Advertisement
Guest User

Untitled

a guest
Jan 15th, 2016
89
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 13.08 KB | None | 0 0
  1. ab geomancy
  2. You have gained the following abilities in Geomancy:
  3. Tainted Breathe the tainted air.
  4. Fossilise Turn your dead enemies into fossils.
  5. Burrow Tunnel deep underground.
  6. Boulderblast Create carnage by exploding boulders
  7. Taint Twist the land with death.
  8. Meld Merge your magics with the tainted land.
  9. Influence Increase your sway over others in your demesne.
  10. Poison The tainted earth releases its miasmic fumes.
  11. Centre Move to the centre of your demesne.
  12. Dissolve Easily remove an aura of protection around another.
  13. Tremors Knock people to the ground or shake them out of the trees.
  14. Duststorm Stirred up dust obscures vision.
  15. Lodestone Magnetic lodestones pull enemies to the ground.
  16. Travel Teleport yourself to anyone in your demesne.
  17. Stonerain Batter fliers with large stones.
  18. Wyrm Summon a tainted earth worm.
  19. Crumble Break down walls of stone.
  20. Stonewalls Raise up the rock earth to block passage.
  21. Rockslide Sliding rocks damage your foes.
  22. Sickening Afflict others with pus-filled cankerous sores.
  23. Staff Summon your elemental staff.
  24. Chasm "Must not all things at the last be swallowed up in death?"
  25. Tuning Tune the energies of your elemental staff.
  26. Earthquake Cast the powers of the tainted earth in one spell.
  27. Fleshstone Turn others or yourself into a statue.
  28. Pollute Unleash the annihilating poison of the tainted earth.
  29. AB GEOMANCY <ability> for more information on an ability.
  30.  
  31. AB GEOMANCY TAINTED
  32. GEOMANCY - TAINTED
  33.  
  34. Your bond with the tainted earth is so great that you will not take damage from its poisonous
  35. effects. Also, your affinity with earth will allow you to naturally avoid earthquakes.
  36.  
  37. AB GEOMANCY FOSSILISE
  38. GEOMANCY - FOSSILISE
  39.  
  40. Syntax: GEOCAST FOSSILIZE <corpse>
  41. You can turn the corpse of any person into a fossil, thereby rendering resurrection of any kind
  42. impossible and leaving a grim calling card that warns against daring to cross a geomancer.
  43.  
  44. AB GEOMANCY BURROW
  45. GEOMANCY - BURROW
  46.  
  47. Syntax: BURROW [ABOVE|BELOW|<dir>]
  48. Your bond with the element of earth will allow you to burrow underground, if possible. BURROW BELOW
  49. will allow you to break through the surface or dig deeper down. You can dig upwards with BURROW
  50. ABOVE. To move horizontally, use BURROW <dir>.
  51.  
  52. AB GEOMANCY BOULDERBLAST
  53. GEOMANCY - BOULDERBLAST
  54.  
  55. Syntax: GEOCAST BOULDERBLAST
  56. Damage Type: 25% Blunt, 25% Cutting, 50% Poison
  57. Damage Source: Magical
  58. Summon forth a great Tainted rock from the ground, which will explode
  59. into thousands of tiny shards that will seek out and shred your personal
  60. enemies in the location.
  61.  
  62. AB GEOMANCY TAINT
  63. GEOMANCY - TAINT
  64.  
  65. Syntax: GEOCAST TAINT
  66. GEOCAST FORCETAINT
  67. GEOCAST DEFOLIATION
  68. Power: 1 (Megalith of Doom)
  69. You may temporarily taint almost any environment. If a location is currently the demesne of any
  70. druid or mage, you can FORCE it and break the meld in that location. Note that your magics require
  71. enough surrounding tainted death around you that many of your spells will not work in a tainted
  72. forest. You may cause DEFOLIATION in tainted forests to kill off the nearby trees.
  73.  
  74. AB GEOMANCY MELD
  75. GEOMANCY - MELD
  76.  
