Difference between revisions of "Geomancy"

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| style="background:lightyellow"|'''Geomancy''' is the specialization of the element of earth and may only be learned in [[Magnagora]], for it draws its power from [[the Megalith of Doom]]. The [[Elemental Plane of Earth|plane of earth]] was tainted during the [[Taint Wars]] and is, thus, a warped and extremely dangerous element to work in. As [[Geomancers]] grow in strength, they can subjugate vast tracts of land under their demesne, making them a powerful and feared force of corruption.
| style="background:lightyellow"|'''Geomancy''' is the specialization of the element of earth and may only be learned in [[Magnagora]], for it draws its power from the [[Megalith of Doom]]. The [[Elemental Plane of Earth|plane of earth]] was tainted during the [[Taint Wars]] and is, thus, a warped and extremely dangerous element to work in. As [[Geomancers]] grow in strength, they can subjugate vast tracts of land under their demesne, making them a powerful and feared force of corruption.
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{{SkillTableRow|Tainted|Master|0|Breathe the tainted air.}}
{{SkillTableRow|Tainted|Master|0|Breathe the tainted air.}}
{{SkillTableRow|Burrow|Master|10|Tunnel deep underground.}}
{{SkillTableRow|Burrow|Master|10|Tunnel deep underground.}}
{{SkillTableRow|BoulderBlast|Master|25|Create carnage by exploding boulders}}
{{SkillTableRow|Taint|Master|25|Twist the land with death.}}
{{SkillTableRow|Taint|Master|50|Twist the land with death.}}
{{SkillTableRow|Meld|Master|75|Merge your magics with the tainted land.}}
{{SkillTableRow|Meld|Master|75|Merge your magics with the tainted land.}}
{{SkillTableRow|BoulderBlast|Master|75|Create carnage by exploding boulders}}
{{SkillTableRow|Aftershock|Gifted|25|Shift your enemies around.}}
{{SkillTableRow|Aftershock|Gifted|25|Shift your enemies around.}}
{{SkillTableRow|Tremors|Gifted|75|Knock people to the ground or shake them out of the trees.}}
{{SkillTableRow|Tremors|Gifted|75|Knock people to the ground or shake them out of the trees.}}
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{{SkillTableRow|Rockslide|Expert|40|Sliding rocks damage your foes.}}
{{SkillTableRow|Rockslide|Expert|40|Sliding rocks damage your foes.}}
{{SkillTableRow|Travel|Expert|60|Teleport yourself to anyone in your demesne.}}
{{SkillTableRow|Travel|Expert|60|Teleport yourself to anyone in your demesne.}}
{{SkillTableRow|Duststorm|Expert|80|Stirred up dust obscures vision.}}
{{SkillTableRow|DustStorm|Expert|80|Stirred up dust obscures vision.}}
{{SkillTableRow|Groundslam|Virtuoso|0|Slam your enemies into the earth.}}
{{SkillTableRow|Groundslam|Virtuoso|0|Slam your enemies into the earth.}}
{{SkillTableRow|Wyrm|Virtuoso|33|Summon a tainted earth worm.}}
{{SkillTableRow|Wyrm|Virtuoso|33|Summon a tainted earth worm.}}
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|syntax = GEOCAST TAINTED
|syntax = GEOCAST TAINTED
|description = Your bond with the tainted earth is so great that you will not take damage from its poisonous effects. Also, your affinity with earth will allow you to naturally avoid earthquakes.
|description = Your bond with the tainted earth is so great that you will not take damage from its poisonous effects. Also, your affinity with earth will allow you to naturally avoid earthquakes.
|notes = Requires standing in a tainted room. Avoiding earthquakes permits easier navigation of the [[Elemental Plane of Earth|Earth Plane]].
}}
}}


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|skillname = Burrow
|skillname = Burrow
|syntax = BURROW [ABOVE{{!}}BELOW{{!}}<dir>]
|syntax = BURROW [ABOVE{{!}}BELOW{{!}}<dir>]
|description = Your bond with the element of earth will allow you to burrow underground, if possible. BURROW BELOW will allow you to break through the surface or dig deeper down. You can dig upwards with BURROW ABOVE. To move horizontally, use BURROW <dir>.}}
|description = Your bond with the element of earth will allow you to burrow underground, if possible. BURROW BELOW will allow you to break through the surface or dig deeper down. You can dig upwards with BURROW ABOVE. To move horizontally, use BURROW <dir>.
 
