Elementalist Rites
Location:
From GH: 6w, 1s
Stats requirements: 12 wisdom, 12 intelligence
Race restrictions: Gnomes cannot specialize in Air; Sylph
cannot specialize in Earth; Nereid cannot specialize in Fire; Saladrine
cannot specialize in water
Prefered race: gnomes, sylph, nereid, saladrine
Entrance Bonus: Staff of Elements - it becomes a draining
weapon with 22 Elementalism skills, a piercing (through wards) weapon
at master
Specialization: First specialize, +30% (2.6 skill train per
level) to the specialized lore, and -30% in the opposite (1.4 skill
train per level). Second specialize, +15% to the specialized (2.3
skill train per level), - 15% to the opposite (1.7 skill train per
level). You cannot specialize the same lore both times, nor can
you specialize the opposite of the first specialization in the second
time. Opposites: Fire/Water, Earth/Air.
Synergies: After specializing in 2 different lores, a synergy
element is aligned as follow:
|
First Specializaton |
Second
Spec. |
|
Air |
Earth |
Fire |
Water |
Air |
|
|
Light (Holy) |
Vapour (Acid) |
Earth |
|
|
Magma (Missile) |
Ice (Cold) |
Fire |
Electricity |
Diamond (thusting) |
|
|
Water |
Ether (magic) |
Iron (Cutting) |
|
|
More info can be found in this interview
with Seti
|
|
|
|
Levitate
|
Divine (x2)
|
Jolt
|
Hex
|
Conjure (x3)
|
Slow
|
Guide
|
Sanctify
|
Focus
|
Mantle
|
Strike
|
Dilute
|
Mirror
|
Shift
|
Inferno
|
Concentrate
|
Planeswalk
|
Imbue
|
Tempest
|
Channel
|
Distort
|
Meld
|
Blast
|
Absorb
|
Planar
|
Permanent
|
Fury
|
Totem
|
|
Fissure
|
Firestorm
|
Purge
|
|
|
|
Shapeshift
|
|
|
|
Iceform
|
|
|
|
|
Elementalism
These rites are outside of specialization
Name |
Level |
Skill |
Align |
1 |
1 |
Reduce |
4 |
8 |
Specialize |
7 |
14 |
Focus |
14 |
28 |
Secondary |
14 |
28 |
Align |
Level: 1 |
Lore: Elementalism |
Min Skills: 1 |
Reagent: none |
Acceptable: N/A |
Syntax: align / <element> |
Cost: 5 |
Prior to casting many elemental spells, the castor
must first select the element s/he wishes to use. The castor
must have a skill of at least 1 in that element to select it,
and once chosen, that element will be used until a new one is
selected. The success and power of your spell will be largely
due to how closely your aligned element matches a spell's preferred
element. |
Reduce |
Level: 4 |
Lore: Elementalism |
Min Skills: 8 |
Reagent: none |
Acceptable: N/A |
Syntax: reduce <target> |
Cost: none |
This rite involves breaking down the bonds of
matter, reducing it to its base elements. Such a change can
be quite dramatic, as a great deal of energy is released in
the process. As your control over the reaction improves, you
may discover ways to incorporate this energy into your being,
thus enhancing your own powers. At
the very least, it serves to rid the Lyceum of unwanted trash
and maintain a clean realm.
