus to balance or equilibrium recovery). However, this fickle wind swiftly blows in the face of your enemies, slowing their next action (-10/-10 penalty to balance or equilibrium recovery).
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AEROCAST AIRNET [DEMESNE]</tt>
|-
|}
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==
You can append DAMPEN to lower this effect.
}}


{|
{{AB
|-
|skillname = SouthWind
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AEROCAST SOUTHWIND [DAMPEN]
|-
|cost=MELD EFFECT
| style="background:lightblue"|<tt>AEROCAST SOUTHWIND [DEMESNE]</tt>
|description = This will be cast throughout your 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==
Summon forth the winds from the south to [[timewarp|warp your enemies in time]] based on how many [[cloudcoils]] they are wrapped in.


{|
You can append DAMPEN to lower this effect.
|-
|notes = Afflicts [[timewarp]] according to this formula (3* meld aff level) + random(3 * meld aff level)
| style="background:darkblue; color:white"|'''Syntax:'''
}}
|-
| style="background:lightblue"|<tt>AEROCAST ILLWIND [DEMESNE]</tt>
|-
|}
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==
{{AB
|skillname = Missile
|syntax = AEROCAST MISSILE <target>
|cost = Power:  2 (Matrix<br>
Damage Type: 100% Electric
|description = You may summon a missile of storm and lightning to attack anyone within your demesne. It will damage and build cloudcoils on them.
}}


{|
{{AB
|-
|skillname = WestWind
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AEROCAST WESTWIND [DAMPEN]
|-
|description = Summon forth the winds from the west, which will heal you and your allies and wrap your enemies in cloudcoils.
| style="background:lightblue"|<tt>AEROCAST STAFF<br/>
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
<tt>POINT STAFF <target> [direction]</tt><br/>
}}
<tt>WHIRL STAFF</tt><br/>
<tt>RAISE STAFF <target></tt><br/>
<tt>TWIRL STAFF</tt>
|-
|style="background:pink"|Power: 10 (Matrix)<br/>
Damage Type: 50% Electrical, 50% Cold<br/>
Damage Source: Magical
|-
|}
The ultimate weapon of the aeromancer is a staff created from elemental air. By wielding the staff you may <tt>POINT STAFF</tt> at a target and shoot wind and lightning at your target. You can <tt>RAISE STAFF</tt> at others to strip the levitation defense from them or to fling them into the sky if they have no levitation defense. With <tt>WHIRL STAFF</tt>, you can reveal anyone hiding in your location. Finally, by <tt>TWIRL STAFF</tt> 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==
{{AB
|skillname = Staff
|syntax = AEROCAST STAFF<br>
:POINT STAFF <target> [direction]<br>
:WHIRL STAFF
|cost = Power:  10 (Matrix)
Damage Type: 50% Electrical, 50% Cold<br>
Can Target Denizens (in room only)
|description = 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.


{|
With WHIRL STAFF, you can reveal anyone hiding in your location.
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AEROCAST WESTWIND [DEMESNE]</tt>
|-
|}
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==
{{sub
|syntax = TUNE STAFF <percent> ELECTRICITY <percent> COLD<br>
TUNE STAFF CLEAR
|cost = Power: 1 (Matrix)
}}
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.
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AEROCAST NORTHWIND [DEMESNE]</tt>
|-
|}
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.


==Windstorm==
{{AB
|skillname = NorthWind
|syntax = AEROCAST NORTHWIND [<target>{{!}}NODES{{!}}MELD]
|cost = Power:  2 (Matrix) (Single Target)<br>
5 (Matrix) (Nodes)<br>
8 (Matrix) (Meld)<br>
|description = Summon forth the winds from the north to occasionally toss your enemies into the air and strip them of levitation for a time. You can target a single enemy, enemies between connecting nodes or all enemies
within your meld.
}}


{|
{{AB
|-
|skillname = Windstorm
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AEROCAST WINDSTORM
|-
|cost = Power: 5 (Matrix)a
| style="background:lightblue"|<tt>AEROCAST WINDSTORM</tt>
|description = Your demesne will surge with elemental winds and become imbued with thunderclouds, squalls, blizzard, rainbowclouds, miasma, twister, swiftwind, westwind, eastwind, and southwind.
|-
}}
|style="background:pink"|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==
{{AB
|skillname = Miasma
|syntax = AEROCAST MIASMA <target>
|cost = Power:  5 (Matrix)
|description = You summon a swirling miasma of clouds around your target, isolating them from the world and battering their senses with light and noise. If the target is massively entangled in [[cloudcoils]] you will instantly kill them. Otherwise, you will [[stun]] and wrap more cloudcoils around them.
}}