{{AB
|skillname = BoulderBlast
|syntax = GEOCAST BOULDERBLAST [<target>{{!}}NODES]
|cost = Power:  3 (Megalith of Doom) (Nodes only)<br>
Damage Type: Excorable
|description = Summon forth a great Tainted rock from the ground, which will explode into thousands of tiny shards that will seek out and shred your personal enemies. It will damage them as well as build particulate upon them.
<br>
You may target a single enemy or target all enemies between connecting nodes and the node you are standing on.
}}
}}


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|description = You may temporarily taint almost any environment.
|description = You may temporarily taint almost any environment.
<br>
<br>
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.}}
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.
}}


{{AB
{{AB
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GEOCAST BOND<br>
GEOCAST BOND<br>
GEOCAST UNBOND<br>
GEOCAST UNBOND<br>
GEOCAST PASS [Bonded Mage]<br>
DEMESNE<br>
DEMESNE<br>
DEMESNE [NODES{{!}}ROOMS{{!}}BONDS{{!}}EFFECTS]
DEMESNE [NODES{{!}}ROOMS{{!}}BONDS{{!}}EFFECTS]
|description = The primary power of geomancy is to build your own tainted demesne. By using 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.
|description = The primary power of geomancy is to build your own tainted 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>
<br>
You may also BOND to a fellow geomancer's demesne and assist them. Bonding increases the strength of the nodes and the elementals that defend them.<br><br>
You may also BOND to a fellow geomancers 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 tainted earth 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.
<br>
}}
While in your demesne, you can SENSE who dares to enter your demesne 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.
{{AB
|skillname = BoulderBlast
|syntax = GEOCAST BOULDERBLAST [<target>{{!}}NODES]
|cost = Power:  3 (Megalith of Doom) (Nodes only)<br>
Damage Type: Excorable
|description = Summon forth a great Tainted rock from the ground, which will explode into thousands of tiny shards that will seek out and shred your personal enemies. It will damage them as well as build particulate upon them.<br><br>
You may target a single enemy or target all enemies between connecting nodes and the node you are standing on.
}}
}}


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|skillname = Aftershock
|skillname = Aftershock
|syntax = GEOCAST AFTERSHOCK [MELD]
|syntax = GEOCAST AFTERSHOCK [MELD]
|cost = Power:  3 (Megalith of Doom) (Current Room)<br>
|cost = Power:  3 (Megalith of Doom) (Current Room)
5 (Megalith of Doom) (All Nodes)
::5 (Megalith of Doom) (All Nodes)
|description = Create a rumbling aftershocks that push your enemies out of your location or if you are located at one of your nodes, away from all nodes in the demesne.}}
|description = Create a rumbling aftershocks that push your enemies out of your location or if you are located at one of your nodes, away from all nodes in the demesne.
}}


{{AB
{{AB
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|syntax = GEOCAST TREMORS [DAMPEN]
|syntax = GEOCAST TREMORS [DAMPEN]
|cost = Damage Type: 100% Excorable
|cost = Damage Type: 100% Excorable
|description = Tremors of Earth will reverberate through your demesnes, damaging and knocking over your enemies. If they are already knocked over, they'll be knocked off balance.
|description = Tremors of Earth will reverberate through your demesnes, damaging and [[sprawled|knocking over]] your enemies. If they are already knocked over, they'll be knocked off balance.
|notes = Meld Effect, this will be cast throughout your demesne. Append DAMPEN to lower this effect.}}
|notes = Meld Effect, this will be cast throughout your demesne. Append DAMPEN to lower this effect.}}


