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- ab geomancy
- You have gained the following abilities in Geomancy:
- Tainted Breathe the tainted air.
- Fossilise Turn your dead enemies into fossils.
- Burrow Tunnel deep underground.
- Boulderblast Create carnage by exploding boulders
- Taint Twist the land with death.
- Meld Merge your magics with the tainted land.
- Influence Increase your sway over others in your demesne.
- Poison The tainted earth releases its miasmic fumes.
- Centre Move to the centre of your demesne.
- Dissolve Easily remove an aura of protection around another.
- Tremors Knock people to the ground or shake them out of the trees.
- Duststorm Stirred up dust obscures vision.
- Lodestone Magnetic lodestones pull enemies to the ground.
- Travel Teleport yourself to anyone in your demesne.
- Stonerain Batter fliers with large stones.
- Wyrm Summon a tainted earth worm.
- Crumble Break down walls of stone.
- Stonewalls Raise up the rock earth to block passage.
- Rockslide Sliding rocks damage your foes.
- Sickening Afflict others with pus-filled cankerous sores.
- Staff Summon your elemental staff.
- Chasm "Must not all things at the last be swallowed up in death?"
- Tuning Tune the energies of your elemental staff.
- Earthquake Cast the powers of the tainted earth in one spell.
- Fleshstone Turn others or yourself into a statue.
- Pollute Unleash the annihilating poison of the tainted earth.
- AB GEOMANCY <ability> for more information on an ability.
- AB GEOMANCY TAINTED
- GEOMANCY - TAINTED
- Your bond with the tainted earth is so great that you will not take damage from its poisonous
- effects. Also, your affinity with earth will allow you to naturally avoid earthquakes.
- AB GEOMANCY FOSSILISE
- GEOMANCY - FOSSILISE
- Syntax: GEOCAST FOSSILIZE <corpse>
- You can turn the corpse of any person into a fossil, thereby rendering resurrection of any kind
- impossible and leaving a grim calling card that warns against daring to cross a geomancer.
- AB GEOMANCY BURROW
- GEOMANCY - BURROW
- Syntax: BURROW [ABOVE|BELOW|<dir>]
- Your bond with the element of earth will allow you to burrow underground, if possible. BURROW BELOW
- will allow you to break through the surface or dig deeper down. You can dig upwards with BURROW
- ABOVE. To move horizontally, use BURROW <dir>.
- AB GEOMANCY BOULDERBLAST
- GEOMANCY - BOULDERBLAST
- Syntax: GEOCAST BOULDERBLAST
- Damage Type: 25% Blunt, 25% Cutting, 50% Poison
- Damage Source: Magical
- Summon forth a great Tainted rock from the ground, which will explode
- into thousands of tiny shards that will seek out and shred your personal
- enemies in the location.
- AB GEOMANCY TAINT
- GEOMANCY - TAINT
- Syntax: GEOCAST TAINT
- GEOCAST FORCETAINT
- GEOCAST DEFOLIATION
- Power: 1 (Megalith of Doom)
- You may temporarily taint almost any environment. If a location is currently the demesne of any
- druid or mage, you can FORCE it and break the meld in that location. Note that your magics require
- enough surrounding tainted death around you that many of your spells will not work in a tainted
- forest. You may cause DEFOLIATION in tainted forests to kill off the nearby trees.
- AB GEOMANCY MELD
- GEOMANCY - MELD
- Syntax: GEOCAST MELD
- GEOCAST SENSE
- GEOCAST WATCH ON/OFF
- GEOCAST DISSOLVE
- GEOCAST DAMPEN <effect>
- DEMESNE CENTER
- DEMESNE
- The primary power of geomancy is to build your own tainted demesne. By
- creating a MELD between a tainted location and yourself, you thus build
- your demesne. Each new MELD must be adjacent to another. While in your
- demesne, you can SENSE who dares to enter your tainted land and WATCH
- who enters and leaves. To check on its status, DEMESNE will show you
- where its center is, and what powers are curently active and how long
- they will last. DEMESNE CENTER will change the center of your demense to
- the current room. You can DISSOLVE your demesne at any time. If there is
- a demesne effect active that you wish to get rid of, you may DAMPEN it.
- AB GEOMANCY INFLUENCE
- GEOMANCY - INFLUENCE
- Within your own demesne, you will find your ability of influence to be more effective as though you
- had more prestige.
