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- Abilities in Weatherweaving:
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- Channel Open conduits to the Elemental Realms.
- Windwhip Lash them with a whip of air.
- Gust Blow someone in a direction with a gust of wind.
- Reflection Create a distracting illusion of yourself.
- Fortification Protect your open channels from attack.
- Scry Locate another adventurer.
- Geyser Knock someone out of the trees or the sky.
- Circulate Circulate electricity throughout your body.
- Shear Slice away shields with a blade of wind.
- Binding The magic of channel binding.
- Disturb Disturb the natural weather patterns.
- Static Conjure forth a burst of static.
- Thunderclap A burst of sound to rupture the ears.
- Feedback Bleed off your residual power.
- Gale Hearl the unsecured to the corners of the globe.
- Flash A brilliant flash of light.
- Synchronisity Control the flows of two spells at once.
- Bolt A searing bolt of lightning.
- Electrify Sometimes, lightning does strike twice.
- Overcharge To the point of instability, and no further.
- Razorwind A wind to lacerate the skin.
- Cyclone The greatest of the wind spells.
- Aerial Summon an air elemental to carry you to the skies.
- Hailstone Simple is best.
- Deluge A great flood of water.
- Hailstorm Call down a hailstorm to pummel everyone else in the room.
- Simultaneity Parallel channeling.
- Shockwave Your power shall not be denied.
- Rainstorm Open the skies and deluge the earth.
- Stormhammer Call down the wrath of the storm upon multiple enemies.
- Fulmination Your wrath is terrible indeed.
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- Channel (Weatherweaving) Known: Yes
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- Syntax: CHANNEL AIR/EARTH/FIRE/WATER
- CHANNELS
- SEVER ALL/AIR/EARTH/FIRE/WATER
- Details:
- Using this ability, you may open a channel to one of the four basic elemental realms. Keeping these
- channels open has a cost in willpower. SEVER AIR/WATER/EARTH/FIRE will close that channel. CHANNELS
- will list what channels you have open.
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- Windwhip (Weatherweaving) Known: No (11 lessons required)
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- Syntax: CAST WINDWHIP AT <target>
- Extra Information: Channels: air
- Works on/against: Adventurers and denizens
- Details:
- You may conjure forth a whip formed of condensed air to lash your
- enemies with.
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- Gust (Weatherweaving) Known: No (22 lessons required)
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- Syntax: CAST GUST
- CAST GUST AT <target> <direction>
- Details:
- Channels required: Air
- By channeling the element of air, you can either blow a fog or cloud out
- of the room, or blow an adventurer in a particular direction.
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- Reflection (Weatherweaving) Known: No (33 lessons required)
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- Syntax: CAST REFLECTION AT ME/<target>
- Details:
- Channels required: Air, Fire
- By focusing the light of fire through a prism of elemental air, you can
- create a magical reflection of yourself, which will absorb one attack
- before being destroyed. You may only have one reflection at a time.
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- Fortification (Weatherweaving) Known: No (55 lessons required)
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- Syntax: FORTIFY <channel>
- FORTIFY ALL
- Details:
- Using this ability will provide you protection against abilities that may attack your open elemental
- channels. These abilities will first have to attack your fortification before destroying your
- channel. However, fortify does have a regular willpower cost associated with it.
- If you choose to fortify all, the mana and eq costs will be the cost of fortifying a single channel
- multiplied by the number of channels you have open.
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- Scry (Weatherweaving) Known: No (79 lessons required)
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- Syntax: CAST SCRY AT <target>
- Details:
- Channels required: Fire, Water
- By combining the light of fire with a water lens, you may locate another
- adventurer.
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- Geyser (Weatherweaving) Known: No (88 lessons required)
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- Syntax: CAST GEYSER AT <target>
- Details:
- Channels required: Earth, Fire, Water
- Using this ability, you may knock a flying or treed adventurer out of
- the skies or trees.
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- Circulate (Weatherweaving) Known: No (111 lessons required)
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- Syntax: CAST CIRCULATE
- Extra Information: Channels: air, earth
- Works on/against: Self
- Details:
- With this spell, you will be able to grant yourself the ability to
- circulate electricity through your body with greater ease, reducing the
- damage you take from lightning-based attacks.
