Aeromancy- Jello style

by Unknown

Back to Ideas.

Unknown2005-02-22 06:03:15
I've been playing with ideas about Aeromancy with the goal of making the Aeromancers work in a way that doesn't make them clones of the other three mage guilds, but rather they set up their demesne in the sky only. This goes with my dream view of Hallifax, having the ability to work alongside of others and being a 'support' group instead of one of the main groups, as I think Celest/Magnagora have that covered quite well.

So, without further ado, the skills, mostly in terms of how they would work differently than other mage ones do. And yes, I've read Shiri's post and have figured some of the names for skills fit well tongue.gif

WINDWALK
This lets you fly and land, even if you are not a trill. If you are a trill, you will never be blown about by the winds while flying.

RESPIRE

This spell will magically increase your lung capacity. Endurance regeneration is boosted and it acts as a layer of defense against asthma.

EYE

Can only be done in the skies, and obviously then not indoors. It makes an area of the sky your demesne, which is unique in that you can effectively paste your demesne above another demesne without removing either. The reference is to 'eye of the storm' of course.

SENTINEL BREEZE

This skill will regularly heal you of health and mana while in the skies, and if you are landbound beneath your demesne, you will be periodically be lifted into the skies automatically.

TRAVEL
Self explanatory, though this version takes you to a place above them rather than right to them.

REDWIND
A low pressure zone appears around your enemies and sharp winds will cut at them. This skill causes damage and bleeding, and if the target is already bleeding, more damage proportional to how badly they are bleeding as the low pressure sucks upon the wounds.

TORNADO
This will create tornados within your demesne that will strip various types of grounding defenses from your opponents every few seconds, and attempt to lift them into the skies if they are not grounded. The tornado will then attempt to keep them lifted for a period of time until it fails based on the target's size. Shielding will disrupt the tornado and cause the target to fall towards the ground while those who cannot fly normally cannot move. Those who are levitated can move but at a much slower rate as they flail around in the winds.

WHITEWIND
Ionized clouds will shock your target with bolts of lightning and poison the air around them, stunning them in combination periodically.

SUMMON
Also obvious, though it moves them into the sky of course.

CENTER
Same as the others.

ABANDON

This move strips levitation from the target for a 4 second eq. Might seem weak, but if they're being pulled into the skies repeatedly, it would be like ectoplasm in terms of game mechanics except doing damage instead of an affliction if they don't heal it in time.

CLOUDCALL
This summons a puffy cloud into the area. This cloud is so thick that Aeromancers can fuse a rune into the cloud, which will then hit enemies in the room with the effect.

AEROWYRM
This spell summons a whirling tornado that will follow the aeromancer about and on one end is vaguely reminiscent of some kind of dragon's head. It will attack enemies, sometimes driving them off balance. The aerowyrm cannot be killed.

TRACK
This orders the aerowyrm to track someone, and it will continue to follow them relentlessly until they leave the demesne.

WESTWIND
The western wind (the one in lowmagic =) will regularly strip a random defense from enemies within your demesne.

CHAINLIGHTNING
The aeromancer can only cast this while in their demesne. All enemies in the area or a nearby target room will be struck with lightning. It is like hailstorm or boulderblast only more powerful and with the environment requirement.

MAELSTROM
Cast from within the demesne, the aeromancer spins down towards the earth, bringing the wrath of the skies down with them. Everyone not shielded in the room is stunned, and all of the aeromancer's demesne effects will become active on the ground in that room for the next 35 or so seconds.

STORMSHIELD
The aeromancer's demesne is protective, and if the aeromancer is knocked or pulled from the skies in their demesne, maelstrom will automatically be used. Ranged attacks will rarely connect against the aeromancer.

CRYSTALFAN
Create the lucidian courtier/bodyguard's crystal fan.
WAVE FAN Slicing winds will deal damage and cause bleeding.
SNAP FAN Snapping the fan shut while pointing it at a target will cause a bolt of electricity to shock the target.
RAISE FAN- Gale force winds will push all not-nailed down items out of the room while revealing all who might be hidden.
FLUTTER FAN- This restores some health and mana to the aeromancer.

CLOUDBREAK 6 power

Your power over the winds lets you fly higher and farther than any other creature in Lusternia. This will take you to a room called 'Above the Clouds' from which you will be able to reach many places on the prime plane quickly.

ALLWIND
This demesne effect will cause those who attempt to move through the demesne sky to occasionally fail and be knocked off balance. This is particularly hard on those who cannot fly normally but are levitating, since they will have to deal with the delay as well as the possibility of being knocked off balance. It also causes the tornados on the ground to extend one random 'wind' effect upon enemies below the demesne each time they attempt to lift them.

