“I can show you all sorts of things: to look at people from afar, to throw people around the seas, even to call up a living elemental of water.” – Jissashial, Grand-Master of the Waveborne
Drawing from the element of life, water scholars weave spells of mending and healing. They offer protection as well as succor, yet they are not to be provoked, for they control battering waves and deadly ice.
Introduction
Encompassing the powers of healing, protection, and knowledge, scholars of this sphere draw their influence from the powers of water.
Resonanting with lawful and good tendencies, scholars who are chaotic or evil cannot choose this sphere as a discipline.
Class Abilities
Click an ability name to see more details.
Minor & Major Water
Skills
Syntax: Automatic
Small, bladed weapons, daggers are one of the simplest melee weapons, often
favoured by scholars for this reason, most other professions in Avendar also
receiving training in them. Rogues are more intimately trained in their usage,
learning techniques both flashy and subtle. Typically thrusting or slashing
weapons, due to their length, they are poor at warding off blows though it is
likewise difficult to parry against a dagger. Someone wielding a dagger will
have a harder time getting around a shield, a stone phalanx, or a fighter's
fending.
Primary Attribute: dexterity
See also: PARRY
Syntax: Automatic
A staff is a long, slender pole, usually a blunt weapon and always held with
two hands. They are unparalleled as a defensive weapon, though it is their
resonance with magical energies makes them more of a draw to scholars.
Watchers dedicate themselves to mastery of the deeper intricacies of these
weapons, and some other guilds teach basic skills with them. Staves being so
defensively oriented, they are generally poor at breaking through defenses.
When wielded by any spellcaster, staves will enhance their magics, providing a
bonus to caster level.
Primary Attribute: strength, dexterity
See also: PARRY
Syntax: Automatic While some may feature ornamentation or spikes, maces are at their heart a very simple weapon: a short length of metal or wood, typically used as a means of blunt force. For this reason, they are often favoured by scholars and templars of the earth, as well as barbarians, though several guilds train in the usage of this weapon. Due to the length and balance of these weapons, maces do not parry blows very well, and if offhanded will hurt one's main-hand parrying. Maces will get around both shields and watchers' deflection relatively easily. Primary Attribute: strength See also: PARRY
Syntax: Automatic Typically, magic is a simple proposition to those who know it: focus on the spell, cast it, and it simply works. However, for those who see combat, maintaining that focus can be problematic. The concentration skill represents one's ability to cast in combat-- once maximized, one should virtually never lose concentration when casting a spell. Templars, being explicitly trained for battle, will never lose concentration. It is not necessary to have this skill to utilize powers granted by the Stones of Power to members of the Great Houses. Primary Attribute: intelligence, constitution See also: CAST
Range : Inventory Item/Target Person or mob
Syntax: Zap <item> <target>
Non-adventuring scholars and alchemists are able to imbue wands with magical
spells, that they might be cast at a later date. Spells imbued within a wand
affect a specified target, and are typically offensive but not universally so.
Wands may be freely used in combat, even if the spell within ordinarily may
not.
Wands have a limited number of charges; should all charges be expended from
one, the item will be consumed.
Primary Attribute: intelligence, dexterity
See also: CAST, OVERCHARGE, individual spell helpfiles
Syntax: Automatic
Dealing regularly with freezing temperatures causes most magi of water to
grow acclimated to the cold, culminating in the frostkin skill. With this
ability, a scholar will take reduced damage from cold, and will furthermore
rarely if ever be hampered by natural cold weather.
Primary Attributes: wisdom, constitution
Range : Inventory Item/As Original Spell
Syntax: Recite <scroll> <target>
Non-adventuring scholars have refined their arts to the point where it is
possible for some to transcribe spells onto scrolls, that they might be cast
at a later date. Spells scribed upon a scroll function exactly as they do when
cast ordinarily, except they have no mana cost. Appropriate targeting for a
given spell may be found in that spell's helpfile. Scrolls may be freely used
in combat, even if the spell scribed upon it ordinarily may not.
As scrolls must be read aloud, they cannot be used while gagged or taking on
the aspect of an animal, and deafness will make it harder to do so.
Once recited, successfully or otherwise, a scroll is consumed. It is not
possible to recite a scroll higher than your own level.