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- Shear (Weatherweaving) Known: No (133 lessons required)
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- Syntax: CAST SHEAR AT <target>
- Extra Information: Channels: air
- Works on/against: Adventurers and denizens
- Details:
- This spell will allow you to slice through magical shields that protect
- your enemy.
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- Binding (Weatherweaving) Known: No (155 lessons required)
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- Syntax: BIND <channel>/ALL
- Details:
- Like fortification, binding provides protection against losing your channels due to others attacking
- them. If a channel that is unfortified is attacked, binding will protect that channel a large
- percentage of the time. It has a willpower loss associated with it, however.
- If you choose to BIND ALL, the mana and equilibrium costs will be what it costs for a single channel
- binding, multiplied by however many channels you have open.
- -------------------------------------------------------------------------------
- Disturb (Weatherweaving) Known: No (177 lessons required)
- -------------------------------------------------------------------------------
- Syntax: CAST DISTURB
- Extra Information: Channels: air, water, earth
- Works on/against: Room
- Details:
- This ability allows you to disturb the natural weather patterns, causing
- them to drastically worsen in your immediate location.
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- Static (Weatherweaving) Known: No (199 lessons required)
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- Syntax: CAST STATIC AT <target>
- Extra Information: Channels: air, earth
- Works on/against: Adventurers
- Details:
- This spell causes a burst of static, which will paralysis the
- unfortunate individual you focus it upon.
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- Thunderclap (Weatherweaving) Known: No (222 lessons required)
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- Syntax: CAST THUNDERCLAP AT <target>
- Extra Information: Channels: air, earth
- Works on/against: Adventurers
- Details:
- This spell will generate a shockingly loud clap of thunder. It shall
- restore the target's hearing if they are deaf, or instill the
- sensitivity affliction in them if they are not.
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- Feedback (Weatherweaving) Known: No (266 lessons required)
- -------------------------------------------------------------------------------
- Syntax: CAST FEEDBACK AT <target>
- Extra Information: Requires: disturbed weather
- Works on/against: Room
- Details:
- This small spell allows you to create a conduit between an individual
- and the residual power left in the clouds created by disturbing the
- natural weather patterns. Each time you cast a spell upon the person who
- the conduit has been formed with, the residual power of the spell is
- bled off and used to power your arcane disturbance.
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- Gale (Weatherweaving) Known: No (311 lessons required)
- -------------------------------------------------------------------------------
- Syntax: CAST GALE
- Works on/against: Room
- Details:
- This powerful wind spell will allow you to throw all those not secured
- by the mass defence from your location.
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- Flash (Weatherweaving) Known: No (333 lessons required)
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- Syntax: CAST FLASH AT <target>
- Extra Information: Channels: air, earth
- Arcane power: 18
- Works on/against: Adventurers
- Details:
- This spell permits you to conjure forth a brilliant flash of light at an
- enemy. The light will restore their vision if they are blind, or
- transfix them if they are not.
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- Synchronisity (Weatherweaving) Known: No (399 lessons required)
- -------------------------------------------------------------------------------
- Syntax: SYNCHRONISE <spell1> <spell2> <target>
- Details:
- Your skill has reached such a level that you are able to direct the
- channeled power of two spells practically similtaneously, casting them
- in rapid succession.
- The following spells can be cast in this way: windwhip, shear, static,
- thunderclap, flash, bolt, razorwind, cyclone, and hailstone.
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- Bolt (Weatherweaving) Known: No (444 lessons required)
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- Syntax: CAST BOLT AT <target>
- Extra Information: Channels: air, earth
- Arcane power: 16
- Works on/against: Adventurers
- Details:
- This spell will summon forth a searing bolt of lightning to strike down
- an enemy. If the target is under 75% of their maximum health, it shall
- also cause them to black out.
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- Electrify (Weatherweaving) Known: No (488 lessons required)
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- Syntax: CAST ELECTRIFY AT <target>
- Extra Information: Channels: air, earth
- Arcane power: 44
- Works on/against: Adventurers
- Details:
- This extremely potent spell allows you to summon forth a lightning
- strike against a foe. However, the spell is two fold; after the initial
- strike, a less potent one shall follow some seconds later.
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- Overcharge (Weatherweaving) Known: No (577 lessons required)
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- Syntax: OVERCHARGE <spell1> <spell2> <target>
- Details:
- This ability is used in place of synchronisation. You may overcharge two
- spells, causing various effects.