HURRICANE
5 power
This will temporarily trap a target within a swirling wind so powerful that they cannot attack or be attacked. This must be done either in the demesne or below it. Note that psychic attacks such as phantom will still work, and the target can still heal themselves etc.

FRAPPE
2 power
This will spin your target about at high speeds. It never works the very first time, but based upon their size stat, it has a small chance of hurling them so far and so fast that the result is instant death, if not from the throw itself then the impact at the end. Each time it is used the target's spinning momentum becomes greater and greater. Moving out of the room negates all built up momentum.
Unknown2005-02-22 22:48:51
Hmm very different, but nice! The fan thing though... *ponders* Looks kinda weird, a bunch of Aeromancers waving their fans around.

And by the way, Maelstrom is the name of the Aquamancers trans skill.
Unknown2005-02-22 23:34:47
Curses... have they used hurricane?
Shiri2005-02-22 23:36:42
Wish I'd thought of the fan thing when I did Aeromancy. :/ Sweet idea.
Unknown2005-02-22 23:48:28
Thanks wink.gif We'd be seeing lots of Inuyasha wannabe's, but it does fit very well.
Shiri2005-02-22 23:53:46
Bahaha. Well, at least you don't steal from Naruto too obviously like me. *coughcough* Anyway, yesh. I don't like it, but that's because I put so much work into mine and I'm a bitter little so and so, it's probably a lot better. wink.gif Put it in Shiri formatting thing and I'll be happy! whistling.gif
Unknown2005-02-23 00:01:45
I think I balanced the ideas quite well, the only problem I can forsee is it would be too overpowered if combined with hartstone demesne. And the summon shouldn't work if they aren't already in the sky. Still, what isn't overpowered with hartstone demesne wink.gif It probably needs a skill that negates the tree pulling skill in Hartstone, as that would either make the aeros worthless against or overpowered when allied.
Unknown2005-02-23 00:11:56
Bwahahahaha. I mean, uhm.. I actually like the idea of the fan most of all. It has a nice cool factor (Just like I want the Guardians of Glomdoring to have flutes or some interesting wind instrument).

The only issue I have is the demesne being in the sky only. I'm reading through some work that's due in a few hours so I just glanced, but do the effects only in the sky? (I'm assuming no, but I don't like assuming.)

I don't think you could combine demesnes (despite the air factor), by the way. ninja.gif

Edit: Bwahahaha is a Bleach reference.
Shiri2005-02-23 00:19:29
DANG I hated that guy.
Although Rukia doing it was kinda amusing. And Orihime just looked pathetic.
(HE started the hijack, not me.)
Unknown2005-02-23 00:28:42
Bwahahahaha.

Anyway, my question still stands. A combination of ground and air tactics (Like Shiri's) would be useful (In comparison to Hartstone's Tree and Ground combination, and how they cooperate via treebane and treelife), but based on what you said, Jello, I'm a little confused.

QUOTE
I think I balanced the ideas quite well, the only problem I can forsee is it would be too overpowered if combined with hartstone demesne.


Sooooo...
Unknown2005-02-23 00:32:08
The demesne effects would be sky-only, except for tornado, which would regularly attempt to pull people into the sky. The idea is that if you stand unshielded beneath the demesne for long enough, you will inevitably be thrown up there for awhile. I think it would stack fine with other demesnes as long as it canceled out the hartstone anti-flying move, since it's not actually stronger than others and you would only be hit by one demesne's effects at a time.
Unknown2005-02-23 01:05:10
Teeny hijack... whoOOAa InuYasha came to my mind too when I read the fan thing! Mini-Kaguras XD Also why I thought it'd be strange. I always had in my mind that the guilds of Hallifax were all serious-like and stuff... buut who knows.

Hmm no hurricane hasn't been taken yet
Unknown2005-02-23 01:14:43
Are you saying my fan idea isn't serious? tongue.gif
Shamarah2005-02-23 01:18:30
Perhaps there should be a demesne effect like "solidclouds" so that the Aeromancer's allies can walk through the demesne with him without falling to the ground.
Unknown2005-02-23 01:24:51
Well, I'm assuming that everyone past the novice level in Hallifax will be able to fly anyway.
Unknown2005-02-23 01:26:38
Errr ummm... maybe happy.gif

Come into the realms so I can be inducted! *hop*
Unknown2005-02-23 01:27:59
I'm in Deepnight XD Who are you in Lusternia?
Unknown2005-02-23 02:06:13
Meep, just found you, asking you for induction right now. *wait*