“Ah, a new face! Welcome to the guild. I suppose I’ll be your teacher.” – Aemi, Air Templar Guildmaster of Var Bandor
Misdirection and evasion combine with deadly skill to give the air templar an edge. Air templars blend the magics of flight and illusion with swordmanship and archery. As Air is a force of chaos, no lawful person may take up the sphere as a profession.
Introduction
Not long after the magics of Air were first tapped by scholars, others inevitably sought to put them to martial ends. However, those who took to the magics of Air did not seek the raw supremacy of Fire or Spirit, but rather to hone their talents in misdirection and speed. The resulting fusion of these two aesthetics has created the modern Air templar: a swordsman who is as unpredictable as he is deadly. The aelin, as a race, have found much to love in the artistic nature of the creed; yet so have the shuddeni, whose infamous taste for deception is fed by the Air templar’s many talents. Nefortu, as well, have taken strongly to the chaotic undertones of the class, savoring its often frivolous nature.
Blending the magics of flight and illusion with swordsmanship, Air templars have broadened these powers to include new and unique effects. These include the absorption of electricity, the ability to evade spells, and the ability to create illusionary clones of themselves. Additionally, they have interwoven the magics of Air with archery, allowing for the execution of otherwise impossible shots. Finally, and perhaps most impressively, they have merged the meditative techniques of the ginta into their spellwork, creating forms uniquely their own. Although trained in many weapons, an Air templar is most at home with the blade.
As Air is a force of chaos, no lawful person may take up the sphere as a profession. Because of their often finicky and playful nature, there is no one deity to whom Air templars universally look for patronage. Their tastes are as diverse as those found within the guild, and given their particularly citified nature, often do not overlap with more rugged deities, such as Girikha.
Class Abilities
Click an ability name to see more details.
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
One of the most commonly-produced and commonly-trained weapons in Avendar,
swords are simple to learn the basics of, but may take decades to master. The
only weapon with an entire profession dedicated solely to their usage, in the
hands of most others, swords are a particularly average weapon. Typically
slashing or piercing, they range from slender rapiers to massive two-handed
claymores.
Primary Attribute: strength, dexterity
See also: PARRY
Syntax: Automatic
A whip is usually composed of a flexible cord or a chain attached to a handle,
the lash typically dealing slashing damage, though they are often enchanted,
as well. Gladiators and Void templars are the only professions that receive
dedicated training in this weapon, though many others learn the basics of
using this weapon, and they are often used in the off hand. Because of their
flexibility, they are notoriously poor at parrying with, but they are
similarly difficult for opponents to use any defense save dodge or evade
against. The length of this weapon makes it throw off one's parrying if a whip
is offhanded, as well.
Primary Attribute: dexterity
See also: PARRY
Syntax: Automatic The art of fisticuffs is taught by several of Avendar's martial guilds. Students will hit harder while unarmed than those who are untrained. If someone who is trained in both fighting unarmed and dual wielding has even a single free hand, he will use that as an off-hand attack. Having claws, both srryn and kankoran will do more damage with this skill than other races. However, this basic training only goes so far, and those who fight without a weapon in hand will find themselves unable to parry. Primary Attribute: strength, dexterity See also: PARRY
Syntax: Automatic Dodge is a melee defense skill focused on the avoidance of blows. It is particularly difficult to dodge flails and polearms, and easier to dodge whips. Dodge is the favored defense of rogues, but it is taught in many other schools as well. All aelin receive a bonus to this skill. Primary Attribute: dexterity
Duration : Instantaneous Range : Self Only Reuse Delay: 6 Hours Syntax: Recover Adventurers all learn a basic technique to draw upon the divine threads of power that attune them to their altar and restore some lost hit points. Primary Attribute: wisdom
Syntax: Automatic With this skill, at any point when damroll would be checked for melee combat or archery (including skills), hitroll will be checked instead. This effect scales to the user's level, and sees sharply diminishing returns above sixty hitroll. Primary Attribute: wisdom See also: hitroll, damroll
Syntax: Automatic Most of the non-scholarly guilds offer their students training in heightening the force of their blows. A higher skill will see better results at these techniques, as will a better weapon. Primary Attribute: strength See also: BRUTAL DAMAGE, PROWESS
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/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
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 With this skill, an air templar will be able to turn to mist and avoid melee attacks. Primary Attribute: intelligence, dexterity See also: DODGE
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
Duration : Up to 1 Tick
Range : Single Target Already in Combat
Syntax: Distract <target>
With this skill one may briefly distract a target who is already in combat,
temporarily directing blows onto oneself. The target will only remain
distracted for until the next tick, after which point they will resume
fighting their original target, if they are still present.