{|
{{AB
|-
|skillname = Cyclone
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = UNLEASH STAFF
|-
|cost = Power: 10 (Matrix)<br>
| style="background:lightblue"|<tt>AEROCAST DYSBARICPRESSURE <player></tt>
Damage Type: 100% Electrical
|-
|description = By releasing a cyclone, you demonstrate the most intense and potent powers of the Elemental Plane of Air. An enormous cyclone will roll
|style="background:pink"|Power: 5 (Matrix) (0p if less than six cloudcoils)
throughout your demesne, intent on destroying your personal enemies. You must wield your staff and be at full mana to invoke such a spectacle. The damage dealt by the Cyclone will depend on how much your enemies are wrapped in cloudcoils, though it will entirely dissipate all their cloudcoils when it hits.
|-
|}
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==
Bonded melders will reduce how long this takes to cast.
}}


{|
[[Category:Class Skills]]
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>UNLEASH STAFF</tt>
|-
|style="background:pink"|Power: 10 (Matrix)<br/>
Damage Type: 50% Electrical, 50% Cold<br/>
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.

Latest revision as of 06:40, 21 December 2021

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.
Condensate Master+25% Form clouds all around you.
Meld Master+50% Merge your magics within the clouds of the land.
Tempest Master+75% Summon a mighty wind upon your enemies.
Whirlwind Gifted+25% Blow your enemies away.
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% Colourful, disorienting clouds.
Thunderbird Virtuoso+33% Summon a thunderbird companion.
Twister Virtuoso+66% Summon violent storms to toss the flying.
SwiftWind Fabled+0% A fast wind speeds the mind and body.
SouthWind Fabled+33% A strange gust to confuse your enemies.
Missile Fabled+66% Seek out a target within your meld.
WestWind Mythical+0% The mild western wind heals the body.
Staff Mythical+20% Summon your elemental staff.
NorthWind Mythical+40% Coils of cloud from the north will suffocate your foes.
Windstorm Mythical+60% Cast the powers of the wind in one spell.
Miasma Mythical+80% A noxious air that affects the mind.
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.

You will now always find it easier to walk in high winds.


Condensate

Syntax
AEROCAST CONDENSATE

AEROCAST FORCECONDENSATE

Power: 1 (Matrix)

You may create condensation in almost any environment, turning it into a cloudy location. If a location is currently the demesne of any druid or mage, you can FORCE it and break the node in that location. It will take some time to break a node and will require your full concentration.


Meld

Syntax
AEROCAST MELD

AEROCAST CLEAR
AEROCAST CLEAR NODE <#>
AEROCAST SENSE
AEROCAST WATCH ON/OFF
AEROCAST DISSOLVE
AEROCAST BOND
AEROCAST UNBOND
AEROCAST PASS [Bonded Mage] DEMESNE
DEMESNE [NODES|ROOMS|BONDS|EFFECTS]

The primary power of aeromancy is to build your own cloud demesne. By casting a MELD, you create a node of power. You can have up to 3 nodes at any time, and they cannot be placed next to each other. If you place nodes within 5 rooms of each other, leylines will add the connecting rooms to your demesne.

You may also BOND to a fellow aeromancer's demesne and assist them. Bonding increases the strength of the nodes and the elementals that defend them.

While in your demesne, you can SENSE who dares to enter your clouds and WATCH who enters and leaves. DEMESNE will show you what rooms are included in your demesne, and what powers are currently active. You can DISSOLVE your demesne at any time or CLEAR a specific node to remove it.


Tempest

Syntax
AEROCAST TEMPEST [target|NODES]
Power: 3 (Matrix) (Nodes only)

Damage Type: Electric

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

You may target a single enemy or target all enemies between connecting nodes and the node you are standing on.


Whirlwind

Syntax
AEROCAST WHIRLWIND [HERE|NODES]
Power: 3 (Matrix) (Current Node)

5 (Matrix) (All Nodes)

Create a whirlwind that blows your enemies out of your location; or if you are located at one of your nodes, away from any node in the demesne.


ThunderClouds

Syntax
AEROCAST THUNDERCLOUDS [DAMPEN]
MELD EFFECT
Damage Type: 100% Electrical

This will be cast throughout your demesne. The clouds will darken and become thunderclouds, throwing bolts of lightning at your enemies.

The lightning will knock over your foes, or if they are already knocked over, it will knock them off balance.

Append DAMPEN to lower this effect.



Squalls

Syntax
AEROCAST SQUALLS [DAMPEN]
MELD EFFECT

This will be cast throughout your demesne.

Squalls have a chance of blowing your enemies back into the room if they attempt to leave and wrapping them in cloudcoils.

You can append DAMPEN to lower this effect.