{{AB
{{AB
|skillname = Stonewalls
|skillname = StoneWalls
|syntax = GEOCAST STONEWALLS [DAMPEN]
|syntax = GEOCAST STONEWALLS [DAMPEN]
|description = Walls of stone will have a chance of blocking your enemies and keeping them in the room if they attempt to leave, afflicting them with particulate.
|description = Walls of stone will have a chance of blocking your enemies and keeping them in the room if they attempt to leave, afflicting them with [[particulates|particulate]].
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. }}
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. }}


{{AB
{{AB
|skillname = Dissolve
|skillname = Dissolve
|syntax = DISSOLVE [<target>|NODES|MELD]
|syntax = DISSOLVE [<target><nowiki>|</nowiki>NODES<nowiki>|</nowiki>MELD]
|cost = Power:  5 (Matrix) (Nodes)<br>
|cost = Power:  5 (Matrix) (Nodes)
10 (Matrix) (Meld)
::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.}}
|description = You can dissolve the aura of [[Bookbinding#Protection|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.
}}


{{AB
{{AB
|skillname = Rockslide
|skillname = Rockslide
|syntax = GEOCAST ROCKSLIDE [DAMPEN]
|syntax = GEOCAST ROCKSLIDE [DAMPEN]
|description = Giant rocks will slide across your demese causing random internal afflictions and building particulate on your enemies.
|description = Giant rocks will slide across your demesne causing random internal afflictions and building [[particulates|particulate]] on your enemies.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
}}
}}
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|syntax =  GEOCAST TRAVEL [<player>{{!}}Node number]
|syntax =  GEOCAST TRAVEL [<player>{{!}}Node number]
|cost = Power: 3 (Megalith of Doom)
|cost = Power: 3 (Megalith of Doom)
|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. |notes = The node number appears in DEMESNE NODES.}}
|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
{{AB
|skillname = Duststorm
|skillname = DustStorm
|syntax = GEOCAST DUSTSTORM [DAMPEN]
|syntax = GEOCAST DUSTSTORM [DAMPEN]
|description = You can raise a storm of dust that will obfuscate locations and afflict your enemies with particulate.
|description = You can raise a storm of dust that will obfuscate locations and afflict your enemies with [[particulates|particulate]].
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
}}
}}


{{AB
{{AB
|skillname = GroundSlam
|skillname = Groundslam
|syntax = GEOCAST GROUNDSLAM [DAMPEN]
|syntax = GEOCAST GROUNDSLAM [DAMPEN]
|description = The ground will occasionally lurch and slam your enemies into the ground, stunning them and building particulate.
|description = The ground will occasionally lurch and slam your enemies into the ground, [[stun]]ning them and building [[particulates|particulate]].
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.}}
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
 
}}


{{AB
{{AB
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|syntax = GEOCAST WYRM
|syntax = GEOCAST WYRM
|cost = Power: 10 (Megalith of Doom)
|cost = Power: 10 (Megalith of Doom)
|description = Create a taint wyrm egg which you can raise as a beast. The power cost will be significantly less if cast on the Elemental Plane of Earth. The wyrm has the ability to burrow as well as breathe gas and dig (see below).
|description = Create a taint wyrm egg which you can raise as a beast. The power cost will be significantly less if cast on the Elemental Plane of Earth. The wyrm has the ability to burrow as well as breathe gas and dig (see below).<br><br>
<br>
Every two years, you may summon forth another wyrm egg if you do not currently have a loyal Wyrm.
Every two years, you may summon forth another wyrm egg.
<br>
{{sub
{{sub
|syntax = BEAST ORDER BREATHE GAS <target>
|syntax = BEAST ORDER BREATHE GAS <target>
|cost = Beast Mana: 500
|cost = Beast Mana: 500
}}
}}
Like the Beastmastery skill, your beast can breathe gas. The wyrm will also build particulate on its target.
Like the [[Beastmastery#MinorBreath|Beastmastery skill]], your beast can breathe gas. The wyrm will also build [[particulates|particulate]] on its target.
 