Primary Attribute: dexterity, charisma
Range: Target PC or mob Cost: 8 mana Syntax: Dive <target> Air templars can use their familiarity in flying to their advantage to make a diving attack at their foes. This will do a significant amount of damage and lag the victim. Agility, stabilize, and celerity will all protect against a dive, and doing so against anyone in the form of the hawk would be most unwise indeed. An air templar must be flying to use dive, and the skill may not be used underwater. Primary Attribute: dexterity
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 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
Range : Target PC or mob within range Syntax : Nock <arrow> Shoot <target> <optional direction> In Combat: Shoot <arrow> Archery is a ranged weapon skill, functioning similarly to melee weapons. To use archery, a character must first nock an arrow, and then fire it with the shoot command. Arrows may be purchased throughout Avendar, or created by rangers using wildcraft. The distance an arrow can be fired is determined by the range modifier on both the bow and arrow being used. Archery finds the closest possible target that matches the argument you supply; it searches for a matching target in your current room before any direction you supply. Arrows can be imbued with magic spells or secondary effects, which take effect when the arrow hits its target. Additionally, arrows may be branded with elemental spells, such as lightning brand, in the same way a melee weapon can. If used in combat, one specifies the arrow one is using; it is not possible to fire at targets in other rooms while fighting. One may draw directly from a quiver. Primary Attribute: dexterity See also: PRECISION, APPLY BARBS, APPLY POISON, FLETCH, ARC SHOT, TRUESHOT
Duration : Instantaneous Cost: 10 mana Range : See Text Syntax: Nock Prismatic Shoot Prismatic <target> This skill makes it possible to weave forth illusionary arrows from basically nothing. One does so by simply nocking or shooting a prismatic arrow. For all intents and purposes, these arrows are not items, and may not be interacted with as such. Primary Attribute: intelligence, dexterity See also: ARCHERY
Duration : 1 Tick Weapon: Sword Range : Current Opponent Minimum Cost: 15 mana Syntax: Thunderstrike Air templars have created this variation on the meditative strike. With a thunder strike, the air templar delivers a rapid, sharp blow, dealing damage of a sonic nature, and potentially deafening his target for a few moments. Like meditative strike, the user will recover more quickly if he is in form when he executes the technique. Primary Attribute: intelligence, dexterity See also: THUNDERCLAP
Range : Target PC or mob (special) Cost: 20 mana Syntax: automatic Air templars may use their considerable mastery of the flows of air to guide an arrow around corners, striking enemies even outside of direct line of sight. This ability is automatic; archery is performed normally, using the SHOOT command. Primary Attribute: intelligence, dexterity See also: ARCHERY, SHOOT
Forms
Spells
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: 10 mana Range : Target PC or Mob Syntax: Cast 'Fly' <target> This spell imbues the target with magical flight, even if they already have wings. Characters who are flying magically are not subject to being tripped, and will enjoy a reduced cost of movement. Primary Attribute: Intelligence See also: NATURAL FLIGHT, LAND
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 : Instantaneous Minimum Cost: 15 mana Range : Single PC or Mob This spell shoots a single bolt of lightning at its target, damaging them. The shock may cause the victim's muscles to seize up; if so, they will miss his next melee attack. This spell restores a portion of mana spent when casting it. Primary Attributes: Intelligence, Dexterity See also: MAGIC APTITUDE
