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|
Elemancy is a relatively straightforward skill. By opening channels to
four of the five Elemental realms (Mages do not use the Spirit realm), you will
be able to cast a wide variety of elementally-based offensive and defensive
spells. The effects of these spells might range from summoning an efreeti to
calling down the Stormhammer, to bringing forth fog or hail.
- Channel
-
Syntax:
CHANNEL (AIR|EARTH|FIRE|WATER)
SEVER (AIR|EARTH|FIRE|WATER)
CHANNELS
Scholars have discovered that the elements exist in four separate
planes, each plane devoted to a specific element. Through the study of
these planes, one can open direct links to the elements, thus allowing
one to harness those magicks.
- Light
-
Syntax: CAST LIGHT
Channels: Fire
Long have studies existed in how to shroud darkness upon the world. A
student of Elemancy learns how to invoke the power of fire to combat
this darkness.
- Gust
-
Syntax:
CAST GUST
CAST GUST AT (player)(direction)
CAST GUST AT (player)
Channels: Air
The gale force winds of Aetherius are a mighty force. One may invoke the
essence of the plane of Air to utilize these winds.
Without a target, it will attempt to blow away any clouds or fog in the room.
With a target and a direction, it will attempt to blow a target out of the
room.
With a target but without a direction, it will attempt to blow a target up into
the skies.
- Reflection
-
Syntax: CAST REFLECTION AT (ME|player)
Channels: Air, Fire
The magicks of illuminating fire can play tricks on the eyes of the
untrained. By utilizing the essence of the plane of fire and tempering
it with the force of air, one may create replicas of individuals.
- Stonefist
-
Syntax: CAST STONEFIST
Channels: Earth
The power of the earth can be very destructive when utilized properly.
One has discovered the way to tap into the element of earth to summon
forth a coating of stone for the hands.
This coating will increase the damage done by punching, as well as protect the
arms from blows targetted against them.
- Waterweird
-
Syntax: CAST WATERWEIRD AT (me|player)
Channels: Water
The studies of Elemancy denote the possibility of elementals existing
outside of the according elemental plane. One has progressed enough to
attempt to summon an elemental from the plane of water, and ask for its
service.
An Elemental, once summoned, will be able to hear the summoner from any
place on the continent. However, the only command that an elemental will
answer from a distance will be CALL ELEMENTALS.
- Stoneskin
-
Usage: CAST STONESKIN
Channels: Earth
As the essence of earth has destructive properties, it also has several
defensive properties. One who has learned enough of the complications of
the elemental planes, may attempt to cover his or her skin in a flexible
coating of stone.
- Fortification
-
Usage: FORTIFY (channel)
The link to one of the various elemental planes can sometimes be
strained and teneous. By advancing the studies of the characteristics of
the elements, one may strengthen that link.
- Freeze
-
Syntax:
CAST FREEZE AT (GROUND|player)
CAST FREEZE AT FIREWALL (direction)
Channels: Air, Water
One who has learned how to summon air and water can also learn to
manipulate the arctic winds, causing a variety of effects.
- Hailstorm
-
Syntax: CAST HAILSTORM
Channels: Water
A useful low-level spell, by utilizing the channel of water, one may
summon mighty hail to rain down upon his or her enemies, doing damage
and having a chance to stun your targets for a short time.
- Fog
-
Usage: CAST FOG
Channels: Air, Water
With the powers of air and water, you may cause an elemental fog to envelop the
room.
The presence of a fog will make it more difficult for bowman to shoot
accurately into and out of the room.
- Geyser
-
Syntax: CAST GEYSER AT (player)
Channels: Water, Earth, Fire
Using this ability, you may knock a flying or treed player out of the skies or
trees.
- Hellfumes
-
Syntax: CAST HELLFUMES
Channels: Air, Earth
This spell will create a noxious cloud in your location, choking those around
you.
- Scry
-
Syntax: CAST SCRY AT (whoever)
Channels: Water, Fire
By combining the light of fire with a water lens, you may locate another
player.
- Illusion
-
Syntax: CAST ILLUSION (illusion)
Channels: Air, Fire
With this spell, you can create an illusion of your choosing in the room about
you.