{{sub
{{sub
|syntax = BEAST ORDER DIGUP
|syntax = BEAST ORDER DIGUP
}}
}}
This is a unique beast skill that enables the beast to dig up items or people who are buried below it.
This is a unique beast skill that enables the beast to dig up items or people who are buried below it.<br><br>
 
NOTE: If you lose the wyrm skill, your wyrm will not abandon you; however, it will lose its special beast abilities (including extra poison gas damage). Otherwise, you do not need the Beastmastery skills of burrowing or breathing gas to use those abilities.
|notes = If you lose the wyrm skill, your wyrm will not abandon you; however, it will lose its special beast abilities (including extra poison gas damage). Otherwise, you do not need the Beastmastery skills of burrowing or breathing gas to use those abilities.
}}
}}


{{AB
{{AB
|skillname = Stonerain
|skillname = StoneRain
|syntax = GEOCAST STONERAIN [DAMPEN]
|syntax = GEOCAST STONERAIN [DAMPEN]
|description = You can summon a storm of stones to rain down on your demesne. It will also block use of natural forest if cast.
|description = You can summon a storm of stones to rain down on your demesne. 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 build
Furthermore, any who attempt to fly may find themselves caught in a net of air. It will also build particulate on your enemies.
[[particulates|particulate]] on your enemies.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. }}
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect. }}


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|skillname = Lodestone
|skillname = Lodestone
|syntax = GEOCAST LODESTONE [DAMPEN]
|syntax = GEOCAST LODESTONE [DAMPEN]
|description = The Lodestone will find your allies curing particulate better and your enemies' curing slowing down.
|description = The Lodestone will find your allies curing [[particulates|particulate]] better and your
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.}}
enemies' [[particulates|particulate]] curing slowing down.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
}}


{{AB
{{AB
|skillname = Sickening
|skillname = Sickening
|syntax = GEOCAST SICKENING [DAMPEN]
|syntax = GEOCAST SICKENING [DAMPEN]
|description = A cloud of gas will sicken your enemies and corrode them, building deathmark dependent on how much particulate buildup they have.
|description = A cloud of gas will sicken your enemies and corrode them, building [[deathmark]] dependent on how much [[particulates|particulate]] buildup they have.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.}}
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.
}}


{{AB
{{AB
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|cost = Power:  2 (Megalith of Doom)<br>
|cost = Power:  2 (Megalith of Doom)<br>
Damage Type: 100% Excorable
Damage Type: 100% Excorable
|description = You may summon a missile of stone to attack anyone within your demesne. It will damage and build particulate on them.}}
|description = You may summon a missile of stone to attack anyone within your demesne. It will damage and build [[particulates|particulate]] on them.
}}


{{AB
{{AB
|skillname = Grounding
|skillname = Grounding
|synftax = GEOCAST GROUNDING [DAMPEN]
|synftax = GEOCAST GROUNDING [DAMPEN]
|description = Allow your allies to ground with the earth, occasionally healing them and building particulate on your enemies.
|description = Allow your allies to ground with the earth, occasionally healing them and building [[particulates|particulate]] on your enemies.
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.}}
|notes = Meld Effect, this will be cast throughout your demesne. You can append DAMPEN to lower this effect.}}