Duration : Level + 12 Half-hours Minimum Cost: 5 mana Range : Target PC, Mob or Inventory Item Syntax: Cast 'Invisibility' <target> Using the energies of the caster's sphere, this spell shrouds its target from ordinary vision. It is impossible to see anyone or anything who is so hidden without some means of specifically detecting the invisible. It is impossible to disarm, steal, or loot a weapon that you are unable to see. Invisibility is not a perfect disguise: it does not conceal entry or exit from a room, muffle the sounds of speech, or shroud any actions; all who are present and awake in the room will be aware that someone has acted, if not who. Primary Attribute: Intelligence See also: DETECT INVIS, SIXTH SENSE, MASS INVIS
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 : Level/6 Hours Minimum Cost: 60 mana Range : Target Weapon or Arrow Syntax: Cast 'Lightning Brand' <target> Lightning brand infuses a given weapon with a powerful electric charge, so that each blow struck with it deals lightning damage. It may also be cast upon an arrow, so that the shot carries the charge as well. The duration will be extended if cast upon a metal weapon, or reduced if upon a wooden one. One may place a brand a held weapon by casting it upon oneself, or upon the holder of said weapon. Primary Attribute: Intelligence
Duration : Level/2 Hours Minimum Cost: 55 mana Range : Caster's Group Syntax: Cast 'Air Bubble' This spell calls forth a bubble of air to surround the caster's group, allowing them all to breathe and travel under water. This spell may be renewed before expiration. Primary Attribute: Intelligence
Duration : (2*Level)/10 Hours Minimum Cost: 20 mana Range : Caster's Group Syntax: Cast 'Blur' This spell blurs both the caster and his group, causing them to appear out of focus, and more difficult to strike. So blurred, a person has a chance to evade both attacks and magical spells, though a groupmate's spells will always manage to land correctly. Primary Attribute: Intelligence, Wisdom
Duration : Level/18 Hours Minimum Cost: 80 mana
Range : Caster Only
Syntax: Cast 'Wind Wall'
Summoning forth a mobile wall of air to protect the caster, this spell
provides flawless protection against both bashes and shield bashes, as well as
reliably defending against surprise attacks.
Primary Attribute: Intelligence, Dexterity
See also: BASH, SHIELD BASH, SURPRISE ATTACK
Duration : Instantaneous Minimum Cost: 25 mana Range : Single PC or Mob Syntax: Cast 'Sonic Lash' <target> This spell launches a wave of sound at its target, dealing damage to them of the same type. It deals more damage underwater, as water conducts sound more effectively than open air. Primary Attribute: Intelligence, Dexterity
Duration : 2-4 Hours (Random) Minimum Cost: 65 mana Range : Caster's Current Room Recast Delay: See Text Syntax: Cast 'Clinging Fog' This spell floods a room with a persistent, clinging fog. Any who walk into an affected room will be unable to remain or become hidden, camouflaged, or invisible, though those affected by more powerful forms of concealment will not be drawn out. Furthermore, the fog will weaken benedictions of the spirit sphere by reducing their caster level; should the caster level be reduced to nothing, such benedictions will be dispelled entirely. Mistral Ward is a perfect defense against this fog. Primary Attribute: Intelligence See Also: MISTRAL WARD, HIDE, CAMOUFLAGE, INVISIBILITY
Duration : Instantaneous Minimum Cost: 35 mana Range : Caster Only Syntax: Cast 'Teleport' This spell will instantly transport the caster somewhere in the world at random, at a cost of half his movement points. While many dangerous locations cannot be teleported into, many can, and the spell carries no guarantee of safety. Some locations cannot be teleported away from, but it is typically not possible to land there by this method in the first place. Primary Attribute: Intelligence See also: GROUP TELEPORT, MOVEMENT
Duration : Level/6 Hours Minimum Cost: 60 mana Range : Single Other PC Syntax: Cast 'Alter Self' <target> Enfolding themselves with a web of illusion magic, this spell allows the caster to take on the likeness of any other player character currently connected to the game, that they are able to see. This illusion will also be lifted if the caster engages in combat, before the spell's ordinary expiration. It would be wise to recall that the divine are rarely pleased with attempts to take on their likeness, and that attempts to use this spell in that fashion can have dire consequences for the caster. Primary Attribute: Intelligence, Charisma See also: DISGUISE