- Icewall
-
Syntax: CAST ICEWALL (direction)
Channels: Water
This spell will create a wall of elemental ice, blocking the passage of those
who would seek to pass by.
- Firelash
-
Syntax:
CAST FIRELASH AT (player)/(mobile)/(icewall)
CAST FIRELASH AT (icewall) (direction)
Channels: Fire
By lashing out with fire, you may damage a player, a mobile, or melt an
icewall. Note that you can hit players with this from an adjacent room.
- Sandling
-
Syntax: CAST SANDLING
Channels: Earth
One of four elementals you can summon, the sandling will lower you into the
ground, effectively burying you. In order to get back out, you must type BURROW
ABOVE.
- Chargeshield
-
Syntax: CAST CHARGESHIELD AT ME/(another player)
Channels: Air, Earth
The chargeshield is a defensive spell which will provide you with some
protection from electric attacks.
- Erode
-
Syntax: CAST ERODE AT (player)
Channels: Air, Water, Earth, Fire
With the destructive fury of all the elements at your command, you may destroy
a defence on an opponent.
- Bloodboil
-
Syntax: CAST BLOODBOIL
Channels: Water, Fire
Through the purifying powers of fire, and the recuperative powers of water, you
may cure yourself of two afflictions with this spell.
- Ring
-
Syntax: CAST RING
Channels: Earth
This spell is useful in conjunction with crystalism. When cast in a room, it
will extend the life of your vibrations.
- Firewall
-
Syntax: CAST FIREWALL (direction)
Channels: Fire
Channeling the power of elemental fire, you will create walls of burning flame.
- Binding
-
Syntax: BIND (channel)
Like fortification, binding provides protection against losing your channels
due to others attacking them. If a channel that is unfortified is attacked,
binding will protect that channel a large percentage of the time. It has a
willpower loss associated with it, however.
- Deepfreeze
-
Syntax: CAST DEEPFREEZE
Channels: Air, Water
This spell is a magnified version of the freeze spell, except that it is not
targetable. It will attack all those in the room who are your enemy.
- Aerial
-
Syntax: CAST AERIAL
Channels: Air
One of the four elementals that you can summon, the aerial will take you into
the skies once. LAND will bring you back to earth.
- Flood
-
Syntax: CAST FLOOD
Channels: Water
Channel the power of elemental water to flood the room you stand in.
- Simultaneity
-
Syntax: SIMULTANEITY
Using this fine ability, you will simultaneously open channels to the Air,
Water, Earth, and Fire realms.
- Staff
-
Syntax: CAST STAFF
Channels: Air, Water, Earth, Fire
The elemental staff is perhaps the magi's strongest pure-damage attack. Once
you have summoned one, you may use the following attacks:
STAFFCAST DISSOLUTION AT (player/mobile) (magical damage)
STAFFCAST LIGHTNING AT (player/mobile) (electric damage)
STAFFCAST SCINTILLA AT (player/mobile) (fire damage)
STAFFCAST HORRIPILATION AT (player/mobile) (cold damage)
- Transfuse
-
Syntax:
TRANSFUSE (element) INTO (pet)
TRANSFUSE (element) FROM (pet)
By channelling a link to your pet, you may transfer some part of the
elements of fire, air, or water into your pet.
Whenever your pet does damage to another player, it will be be as if the
pet was attacking with fire, asphyxiation, or ice.
- Elementals
-
Usage:
AQUAIS
FLAGRAIS
CAURAIS
TERRAIS
UNFORM
Your elemental powers are such that you are able to assume their raw, elemental
forms.
Doing so will be quite draining on your willpower, but existing in one of the
elemental forms will cause you to use less mana in casting spells that draw
upon that element.