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|skillname = Staff
|skillname = Staff
|syntax = GEOCAST STAFF<br>
|syntax = GEOCAST STAFF<br>
|POINT STAFF <target> [direction]<br>
POINT STAFF <target> [direction]<br>
:WHIRL STAFF
WHIRL STAFF
|cost = Power: 10 (Megalith of Doom)<br>
|cost = Power: 10 (Megalith of Doom)<br>
Damage Type: 50% Poison, 25% Cutting, 25% Asphyxiation (point staff)<br>
Damage Type: 50% Poison, 25% Cutting, 25% Asphyxiation (point staff)<br>
Can Target Denizens (in room only)
Can Target Denizens (in room only)
|description = The ultimate weapon of the geomancer is a staff created from the tainted earth and the mage's own blood. By wielding the staff you may POINT STAFF at a target to shoot a boulder at them. With WHIRL STAFF, you can reveal anyone hiding in your location. The power cost will be significantly less if cast on the Elemental Plane of Earth.
|description = The ultimate weapon of the geomancer is a staff created from the tainted earth and the mage's own blood. By wielding the staff you may POINT STAFF at a target to shoot a boulder at them. With WHIRL STAFF, you can reveal anyone hiding in your location. The power cost will be significantly less if cast on the [[Elemental Plane of Earth]].
<br>
<br>
{{sub
{{sub
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|cost = Power: 1 (Megalith of Doom)
|cost = Power: 1 (Megalith of Doom)
}}
}}
You may TUNE STAFF to choose what percentage of your damage is in the form of poison, cutting and asphyxiation damage. You may also TUNE STAFF CLEAR to return your staff to its original balance.
You may TUNE STAFF to choose what percentage of your damage is in the form of poison, cutting and asphyxiation damage. You may also TUNE STAFF CLEAR to return your staff to its original balance.<br><br>
|notes = Percentages may range from 0-100 for each damage type, but must be multiples of 10 and sum to 100.
NOTE: Percentages may range from 0-100 for each damage type, but must be multiples of 10 and sum to 100.
}}
}}


{{AB
{{AB
|skillname = Chasm
|skillname = Chasm
|syntax = GEOCAST CHASM [<target>|NODES|MELD]
|syntax = GEOCAST CHASM [<target><nowiki>|</nowiki>NODES<nowiki>|</nowiki>MELD]
|cost = Power: 2 (Megalith of Doom) (Single Target)<br>
|cost = Power: 2 (Megalith of Doom) (Single Target in meld)<br>
5 (Megalith of Doom) (Single Target outside meld)<br>
5 (Megalith of Doom) (Nodes)<br>
5 (Megalith of Doom) (Nodes)<br>
8 (Megalith of Doom) (Meld)
8 (Megalith of Doom) (Meld)
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|skillname = Earthquake
|skillname = Earthquake
|syntax = GEOCAST EARTHQUAKE
|syntax = GEOCAST EARTHQUAKE
|cost = Power: 5 (Megalith of Doom)
|cost = Power: 5 (Megalith of Doom)
|description = Your demesne will surge with elemental winds, and become imbued with tremors, stonewalls, rockslide, duststorm, groundslam, stonerain, lodestone, sickening and grounding.}}
|description = Your demesne will surge with elemental winds, and become imbued with tremors, stonewalls, rockslide, duststorm, groundslam, stonerain, lodestone, sickening and grounding.
}}


{{AB
{{AB
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|syntax = GEOCAST FLESHSTONE <target>
|syntax = GEOCAST FLESHSTONE <target>
|cost = Power:  5 (Megalith of Doom)
|cost = Power:  5 (Megalith of Doom)
|description = If your target is massively covered in particulate, you can fuse the particulate to their flesh, preserving them in stone.
|description = If your target is massively covered in [[particulates|particulate]], you can fuse the particulate to their flesh, preserving them in stone.<br><br>
<br> If they are not, it will stun and build particulate.}}
If they are not, it will [[stun]] and build [[particulates|particulate]].
 
}}


{{AB
{{AB
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|cost = Power: 10 (Megalith of Doom)<br>
|cost = Power: 10 (Megalith of Doom)<br>
Damage Type: 100% Excorable
Damage Type: 100% Excorable
|description = By polluting the area with taint, you demonstrate the most intense and potent
|description = By polluting the area with taint, you demonstrate the most intense and potent powers of the Elemental Plane of Earth. Destruction 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 will depend on how much particulate your enemies have, though it will entirely dissipate all their particulate when it hits.<br><br>
powers of the Elemental Plane of Earth. Destruction 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 pollute will depend on how much particulate your enemies have, though it will entirely dissipate all their particulate when it hits.
Bonded melders will reduce how long this takes to cast.
<br>
}}
Bonded melders will reduce how long this takes to cast.}}
 
 