- AB GEOMANCY POISON
- GEOMANCY - POISON
- Syntax: GEOCAST POISON [DEMESNE]
- Damage Type: 100% Poison
- Damage Source: Magical
- This can be cast in a single tainted location or throughout your demesne. The land becomes a
- poisonous wasteland, which occasionally releases clouds of noxious gasses. These clouds will seep
- into the throats of your personal enemies, sickening them. Those enemies who try to escape by
- burrowing within this tainted earth will have their flesh slowly eaten away.
- AB GEOMANCY CENTRE
- GEOMANCY - CENTRE
- Syntax: GEOCAST CENTRE
- From anywhere in your demesne, you can instantly transport to the
- centre of your demesne. If you are outside your demesne, but on the same
- plane and terrain type as your demesne, you may teleport back to the
- center of your demesne at a cost of two power.
- AB GEOMANCY CENTRE
- GEOMANCY - CENTRE
- Syntax: GEOCAST CENTRE
- From anywhere in your demesne, you can instantly transport to the
- centre of your demesne. If you are outside your demesne, but on the same
- plane and terrain type as your demesne, you may teleport back to the
- center of your demesne at a cost of two power.
- AB GEOMANCY TREMORS
- GEOMANCY - TREMORS
- Syntax: GEOCAST TREMORS [DEMESNE]
- This can be cast in a single tainted location or throughout your demesne. Tremors will rock the
- earth, causing your enemies to fall down if they are not levitating. If it is cast for your demesne,
- it will only affect the region of your demesne where you stand, but as you move throughout different
- areas of your demesne, it will shift areas with you.
- AB GEOMANCY DUSTSTORM
- GEOMANCY - DUSTSTORM
- Syntax: GEOCAST DUSTSTORM [DEMESNE]
- This can be cast in a single tainted location or throughout your demesne. A dust storm will rise up
- and obscure all exits and blind your enemies. If it is cast for your demesne, it will only affect
- the location of the demesne where you stand and adjacent locations that also reside in the demesne.
- But, as you move throughout different areas of your demesne, it will shift location with you.
- AB GEOMANCY DUSTSTORM
- GEOMANCY - DUSTSTORM
- Syntax: GEOCAST DUSTSTORM [DEMESNE]
- This can be cast in a single tainted location or throughout your demesne. A dust storm will rise up
- and obscure all exits and blind your enemies. If it is cast for your demesne, it will only affect
- the location of the demesne where you stand and adjacent locations that also reside in the demesne.
- But, as you move throughout different areas of your demesne, it will shift location with you.
- AB GEOMANCY TRAVEL
- GEOMANCY - TRAVEL
- Syntax: GEOCAST TRAVEL <player>
- Power: 3 (Megalith of Doom)
- You can travel to a target if both of you are in your demesne.
- AB GEOMANCY STONERAIN
- GEOMANCY - STONERAIN
- Syntax: GEOCAST STONERAIN [DEMESNE]
- This can be cast in a single tainted location or throughout your demesne. Those of your enemies who
- fly will be pelted with stones, forcing them to crash into the ground. The rain of stone will also
- cause rubble to randomly appear in the location. If it is cast for your demesne, it will only affect
- the location of the demesne where you stand and adjacent locations that also reside in the demesne.
- But, as you move throughout different areas of your demesne, it will shift location with you.
- AB GEOMANCY WYRM
- GEOMANCY - WYRM
- Syntax: GEOCAST WYRM
- Power: 10 (Megalith of Doom)
- Create a taint wyrm egg which you can raise as a beast. The power cost will be significantly less if
- cast on the Elemental Plane of Earth. The wyrm has the ability to burrow as well as breathe gas and
- dig (see below).
- Syntax: BEAST ORDER BREATHE GAS <target>
- Beast Mana: 500
- Like the Beastmastery skill, your beast can breathe gas. The wyrm will do more damage than other
- beasts when it breathes gas.
- Syntax: BEAST ORDER DIGUP
- This is a unique beast skill, that enables the beast to digup items or people who are buried below
- it.
- NOTE: If you lose the wyrm skill, your wyrm will not abandon you; however, it will lose its special
- beast abilities (including extra poison gas damage). Otherwise, you do not need the Beastmastery
- skills of burrowing or breathing gas to use those abilities.
- AB GEOMANCY CRUMBLE
- GEOMANCY - CRUMBLE
- SYNTAX: GEOCAST CRUMBLE <direction>
- By force of will, chip away at stone walls.
- AB GEOMANCY STONEWALLS
- GEOMANCY - STONEWALLS
- Syntaxes: GEOCAST STONEWALL DEMESNE
- GEOCAST STONEWALL <direction>
- This can be cast in a single tainted location in a specific direction,
- or throughout your demesne.