Primary Attribute: intelligence
See also: CAST, SCRIT OF KAAGN, SCRIPT MASTERY, individual spell helpfiles
Syntax: Automatic A basic technique for focusing one's thoughts, meditation is a skill taught by all guilds that their students may recover mana more quickly. Primary Attribute: intelligence, wisdom See also: TRANCE, mana
Range : Inventory Item/Wielder's Group Syntax: Brandish <item> Non-adventuring scholars and alchemists are able to imbue staves with magical spells, that they might be cast at a later date. Spells imbued within a staff will affect the user and his group, and may not be targeted in any way. Spells which may only be cast on oneself may not affect anyone other than the wielder of the staff. Staves may be freely used in combat, even if the spell within ordinarily may not. Staves have a limited number of charges; should all charges be expended from one, the item will be consumed. Primary Attribute: intelligence See also: CAST, REFORGE MAGIC, individual spell helpfiles
Syntax: Automatic With this skill, a water scholar will see if anyone in the room with them is affected by a malady they are or will eventually able to cure. Primary Attributes: intelligence, wisdom
Syntax: Automatic With this skill, a scholar may channel arcane energy through their weapon, deflecting attacks. A weapon is required to benefit from this skill-- any weapon. This skill does not function in places where magic cannot be used, and can be hampered by skills that also impact parry. Exceptions will be noted on those skills' helpfiles as needed. Primary Attribute: intelligence, dexterity See also: DODGE, PARRY
Syntax: Automatic Characters with proficiency in this skill will attempt a second attack each round with both their main and any offhanded weapons. Mastery of this skill does not guarantee the attack will be attempted every round, but it does make it very likely. Primary Attribute: dexterity, strength See also: DUAL WIELD
Syntax: Automatic
A basic mercantile skill used to get a better price on items from merchants,
haggling is a skill that is widely taught but a talent applied with the most
success by the charismatic.
Primary Attribute: charisma
Syntax: Automatic A further refinement upon the more widely taught basic technique of meditation, trance is taught by the spellworking guilds and those focused on more meditative studies, in order to better recover their mana. Primary Attribute: intelligence, wisdom See also: MEDITATION, mana
Syntax: Automatic As a water scholar's training progresses, she eventually learns to expand the power of her purify spell to cure many strains of disease, including plague, pox, or fever. This is known as the treat infection skill, which is automatically applied as necessary whenever the purify spell is used. Primary Attribute: intelligence See Also: PURIFY
Syntax: Automatic
Trained in purifying poisons from others, water scholars have learned the
means of flushing poisons from their own bodies without even sparing effort
upon the matter. The detoxify skill provides a resistance to all manner of
poison, including those used by assassins, though it is by no means proof
against the latter.
Primary Attribute: constitution
See Also: ASSASSIN POISONS
Syntax: Automatic
Fast healing is a skill taught by most guilds, that their students might apply
their knowledge to quicker recovery of bodily injuries, increasing the rate at
which they gain hit points.
Primary Attribute: constitution
See also: hit points
Syntax: Automatic Water scholars develop an affinity for the water in the form of this skill. They may move and cast freely underwater as if affected by the aquatic movement spell. Additionally, they incur reduced casting lag when on the water; this is further reduced when under the water. Primary Attribute: intelligence See also: AQUATIC MOVEMENT
Spells
Duration : One Half Hour Minimum Cost: 20 mana
Range : Target PC or Mob
Syntax: Cast 'Glyph of Frost' <target>
The next time anyone affected by this spell is struck in melee, the attack
will be blocked by a barrier of ice; if this person also has the frostkin
skill, their opponent will also receive cold damage. This spell will end after
it has blocked a single attack. The barrier is only so sturdy-- particularly
powerful blows will simply pass through the ward, dissipating it to no effect.
No form of damage reduction will raise that threshold.
Primary Attribute: Intelligence
This is a short list of the more common wear-slots accessible to mortals. There are a few more, but are comparatively obscure. These should be most all that you'll deal with: -Left finger -Right finger -Neck (first) -Neck (second) -Torso -Head -Legs -Feet -Hands -Arms -Shield/Held/Dual Wielded/Light -About body -Waist -Left wrist -Right wrist -Wielded (weapons) -Floating -Branded (immortals' sigils and brands)
Duration : Level/2 hours Minimum Cost: 5 mana Range : Caster Only Syntax: Cast 'Detect Invis' This spell allows the caster to see all players, mobiles, and objects that are invisible. Primary Attribute: Intelligence See also: INVISIBILITY
Duration: (level / 6) hours Minimum Cost: 30 mana Syntax: cast 'wellspring' A student of water learns to find that element in all things, a training he employs with the wellspring spell. With this working, the caster may call forth a spring of pure, enchanted water onto solid ground. Any who drink of this spring will find their thirst quenched, but moreover the pure waters will begin to refresh their movement points, as well, and will continue to do so, as needed, for a short time afterwards. Drinking multiple times from a wellspring will neither harm the drinker nor provide any additional benefit. The enchantment cannot last outside of the spring itself, and so should one fill a flask from the spring, it will be only mundane -- if clear and clean --- water. Primary Attribute: Intelligence
Duration : Instantaneous Minimum Cost: 5 mana Range : Room Syntax: Cast 'Create Food' <type> This spell calls forth a bit of food, creating it in the room where the caster stands, that anyone might take it. A caster of higher level will create more filling food than one who is earlier in their training. The spell will randomly create one of many varying types, or anyone over level 20 may specify their preference from amongst those options. Primary Attribute: Intelligence
Duration : 12 Hours Minimum Cost: 50 mana Range : Special Reuse Delay: 12 Hours Syntax: Cast 'Draught of the Seas' <target> This spell must be cast upon a container of water carried by the caster. When anyone drinks from this container, they will be healed. The first time will have the greatest effect; afterward the drinker will be healed by roughly half that first amount. Should the container go empty or be refilled, this spell will end prematurely. Primary Attribute: Intelligence, Wisdom
Duration : Instantaneous Minimum Cost: 5 mana
Range : Single PC, Mob, or Item
Syntax: Cast 'Ritual Cleansing' <target>
By this spell, a mage of water may attempt to purify any curses afflicting the
target, be it person or object. Should it be a person-- be they PC or mobile--
this spell will attempt to remove any curses upon their equipment as well.