[[Category:Class Skills]]
[[Category:Class Skills]]

Revision as of 03:40, 27 October 2021

Geomancy is the specialization of the element of earth and may only be learned in Magnagora, for it draws its power from the Megalith of Doom. The plane of earth was tainted during the Taint Wars and is, thus, a warped and extremely dangerous element to work in. As Geomancers grow in strength, they can subjugate vast tracts of land under their demesne, making them a powerful and feared force of corruption.
Skill Learned At Description
Tainted Master+0% Breathe the tainted air.
Burrow Master+10% Tunnel deep underground.
Taint Master+25% Twist the land with death.
Meld Master+75% Merge your magics with the tainted land.
BoulderBlast Master+75% Create carnage by exploding boulders
Aftershock Gifted+25% Shift your enemies around.
Tremors Gifted+75% Knock people to the ground or shake them out of the trees.
StoneWalls Expert+0% Raise up the rock earth to block passage.
Dissolve Expert+20% Easily remove an aura of protection around another.
Rockslide Expert+40% Sliding rocks damage your foes.
Travel Expert+60% Teleport yourself to anyone in your demesne.
DustStorm Expert+80% Stirred up dust obscures vision.
Groundslam Virtuoso+0% Slam your enemies into the earth.
Wyrm Virtuoso+33% Summon a tainted earth worm.
StoneRain Virtuoso+66% Batter fliers with large stones.
Lodestone Fabled+0% Magnetic lodestones pull enemies to the ground.
Sickening Fabled+33% Afflict others with pus-filled cankerous sores.
Missile Fabled+66% Seek out a target within your meld.
Grounding Mythical+0% Ground your allies to the earth to heal.
Staff Mythical+20% Summon your elemental staff.
Chasm Mythical+40% "Must not all things at the last be swallowed up in death?"
Earthquake Mythical+60% Cast the powers of the tainted earth in one spell.
Fleshstone Mythical+80% Turn others or yourself into a statue.
Pollute Transcendent+0% Unleash the annihilating poison of the tainted earth.
Loboshigaru Geomancer (by Balizar)


Tainted

Syntax
GEOCAST TAINTED

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

Additional Notes:
Requires standing in a tainted room. Avoiding earthquakes permits easier navigation of the Earth Plane.


Burrow

Syntax
BURROW [ABOVE|BELOW|<dir>]

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


Taint

Syntax
GEOCAST TAINT

GEOCAST FORCETAINT

Power: 1 (Megalith of Doom)

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


Meld

Syntax
GEOCAST MELD

GEOCAST CLEAR
GEOCAST SENSE
GEOCAST WATCH ON/OFF
GEOCAST DISSOLVE
GEOCAST BOND
GEOCAST UNBOND
GEOCAST PASS [Bonded Mage]
DEMESNE
DEMESNE [NODES|ROOMS|BONDS|EFFECTS]

The primary power of geomancy is to build your own tainted 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 geomancer'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 tainted earth 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.


BoulderBlast

Syntax
GEOCAST BOULDERBLAST [<target>|NODES]
Power: 3 (Megalith of Doom) (Nodes only)

Damage Type: Excorable

Summon forth a great Tainted rock from the ground, which will explode into thousands of tiny shards that will seek out and shred your personal enemies. It will damage them as well as build particulate upon them.

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


Aftershock

Syntax
GEOCAST AFTERSHOCK [MELD]
Power: 3 (Megalith of Doom) (Current Room)
5 (Megalith of Doom) (All Nodes)

Create a rumbling aftershocks that push your enemies out of your location or if you are located at one of your nodes, away from all nodes in the demesne.


Tremors

Syntax
GEOCAST TREMORS [DAMPEN]
Damage Type: 100% Excorable

Tremors of Earth will reverberate through your demesnes, damaging and knocking over your enemies. If they are already knocked over, they'll be knocked off balance.

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


StoneWalls

Syntax
GEOCAST STONEWALLS [DAMPEN]

Walls of stone will have a chance of blocking your enemies and keeping them in the room if they attempt to leave, afflicting them with particulate.