Be warned, though, some items lack enough inherent energy to
begin a reaction, and others may have magical bonds which are
far too difficult to break. |
Specialize |
Level: 7 |
Lore: Elementalism |
Min Skills: 14 |
Reagent: none |
Acceptable: N/A |
Syntax: specialize <element> |
Cost: none |
Upon reaching a certain level in the guild, some
teachings are only available to students who devote themselves
to the study of one lore above all others. They will be able
to train their skill in that chosen lore to 30% above the normal
maximum for their level. However, the devotion carries a cost
and they will only be able to train its opposing lore to 30%
below the normal maximum for their level. The Lyceum maintains
a special section of the library for specializing, and it is
there that you may choose your lore. |
Focus |
Level: 10 |
Lore: Elementalism |
Min Skills: 20 |
Reagent: none |
Acceptable: N/A |
Syntax: align / <element> |
Cost: none |
Sometimes having a variety of lesser skills is
less useful
than being an expert on a single subject. By focusing your mind
on a specific lore, you can increase your skill in that field
at the expense of your skills in the other lores. Although the
focus will lessen with time, as your skill increases, you will
be able to refocus more quickly. |
Secondary |
Level: 14 |
Lore: Elementalism |
Min Skills: 28 |
Reagent: none |
Acceptable: N/A |
Syntax: secondary <element> |
Cost: none |
Choosing a secondary specialization completes
your direction in training and allows you access to a synergistic
element. You will be able to train your secondary element to
15% above the normal maximum for your level, but you will only
be able to train its opposing element to 15% below the normal
maximum for your level. You must choose your secondary element
in the guild's chamber of studies. Refer to the lyceum's archives
for listings of the synergistic elements. |
Air Lore
Name |
Level |
Skill |
Levitate |
2 |
4 |
Conjure |
7 |
14 |
Detect |
5 |
10 |
Mirror |
10 |
24 |
Conjure |
12 |
28 |
Planeswalk |
13 |
30 |
Distort |
15 |
34 |
Conjure |
18 |
40 |
Planar |
20 |
52 |
Levitate |
Level: 2 |
Lore: Air |
Min Skills: 4 |
Reagent: none |
Acceptable: N/A |
Syntax: levitate |
Cost: 20 |
As any air specialist will tell you, levitation
is rather a misnomer. While most people assume it means making
one's body lighter than air, in reality, the opposite is true.
By magically altering the bonds in a gas, it can be made solid
and dense enough to support one's own weight. This cushion of
air makes passage over the roughest terrain simple and effortless,
though rapid changes, such as falls or pits are still somewhat
painful.
(reduces EP drain when traveling) |
Detect |
Level: 5 |
Lore: Air |
Min Skills: 10 |
Reagent: none |
Acceptable: All |
Syntax: detect <target> |
Cost: N/A |
Before learning to search for the planar signs
of other beings, students of air first learn to detect astral
auras. This rite allows adepts to gaze at a target and determine
the presence and intensity of magical auras surrounding items
carried. Discretion is advised, however, as the intense gaze
involved can be rather unnerving to one's target.
(Cast this on a mob/player/elemental etc to detect if he has
any unIDed things that are "magica" i.e., tserv) |
Conjure |
Level: 7, 14, 18 |
Lore: Air |
Min Skills: 14, 28, 40 |
Reagent: none |
Acceptable: All |
Syntax: conjure <lesser>, <elemental>,
<greater> |
Cost: 30, 60, 90 |
Though the summoning rites needed to coax a lesser
elemental into this plane are rather simple, as the power of
the target increases, so does the complexity of the rite. The
element to which you are currently aligned will determine the
type of being you summon, but you may only control one elemental
at a time. Be warned that the rites are long, and not without
risk. Lesser skilled elementalists have been known to lose control
of the gate as it opens, allowing the elemental to flee while
releasing a backlash of energy that can be quite damaging to
those conducting the summoning rites.
(With levels and skills trained up, different levels of conjure
can produce more advanced elementals. They can carry items,
equip items, be melded or imbued, and assist in battle. At higher
levels, it is more powerful than a fighter squire in level equivalent.
Rumors say that fire elementals have a random chance to insty;
light elementals have sunray-effect on undeads; lightning elemental
has an explosion special of nearly 800 dmg at 36/20; It was
seen that diamond elementals can receive 4 consecutive 36/20
zerks and stay at slightly/stunned because it has great resists
to physical. If you meld with it, you would receive a HUGE resist
toward physical, possily immune when additional resist gears
are used, even without absorb.) |
Mirror |
Level: 10 |
Lore: Air |
Min Skills: 24 |
Reagent: none |
Acceptable: N/A |
Syntax: mirror /status/dispel |
Cost: 50 |
Specializing in the gates that connect this realm
to the other planes of existance, air elementalists are able
to create some very useful effects. The mirror rite allows an
elementalist to gather planar images from other realms and project
them in this physical dimension. These duplicate images are
indistinguishable from the caster's form, and are quite effective
at misdirecting
an enemy's attacks. However, the binding rites which hold the
images are fragile and will be disrupted after a certain amount
of damage.