Primary Attribute: Intelligence
See also: CURSE
Duration : Level/12 Hours Minimum Cost: 15 mana Range : Target PC or Mob Syntax: Cast 'Whiteout' <target> This spell blasts a small burst of snow in the target's eyes, impeding their vision. They will still be able to see, but be unable to scan out of the current room and be far more likely to miss attacks due to armour class. This spell has no effect on anyone who cannot be blinded, and the frostkin skill has a chance to negate this effect. Blindfighting also assists in combat against the effect. Primary Attribute: Intelligence
Duration : Level/2 Hours Minimum Cost: 30 mana Range : Target PC or Mob Syntax: Cast 'Sunset Sigil' <target> The Sunset sigil bestows a measure of Lielqan's grace upon its target, allowing them to breathe and move freely underwater, allowing them to defend and use all combat skills as easily as on land. The sigil wards against the drown spell, and supercedes water breathing and amphibious breathing. Primary Attribute: Intelligence, Wisdom
Duration : Level/2 Hours Minimum Cost: 80 mana
Range : Caster's Group
Syntax: Cast 'Communion'
This spell offers the caster's group a sustaining taste of purest water. This
offers a bonus to everyone's armour class, saves, and hit points. The spell
may be re-cast before it has expired to renew the benefit. The undead,
obviously, do not drink.
Primary Attribute: Wisdom, Charisma
Duration : 35 Hours Minimum Cost: 100 mana Range : Target Inventory Weapon Recast Delay: 50-(Level/4) Hrs Syntax: Cast 'Rune of Life' <target> A mystical symbol scribed upon a weapon, a rune of life indicates a direct channel to the elemental plane of water. A weapon with this rune will frequently heal the wielder, when it is used in battle. The caster will find their maximum mana penalized for the duration of the recast delay, proportionally to their level. One may place this spell upon a wielded weapon by casting it upon oneself. Primary Attribute: Intelligence, Wisdom
Duration : Instantaneous Minimum Cost: 25 mana Range : Target PC or Mob Syntax: Cast 'Douse' <target> This spell will attempt to put out any lingering flames on the target, such as those caused by consume, rune of embers, aggravate wounds, coronal glow, or smoulder, at the small cost of leaving the target somewhat wet afterwards. The water will also clear away blindness caused by dirt kicking, blinding dust, and smoke. Restore vigor will expand the uses of this spell somewhat. Primary Attribute: Intelligence, Wisdom See also: RESTORE VIGOR
Duration : Level/16 Hours Minimum Cost: 40 Mana Range : Target PC or Mob Syntax: Cast 'Heatsink' <target> This spell will attempt to ice over its target's weapon, causing a small amount of damage each time they attack and causing the weapon to deal cold damage. It is ineffective against someone who is not using a weapon, as well as weapons that already deal cold or fire damage, and those that are uniquely aflame or freezing. This spell always succeeds when cast on oneself. Primary Attribute: Intelligence
Duration : Level/16 Hours Minimum Cost: 60 mana Range : Caster Only Syntax: Cast 'Protective Shield' This spell calls forth a protective shield to ward against bashing, shield bashing, and surprise attacks. Like most such defenses, it is imperfect but typically reliable. Primary Attribute: Intelligence See also: BASH
Duration : Level/2 Hours Minimum Cost: 75 mana Range : Caster or Target Item Syntax: Cast 'Frozen Shield' <target> This spell enchants a shield with a frigid chill; this causes it to grant additional hitroll, damroll, and resistance to fire. When cast upon a blessed item, the duration will be extended. One may place this spell upon a held shield by casting it upon oneself. This spell does not coexist with Rotheld's Bulwark; one may use one or the other, but not both. Primary Attributes: Intelligence, Charisma See also: HITROLL, DAMROLL, DAMAGE REDUCTION
Duration : One Half Hour Minimum Cost: 80 mana Range : Target PC or Mob Syntax: Cast 'Soothing Mist' <target> This spell envelops its target with a pleasant mist, healing them every round of combat for its duration. Primary Attribute: Intelligence, Wisdom