In addition, the elemental forms carry with them the following benefits and
drawbacks:
Aquais (Water Form)
-------------------
- Increased resistance to cold and magic
- Increased weakness to fire damage
- The ability to walk on water
- A permanent channel to the water plane
- An increase in damage caused by 'Staffcast Horripilation'
- Inability to summon an efreeti
Flagrais (Fire Form)
--------------------
- Increased resistance to fire and magic
- Increased weakness to cold damage
- The ability to pass unharmed through firewalls
- A permanent channel to the fire plane
- An increase in damage caused by 'Staffcast Scintilla'
- Inability to summon a waterweird
Caurais (Air Form)
-------------------
- Increased resistance to electricity, asphyxiation, and magic
- Increased weakness to physical damage
- The ability to fly
- A permanent channel to the air plane
- An increase in damage caused by 'Staffcast Lightning'
- Inability to summon a sandling
Terrais (Earth Form)
--------------------
- Increased resistance to physical damage
- Increased strength of the spells Stoneskin and Stonefist
- Increased weakness to lightning and asphyxiation
- The ability to burrow underground and in specific directions
- Usage: BURROW ABOVE|BELOW|(direction)
- A permanent channel to the earth plane
- Inability to summon an aerial
- Lightningwall
-
Syntax: CAST LIGHTNINGWALL (direction)
Channels: Air
This spell will create a solid wall of lightning that will paralyse anyone who
walks through it.
- Efreeti
-
Syntax: CAST EFREETI
Channels: Fire
One of the four elementals that you can summon, the efreeti will begin spinning
about, setting your enemies on fire.
- Transfix
-
Syntax: CAST TRANSFIX AT (player)
Channels: Air, Fire
By creating a mesmerizing pattern of fire, you may transfix an opponent into
inaction. Blindness will prevent this, but this will remove the blindness.
- Stormhammer
-
Syntax:
CAST STORMHAMMER AT (player/mobile) AND (player/mobile) AND (player/mobile)
CAST STORMHAMMER AT (mobile) (amount) (mobile) (amount) (mobile) (amount)
Channels: Air, Fire
This powerful attack can cast a lightning bolt at one, two, or three players or
mobiles. using stormhammer on fewer targets will take less mana. You can also
group mobile targets, for example; CAST STORMHAMMER AT RAT 3 or CAST
STORMHAMMER AT RAT 2 ORC 1.
- Convergence
-
Syntax: CONVERGE (element) AT (target)
Using this skill will enable you to converge a single element onto a player.
Once an element is converging on a player, you will only have a short time
before the element will disperse. If a player has all four elements converging
on them at once, the overwhelming power will destroy them.
- Holocaust
-
Syntax: CAST HOLOCAUST (seconds)
Channels: Fire
This extremely powerful spell creates a magical bomb with a timer on it. When
the time runs out, the bomb will explode in a massive, fiery holocaust.
|
Born from the studies of Taveron Damal, Crystalism is the Mage's art of
attuning one's soul to the Crystal of Ages, and using that bond to summon forth
vibrations in the ethereal current to alter reality. Folding pearls into the
Crystal, high upon a mountain in the Vardarian Highlands, the Sanctum Crystia
houses Taveron's life work, which houses all the magickal vibrations that were
released by the Awakening. Once the mage has attuned sufficiently to the
crystal, they may EMBED vibrations to temporarily change a specific aspect of
reality around them.
- Folding
-
Syntax: FOLD PEARL INTO CRYSTAL
This ability must be performed in the presence of the Crystal of Ages.
This will increase your attunement with the Crystal, allowing you to
focus its vibrations into powerful magickal spells. If your attunement
drops too low, you will be unable to focus your vibrations. You can
check your current level of attunement by using TOUCH CRYSTAL.
- Dampen
-
Syntax:
DAMPEN (vibe name)
DAMPEN (vibe name) (player)
This ability gives you the power to destroy a vibration. You may only
destroy vibrations that you are capable of embedding. Destroying vibes
other then your own will take greater balance.
- Vibes
-
Syntax: VIBES or VIBRATIONS
This ability will show you what vibrations are in a room.
- Dissipate
-
This vibration will attack the mana of your enemies.
- Palpitation
-
This vibration will cause small heart attacks in your enemies, doing damage.
- Heat
-
This vibration will heat up the room around you, counteracting the normal
effects of cold weather.
- Alarm
-
This vibration will notify you whenever one of your enemies leaves or
enters the room it is in.
- Tremors
-
A low, rumbling vibration, this is powerful enough to knock non-levitating
people off of their feet.