(Creates decoy images of the caster and splits damage between
them. Higher skills and levels means more images can be created.
Also being in an "air room" helps, being in an "earth
room" hinders it) |
Planeswalk |
Level: 13 |
Lore: Air |
Min Skills: 30 |
Reagent: none |
Acceptable: All |
Syntax: planeswalk guild/ <element> |
Cost: 25 |
After learning to bend and warp elemental forces,
a skilled elementalist may open a gate between planes. Such
a gate allows them to literally step across the grain of reality
and emerge at another physical location. However, since a small
misstep in the elemental planes results in an enormous physical
distance, such travel is unpredictable at best. Also, be warned
that many of the elemental planes have hostile environments
and may be
dangerous to traverse for a non-native, especially if the caster
were to become stranded in the plane from conducting the rite
improperly.
(Planeswalk teleports the caster to a random spot in a general
area, except guild:
Planeswalk guild - Elementlist Guild, Commens
Planeswalk air - Merchant Road in Altheon
Planeswalk earth - Ryu Mountain in Sakai
Planeswalk water - Oceans of Astaria
Should planewalk fail, one is transported to the void Planar
Limbo) |
Distort |
Level: 15 |
Lore: Air |
Min Skills: 34 |
Reagent: none |
Acceptable: N/A |
Syntax: distort |
Cost: 40 |
During the Silver Wars, air elementalists were
called upon to halt their foes summoning rituals, and the spatial
distortion rite was perfected. Altering the natural forces that
infuse an enviornemnt, a skilled air elementalist can invoke
a form of magical static in the time space continuum. This interference
dismisses the energies required for teleportation spells, rendering
an area impervious to gates and teleportation.
(Makes a room prevent all teleport, skygate, planeswalk, talismans,
recalls, dreamstones, scry, clairvoyance, etc.) |
Planar |
Level: 20 |
Lore: Air |
Min Skills: 52 |
Reagent: none |
Acceptable: N/A |
Syntax: planar <target> |
Cost: 65 |
After long hours of arduos practice of planeswalking,
air specialists eventually learn the subtle planar signs given
off by corporeal beings. With this spell, they can guide their
steps toward a specific being, and if successful, exit the gate
at that person's physical location. In order to focus the rite,
however, the target must be willing to be found, and will be
asked for permission when you begin the spell. If your target
refuses you permission, or if your concentration is broken,
the rite will fail. Due to the delicate nature of this spell,
it takes some time to recover from conducting it, whether successfully
or not.
(Allow you to be teleported to a specific person, the opposite
of pcoach) |
Earth Lore
Name |
Level |
Skill |
Divine |
2 |
4 |
Slow |
5 |
10 |
Mantle |
7 |
18 |
Divine |
8 |
18 |
Shift |
9 |
22 |
Imbue |
10 |
24 |
Meld |
15 |
34 |
Permanent |
18 |
40 |
Fissure |
20 |
52 |
Divine |
Level: 2, 8 |
Lore: Earth |
Min Skills: 4, 20 |
Reagent: none |
Acceptable: N/A |
Syntax: divine /<target> |
Cost: 5, 15 |
Elementalists draw their power from the elemental
energies that infuse their environments. The use of this divining
rite allows them to determine which is the prefered element
for the room they are in, and tailor their spells for optimal
effect. As the castor's skill in earth lore grows, s/he may
also use this spell to evaluate other living creatures, determining
any specific resistances or weaknesses to elemental damage.
(First level of divine allows you to determine what element
a room holds. second level allows you to etermine resistences/vulnerablities
of players, mobs, and elementals) |
Slow |
Level: 5 |
Lore: Earth |
Min Skills: 10 |
Reagent: none |
Acceptable: N/A |
Syntax: slow <target> |
Cost: 15 |
The stable, calming nature of binding spells has
always held appeal to earth specialists and this rite is one
such example. Originally intended as a means of practicing the
rites needed for binding and melding, this spell has evolved
into an effective means of holding an opponent during battle.
