Akraasiel2005-02-05 21:29:35
All this talk about the Dracnari beastmasters is making me think this is going to be the intermediate skill for guardians and warriors. How else are they going to train their wyverns?
Just a small note, no tamed beasts may be taken out of their natural environment, save for those who have become spirit beasts.
AB RITUALS-> AB BEASTMASTERY
SOOTHE- A calming croon helps ensure your beasts do not panic.
ENRAGE- The mind of the herd possesses all creatures in the room, causing them to lash out at random at anyone within the room.
SNARE- Capture small beasts without incidence.
TAME- Instill loyalty in a single wild beast.
CRECHE- Notice and navigate the perilous creches of many breeding lizards, turtles, and snakes.
TENACITY- 3 power- Instill your beasts with the tenacity of the hunt, increasing the speed at which they attack.
VISCIOUSPLANTS- Tame the often dangerous plantlife, much like one would other animals.
DOMESTICATION- Retain loyalty in a maximum of two beasts at the same time.
PACIFICATION- Calming the savage beasts with a magical chant.
VENOMOUS- Learn how to cause your beasts to use their natural venoms.
HUNT- 3 power- A true beastmaster knows how to track his prey no matter where it flees.
SERPENTCOILS- By understanding the nature of the serpents strike, a beastmaster may increase his own balance recovery.
AMORPHOUS- Tame beings whose form is amorpous, or at the very least, worm or sluglike in nature.
CHAOTICANIMATION- 2 power- Reanimate deceased creatures with the order to hunt those who do not possess beastmastery whenever they enter the habitat.
RODENTS- Tame the miniscule beasts, such as rabbits or rodents. Rodents do not contribute to the total size of one's herd, but rather exist seperately. One may tame a maximum of ten rodents.
WHEEZINGDEATH- 8 power-This attack requires an amount of turns proportional to the number of rodents present within the room.(maximum 24 seconds with a single rodent, to 4 seconds, with a 10 rodent group, plus the three that naturally appear in city rooms The diseased teeth and claws of the rodents will lash out, infecting the victim with the Wheezing Death. (cured the same way as asthma) They will continue to infect all those within the room who do not posses the knowledge of beastmastery, until all rodents have been slain.
HERD- Retain control of a maximum of three beasts.
WILDCALL- 6 power- A high pitched keening causes all beasts in the area to enter the frenzy of the wild hunt, tracking down and chasing all within the area. Beasts influenced by the wild hunt hit at double their normal rate.
SPIRITTRANSFIGURATION- 10 power- Attempt to reduce one of your beasts into a spirit form. 10% chance of succeeding, beast dies if attempt fails.
SPIRITMARK- 4 power per- inscribe up to two spiritmarks upon your spirit beasts, granting them either sentience, flight, mountability (assuming of proper size), mild sorceries, or sanctuary (disappearing into the Aether whenever their lives are in danger, rather than being slain and fading into oblivion).
WYVERN- The Great wyvern, the mightiest of all lizards.
WYVERNBOND- 10 power-Order your Wyverns spirit as a Spirit Beast to possess you for a time.
Just a small note, no tamed beasts may be taken out of their natural environment, save for those who have become spirit beasts.
AB RITUALS-> AB BEASTMASTERY
SOOTHE- A calming croon helps ensure your beasts do not panic.
ENRAGE- The mind of the herd possesses all creatures in the room, causing them to lash out at random at anyone within the room.
SNARE- Capture small beasts without incidence.
TAME- Instill loyalty in a single wild beast.
CRECHE- Notice and navigate the perilous creches of many breeding lizards, turtles, and snakes.
TENACITY- 3 power- Instill your beasts with the tenacity of the hunt, increasing the speed at which they attack.
VISCIOUSPLANTS- Tame the often dangerous plantlife, much like one would other animals.
DOMESTICATION- Retain loyalty in a maximum of two beasts at the same time.
PACIFICATION- Calming the savage beasts with a magical chant.
VENOMOUS- Learn how to cause your beasts to use their natural venoms.
HUNT- 3 power- A true beastmaster knows how to track his prey no matter where it flees.
SERPENTCOILS- By understanding the nature of the serpents strike, a beastmaster may increase his own balance recovery.
AMORPHOUS- Tame beings whose form is amorpous, or at the very least, worm or sluglike in nature.
CHAOTICANIMATION- 2 power- Reanimate deceased creatures with the order to hunt those who do not possess beastmastery whenever they enter the habitat.
RODENTS- Tame the miniscule beasts, such as rabbits or rodents. Rodents do not contribute to the total size of one's herd, but rather exist seperately. One may tame a maximum of ten rodents.
WHEEZINGDEATH- 8 power-This attack requires an amount of turns proportional to the number of rodents present within the room.(maximum 24 seconds with a single rodent, to 4 seconds, with a 10 rodent group, plus the three that naturally appear in city rooms The diseased teeth and claws of the rodents will lash out, infecting the victim with the Wheezing Death. (cured the same way as asthma) They will continue to infect all those within the room who do not posses the knowledge of beastmastery, until all rodents have been slain.
HERD- Retain control of a maximum of three beasts.
WILDCALL- 6 power- A high pitched keening causes all beasts in the area to enter the frenzy of the wild hunt, tracking down and chasing all within the area. Beasts influenced by the wild hunt hit at double their normal rate.
SPIRITTRANSFIGURATION- 10 power- Attempt to reduce one of your beasts into a spirit form. 10% chance of succeeding, beast dies if attempt fails.
SPIRITMARK- 4 power per- inscribe up to two spiritmarks upon your spirit beasts, granting them either sentience, flight, mountability (assuming of proper size), mild sorceries, or sanctuary (disappearing into the Aether whenever their lives are in danger, rather than being slain and fading into oblivion).
WYVERN- The Great wyvern, the mightiest of all lizards.
WYVERNBOND- 10 power-Order your Wyverns spirit as a Spirit Beast to possess you for a time.