Duration : Instantaneous Minimum Cost: 45 mana Range : Target PC or Mob Syntax: Cast 'Purify' <target> This spell calls upon the healing power of water to wash away various maladies. By itself, this spell will cure both poisons and blindness (as per the spell). The skills treat infection, restore vigor, and clarify mind will expand this spell's capabilities. Primary Attribute: Intelligence, Wisdom See also: TREAT INFECTION, RESTORE VIGOR, CLARIFY MIND
Duration : Instantaneous Minimum Cost: 25 mana Range : Target PC or Mob Syntax: Cast 'Iceblast' <target> Iceblast will call forth a large burst of pure ice, damaging its target. Primary Attribute: Intelligence, Dexterity
Duration : Instantaneous Minimum Cost: 25 mana Range : Single PC or Mob Syntax: Cast 'Cure Critical' <target> The standard spell for healing in most circumstances, cure critical heals fairly substantial wounds while requiring little effort on the part of the caster. This spell is somewhat more mana efficient than its more potent counterpart, heal. Primary Attribute: Intelligence, Wisdom See Also: HEAL
Duration : Level/12 hours Minimum Cost: 100 Mana Range : Single PC or Mob Syntax: Cast 'Sanctuary' <target> The sanctuary spell will protect its target against damage from almost all sources, reducing it by at most a little less than one-half. Certain types of particularly defiling damage will negate this warding, as can desecration or other, similar Void maledictions. Characters under the effects of avatar or cloak of the Void may not be affected by this spell; similarly, if The Lone Defender song is paired with sanctuary, the combined effect will be greater than either individually but less than fully additive. Primary Attributes: Intelligence, Wisdom
Duration : 1 Hour Minimum Cost: 50 mana Range : Caster's Current Room Recast Delay: 12.5 Hours Syntax: Cast 'Flood' This spell causes a rush of water to flood the caster's immediate vicinity and some surrounding rooms. This immediately halts combat and attempts to slow anyone who had been fighting, unless they could already move freely in water. The room will be considered underwater until the waters recede; further out will simply be on water. This will dissipate clouds such as smoke, smokescreen, or cloudkill. The deluge skill will make floods more powerful and reduce the delay on casting again. Primary Attribute: Intelligence See Also: SLOW, DELUGE
Duration : Instantaneous Minimum Cost: 20 mana Range : Single Object Syntax: Cast 'Locate Object' <target> Locate object attempts to find all items in the world identified by a given keyword or keywords. It cannot find objects of a higher level than the caster's. A higher level and greater mastery of this spell will produce markedly better results. Primary Attribute: Intelligence
Duration : Special Minimum Cost: 5 mana Range : Self or Target Groupmate Syntax: Cast 'Word of Recall' <target> Word of recall transports its target back to their altar, significantly reducing their movement points. This spell takes a few moments to take effect, generally less than half an hour; it can take longer to work on a target who is currently engaged in combat. Spells such as curse and certain locales may suppress this spell, preventing it from taking effect; the word might be cast, but nothing will happen. Moving to a different room after the spell has been cast but before it takes effect will also negate the spell. Primary Attribute: Intelligence See also: CURSE
Duration : 2 Hours Minimum Cost: 45 mana Range : Target PC or Mob Syntax: Cast 'Polar Aura' <target> This spell chills the air around its target, providing a resistance to fire dependent on the caster's level. Primary Attribute: Intelligence
Duration : Instantaneous Minimum Cost: 40 mana Range : Target Undead Being Syntax: Cast 'Holy Water' <target> Aimed at harming evil undead, holy water fires a blast of pure, sanctified water at its target, at once dousing and burning them with Lielqan's animosity. Revenants will take reduced damage from this, still clinging to the fringes of life as they do. It will occasionally automatically kill its target. Primary Attribute: Intelligence, Wisdom
Duration : Instantaneous Minimum Cost: 55 mana
Range : Target PC or Mob
Syntax: Cast 'Heal' <target>
While more taxing than the cure critical spell, the heal spell is used to
restore a consistent amount of health to its target. This spell should not be
confused with the healers that can be found acting in various capacities
around the world. This spell is somewhat more mana-efficient than its more
potent counterpart, revitalize.