- Reverberation
-
This vibration will protect other vibrations in the room against most things
which might destroy your vibrations, except the Dampen ability and the
Retardation vibration.
- Sonicportal
-
Synax: EMBED SONICPORTAL (player)
When you embed this vibration, a portal will appear soon after leading between
you and your target.
- Adduction
-
Adduction vibration will attempt to pull in people from adjacent locations.
- Crystalhome
-
Syntax: CRYSTALHOME
This ability will allow you to return automatically to the Crystal of Ages,
with a short delay.
- Harmony
-
This benevolent vibration will heal you regularly.
- Creeps
-
This unnerving vibration will cause fear in your enemies.
- Silence
-
This vibration alters itself constantly so as to cancel out most sound in the
room.
- Revelation
-
This vibration will cause concealed players to be revealed.
- Grounding
-
This vibration will root you to the ground, and make it difficult for you
to be moved or move, provided you are not in a watery environment.
- Oscillate
-
By creating neurologically disruptive vibrations, this ability will
periodically give amnesia to your enemies.
- Focus
-
This vibration will bring one of each kind of vibration that you have
active to you, but it will destroy all others.
- Disorientation
-
By disrupting the inner ear, this vibration will cause periodic dizziness
in your enemies.
- Unrhythm
-
Syntax: UNRHYTHM
This ability will prevent you from feeling the effects of most vibrations, the
retardation vibe being the most notable exception.
- Energize
-
This ability will drain the health of your enemies, and store a portion of it.
When you wish to use that health, you must do ABSORB ENERGY.
- Stridulation
-
This vibration will cause enemies who are not deaf to lose their equilibrium.
- Gravity
-
The oscillations of this vibration cause the downward pull of gravity to be
increased in your room, pulling those in the trees and sky to the ground.
- Crystalforest
-
Syntax: EMBED FOREST
This vibration causes a forest of small, very sharp crystals to arise,
damaging anyone who falls in the room.
- Dissonance
-
Every person vibrates with a certain fundamental frequency. This vibration
will cause damage in those vibrating at the normal frequency, but has a
chance of causing the person to vibrate dissonantly. In this case, the
person will lose a defence periodically.
- Vibeview
-
Syntax: VIBEVIEW
You will now be able to detect the presence of vibrations in your local area.
- Cataclysm
-
This is the most powerful of the vibrations. Once the vibration has been
embedded, three magi with the ability of Cataclysm in Crystalism must IMBUE the
vibration with his power. This vibration will only function outdoors.
Once this has been done, anyone with STAFFCAST, FREEZE, or TRANSFIX in
Elementalism will be able to cast them through the cataclysm vibration at
anyone outdoors in your local area.
This is a very expensive vibration and will cost you a significant amount of
attunment.
- Plague
-
A powerful vibration. It will slowly kill those who stand within it,
giving a variety of afflictions before death.
- Lullaby
-
The powerful lullaby vibration will put your enemies to sleep.
- Doublefold
-
You have such proficiency at folding pearls, you will now gain twice the
normal attunemnt for doing so.
- Retardation
-
The retardation vibration slows time in the location, giving the aeon effect to
everyone in the room, including you. Unfortunately, due to its time-bending
effects, this vibration will slowly destroy other vibrations in the room with
it, as it throws them into disarray.
|
Alchemy is the skill of either enchanting pre-existing items with magickal
powers, or creating magickal items. Doing either an enchantment or a creation
involves three things:
1) The presence of two silver cauldrons.
2) Some commodities.
3) Performing a sequence of ritualistic actions.
Each ability help file for enchantment will show you the syntax for creating
and using that item, what commodities are required, and what actions you need
to perform.
- Worrystone
-
Syntax: BEGIN CREATION OF WORRYSTONE
To use: TOUCH STONE
Type: Created
Actions: 13, 12, 16
Comms: 1 ice, 1 gold, 1 silver, 1 horn, 1 dust
The worry stone is an odd, unpredictable item. Sometimes it will cure health,
sometimes it will cure mana, sometimes it will cure an affliction, and
sometimes it will simply do nothing.
