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 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 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|] 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 . 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 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 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 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 By force of will, chip away at stone walls. AB GEOMANCY STONEWALLS GEOMANCY - STONEWALLS Syntaxes: GEOCAST STONEWALL DEMESNE GEOCAST STONEWALL 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 [direction] WHIRL STAFF RAISE STAFF TWIRL STAFF 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 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 POISON CUTTING 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 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.