Primary Attribute: Intelligence
See also: CURE CRITICAL, REVITALIZE, HEALER
Duration: Instantaneous Minimum Cost: 40 mana Range: Single PC or Mob Syntax: cast 'currents' <target> With the currents spell, a scholar of water may call forth surrounding water to throw around his foe. The currents will fling the target around, possibly dislodging his weapons, money, or inventory items. Once the watery rush abates, the victim will be left briefly stunned. Those who are empowered with aquatic movement or have learned the skills of the Waveborne are particularly resistant to these magics. Primary Attribute: Intelligence See Also: AQUATIC MOVEMENT, WAVEBORNE
Duration : Level/22 Hours Minimum Cost: 65 mana Range : Single PC or Mob Syntax: Cast 'Frozen Heart' <target> Mages of water may attempt to freeze the very hearts of their foes. This spell will cause a small amount of cold-typed damage when it hits, and periodically over the duration of the spell. When it strikes, there is a chance that the target will drop their weapon; for the whole duration they will have difficulty picking up objects from the ground. The flare spell offers some measure of protection against a frozen heart, though only once: frozen heart will dispel the flare. Primary Attribute: Intelligence, Constitution See also: CONSUME, FLARE
Duration: Permanent Minimum Cost: 150 mana Range: Inventory Object Syntax: cast 'refine potion' <potion> As a natural part of their general studies, researchers of water magics are instructed in the art of refining potions. By carefully concentrating the magics within a potion, such a scholar may increase the level of the spell it contains; those of higher level themselves as well as those particularly skilled in this art will find they can often increase the potion's power substantially, while even the less-advanced can boost it somewhat. Primary Attribute: Intelligence
Duration : Instantaneous Minimum Cost: 85 mana Range : Caster's Group Syntax: Cast 'Mass Heal' Drawing on powerful healing energies, mass heal will replicate the effects of the heal spell on the caster's entire group. Primary Attribute: Intelligence, Wisdom See also: HEAL
Duration : Level/10 Hours Minimum Cost: 30 mana Range : See Text Syntax: Cast 'Freeze' Freeze is a spell with two distinct applications. When cast underwater, it will lag all people in the room who are not grouped with the caster and penalize their dexterity. If cast anywhere else, this spell coats the ground with a thin sheen of ice, causing characters who enter or fight within the room to have a chance to slip and fall. This is most effective when cast on top of water, but still functions elsewhere. Water templars, water scholars, and those who are flying are immune to this effect. Primary Attribute: Intelligence, Dexterity See also: LAG
Duration : Level/12 Hours Minimum Cost: 85 mana Reuse Delay: 8.5-10 Hours Syntax: Cast 'Mark of Winter' When scribed upon solid ground, this mark will cause all sources of physical melee damage to deal cold damage instead. Magical weapons and spells are uneffected. Primary Attribute: Intelligence
Syntax: Cast 'Mend Wounds' <target> This spell of the element of water attempts to mend the more persistent physical injuries an adventurer encounters - broken bones, open wounds, or even gouged eyes. The spell is not perfect, but on a victim afflicted with many such injuries, it will do a great deal toward restoring function. Primary Attributes: Intelligence, Wisdom
Duration : 1 Hour Minimum Cost: 45 mana Range : Target PC or Mob Syntax: Cast 'Whirlpool' <target> When successful, this spell will create a whirlpool around its target, preventing them from fleeing from combat, withdrawing, or using caltrops to escape. Targets caught in a whirlpool will have their skills hindered by being in such a state. This spell can only be cast on or under water. Primary Attribute: Intelligence
Duration : Instantaneous Minimum Cost: 50 mana Range : All ungrouped PCs or Mobs in Room Syntax: Cast 'Frigid Burst' This spell causes a spray of icicles throughout the caster's current room, dealing both cold and piercing damage to anyone not grouped with them. The room will also become colder as a result. Primary Attribute: Intelligence, Dexterity
Paths and Mixed-Spheres
Greater Paths
At creation, a scholar may choose to focus on one element, and thereby become a greater scholar of that element. Such magi gain access to the greater paths later in their career.
Living Waters
Hailed as healers of unparalled skill, these scholars combine a deep knowledge of medicine with the power of life itself to cure most any ill.