Dissolve

Syntax
DISSOLVE [<target>|NODES|MELD]
Power: 5 (Matrix) (Nodes)

10 (Matrix) (Meld)

You can dissolve the aura of protection defense 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. You can also dissolve it from all enemies between connecting nodes, or all enemies inside your entire meld for a power cost.


EastWind

Syntax
AEROCAST EASTWIND [DAMPEN]
MELD EFFECT

This will be cast throughout your demesne.
Summon forth the winds from the east, which will cause random spiritual afflictions and afflict cloudcoils on your enemies.

You can append DAMPEN to lower this effect.

Changelog


Travel

Syntax
AEROCAST TRAVEL [<player>|Node number]
Power: 3 (Matrix)

You can travel to a target if both of you are in your demesne. Additionally, you can travel to any node within your meld. The node number appears in DEMESNE NODES.


Blizzard

Syntax
AEROCAST BLIZZARD [DAMPEN]

This will be cast throughout your demesne.
You can raise a snowy blizzard that will obfuscate locations and afflict your enemies with cloudcoils.

Additional Notes:
Meld Effect: You can append DAMPEN to lower this effect.


RainbowClouds

Syntax
AEROCAST RAINBOWCLOUDS [DAMPEN]
MELD EFFECT

This will be cast throughout your demesne.

Ribbons of rainbow will flow between the clouds, stunning your enemies and building cloudcoils.

You can append DAMPEN to lower this effect.


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 wrapping its victim in cloudcoils.

Every two years you may summon forth another thunderbird egg.

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


Twister

Syntax
AEROCAST TWISTER [DAMPEN]
MELD EFFECT

This will be cast 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. Furthermore, any who attempt to fly may find themselves stuck on the ground. It will also wrap enemies in cloudcoils.

You can append DAMPEN to lower this effect.


SwiftWind

Syntax
AEROCAST SWIFTWIND [DAMPEN]
MELD EFFECT

This will be cast throughout your demesne.

When you or your allies are caught up in a swiftwind, your next action be will faster than normal (10/10 bonus to balance or equilibrium recovery). However, this fickle wind swiftly blows in the face of your enemies, slowing their next action (-10/-10 penalty to balance or equilibrium recovery).

You can append DAMPEN to lower this effect.


SouthWind

Syntax
AEROCAST SOUTHWIND [DAMPEN]
MELD EFFECT

This will be cast throughout your demesne.

Summon forth the winds from the south to warp your enemies in time based on how many cloudcoils they are wrapped in.

You can append DAMPEN to lower this effect.

Additional Notes:
Afflicts timewarp according to this formula (3* meld aff level) + random(3 * meld aff level)


Missile

Syntax
AEROCAST MISSILE <target>
Power: 2 (Matrix

Damage Type: 100% Electric

You may summon a missile of storm and lightning to attack anyone within your demesne. It will damage and build cloudcoils on them.


WestWind

Syntax
AEROCAST WESTWIND [DAMPEN]

Summon forth the winds from the west, which will heal you and your allies and wrap your enemies in cloudcoils.

Additional Notes:
Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.


Staff

Syntax
AEROCAST STAFF
POINT STAFF <target> [direction]
WHIRL STAFF
Power: 10 (Matrix)

Damage Type: 50% Electrical, 50% Cold
Can Target Denizens (in room only)

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.

With WHIRL STAFF, you can reveal anyone hiding in your location.


Syntax
TUNE STAFF <percent> ELECTRICITY <percent> COLD

TUNE STAFF CLEAR

Power: 1 (Matrix)

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.


NorthWind

Syntax
AEROCAST NORTHWIND [<target>|NODES|MELD]
Power: 2 (Matrix) (Single Target)

5 (Matrix) (Nodes)
8 (Matrix) (Meld)

Summon forth the winds from the north to occasionally toss your enemies into the air and strip them of levitation for a time. You can target a single enemy, enemies between connecting nodes or all enemies within your meld.


Windstorm

Syntax
AEROCAST WINDSTORM
Power: 5 (Matrix)a

Your demesne will surge with elemental winds and become imbued with thunderclouds, squalls, blizzard, rainbowclouds, miasma, twister, swiftwind, westwind, eastwind, and southwind.


Miasma

Syntax
AEROCAST MIASMA <target>
Power: 5 (Matrix)

You summon a swirling miasma of clouds around your target, isolating them from the world and battering their senses with light and noise. If the target is massively entangled in cloudcoils you will instantly kill them. Otherwise, you will stun and wrap more cloudcoils around them.


Cyclone

Syntax
UNLEASH STAFF
Power: 10 (Matrix)

Damage Type: 100% Electrical

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. The damage dealt by the Cyclone will depend on how much your enemies are wrapped in cloudcoils, though it will entirely dissipate all their cloudcoils when it hits.

Bonded melders will reduce how long this takes to cast.