“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

Level 1: Dagger
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
Level 1: Sword
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
Level 1: Spear
Syntax: Automatic

A long shaft with a sharpened tip, spears are typically piercing weapons.
They can be found both as slender javelins requiring a single hand to use, or
thicker-shafted and needing both hands. One-handed spears are typically the
ideal choice for people trained in the usage of shields, as spears are a
superior weapon in a defensive capacity. Other professions skilled in dual
wielding often favour one-handed spears. Fewer guilds emphasize the usage of
two-handed spears, but they are still a relatively commonly used weapon.
Spears penetrate techniques such as fend and stone phalanx quite easily, but
are little use against watchers' deflection.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: Whip
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
Level 1: Scrolls
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
Level 1: Wands
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
Level 1: Dodge
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
Level 5: Enhanced Damage
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
Level 6: Dual Wield
Dual wielding is the ability to use an additional weapon in the character's
offhand. Weapons being dual wielded will suffer a slight penalty in the amount
of damage and have a lesser chance of iterative attacks. Weapon weight must be
considered with this skill, as only weapons lighter then the one being wielded
in the main hand are capable of being dual wielded. Swordmasters are exempt
from this restriction, and can dual wield nearly any two swords they can hold.
Certain unwieldy combinations of weapons will be more awkward to defend
oneself with.

Large-sized races, such as the chaja or alatharya, are able to hold certain
kinds of two-handed weapons with one hand, and dual wield them. The balance of
spears, staves, and polearms are such that this is not possible for these
weapons.

The ambidextrous trait, available upon creation and given to gladiators and
swordmasters automatically, reduces but does not remove the weight
restrictions (though swordmasters have none in either case).

Primary Attribute: Dexterity

See also: PARRY, AMBIDEXTROUS
Level 7: Controlled Flight
Syntax: automatic

Acolytes of air learn to fly from early on in their training, practicing
this ability daily until it becomes as natural for them as breathing.  Such
facility with flight allows them several advantages in the air, such as an
enhanced ability to scan at distance, and reduced fatigue when traveling
aloft.  Perhaps most importantly, this training negates the normal
disadvantages of flying, in particular the susceptibility to high winds and
the instability in the face of blunt force attacks.  

Primary Attribute: Dexterity

See Also: FLIGHT
Level 8: Meditation
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
Level 9: Parry
Syntax: Automatic

One of the few skills taught by almost all guilds of Avendar, parrying is the
art of fending off an opponent's blows with one's own weapon. It is easiest to
do so with a staff, though polearms and spears are well-suited to it as well.
Swords and exotic weapons are neither good nor poor to one attempting to
parry, though gladiators will parry better with an exotic and swords parry
more effectively when wielded with both hands. Maces, axes, flails, daggers
and whips are in turn less and less suited to parrying with.

Fighters, by virtue of their training in a variety of techniques, will be more
skilled at parrying no matter what the weapon.

Wielding a weapon other than a sword or a spear in one's offhand will inhibit
parrying with the main hand, though gladiators learn techniques to parry
better while offhanding a whip. It is typically easier to parry when skilled
with one's own weapon.

It is particularly difficult to parry against daggers and whips, and easier to
parry polearms.

Primary Attribute: Dexterity

See also: DUAL WIELD, individual weapon helpfiles
Level 10: Fast Healing
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
Level 11: Hand to Hand
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
Level 12: Second Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a third 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

See also: DUAL WIELD, SECOND ATTACK
Level 15: Dive
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
Level 18: Third Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a third 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

See also: DUAL WIELD, SECOND ATTACK
Level 19: Haggle
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
Level 22: Trance
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
Level 25: Archery
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
Level 25: Prismatic Arrow
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
Level 30: Arc Shot
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
Level 38: Thunder Strike
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

Forms

Level 16: Form of the Zephyr
                                                    Cost per Round: 10 mana

Syntax: Assume 'Form of the Zephyr'

The form of the zephyr combines the meditative fighting style of
swordmasters with the magics of air. By distracting their opponents with
illusions, air templars can use this form to cause them to fail to use the
third and fourth attack skills, and reduce their chances of using the second
attack skill.

While maintaining this form, the air templar will have a heightened chance of
dodging what attacks his opponent does make.