Skills
Syntax: Automatic With this skill, whenever a scholar of the Living Waters uses the purify or douse spells, they may also cause their target to gain temporary immunity to the very condition just removed. The only exceptions to this are fevers (via purify), being particularly virulent, and both blinding dust and kicked dirt (via douse), being bits of debris caught in the eye. Primary Attributes: wisdom, charisma See Also: PURIFY, DOUSE
Syntax: Automatic With this skill, a scholar of the Living Waters expands their usage of both the purify and the douse spells. Purify will now attempt to remove enfeeblement, weaken, and the strength penalty imposed by enervating ray. Douse will now attempt to address the effects of both heatwave and weariness. Primary Attribute: intelligence See Also: PURIFY, DOUSE
Syntax: somaticarts By training in the somatic arts, a disciple of the Living Waters may attain an enhanced knowledge of physiology. With this background to call upon, she will find that her healing and curing spells come more naturally to her, requiring slightly less mana to use. Furthermore, all of the damage she does will be very slightly increased as she learns to target weaker parts of her foe's anatomy. While the basic training provides only very minor bonuses in this regard, learning this skill opens up the possibility of more advanced studies. Towards this end, the scholar may specialize in a few specific racial anatomies, though unlocking them requires study of certain texts, which may or may not be easy to obtain. Each playable race has a corresponding text, but the caster should beware, as no mage may specialize in more than three distinct races. Once a racial physiology has been learned, it may be improved through healing or harming members of that race. Should the caster specialize in her own race, she will learn it considerably more quickly. It is more difficult to learn from healing than harming; furthermore, intelligence plays a not-insignificant role in how quickly a race is learned. Unlike the basic training, these advanced studies have the potential to substantially decrease the mana cost of healing or curing, though only of the specialized race. Similarly, the damage bonus against that race is also increased, though less substantially so than the healing bonus. To see which races the caster has specialized in as well as the current level of learning, she should use the 'somaticarts' command. All other uses of this skill are automatic. Primary Attributes: intelligence
Spells
Duration : Instantaneous Minimum Cost: 120 mana Range : Target PC or mob Syntax: Cast 'Revitalize' <target> A further refinement on the heal spell, revitalize has double the effect, at a proportionally increased price. Primary Attribute: intelligence, wisdom See also: HEAL, CURE CRITICAL
Duration : 12 Hours Minimum Cost: 150 mana Range : Target Groupmate Syntax: Cast 'Rebirth' <target> This spell draws on immensely powerful healing magics to fully restore its target to health. It will also restore his movement, but the strain on the system halves his mana and reduce his maximum hit points. This will also slightly weaken the target. The stress this causes on the target's body means that it cannot be cast on an individual in rapid succession. Primary Attribute: intelligence, wisdom See also: REVITALIZE, HEAL, CURE CRITICAL
Duration: 5 hours Minimum Cost: 50 mana Range: Caster Only Syntax: cast "physiker's instinct" With this working, a mage of water may draw on the instincts and guiding power of the legendary archmage Salyra, lending him a unique focus on the healing art. While so focused, the mage will find his healing spells to be more effective, and his purifying, dousing, and mending spells will succeed more often, even against very virulent maledictions. This magically-induced concentration leaves little time for much else, however, and thus the mage will be incapable of striking often in combat or casting any but a handful of healing and warding spells. Primary Attribute: wisdom
Waveborne
immersed deeply in the magics of the seas, those of the Waveborne gain mastery over waves, oceans, and the pure element of water.
Skills
Syntax: automatic The deluge skill intensifies the power of the flood spell, by increasing the range of the flood, increasing the length of time the rooms remain flooded, and decreasing the time before the caster may once again invoke a flood. Primary Attribute: intelligence See Also: FLOOD
Spells
Duration : Instantaneous Minimum Cost: 70 mana Range : Target PC or mob Syntax: Cast 'Scry' <target> A powerful divination spell, a scholar of the Waveborne may scry out a target, looking upon them much like is done face to face. This spell is not stealthy; the target will know they are being scried upon. A planar barrier will prevent scrying. Some source of potable water must be present in order for the scholar to scry. If the target is on or under water, the caster will also see where they are. Primary Attribute: intelligence, wisdom
Duration: Instantaneous Minimum Cost: 130 mana Recast Delay: 20 Hours Syntax: Cast 'Water Elemental Summon' This spell will call forth an elemental of pure water to aid the caster. It must be cast on or under water. Water elementals will heal their groups every so often in combat, and should they remain underwater while injured, will gradually heal themselves. Primary Attributes: intelligence, charisma See also: ORDER, RELEASE
Duration: Variable / See Text Minimum Cost: 20 mana
Range: Target PC or mob
Syntax: cast 'drown' <target>
This much-feared working of the Waveborne attempts to fill a target's
lungs with water, so as to drown them even on dry land. While so afflicted,
the target will take an increasing amount of damage each tick from oxygen
deprivation until he can cough up the water, an action he will automatically
attempt each tick. Furthermore, he will be unable to speak normally and
will find it difficult to cast spells. Those who can breathe underwater
will take no damage, though as the water is still present it will continue
to affect speaking and spell-casting, albeit far less frequently. This
spell is harder to resist when cast over water, and harder yet if cast under
water.
Primary Attribute: intelligence
Duration : Instantaneous Minimum Cost: 150 mana Range : Target PC or mob/Caster's Group Syntax: Cast 'Meld with Water' <target> This spell opens a conduit through the elemental plane of water, through which the caster and any members of his group who are present will travel to a specific target. Both the caster and the target must be either on or under water in order to travel in such a manner. Primary Attribute: intelligence See also: GATE, WIND WALK
Duration: 0.5 hours Minimum Cost: 50 mana Cooldown: 12 - 15 hours, varies by skill Range: Self or Groupmate Syntax: cast 'solace of the seas' <target> When all else fails, the Waveborne have been known to wrap themselves in a protective coccoon of water magics, seeking out the solace of the seas. While so enshrouded, the caster is immune to all damage, but likewise cannot cause any harm to another. Furthermore, the serenity he enjoys comes at the cost of sluggish, slow responses, reducing his combat speed for a long time even after the immunity has lifted from him. This solace may be imparted to a groupmate, or experienced by the caster directly. Primary Attribute: wisdom
Duration : 0.5 + (Level/10) Hours Minimum Cost: 200 mana
Range : Special Recast Delay: Special
Syntax: Cast 'Maelstrom'
The undisputed masters of the open seas, scholars of the Waveborne are able to
make them rise up against their foes. So long as they are in a space where
there are at least three adjacent rooms on or under water, they may cast this
spell, raising the entire contingous body of water in a maelstrom. Maelstrom
waters will continually both lag and damage everyone save the caster within
them; those affected by aquatic movement, Sunset sigil, or are themselves
Waveborne will be less affected. Anyone not caught in a whirlpool, excepting
those affected by the anchor spell, might get thrown out of the room.