- Firelash
-
Syntax: BEGIN ENCHANTMENT OF
- WITH FIRELASH
To use: POINT (item) AT (player/mobile/icewall)
Type: Enchanted onto wands, rings, gloves, gauntlets.
Actions: 3, 6, chant "fo icti re eschle lok ast suh hrat"
Comms: 1 gold, 1 silver, 2 dust
By lashing out with fire, you may damage a player, a mobile, or melt an
icewall. Note that you can hit players with this from an adjacent room.
- Hearing
-
Syntax: BEGIN ENCHANTMENT OF EARRING WITH HEARING
To use: Just wear it.
Type: Enchanted on earrings.
Actions: 3, 6, 15
Comms: 3 silver, 4 horn
While wearing one of these earrings, you will be able to hear while deaf.
- Fist
-
Syntax: BEGIN CREATION OF FIST SIGIL
To use: ATTACH (fist sigil) TO (item)
Type: Created item.
Actions: chant "fartak ishla spooz tran", 1
Comms: 1 silver, 2 horn
The fist sigil makes it more difficult to remove items from your inventory that
have it attached.
- Cold
-
Syntax: BEGIN ENCHANTMENT OF (ring) WITH COLD RESISTANCE
To use: Simply wear it.
Type: Enchanted on rings.
Actions: 3, 12, 13, 7
Comms: 2 gold, 2 horn, 2 dust
Wearing a ring with this enchantment will improve your resistance to cold-based
attacks.
- Waterwalking
-
Syntax: BEGIN ENCHANTMENT OF (shoes/boots) WITH WALK ON WATER
To use: Just wear them.
Type: Enchanted on shoes or boots.
Actions: 17, 14, 15
Comms: 1 ice, 2 gold, 1 silver
While wearing footwear enchanted with this, you will be able to move about in
the water more easily.
- Flame
-
Syntax: BEGIN CREATION OF FLAME SIGIL
To use: ATTACH (flame sigil) TO (item)
Type: Created item.
Actions: chant "flet lhar abe minlo eec", 1
Comms: 1 silver
The flame sigil will, when attached to an item prevent anyone from picking it
up.
- Beads
-
Syntax: BEGIN CREATION OF BEAD OF (element)
To use: BREAK (bead)
Type: Created
Actions:
Fire - 5, chant "a cantle forge"
Water - 5, chant "a airts unto"
Earth - 5, chant "i semis tcyi"
Air - 5, chant "a eths storper"
Comms: 2 glass
These beads hold the very essence of the element that they are infused with.
When you break one upon yourself, that element is released upon your form,
acting as a sophisticated and magickal perfume.
The magickal essence that these beads placed upon you will wear off after some
time.
- Electric
-
Syntax: BEGIN ENCHANTMENT OF (ring) WITH ELECTRICAL RESISTANCE
To use: Simply wear it.
Type: Enchanted on rings.
Actions: 5, 2x15, 10, 7
Comms: 5 gold
These enchanted rings will increase the wearer's resistance to electric
attacks.
- Firewall
-
Syntax: BEGIN ENCHANTMENT OF (item) WITH FIREWALL
To use: POINT (item) (direction)
Type: Enchanted on wands, ring, gloves, or gauntlets.
Actions: Chant 'firth ilith rhedo een', 17, 10
Comms: 3 horn, 1 dust, 3 silver
Channeling the power of elemental fire, you will create walls of burning flame.
- Brooch
-
Syntax: BEGIN CREATION OF BROOCH OF THANATOS
To use: Wear it.
Type: Created item.
Actions: chant "mortis troy tenkla", chant "mortis troy tenklu", chant "mortis troy
tenkli"
Comms: 1 ice, 2 dust, 1 horn, 2 silver
When worn, this item will give you death sight.
- Enchantprobe
-
Syntax:
ENCHANTPROBE (item)
EPROBE (item)
EP (item)
This ability will allow you to see what enchantments have been placed on an
item.
- Key
-
Syntax: BEGIN CREATION OF KEY SIGIL
To use: Put it on the ground.
Type: Created item.
Actions: chant "krolop escit yall", 1
Comms: 1 gold
The key sigil works to automatically lock all doors in the room when anyone
exits it.