Primary Attribute: Intelligence, Dexterity

See also: WINDBIND
Level 23: Form of the Cyclone
                                                    Cost per Round: 15 mana

Syntax: Assume 'Form of the Cyclone'

The form of the cyclone combines the meditative fighting style of
swordmasters with the magics of air. By darting nimbly in between his
opponents, an air templar can lure them into attacking each other and their
groupmates, avoiding attacks himself and potentially destroying the integrity
of the group.

Primary Attribute: Intelligence, Dexterity
Level 30: Form of the Phantasm
                                                    Cost per Round: 20 mana

Syntax: Assume 'Form of the Phantasm'

By assuming this form, air templars can rapidly teleport behind their
opponent, to strike an additional blow with each of his weapons every round
that he maintains this form.

While maintaining this form, the air templar's additional attacks will have a
heightened chance of penetrating his opponent's attempts to dodge and parry
them.

Primary Attribute: Intelligence, Dexterity

See also: PARRY

Spells

Level 2: Armor
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)
Level 3: Fly
Level 4: Detect Invis
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
Level 6: Lightning Bolt
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, he will
miss his next melee attack.  

Primary Attributes: Intelligence, Dexterity
Level 8: Invisibility
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
Level 10: Shield
Duration : Permanent                                  Minimum Cost: 75 mana
Range    : Caster Only

Syntax: Cast 'Icy Shield'

This spell forges a shield of pure, magical ice that only a water templar may
use. It confers benefits to hitroll and damroll, dependent on the level of the
caster. The chill of the shield will also provide a defence against fire
similar to that provided by the water scholar spell. Any icy shield that is
dropped or disarmed disintegrates immediately.

Primary Attributes: Intelligence, Charisma

See also: HITROLL, DAMROLL, DAMAGE REDUCTION, PROTECTION FROM FIRE
Level 13: Lightning Brand
Duration : Level/6 Hours                             Minimum Cost: 60 mana
Range    : Target Inventory 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.

Primary Attribute: Intelligence
Level 14: Air Bubble
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
Level 17: Blur
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
Level 20: Wind Wall
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
Level 21: Sonic Lash
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
Level 25: Teleport
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
Level 26: Wind Blast
Duration : Instantaneous                           Minimum Cost: 40 mana
Range    : Single PC or Mob and his group

Syntax: Cast 'Wind Blast' <target> <direction>

This spell creates a massive blast of wind, attempting to blow the target in
the given direction. Certain stationary mobiles cannot be so moved, nor can
those affected by the anchor spell. A failed attempt at this spell will begin
combat. Unlike its cousin spell Gust, this spell will also attempt to move the
target's group.

Primary Attribute: Intelligence

See also: ANCHOR, GUST
Level 27: Alter Self
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
Level 28: Reflective Aura
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
Level 29: Suction
Duration: Instantaneous                               Minimum Cost: 45 mana

Syntax: cast 'suction' <direction>

This spell creates a massive blast of wind, attempting to pull all beings
from the specified direction.  Those affected by the anchor spell are immune
to this working, as are certain particularly stationary beings; most others,
however, can be so pulled.  It is possible if less likely to pull a target
from two rooms away instead of just one.  

Primary Attribute: Intelligence

See Also: ANCHOR
Level 31: Wall of Air
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
Level 32: Ball Lightning
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
Level 33: Mirror Image
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
Level 34: Clinging Fog
Duration: 2 - 4 hours, varies randomly               Minimum Cost: 65 mana
Cooldown: 6 - 9 hours, varies by skill

Syntax: cast 'clinging fog'

With this working, an adept of air may fill a room with a thin cloud of
sparkling vapor, which clings to anyone who enters for a time.  Any so
covered in the glittering fog will find it very difficult to hide or
camouflage themselves, render themselves invisible, or otherwise be unseen. 
Certain higher-level masteries may yet be unaffected by this, and those
guarded by a mistral ward may avoid being covered by the fog at all.  

Primary Attribute: Intelligence

See Also: MISTRAL WARD, HIDE, CAMOUFLAGE, INVISIBILITY
Level 35: Disjunction
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
Level 36: Absorb Electricity
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

Blog Posts

A Post About A Class

Each character in Avendar has an adventuring class. The class determines the character’s abilities. Guilds are established throughout the land to help train characters in their class’s abilities. Click the class name below to view the details about the class’s abilities. The…
Read More

Other Classes