- Lightning spells: take 10 units of arcane energy each. They deliver
- paralysis, and damage if paralysis is already present.
- Wind spells: take 7 units of arcane energy each, and deliver asthma.
- They deliver damage if asthma is already present.
- Water spells: they take 5 units of arcane energy each, and deliver
- weariness. If weariness is already present on the target, they deliver
- damage.
- Static, thunderclap, electrify, and bolt are lightning spells; cyclone,
- windwhip, and razorwind are wind spells. Hailstone is a water spell.
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- Razorwind (Weatherweaving) Known: No (667 lessons required)
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- Syntax: CAST RAZORWIND AT <target>
- Extra Information: Channels: air
- Works on/against: Adventurers
- Details:
- This potent air spell will inflict healthleech in a victim.
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- Cyclone (Weatherweaving) Known: No (771 lessons required)
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- Syntax: CAST CYCLONE AT <target>
- Extra Information: Channels: air
- Works on/against: Adventurers
- Details:
- This powerful wind spell will cause dizziness in a victim. If the
- subject is already dizzy, it will give impatience and cause them to
- suffer damage.
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- Aerial (Weatherweaving) Known: No (874 lessons required)
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- Syntax: CAST AERIAL
- Details:
- Channels required: Air
- One of the four elementals that you can summon, the aerial will take you
- into the skies once. LAND will bring you back to earth.
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- Hailstone (Weatherweaving) Known: No (874 lessons required)
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- Syntax: CAST HAILSTONE AT <target>
- Extra Information: Channels: water, air
- Works on/against: Adventurers
- Details:
- Summon forth a hailstone to strike your target in the side of the head,
- giving him or her clumsiness. If they are already clumsy, it shall give
- epilepsy. If they have epilepsy, it shall give impatience.
- This spell also causes minor damage.
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- Deluge (Weatherweaving) Known: No (943 lessons required)
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- Syntax: CAST DELUGE
- Extra Information: Channels: water
- Works on/against: Room
- Details:
- This powerful water spell shall summon forth a great deluge of water,
- flooding your immediate location.
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- Hailstorm (Weatherweaving) Known: No (1081 lessons required)
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- Syntax: CAST HAILSTORM
- Details:
- Channels required: Air, Water
- With this spell, you may rain hailstones down upon all your enemies in
- the room.
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- Simultaneity (Weatherweaving) Known: No (1150 lessons required)
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- Syntax: SIMULTANEITY
- Details:
- Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, and Fire
- realms.
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- Shockwave (Weatherweaving) Known: No (1323 lessons required)
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- Syntax: CAST SHOCKWAVE AT <target>
- Extra Information: Channels: air, earth
- Arcane power: at least 40
- Works on/against: Adventurers
- Details:
- This spell is one of the greatest in the weatherweaver's arsenal. It
- allows you to discharge all of your stored arcane power at once,
- focusing it into an onslaught to do extreme damage to the one who has
- crossed you. The more power used passed the minimum, the greater the
- damage.
- The damage is also increased if someone is sutably vulnerable, which for
- the purposes of this spell requires them to have one or more of the
- healthleech, impatience, dizziness, or epilepsy afflictions.
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- Rainstorm (Weatherweaving) Known: No (1530 lessons required)
- -------------------------------------------------------------------------------
- Syntax: CAST RAINSTORM
- Details:
- Channels required: Water
- By calling up a temporary rainstorm, you can put out any fires that may
- burn on the ground or on those around you.
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- Stormhammer (Weatherweaving) Known: No (1633 lessons required)
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- Syntax: CAST STORMHAMMER AT <target> [AND <target> [AND <target>]]
- Extra Information: Channels: earth, air
- Details:
- This powerful attack can cast a lightning bolt at one, two, or three
- adventurers or denizens.
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- Fulmination (Weatherweaving) Known: No (1736 lessons required)
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- Syntax: CAST FULMINATION <delay>
- Extra Information: Channels: air, earth
- Works on/against: Adventurers and room
- Details:
- This most powerful of the lightning spells allows you to summon forth a
- sphere of condensed electricity. You may set a delay between 10 and 60
- seconds on the construct, after which time it will become unstable. Woe
- to any who are present for that eventuality.
- -------------------------------------------------------------------------------
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