- Eye
-
Syntax: BEGIN CREATION OF EYE SIGIL
To use: THROW EYE AT GROUND or, just lay it on the ground.
Type: Created item.
Actions: 17, 1
Comms: 1 obsidian
The eye sigil will, when placed on the ground, stop souls from entering the
room. When thrown at the ground it will be consumed and will bring phased
people out of phase.
- Chimes
-
Syntax: BEGIN CREATION OF CHIMES
To use: Hold them in your inventory.
Type: Created.
Actions: 2x5, 3
Comms: 2 silver, 1 dust, 2 rope
These chimes will announce your name to all in your target destination when you
create a sonic portal.
- Augment
-
Syntax: BEGIN ENCHANTMENT OF (armour/weapon) WITH AUGMENTATION
To use: Just wear it.
Type: Enchanted onto armour or weapons. Stackable.
Actions: 15, 11, 3x15, 16
Comms: 2 dust, 1 silver, 1 gold
Augment can be used to increase the effectiveness of weapon or armour. It will
raise a random statistic on the item, but each time you put an enchantment on
it, there is a chance of it being destroyed. This chance depends on your skill
in enchantment and how many enchantments are on the item.
- Meteor
-
Syntax: BEGIN ENCHANTMENT OF ARROW WITH METEOR
To use: SHOOT (target) WITH METEOR
Type: Enchanted onto an arrow.
Actions: 14, 16, 3
Comms: 1 dust
This enchantment will cause an arrow to be able to be shot by someone with the
skill of archery at anyone within the local area. It will descend upon the
hapless victim like a meteor.
- Magick
-
Syntax: BEGIN ENCHANTMENT OF (ring) WITH MAGICKAL RESISTANCE
To use: Simply wear it.
Type: Enchanted on rings.
Actions: 7, 9, 12, 11
Comms: 5 horn, 1 gold, 2 silver
A ring of magick resistance will increase your resistance to magick-based attacks.
- Knife
-
Syntax: BEGIN CREATION OF KNIFE SIGIL
To use: Put it on the ground.
Type: Created item.
Actions: chant "Keef nitash idca feef enla", 1
Comms: 1 silver
The knife sigil can sever the elemental links between a person and the
elemental planes. However, it will be destroyed when a channel is opened in the
same room as it.
- Comprehension
-
Syntax: BEGIN CREATION OF NECKLACE OF COMPREHENSION
To use: Simply wear it.
Type: Created item.
Actions: 10, 16, 15
Comms: 2 ice, 3 gold, 4 silver, 3 horn
The Necklace of Comprehension will permit you, when worn, to understand any
mortal language.
- Icewall
-
Syntax: BEGIN ENCHANTMENT OF (item) WITH ICEWALL
To use: POINT (item) (direction)
Type: Enchanted on wands, rings, gloves, or gauntlets.
Actions: Chant 'incula cela ecta', 8, 7
Comms: 1 ice, 1 dust
This spell will create a wall of elemental ice, blocking the passage of those
who would seek to pass by.
- Mushroom
-
Syntax: BEGIN CREATION OF MUSHROOM SIGIL
To use: ATTACH (mushroom sigil) TO (item)
Type: Created item.
Actions: chant "mil usra shal hract reed oom oon mez", 1
Comms: 1 ice
The powerful mushroom sigil is capable of destroying most normal items that it
is attached to.
- Whirlwind
-
Syntax: BEGIN CREATION OF WHIRLWIND OF THE STORM
To use: THROW WHIRLWIND
Type: Created item.
Actions: 2x4, 9
Comms: 1 silver, 1 dust, 1 horn
Throwing this whirlwind skywards will knock all in the air to the ground.
- Robes
-
Syntax: BEGIN CREATION OF ELDRITCH ROBE
Usage: Wear it. Have it etched.
Type: Created item.
Actions: 3, 15, 6
Comms: A robe, 1 orichalcum
This robe, infused with magickal orichalcum, will allow a single etching on it.
Only the one who creates the robe will be allowed to wear it.
- Concealment
-
Syntax: BEGIN CREATION OF ORB OF CONCEALMENT
To use: Simply keep it in your inventory.
Type: Created item.