While under the effect of this rite, a foe must struggle each
round of combat to overcome its effect. The length of time the
rite lasts, as well as the difficulty of overcoming it will
increase as your skill in earth lore grows.
(The elementalist stun and roomhold. At 30/20, it has 0% chance
of failure and does more damage than the psions Pain. At 36/20,
it is pretty much exactly like Psions Pain, except it lasts
much longer with the stun and roomhold) |
Mantle |
Level: 7 |
Lore: Earth |
Min Skills: 18 |
Reagent: none |
Acceptable: All |
Syntax: mantle |
Cost: 30 |
The energies which infuse the elemental planes
can be put to many uses, not the least of which is that of self-preservation.
By using specific binding rites, earth elementalists are able
to give such energies physical form and create a protective
mantle of pure magic. Because the binding rites rely on close
proximity to the caster, the mantle may not be given away, nor
may it be worn over other, more mundane, armor. 'dispel mantle'
to dismiss your protective mantle
(Makes an armor which at highest levels i better than steeped
skins and weighs less) |
Shift |
Level: 9 |
Lore: Earth |
Min Skills: 22 |
Reagent: none |
Acceptable: All |
Syntax: shift |
Cost: 25 |
Although every environment has a preferred element,
a skilled earth elementalist may be able to bind enough energy
from another plane to radically shift the natural balance. By
aligning with a different element and conducting the rites for
an elemental shift, the preferred element can be temporarily
changed. The uses of this are limited only by your imagination,
but it is most frequently used to sanctify an area prior to
conducting the more complex and holy rites.
(modifies the element of a room based on the caster's aligned
element. ) |
Imbue |
Level: 10 |
Lore: Earth |
Min Skills: 24 |
Reagent: Elemental |
Acceptable: N/A |
Syntax: imbue |
Cost: 35 |
This rite imbues your staff with the spirit of
a summoned
elemental. The amount of energy depends upon the strength of
the elemental (see the conjure rite) as well as one's skill
in earth lore. These factors also affect the length of time
that the staff retains this elemental power. Your elemental
must be present in order for this rite to be successful.
(Allows the caster to imbue your elemental into the guild staff.
This affects what tpe of damage is dealt when it specials. It
can become permanent) |
Meld |
Level: 15 |
Lore: Earth |
Min Skills: 34 |
Reagent: Elemental |
Acceptable: N/A |
Syntax: meld <type> elemental/status |
Cost: 70 |
As one of the most difficult rites an elementalist
can learn, meld involves joining one's essence with an elemental,
and becoming, in effect, a being of living energy. After melding,
the mage exists primarily on the elemental planes, and becomes
highly resistant to physical damage in this realm. In addition,
foes soon learn that to engage in close combat with a being
of pure energy can be quite foolish, and more than one has died
from merely attempting to strike such a being.
(Melding with your elemental has side effects such as giving
the caster resstance to all pysical damage types, as well as
whatever elemental type used.) |
Permanent |
Level: 18 |
Lore: Earth |
Min Skills: 40 |
Reagent: none |
Acceptable: N/A |
Syntax: permanent <imbue>/<mantle> |
Cost: 100 |
Representing the most refined form of binding
rites known to the Lyceum, this ritual reinforces the magics
involved with the armor and binding rites. These rites are then
rendered impervious to time, and will last for as long as the
caster walks the realms.
(Makes skills such as imbue and mantle permanent) |
Fissure |
Level: 20 |
Lore: Earth |
Min Skills: 52 |
Reagent: none |
Acceptable: N/A |
Syntax: fissure <target> |
Cost: 55 |
One of the most dangerous rites taught, fissure
seeks to
disrupt the natural balance of enegies surrounding an individual.
The resulting chaos tears a small vortex between the planes,
and the energy infusing the target is drawn within, often trapping
the hapless victim forever in another realm. Of course, anything
the victim may have carried is also lost forever. Because of
the dangerous nature of this rite, only specialists in earth
lore may safely conduct it.