Additional Notes:
Meld Effect, this will be cast throughout your demesne. 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.


Rockslide

Syntax
GEOCAST ROCKSLIDE [DAMPEN]

Giant rocks will slide across your demesne causing random internal afflictions and building particulate on your enemies.

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


Travel

Syntax
GEOCAST TRAVEL [<player>|Node number]
Power: 3 (Megalith of Doom)

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).


DustStorm

Syntax
GEOCAST DUSTSTORM [DAMPEN]

You can raise a storm of dust that will obfuscate locations and afflict your enemies with particulate.

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


Groundslam

Syntax
GEOCAST GROUNDSLAM [DAMPEN]

The ground will occasionally lurch and slam your enemies into the ground, stunning them and building particulate.

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


Wyrm

Syntax
GEOCAST WYRM
Power: 10 (Megalith of Doom)

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

Every two years, you may summon forth another wyrm egg if you do not currently have a loyal Wyrm.

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

Like the Beastmastery skill, your beast can breathe gas. The wyrm will also build particulate on its target.

Syntax
BEAST ORDER DIGUP

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

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


StoneRain

Syntax
GEOCAST STONERAIN [DAMPEN]

You can summon a storm of stones to rain down on your demesne. 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 build particulate on your enemies.

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


Lodestone

Syntax
GEOCAST LODESTONE [DAMPEN]

The Lodestone will find your allies curing particulate better and your enemies' particulate curing slowing down.

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


Sickening

Syntax
GEOCAST SICKENING [DAMPEN]

A cloud of gas will sicken your enemies and corrode them, building deathmark dependent on how much particulate buildup they have.

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


Missile

Syntax
GEOCAST MISSILE <target>
Power: 2 (Megalith of Doom)

Damage Type: 100% Excorable

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


Grounding

Allow your allies to ground with the earth, occasionally healing them and building particulate on your enemies.

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


Staff

Syntax
GEOCAST STAFF

POINT STAFF <target> [direction]
WHIRL STAFF

Power: 10 (Megalith of Doom)

Damage Type: 50% Poison, 25% Cutting, 25% Asphyxiation (point staff)
Can Target Denizens (in room only)

The ultimate weapon of the geomancer is a staff created from the tainted earth and the mage's own blood. By wielding the staff you may POINT STAFF at a target to shoot a boulder at them. With WHIRL STAFF, you can reveal anyone hiding in your location. The power cost will be significantly less if cast on the Elemental Plane of Earth.

Syntax
TUNE STAFF <percent> POISON <percent> CUTTING <percent> ASPHYXIATION
Power: 1 (Megalith of Doom)

You may TUNE STAFF to choose what percentage of your damage is in the form of poison, cutting and asphyxiation 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.


Chasm

Syntax
GEOCAST CHASM [<target>|NODES|MELD]
Power: 2 (Megalith of Doom) (Single Target in meld)

5 (Megalith of Doom) (Single Target outside meld)
5 (Megalith of Doom) (Nodes)
8 (Megalith of Doom) (Meld)

Summon forth tremors that will occasionally knock your enemies off balance.


Earthquake

Syntax
GEOCAST EARTHQUAKE
Power: 5 (Megalith of Doom)

Your demesne will surge with elemental winds, and become imbued with tremors, stonewalls, rockslide, duststorm, groundslam, stonerain, lodestone, sickening and grounding.


Fleshstone

Syntax
GEOCAST FLESHSTONE <target>
Power: 5 (Megalith of Doom)

If your target is massively covered in particulate, you can fuse the particulate to their flesh, preserving them in stone.

If they are not, it will stun and build particulate.


Pollute

Syntax
UNLEASH STAFF
Power: 10 (Megalith of Doom)

Damage Type: 100% Excorable

By polluting the area with taint, you demonstrate the most intense and potent powers of the Elemental Plane of Earth. Destruction 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 will depend on how much particulate your enemies have, though it will entirely dissipate all their particulate when it hits.

Bonded melders will reduce how long this takes to cast.