Actions: 16, 14, chant "aisyalam"
Comms: 5 silver, 1 gold
This orb will conceal most of your inventory from others.
- Fire
-
Syntax: BEGIN ENCHANTMENT OF (ring) WITH FIRE RESISTANCE
To use: Simply wear it.
Type: Enchanted on rings.
Actions: 1, 5, 10, 11
Comms: 1 ice, 2 silver
A ring of fire resistance will increase your resistance to fire-based attacks.
- Bauble
-
Syntax: BEGIN CREATION OF SCENTED BAUBLE
To use: THROW BAUBLE (direction)
Type: Created item.
Actions: 15, 6, chant "disei stalla rapwah cosoth tu"
Comms: 1 dust
The scented bauble is irresistible to falcons. Throw it and they will follow.
- Monolith
-
Syntax: BEGIN CREATION OF MONOLITH SIGIL
To use: Put it on the ground.
Type: Created item.
Actions: chant "me ol nok oloth lilo ib te het", 1
Comms: 1 gold, 1 silver
The monolith sigil will prevent all forms of magical instant travel into the
room.
- Dreamcatcher
-
Syntax: BEGIN CREATION OF DREAMCATCHER
To use: Just have it in your inventory.
Type: Created item.
Actions: 14, 8, 11
Comms: 4 gold, 4 silver, 2 horn
The Dreamcatcher will increase health regeneration while the bearer is
sleeping, as well as the regeneration of endurance and willpower.
- Negation
-
Syntax: BEGIN CREATION OF GEM OF NEGATION
To use: TOUCH GEM
Type: Created item.
Actions: 1, 15, chant "zool ekilthia requi oben"
Comms: 1 gold
Touching this gem will cure nearly every affliction you have, but it will also
negate nearly every defence you have.
- Cube
-
Syntax: BEGIN CREATION OF CUBE SIGIL
Syntax: Put it on the ground.
Type: Created item.
Actions: chant "Dara acti me prishna eni not", 1
Comms: 2 silver
The cube sigil will, when placed on the ground, try to destroy vibrations in
the room by dampening them. The presence of a reverberation vibration will
prevent this.
- Pestilence
-
Syntax: BEGIN CREATION OF RING OF PESTILENCE
To use: POINT RING AT (whoever)
Type: Created item.
Actions: 11, 16, 9, 11
Comms: 2 silver, 1 horn, 1 gold
The ring of pestilence will give a random affliction to the target when
pointed.
- Stasis
-
Syntax: BEGIN CREATION OF BAG OF STASIS
To use: PUT (whatever) IN BAG
Type: Created item.
Actions: 16, chant "stasis statorium", 2x15
Comms: 4 gold, 3 ice, 3 horn, 2 dust, 1 silver
The bag of stasis is a magical item created to slow the decay of things inside
of it. Any five items will fit inside, and those inside will decay at half the
normal rate. Items inside items inside the bag will not receive this benefit.
- Lattice
-
Syntax: BEGIN CREATION OF SHIMMERING LATTICE
Usage: Hold it in your inventory.
Type: Created item.
Actions: 5, 15, 9
Comms: 3 silver, 2 dust, 1 glass
The shimmering lattice will help stabilise the flows of magick around you,
preventing the chance of a surge disrupting your control.
- Orb
-
Syntax: BEGIN CREATION OF ORB SIGIL
To use: THROW ORB AT (chaos entity)
Actions: chant "solip preena het epi re enla", 1
Comms: 1 dust
By throwing the orb sigil at a demonic entity, you stand a good chance of
destroying it on contact.
- Trinket
-
Syntax: BEGIN CREATION OF INTERLACED TRINKET
To use: Wear it.
Type: Created item.
Actions: 10, 11, 3
Comms: 2 silver, 1 gemstone, 1 horn
The interlaced trinket will fool the eye of any who attempt a cursory
examination of your status, causing your health and mana to fluctuate from
their perspective.
- Purity
-
Syntax: BEGIN CREATION OF NECKLACE OF PURITY
To use: Just wear it.
Type: Created item.
Actions: 3, 7, 17
Comms: 4 ice, 1 gold, 1 dust
This necklace will purge your body of venom-related afflictions periodically.
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