(If it fail completely - no damage - it will take half te SP
for the spell. If it work partially, it does part damage. If
it work completely, it instantly kills the foe, with no object
received but only exp. When used on players, it pierces through
wards like the Paladins Strike) |
Fire
Lore
Name |
Level |
Skill |
Jolt |
1 |
2 |
Guide |
3 |
6 |
Strike |
5 |
10 |
Inferno |
8 |
20 |
Tempest |
11 |
26 |
Blast |
14 |
32 |
Fury |
17 |
38 |
Firestorm |
20 |
52 |
Jolt |
Level: 1 |
Lore: Fire |
Min Skills: 2 |
Reagent: none |
Acceptable: All |
Syntax: jolt <target> |
Cost: 5 + glev |
Though they shun material weapons, elemental magi
are far from defenseless. It is a testament to the power of
skilled elementalists that this spell is considered merely a
simple practice drill. By concentrating the natural energies
that infuse a room and directing them outward, a painful jolt
of elemental energy can be directed at one's foe, often with
quite destructive results.
(initial attack) |
Guide |
Level: 3 |
Lore: Fire |
Min Skills: 6 |
Reagent: none |
Acceptable: N/A |
Syntax: guide |
Cost: 15 |
This guiding rite summons a non-sentient fire
elemental to aid your journey. While it is unable to communicate
or take part in physical tasks like a true elemental could,
the fire of its 'body' casts both heat and light, which can
be of great help in and of itself.
(makes the staff 'glow', as a light source, AND as a leech killer) |
Strike |
Level: 5 |
Lore: Fire |
Min Skills: 10 |
Reagent: none |
Acceptable: All |
Syntax: strike <target> |
Cost: 30 |
Elemental strike is the second offensive rite
that aspiring
elementalists learn. A more focused version of the arlier rite,
jolt, strike can also be conducted with any lore in which you
are skilled. The energies of an elemental strike are difficult
to focus, but the results tend to be dramatic and potent enough
to offset the cost.
(The rite damages in 2 ways: It will deal a initial damage according
to room element, and then it will possibly special with the
caster's aligned element) |
Inferno |
Level: 8 |
Lore: Fire |
Min Skills: 20 |
Reagent: none |
Acceptable: N/A |
Syntax: inferno <target> |
Cost: 15 + glev |
Unlike the rites of jolt or strike, inferno does
not seek to
unleash a sudden burst of elemental energy on one's foe. This
rite instead begins a slow, steady focus of heat directed around
your enemy. Though the immediate impact of this is less dramatic,
the inferno continues to increase in power as the rite is maintained,
and often proves to be deadly. Once begun, this cascade of power
will continue until your foe dies or flees, unless the rite
is disrupted or you loose your concentration.
(Like Mages Fray or Fracture, it continues damage target in
several rounds with chance to do fire special each round. Higher
fire lore skill means longer inferno) |
Tempest |
Level: 11 |
Lore: Fire |
Min Skills: 26 |
Reagent: none |
Acceptable: N/A |
Syntax: tempest |
Cost: 30 + glev |
Not for the unskilled, tempest unleashes the power
of the
elements to ravage everyone nearby. Protective rites allow the
caster and other citizens to escape the destruction, but all
foes will be caught in the raging energies unleashed by this
powerful rite.
(first room attack. like strike, it first does an initial damage
of fire, then it specials according to aligned element. With
higher skills, it is possible to get mutiple specials per casting) |
Blast |
Level: 14 |
Lore: Fire |
Min Skills: 32 |
Reagent: none |
Acceptable: All |
Syntax: blast <target> |
Cost: 40 |
The Prince of the Silver Wars sought to defend
his minions from the assembled elemental forces by granting
them resistances to the lesser elemental lores. His plan worked
all too well, and it was not until the next battle that the
pyromancers had perfected their counter. With this new rite,
they were able to override the natural energies of their environment
and instead focus their aligned element outward in a ferocious
blast of elemental power.
(A blast of fire damage, with specials according to aligned
element. As skills increase, caster gets better chance of multiple
specials. Great hit and run spell - one round casting with one
round timer) |
Fury |
Level: 17 |
Lore: Fire |
Min Skills: 38 |
Reagent: none |
Acceptable: All |
Syntax: fury <target> |
Cost: 45 |
Fury is a testament to the true power of fire
specialists.