  77. Syntax: GEOCAST MELD
  78. GEOCAST SENSE
  79. GEOCAST WATCH ON/OFF
  80. GEOCAST DISSOLVE
  81. GEOCAST DAMPEN <effect>
  82. DEMESNE CENTER
  83. DEMESNE
  84. The primary power of geomancy is to build your own tainted demesne. By
  85. creating a MELD between a tainted location and yourself, you thus build
  86. your demesne. Each new MELD must be adjacent to another. While in your
  87. demesne, you can SENSE who dares to enter your tainted land and WATCH
  88. who enters and leaves. To check on its status, DEMESNE will show you
  89. where its center is, and what powers are curently active and how long
  90. they will last. DEMESNE CENTER will change the center of your demense to
  91. the current room. You can DISSOLVE your demesne at any time. If there is
  92. a demesne effect active that you wish to get rid of, you may DAMPEN it.
  93.  
  94.  
  95. AB GEOMANCY INFLUENCE
  96. GEOMANCY - INFLUENCE
  97.  
  98. Within your own demesne, you will find your ability of influence to be more effective as though you
  99. had more prestige.
  100.  
  101. AB GEOMANCY POISON
  102. GEOMANCY - POISON
  103.  
  104. Syntax: GEOCAST POISON [DEMESNE]
  105. Damage Type: 100% Poison
  106. Damage Source: Magical
  107. This can be cast in a single tainted location or throughout your demesne. The land becomes a
  108. poisonous wasteland, which occasionally releases clouds of noxious gasses. These clouds will seep
  109. into the throats of your personal enemies, sickening them. Those enemies who try to escape by
  110. burrowing within this tainted earth will have their flesh slowly eaten away.
  111.  
  112. AB GEOMANCY CENTRE
  113. GEOMANCY - CENTRE
  114.  
  115. Syntax: GEOCAST CENTRE
  116.  
  117. From anywhere in your demesne, you can instantly transport to the
  118. centre of your demesne. If you are outside your demesne, but on the same
  119. plane and terrain type as your demesne, you may teleport back to the
  120. center of your demesne at a cost of two power.
  121.  
  122. AB GEOMANCY CENTRE
  123. GEOMANCY - CENTRE
  124.  
  125. Syntax: GEOCAST CENTRE
  126.  
  127. From anywhere in your demesne, you can instantly transport to the
  128. centre of your demesne. If you are outside your demesne, but on the same
  129. plane and terrain type as your demesne, you may teleport back to the
  130. center of your demesne at a cost of two power.
  131.  
  132. AB GEOMANCY TREMORS
  133. GEOMANCY - TREMORS
  134.  
  135. Syntax: GEOCAST TREMORS [DEMESNE]
  136. This can be cast in a single tainted location or throughout your demesne. Tremors will rock the
  137. earth, causing your enemies to fall down if they are not levitating. If it is cast for your demesne,
  138. it will only affect the region of your demesne where you stand, but as you move throughout different
  139. areas of your demesne, it will shift areas with you.
  140.  
  141. AB GEOMANCY DUSTSTORM
  142. GEOMANCY - DUSTSTORM
  143.  
  144. Syntax: GEOCAST DUSTSTORM [DEMESNE]
  145. This can be cast in a single tainted location or throughout your demesne. A dust storm will rise up
  146. and obscure all exits and blind your enemies. If it is cast for your demesne, it will only affect
  147. the location of the demesne where you stand and adjacent locations that also reside in the demesne.
  148. But, as you move throughout different areas of your demesne, it will shift location with you.
  149.  
  150. AB GEOMANCY DUSTSTORM
  151. GEOMANCY - DUSTSTORM
  152.  
  153. Syntax: GEOCAST DUSTSTORM [DEMESNE]
  154. This can be cast in a single tainted location or throughout your demesne. A dust storm will rise up
  155. and obscure all exits and blind your enemies. If it is cast for your demesne, it will only affect
  156. the location of the demesne where you stand and adjacent locations that also reside in the demesne.