Duration : Level/8 Hours Minimum Cost: 60 mana Range : Caster Only Syntax: Cast 'Reflective Aura' An air templar may swath himself in reflective auras, which will cause any missiles such as arrows, daggers, darts, or bolos fired at him to curve and strike the person who launched them. This shimmering aura of light will also give him substantial protection against light damage, cause rays of light fired at him to ricochet, and may negate soul flares directed at him. Primary Attribute: Intelligence, Dexterity
Duration : Level/10 Hours Minimum Cost: 30 mana Range : Target Arrow Recast Delay: 1.5 hours Syntax: Cast 'Disjunction' <target arrow> This spell will imbue an arrow with magics of air, potentially causing anyone struck with the arrow to be teleported to a random room throughout the world. If this effect should fail, the target will still be teleported to a random room adjacent to the one he is presently in. Primary Attribute: Intelligence
Duration: Instantaneous Minimum Cost: 45 mana Syntax: Cast 'Suction' <Direction> This spell creates a sucking burst of wind, attempting to pull all people from the specified adjacent room. The anchor spell grants immunity, and mobiles that cannot be otherwise moved or disabled are also immune. It is possible but more difficult to suck in people from two rooms away. Primary Attribute: Intelligence See Also: ANCHOR
Duration : Instantaneous Minimum Cost: 40 mana Range : Target PC or Mob and his group Syntax: Cast 'Ball Lightning' <target> This spell calls forth a sphere of electrical energy, launching forth at its target. As it passes through each member of the group, it grows, dealing more damage with each successive victim. Primary Attribute: Intelligence
Duration : 15 Hours Minimum Cost: 70 mana Range : Caster Only Recast Delay: 15 hours Syntax: Cast 'Mirror Image' This spell creates multiple illusory images of its caster, surrounding him and following his movements. Attempts to attack the air caster will often run afoul of these images, which will vanish harmlessly when attacked, or when any spell is cast upon them. A greater mastery of this spell will produce even more images. Primary Attribute: Intelligence, Wisdom
Duration : Level/20 Hours Minimum Cost: 70 mana Range : Current Room Recast Delay: Level/4 Hours Syntax: Cast 'Wall of Air' This spell will create a whirling wall of air in the room where the caster currently stands. This makes transit both into and out of this room more difficult, potentially also lagging those who try. The force of the winds may also blow those unaffected by the anchor spell out of the room. Both air templars and scholars receive no penalty from being in a wall of air. Primary Attribute: Intelligence
Duration : Level/6 Hours Minimum Cost: 55 mana Range : Caster Only Syntax: Cast 'Absorb Electricity' While affected by this spell, an air templar will absorb a portion of any electrical damage he incurs, channeling this energy to increase his chances of attempting his iterative attacks. Primary Attribute: Intelligence, Wisdom
Duration : Level/10 Hours Minimum Cost: 25 mana Range : Target Arrow Syntax: Cast 'Screaming Arrow' <target> This spell infuses a given arrow with sound. When fired into a room, the arrow will release and magnify the sound to harm everyone present. Primary Attribute: Intelligence See also: LIGHTNING BRAND
Duration : Level/4 Hours Minimum Cost: 30 mana Range : Caster Only Syntax: Cast 'Blink' While affected by this spell, the caster has a chance to attempt to teleport away from a fight in the nick of time, when he would otherwise take a fatal blow; he will land elsewhere within the same area, though this is not guaranteed to be a safe location! Each time the caster teleports in this manner, half of his remaining mana will be drained. Primary Attribute: Intelligence