Last seen in the Silver Age, when it was developed to be used
against the marauding hordes from the far South, its legend
alone has dissuaded many challengers to the Lyceum. The rites
enable an elementalist to gather an immense amount of energy
and release it in a sudden, crippling blast against a single
target. The most powerful offensive spell that non-specialists
can learn, it is a terrifying example of the destructive power
that those who study the sacred rites wield.
(Initial damage determined by rom element, rte specials after
initial dmage based on aligned element. A skill with chance
to insty) |
Firestorm |
Level: 20 |
Lore: Fire |
Min Skills: 52 |
Reagent: none |
Acceptable: N/A |
Syntax: firestorm <target> |
Cost: 100 |
One of the most difficult rites available, as
well as one of the most dangerous, is the ability to ignite
a reaction within one's foe. Fed with energy directly from the
elemental planes, this rite burns an ever increasing fire within
one foe, and the waves of heat damage any others in the area
as well. The fury of this spell is often fatal to its intended
target, and has even killed innocent bystanders.
(Room attack that's only available to fire specialists. It runs
for several rounds like regular inferno each with chance to
special. It targets all mobs in the room) |
Water
Lore
Name |
Level |
Skill |
Hex |
4 |
8 |
Sanctify |
4 |
8 |
Dilute |
6 |
12 |
Concentrate |
6 |
12 |
Channel |
8 |
20 |
Absorb |
11 |
26 |
Totem |
13 |
26 |
Purge |
16 |
38 |
Shapeshift |
19 |
42 |
Iceform |
20 |
52 |
Hex |
Level: 4 |
Lore: Water |
Min Skills: 8 |
Reagent: none |
Acceptable: All |
Syntax: curse <target> |
Cost: 25 |
Most elemental magi find that their purpose is
better served by offering others protection from various elements,
but at times, a demonstration of power is warranted. An elemental
hex corrupts a person's aura, making them more sensitive to
a specific element. In addition, it may also have other effects
depending on both the chosen element and the castor's skill.
(makes the target vlnerable to the caster's aligned element) |
Sanctify |
Level: 4 |
Lore: Water |
Min Skills: 8 |
Reagent: none |
Acceptable: All |
Syntax: sanctify <target> |
Cost: 25 |
In an effort to share their teachings, many elementalists
have found that by aiding others, they are more wont to listen.
By attuning one's aura to a certain plane, inherant resistances
can be increased to certain types of elemental forces. Other
effects may be seen as well, but these depend on both the castor's
skill and level. Unfortunately, the manipulations require the
castor to be a non-involved 'anchor', which precludes you from
sanctifying yourself.
(It adds a slight resistance to one type of damage, but it also
adds +1 to whatever lore the caster is aligned to, can be used
on others) |
Dilute |
Level: 4 |
Lore: Water |
Min Skills: 8 |
Reagent: none |
Acceptable: N/A |
Syntax: dilute <drink> |
Cost: 15 |
At times, one wishes to enjoy a strong beverage
while still maintaining one's wits. By separating the bonds
that hold water to alcohol in your favorite brew, you can reduce
the potency of the drink while maintaining its flavor. Of course,
this may earn the disdain of many of the bards who pride themselves
on brewing for alcohol rather than flavor, but at least its
not hard to outrun a drunken minstrel. |
Concentrate |
Level: 6 |
Lore: Water |
Min Skills: 12 |
Reagent: none |
Acceptable: N/A |
Syntax: concentrate <drink> |
Cost: 15 |
Sometimes nature needs a little helping hand,
and this rite was developed for that purpose. When simple ale
or wine is not up to standards, this spell may be used to draw
some of the water from the beverage, increasing its potency.
Rumor has it that this rite came about in response to the weak
brew produced by the bard guild during the 3rd guildmaster's
reign. |
Channel |
Level: 8 |
Lore: Water |
Min Skills: 20 |
Reagent: none |
Acceptable: N/A |
Syntax: channel X/ retrieve |
Cost: variable |
Spell castors who are too drained to cast spells
are in dire straits indeed. To overcome this, water specialists
discovered a method of channeling mental energy into their staves
to retrieve at a later time. Once the retrieval process has
begun, it will continue until the stored energy is depleted,
and any spell points beyond your maximum will be lost. Staves
are also able to slowly absorb the kinetic energies of combat,
channeling them into a usable form, provided one is versed in
how to retrieve them.