- AB GEOMANCY ROCKSLIDE
- GEOMANCY - ROCKSLIDE
- Syntax: GEOCAST ROCKSLIDE [DEMESNE]
- Damage Type: 75% Blunt, 25% Cutting
- Damage Source: Magical
- This can be cast in a single tainted location or throughout your demesne. The earth constantly roils
- and turns, causing rockslides to damage all your enemies who are on the ground. Those who are fallen
- flat on the ground will take more damage. If it is cast for your demesne, it will only affect the
- location of the demesne where you stand and adjacent locations that also reside in the demesne. But,
- as you move throughout different areas of your demesne, it will shift location with you.
- AB GEOMANCY SICKENING
- GEOMANCY - SICKENING
- Syntax: GEOCAST SICKENING [DEMESNE]
- This can be cast in a single tainted location or throughout your demesne. Those of your enemies who
- walk upon the tainted earth will contract a debilitating sickness that will make healing more
- difficult. If it is cast for your demesne, it will only affect the location of the demesne where you
- stand and adjacent locations that also reside in the demesne. But, as you move throughout different
- areas of your demesne, it will shift location with you.
- AB GEOMANCY STAFF
- GEOMANCY - STAFF
- Syntax: GEOCAST STAFF
- Power: 10 (Megalith of Doom)
- Uses: POINT STAFF <target> [direction]
- WHIRL STAFF
- RAISE STAFF
- TWIRL STAFF <target>
- Damage Type: 50% Poison, 25% Cutting, 25% Asphyxiation (point staff)
- Damage Source: Magical
- Can Target Denizens (in room only)
- The ultimate weapon of the geomancer is a staff created from the tainted
- earth and the mage's own blood. By wielding the staff you may POINT
- STAFF at a target and shoot a boulder at your target. You can RAISE
- STAFF to attune yourself with the pulse of the earth, which increases
- the power of your magic. With WHIRL STAFF, you can reveal anyone hiding
- in your location. Finally, by TWIRL STAFF you can coat your victim with
- a black oil from the tainted earth, which will slow down movement. The
- power cost will be significantly less if cast on the Elemental Plane of Earth.
- Type MORE to continue reading. (99% shown)
- AB GEOMANCY CHASM
- GEOMANCY - CHASM
- Syntax: GEOCAST CHASM <player>
- Power: 3 (Megalith of Doom)
- Upon tainted soil, you may open up a chasm beneath the feet of your enemy which will swallow him or
- her whole, instantly killing your opponent. The chasm will take some time to open during which the
- geomancer must concentrate and not perform any other action.
- AB GEOMANCY TUNING
- GEOMANCY - TUNING
- Syntax: TUNE STAFF <percent> POISON <percent> CUTTING <percent>
- ASPHYXIATION
- TUNE STAFF CLEAR
- Power: 1 (Megalith of Doom)
- As your connection to the tainted earth grows, so does your ability to
- control the staff you have fashioned from it. You may TUNE STAFF to
- choose what percentage of your damage is in the form of poison, cutting
- or asphyxiation damage. You may also TUNE STAFF CLEAR to return your
- staff to its original balance.
- NOTE: Percentages may range from 0-100 for each damage type, but must be
- multiples of 10 and sum to 100.
- AB GEOMANCY EARTHQUAKE
- GEOMANCY - EARTHQUAKE
- Syntax: GEOCAST EARTHQUAKE
- Power: 8 (Megalith of Doom)
- Your tainted demesne will roil with power, becoming imbued with:
- Poison, Tremors, Lodestone, Stonerain, Rockslide, Sickening, and
- Duststorm.
- AB GEOMANCY FLESHSTONE
- GEOMANCY - FLESHSTONE
- Syntax: GEOCAST FLESHSTONE <player|ME>
- Power: 8 (Megalith of Doom)
- You can turn the flesh of an enemy into stone statue for a time determined by his or her resilience.
- Though you won't be able to harm a statue, neither can the statue perform any action, giving you
- time to cast needed spells. In an emergency, this powerful spell may also be used to turn yourself
- into a statue to make yourself temporarily invulnerable.
- AB GEOMANCY POLLUTE
- GEOMANCY - POLLUTE
- Syntax: UNLEASH STAFF
- Power: 10 (Megalith of Doom)
- Damage Type: 100% Poison
- Damage Source: None
- The most horrific power of the geomancer is to pollute his or her entire demesne with the full
- blight of the tainted earth. Fissures will open up throughout your demesne and release toxic fumes
- that will seek out your personal enemies and coat their skin with flesh-stripping poison! You must
- wield your staff and be at full mana to invoke such a spectacle.
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