The recast delay ranges from 50 to 17.5 hours, dependent on the caster's
proficiency with the spell.
Primary Attribute: intelligence
See Also: WAVEBORNE, AQUATIC MOVEMENT, SUNSET SIGIL, ANCHOR, FLOOD
Wintertide
By focusing on the chill power of ice, these heralds of Winter serve as a constant reminder that water magics can be as destructive as they are restorative.
Skills
Syntax: Automatic As heralds of winter, frost, and ice, mages of Wintertide develop several abilities unique to their path. Certainly not least among them is the ability to draw the chill of the world itself into their spells. Those with this skill will therefore find the effective level of their spells increased in cold weather, an effect only intensified as the temperature drops. In addition, this ability will grant a small boost to the mage's resistance to cold, which increases with facility with this skill. Primary Attributes: intelligence, constitution
Duration : Level/16 Hours Syntax: Automatic Mages of the Wintertide have learned to manipulate their cold magics to make their enemies feel the chill more keenly. With this skill, any time the scholar uses the iceblast, frozen heart, glyph of frost, or frigid burst spells, there is a chance that anyone struck will become more vulnerable to cold damage. This escalates only up to a point (about half of a srryn's natural vulnerability), after which only the duration will be renewed. Primary Attribute: intelligence
Spells
Duration: (level / 10) hours Minimum Cost: 40 mana Cooldown: 2.5 - 5 hours, varies by skill Syntax: cast 'arctic chill' By summoning forth the cold endemic to the frozen poles of the world, a mage may empower his chill workings for time. While this effect is present, all cold damage caused by the caster will be slightly higher. Furthermore, the power of his frostblast spell will be much enhanced, and when he casts iceshard he may find it turned into a spray of multiple such shards. However, all spells will cost additional mana from the need to draw upon such cold; as this is more difficult in warmer climes, so too will the mana cost be higher in warmer temperature, and substantially so in very hot weather. Primary Attribute: Intelligence
Duration (slowed): (level / 20) hours Minimum Cost: 25 mana Duration (encased): (level / 34) hours Range: Single PC or Mob Syntax: cast 'encase' <target> This spell attempts to surround the target in encasing ice, doing a small amount of cold damage and hindering his movements. The first time it is applied, the target will find that his movement costs are increased, he is less dextrous, and he moves more slowly both in combat and simply walking about. Should this spell take effect a second time, the hapless victim will be completely encased in ice, unable to move, attack, or be attacked until it melts away. Primary Attribute: Intelligence See Also: SLOW
Duration : Level/10 Hours Minimum Cost: 35 mana Range : Single PC or Mob Syntax: Cast 'Grip of Elanthemir' <target> Calling upon the depths of winter, this spell chills its target to the very bone. Potions they carry may be instantly shattered. They will suffer a penalty to all skills, regenerate hit and move points far more slowly. This will also dispel the enflame spell. Primary Attribute: Intelligence, Charisma
Duration : 10 Hours Minimum Cost: 60 Mana Range : See Text Syntax: Cast "Glacier's Edge" This spell places a hidden, frigid mark on the caster's current room and remains inert until cast again in a different room. The two marks will then be joined with a line of frost, and the caster will know whenever someone crosses this line, though not where precisely. The lines may be of indefinite length, and multiple such may be maintained at once. It will not be possible to determine which line was crossed, should this be done. Primary Attribute: Intelligence
Duration: 4 hours Minimum Cost: 150 mana Cooldown: 45 hours Range: Current Area Syntax: cast 'ice storm' A mage of Wintertide may use this working to summon forth a powerful blizzard to blanket the area. While the area is so affected, movement cost therein is tripled, attempts to locate others via the 'where' command will fail, noticing others entering and leaving rooms grows difficult, and scanning and archery become all but impossible. Blazing infernos will be extinguished and prevented, and the area as a whole will grow quite cold, if not already so. Furthermore, those caught out in the blowing snow will suffer periodic cold damage. Such a storm may not be summoned underwater. Primary Attribute: Intelligence
Duration: (level / 24) hours Minimum Cost: 140 mana Cooldown: 60 hours Syntax: cast "winter's stronghold" This powerful working of Wintertide summons forth barricades of ice to construct a fortress centered on the caster but spanning many rooms. This stronghold of winter will cause all cold damage within it to be increased, and spells not of the sphere of water will occasionally fail within its walls. Those trapped in the fortress may find it difficult to leave through mundane means until the ice melts; those with the ability to pass freely through doors will be left unhindered. A certain minimum amount of space is required for this working; if not present, it will fail. Primary Attribute: Intelligence
Mixed Spheres
All scholars have the option of choosing a minor field of study to complement their major, a choice which grants them access to the lesser spells of that sphere. The increased awareness of both forms of magic sometimes lends greater insight into the Art than either alone, allowing for certain ‘mixed-sphere’ abilities, such as fire and earth combining to form lava.