(Channel secific mount of SP into staff to use later. SP also
builds up in your staff a you hunt. Water skill and room element
determines how much you can store, and how high it can build
up o its own. you can channel retrieve to gradually drain the
stored SP onto yourself) |
Absorb |
Level: 11 |
Lore: Water |
Min Skills: 26 |
Reagent: none |
Acceptable: N/A |
Syntax: absorb /status/ dispel |
Cost: 50 |
Similarly to adapt, absorb modifies the elementalist's
body to attune it to certain elemental forces. However, absorb
is designed to deal with the highly focused energies released
in combat. The effect of this is to absorb a portion of the
energy from an attack to which you are aligned, thus blunting
its damage. This absorbed energy is then safely released in
a more controlled manner, and may even be used to replenish
the flagging mental stamina of the elementalist.
The rite of absorb is designed to deal with the highly focused
energies released in combat. The effect of this is to absorb
a portion of the energy from an attack, thus blunting its damage.
This absorbed energy is then safely released in a more controlled
manner, and may even replenish the flagging mental energies
of the elementalist. Although you can absorb any of the 4 elements
or 8 synergies, the cost is much higher and the return of energy
much lower if you are not versed in that element's lore. You
may also only absorb one type of enery at a time, so choose
wisely.
(Absorbs whatever element type you specify, and turn them into
SP. amount s determined) |
Totem |
Level: 13 |
Lore: Water |
Min Skills: 30 |
Reagent: none |
Acceptable: N/A |
Syntax: totem <X>/ invoke |
Cost: 2 x stored |
The use of a small object to focus one's devotions
has been used for training for generations. This rite enables
a skilled elementalist to siphon a portion of their soul into
a small totem. This totem may then be used at a later time to
revive one's flagging health and spiritual well being. However,
remember the lesson of Tyne Springard, who sacrificed so much
of himself to his totem that his physical body became a mere
shell and was killed by his devotions.
(allows you to store HP/SP/EP in 2:1 ratio - like clanlink -
into a totem that's pvaultable and closet-able unless it's concentrated
or used. only the person who stored it can use it) |
Purge |
Level: 16 |
Lore: Water |
Min Skills: 36 |
Reagent: none |
Acceptable: N/A |
Syntax: purge |
Cost: 45 |
The ability to manipulate the structure of one's
own body is the hallmark of one skilled in water lore, and purge
puts such ability to good use. This rite allows the caster to
draw out toxins in their bloodstream, thus purifying themselves.
The resulting venomous humours are actually collected in a small
phial, and may be used for other purposes if the rite is successful.
(purge poison an disease from their body into useable form) |
Shapeshift |
Level: 19 |
Lore: Water |
Min Skills: 62 |
Reagent: none |
Acceptable: N/A |
Syntax: shapeshift <gender>/<race> |
Cost: 65 |
A rite long practiced by the elemental races,
particularly the neried, the ability to alter one's form is
among the highest degree of the water elementalists's skills.
Shapeshift will alter the caster's physical form, as well as
their astral signature, but will not affect one's innate metabolism.
(Allows cster o change race/gender. some racial effects can't
bealtered such as rate of regen) |
Iceform |
Level: 20 |
Lore: Water |
Min Skills: 52 |
Reagent: none |
Acceptable: N/A |
Syntax: iceform, thaw |
Cost: 35 |
The most powerful of all water rites, and thus
practiced only by specialists in the field, iceform transforms
the caster into a being of solid ice. Although this living statue
is incapable of movement or combat, it is also nigh impossible
to damage. Any wounds sustained by the caster also heal at an
increased rate for as long as this rite is maintained. Be warned,
though, that to maintain this altered state is mentally draining,
and will continue to tax one's mental energy the longer the
form is maintained.
(it puts te caster into iceform state, cause heal as SP is drained
at steady rate. the caster is immobilized) |
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