Imperian Archive

Imperian


Skills



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.

 

Imperian, Aetolia, Achaea and Lusternia are copyright Iron Realms Entertainment.