Water/Fire
through careful study of these opposing resonances, scholars of both gain a unique perspective on all matters thermic.
Skills
Syntax: Automatic A scholar of both fire and ice develops a uniquely-nuanced perspective on all matters caloric, ultimately attaining mastery over both heat and cold. With time, this understanding becomes almost intuitive, aiding the whole of the mage's efforts. Thermal mastery offers an increase to both fire and cold damage originating from the scholar, the amount growing with level. In addition, the mage will find himself somewhat more resistant to both forms of damage, and will also imbue spells he casts from the fire and water spheres with an extra level of power. Primary Attributes: intelligence, wisdom
Spells
Duration : Special Minimum Cost: 95 mana Range : Special Reuse Delay: 10 Hours Syntax: Cast 'Boil Seas' With this spell, the caster may channel raw heat into water that surrounds them, setting the very seas to boiling. While this spell is in effect, all but the caster or those immune to fire will rapidly take damage from the sheer heat. This spell will affect a contingous body of water, but the larger it is, the shorter it will boil. Naturally, this spell must be cast on or under water. Primary Attribute: intelligence
Duration : 3 Hours Minimum Cost: 45 mana Range : Caster Only Syntax: Cast "Martyr's Fire" With this spell, the caster may empower their own healing magics, using their very life as the fuel. Every time they use such spells, they will incur irreducible damage-- this can indeed prove fatal. While burning with the martyr's fire, the soothing mist spell has no effect on the caster, and ordinary healing spells used on themself will not be enhanced. However, the cleansing flames of the baptism of fire spell will now also heal the caster. Primary Attributes: intelligence, strength See also: BAPTISM OF FIRE
Duration : 3 Hours Minimum Cost: 55 mana Range : Caster Only Syntax: Cast 'Antipode' This spell draws on the diametric opposition between a mage's spheres, channeling it into explosive force. While this spell is active, should the caster use the immolate spell, a great deal of power will be drained from their own defensive powers-- specifically communion, Sunset sigil, polar aura, soothing mist, and sanctuary. This will then be channeled to devastating effect into that immolation, a burst of additional intertwined fire and ice. This will recur each subsequent casting of the spell so long as the antipode is active, albeit to a lesser extent with each blow. Should the spells the caster uses to power the antipode be fully depleted, they will be dispelled. Primary Attribute: intelligence, strength See also: immOLATE
Water/Void
with mastery over both life and death, an adept of these magics is not to be underestimated.
Skills
Syntax: automatic A disciple of both water and void has a unique perspective on maledictions, being well-versed in both their application and removal. This insight lends itself to more effective spells; one who possesses it will find it easier to purify maladies, as well as render his own maledictions both more difficult to cure and harder to initially resist. In addition, it will grant him a measure of protection against water-borne contaminants. Primary Attribute: wisdom See Also: CONTAMINATE
Spells
Duration : Level/20 Hours Minimum Cost: 25 mana Range : Caster Only Syntax: Cast 'Deathly Chill' This spell allows a scholar of both water and Void to infuse negative energies into their cold spells. While this spell is active, they will do bonus negative damage on iceblast, frozen heart, glyph of frost, and frigid bust. Iceblast and frigid burst both may also penalize strength. Primary Attribute: Intelligence
Duration : Instantaneous Minimum Cost: 80 mana Range : Caster's Current Room Syntax: Cast 'Serene Detachment' This spell sends a wave of absolute calm through a room, potentially dispelling: zeal, frenzy, fury of the inferno, consuming rage, living flame, rage, berserk, enthusiasm, power word fear, dread wave, and adrenaline rush. This spell does no harm and does not initiate combat. Primary Attribute: Wisdom, Charisma
Duration : 4 Hours Minimum Cost: 90 Mana Range : Single PC or Mob Recast Delay: 12 Hours Syntax: Cast 'Darkest Depths' <target> This spell opens up a yawning pit into the icy depths of the sea, sucking the target down into it. Every half-hour, an attempt is made to escape, and someone who can move freely underwater (such as via the waveborne skill or the Sunset sigil) may escape by simply swimming upwards. The pressure of the water ensures that anyone who cannot breathe underwater is unable to do much but struggle. It is entirely possible to drown in this place. Primary Attribute: Intelligence, Dexterity See also: EARTH MAW