  157. But, as you move throughout different areas of your demesne, it will shift location with you.
  158.  
  159. AB GEOMANCY TRAVEL
  160. GEOMANCY - TRAVEL
  161.  
  162. Syntax: GEOCAST TRAVEL <player>
  163. Power: 3 (Megalith of Doom)
  164. You can travel to a target if both of you are in your demesne.
  165.  
  166. AB GEOMANCY STONERAIN
  167. GEOMANCY - STONERAIN
  168.  
  169. Syntax: GEOCAST STONERAIN [DEMESNE]
  170. This can be cast in a single tainted location or throughout your demesne. Those of your enemies who
  171. fly will be pelted with stones, forcing them to crash into the ground. The rain of stone will also
  172. cause rubble to randomly appear in the location. If it is cast for your demesne, it will only affect
  173. the location of the demesne where you stand and adjacent locations that also reside in the demesne.
  174. But, as you move throughout different areas of your demesne, it will shift location with you.
  175.  
  176. AB GEOMANCY WYRM
  177. GEOMANCY - WYRM
  178.  
  179. Syntax: GEOCAST WYRM
  180. Power: 10 (Megalith of Doom)
  181. Create a taint wyrm egg which you can raise as a beast. The power cost will be significantly less if
  182. cast on the Elemental Plane of Earth. The wyrm has the ability to burrow as well as breathe gas and
  183. dig (see below).
  184.  
  185. Syntax: BEAST ORDER BREATHE GAS <target>
  186. Beast Mana: 500
  187. Like the Beastmastery skill, your beast can breathe gas. The wyrm will do more damage than other
  188. beasts when it breathes gas.
  189.  
  190. Syntax: BEAST ORDER DIGUP
  191. This is a unique beast skill, that enables the beast to digup items or people who are buried below
  192. it.
  193.  
  194. NOTE: If you lose the wyrm skill, your wyrm will not abandon you; however, it will lose its special
  195. beast abilities (including extra poison gas damage). Otherwise, you do not need the Beastmastery
  196. skills of burrowing or breathing gas to use those abilities.
  197.  
  198. AB GEOMANCY CRUMBLE
  199. GEOMANCY - CRUMBLE
  200.  
  201. SYNTAX: GEOCAST CRUMBLE <direction>
  202.  
  203. By force of will, chip away at stone walls.
  204.  
  205. AB GEOMANCY STONEWALLS
  206. GEOMANCY - STONEWALLS
  207.  
  208. Syntaxes: GEOCAST STONEWALL DEMESNE
  209. GEOCAST STONEWALL <direction>
  210. This can be cast in a single tainted location in a specific direction,
  211. or throughout your demesne.
  212.  
  213. AB GEOMANCY ROCKSLIDE
  214. GEOMANCY - ROCKSLIDE
  215.  
  216. Syntax: GEOCAST ROCKSLIDE [DEMESNE]
  217. Damage Type: 75% Blunt, 25% Cutting
  218. Damage Source: Magical
  219. This can be cast in a single tainted location or throughout your demesne. The earth constantly roils
  220. and turns, causing rockslides to damage all your enemies who are on the ground. Those who are fallen
  221. flat on the ground will take more damage. If it is cast for your demesne, it will only affect the
  222. location of the demesne where you stand and adjacent locations that also reside in the demesne. But,
  223. as you move throughout different areas of your demesne, it will shift location with you.
  224.  
  225. AB GEOMANCY SICKENING
  226. GEOMANCY - SICKENING
  227.  
  228. Syntax: GEOCAST SICKENING [DEMESNE]
  229. This can be cast in a single tainted location or throughout your demesne. Those of your enemies who
  230. walk upon the tainted earth will contract a debilitating sickness that will make healing more
  231. difficult. If it is cast for your demesne, it will only affect the location of the demesne where you
  232. stand and adjacent locations that also reside in the demesne. But, as you move throughout different
  233. areas of your demesne, it will shift location with you.
  234.  
  235. AB GEOMANCY STAFF
  236. GEOMANCY - STAFF
  237.  
  238. Syntax: GEOCAST STAFF
  239. Power: 10 (Megalith of Doom)
  240. Uses: POINT STAFF <target> [direction]
  241. WHIRL STAFF
  242. RAISE STAFF
  243. TWIRL STAFF <target>
  244. Damage Type: 50% Poison, 25% Cutting, 25% Asphyxiation (point staff)
  245. Damage Source: Magical
  246. Can Target Denizens (in room only)
  247.  
  248. The ultimate weapon of the geomancer is a staff created from the tainted
  249. earth and the mage's own blood. By wielding the staff you may POINT
  250. STAFF at a target and shoot a boulder at your target. You can RAISE
  251. STAFF to attune yourself with the pulse of the earth, which increases
  252. the power of your magic. With WHIRL STAFF, you can reveal anyone hiding
  253. in your location. Finally, by TWIRL STAFF you can coat your victim with
  254. a black oil from the tainted earth, which will slow down movement. The
  255. power cost will be significantly less if cast on the Elemental Plane of Earth.
  256. Type MORE to continue reading. (99% shown)
  257.  
  258. AB GEOMANCY CHASM
  259. GEOMANCY - CHASM
  260.  
  261. Syntax: GEOCAST CHASM <player>
  262. Power: 3 (Megalith of Doom)
  263. Upon tainted soil, you may open up a chasm beneath the feet of your enemy which will swallow him or
  264. her whole, instantly killing your opponent. The chasm will take some time to open during which the
  265. geomancer must concentrate and not perform any other action.
  266.  
  267. AB GEOMANCY TUNING
  268. GEOMANCY - TUNING
  269.  
  270. Syntax: TUNE STAFF <percent> POISON <percent> CUTTING <percent>
  271. ASPHYXIATION
  272. TUNE STAFF CLEAR
  273. Power: 1 (Megalith of Doom)
  274. As your connection to the tainted earth grows, so does your ability to
  275. control the staff you have fashioned from it. You may TUNE STAFF to
  276. choose what percentage of your damage is in the form of poison, cutting
  277. or asphyxiation damage. You may also TUNE STAFF CLEAR to return your
  278. staff to its original balance.
  279. NOTE: Percentages may range from 0-100 for each damage type, but must be
  280. multiples of 10 and sum to 100.
  281.  
  282. AB GEOMANCY EARTHQUAKE
  283. GEOMANCY - EARTHQUAKE
  284.  
  285. Syntax: GEOCAST EARTHQUAKE
  286. Power: 8 (Megalith of Doom)
  287. Your tainted demesne will roil with power, becoming imbued with:
  288. Poison, Tremors, Lodestone, Stonerain, Rockslide, Sickening, and
  289. Duststorm.
  290.  
  291. AB GEOMANCY FLESHSTONE
  292. GEOMANCY - FLESHSTONE
  293.  
  294. Syntax: GEOCAST FLESHSTONE <player|ME>
  295. Power: 8 (Megalith of Doom)
  296. You can turn the flesh of an enemy into stone statue for a time determined by his or her resilience.
  297. Though you won't be able to harm a statue, neither can the statue perform any action, giving you
  298. time to cast needed spells. In an emergency, this powerful spell may also be used to turn yourself
  299. into a statue to make yourself temporarily invulnerable.
  300.  
  301. AB GEOMANCY POLLUTE
  302. GEOMANCY - POLLUTE
  303.  
  304. Syntax: UNLEASH STAFF
  305. Power: 10 (Megalith of Doom)
  306. Damage Type: 100% Poison
  307. Damage Source: None
  308. The most horrific power of the geomancer is to pollute his or her entire demesne with the full
  309. blight of the tainted earth. Fissures will open up throughout your demesne and release toxic fumes
  310. that will seek out your personal enemies and coat their skin with flesh-stripping poison! You must
  311. wield your staff and be at full mana to invoke such a spectacle.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement