Aeromancy

by Genos

Back to Ideas.

Genos2006-06-06 01:05:59
Well I was going through my folders and happened to stumble upon this skillset I made when I was thinking a lot about Hallifax. Unlike some skillsets people suggest this one actually fits the usual sequence for demesne skills. I just felt like posting it to get some feedback on the skill ideas, it has a few unique abilitites in it. Also, this was my first attempt at creating a new skill and I'm sure you're tired about hearing about Hallifax and Gaudigach.

CODE

You have gained the following abilities in Aeromancy:
Airbourne           Grace the skies with the gift of flight.
Tempest             Send a violent windstorm to harass your enemies.
Gale                Summon powerful gusts thoughout the area.
Meld                Merge your magics with the windy skies.
Influence           Increase your sway over others in your demesne.
Whirlwind           Bring the battle to the skies with spinning winds.
Center              Move to the center of your demesne.
Dissolve            Easily remove an aura of protection around another.
Cloudburst          Torrential downpours inhibit vision.
Thunderclouds       Ominous clouds release barrages of lightning.
Zephyrs             Calming breezes soothe the aggressive mind.
Travel              Teleport yourself to anyone in your demesne.
Blizzard            Mighty snowstorms freeze foes without remorse.
Roc                 Summon a mighty storm roc.
Squalls             Call strong gales to blow through your demesne.
Miasma              Foul winds purge all hungers and quench all thirsts.
Twister             Swirling tornadoes pull flyers to the ground.
Swiftwind           Bursts of air speed your mind and body.
Staff               Summon your elemental staff.
Bolt                Conjure black lightning to consume your weakened foe.
Hurricane           Cast the powers of the winds in one spell.
Mist                Transform yourself into a whispy fog.
Cyclone             Unleash the vengeful wrath of elemental air.
AB AEROMANCY for more information on that ability.


AB AEROMANCY AIRBOURNE
Syntax: AEROCAST FLIGHT
LAND
Your bond with elemental air is so great that you can fly through the skies
and LAND to drop back to the ground. Also, you have a chance of resisting
being blown about by the wind, either natural or magical.

AB AEROMANCY TEMPEST
Syntax: AEROCAST TEMPEST
Damage Type: 75% Electric, 25% Cutting
Damage Source: Magic
Summon forth a great storm from the skies, which will release a barrage of
lightning and cutting wind that will seek out and strike your personal
enemies. Alternately, it can be cast in adjacent rooms.

AB AEROMANCY GALE
Syntax: AEROCAST GALE
AEROCAST FORCEGALE
Power: 1 (Matrix)
You may temporarily cause a storm in 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.

AB AEROMANCY MELD
Syntax: AEROCAST MELD
AEROCAST SENSE
AEROCAST WATCH ON/OFF
AEROCAST DISSOLVE
DEMESNE CENTER
DEMESNE
The primary power of Aeromancy is to build your own windy demesne. By
creating a MELD between a stormy 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 stormy land and WATCH who enters and
leaves. To check on its status, DEMESNE will show you where its center is,
and what powers are currently 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.

AB AEROMANCY INFLUENCE
Within your own demesne, you will find your ability of influence to be more
effective.

AB AEROMANCY WHIRLWIND
Syntax: AEROCAST WHIRLWIND
This can be cast in a single stormy location or throughout your demesne.
Powerful whirlwinds will appear throughout your demesne, causing enemies to
be blown up into the skies. Also, if cast inside your hapless victim will find himself
slammed into the ceiling and suffer amnesia. 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.
NOTE: While this ability is in effect people will be held up in the sky as if they could fly.

AB AEROMANCY CENTER
Syntax: AEROCAST CENTER
From anywhere in your demesne, you can instantly transport to the center 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 three power.

AB AEROMANCY DISSOLVE
Syntax: DISSOLVE
You can dissolve the aura of protection around those who are using it to
escape some of the powers of your demesne. This requires balance but not
equilibrium and is a very fast attack.

AB AEROMANCY CLOUDBURST
Syntax: AEROCAST CLOUDBURST
This can be cast in a single stormy location or throughout your demesne.
Large rainclouds release sheets of rain, occasionally obscuring all vision
and has a chance to prevent flight. 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.
NOTE: This only lasts for a second or two and causes people to behave as if they were blind. However, it always has a chance to prevent flight. This won't prevent Whirlwind, Raise Staff, or the Roc.

AB AEROMANCY THUNDERCLOUDS
Syntax: AEROCAST THUNDERCLOUDS
Damage Type: 100% Electric
Damage Source: Magic
This can be cast in a single stormy location or throughout your demesne. Dark
stormclouds appear throughout your demesne sending arcs of lightning to
assault all who dare fly in the skies, causing your enemies to be afflicted
with epilepsy or rigormortis. Also, while this ability is in effect damage from
electric attacks is increased if your foe is in the skies. 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 AEROMANCY ZEPHYRS
Syntax: AEROCAST ZEPHYRS
This can be cast in a single stormy location or throughout your demesne. A
soft breeze will flow through your demesne, soothing your enemies into an
unusually peaceful state of mind. 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 AEROMANCY TRAVEL
Syntax: AEROCAST TRAVEL
Power: 3 (Matrix)
You can travel to a target if both of you are in your demesne.

AB AEROMANCY BLIZZARD
Syntax: AEROCAST BLIZZARD
Damage Type: 75% Cold, 25% Blunt
Damage Source: Magic
This can be cast in a single stormy location or throughout your demesne. A
roaring blizzard will whip through the land, coating your enemies' skin with
snow and pummeling them with frozen ice shards. While in effect your foes
won't be able to move with a broken leg. 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.
NOTE: This prevents one salve application.

AB AEROMANCY ROC
Syntax: AEROCAST ROC
Power: 10 (Matrix)
Create a storm roc to use as your steed. The roc will attack your enemies
with lightning breath and talons, or carry them into the skies if they are on
the ground. The power cost will be significantly less if cast on the
Elemental Plane of Air.

AB AEROMANCY SQUALLS
Syntax: AEROCAST SQUALLS
This can be cast in a single stormy location or throughout your demesne. You
can either create a squall in a specific direction, or summon squalls
throughout your demesne. These windwalls have a chance to blow your enemies
off course when walked through.

AB AEROMANCY MIASMA
Syntax: AEROCAST MIASMA
This can be cast in a single stormy location or throughout your demesne. A
foul wind blows throughout your demesne sickening your enemies, causing them
to metabolize elixers and herbs slower. 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.
NOTE: This will introduce a new affliction called Blight (or some name) that increases the balance on herbs and elixers.

AB AEROMANCY TWISTER
Syntax: AEROCAST TWISTER
This can be cast in a single stormy location or throughout your demesne.
Anyone flying in the skies will be sucked to the ground by twisting wind
tunnels. This is not like other demesne abilities in it only works on people
in your demesne the moment it is cast; it is not a recurring task. If it is
cast for your demesne, it will only affect the region of your demesne where
you stand.
NOTE: Due to balance issues if someone is dragged down to the earth without Levitation they will only take damage without the concussion and has a chance of breaking a random limb.

AB AEROMANCY SWIFTWIND
Syntax: AEROCAST SWIFTWIND
This can be cast in a single stormy location or throughout your demesne. A
graceful wind will blow throughout your demesne, giving yourself and allies
faster balance and equilibrium while in effect. 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.
NOTE: This ability only lasts a few seconds, so if you cast something during the time it's in effect it will have its balance/equilibrium be faster.

AB AEROMANCY STAFF
Syntax: AEROCAST STAFF
Power: 10 (Matrix)
Uses: POINT STAFF
WHIRL STAFF
RAISE STAFF
TWIRL STAFF
Damage Type: 50% Electric, 25% Asphyxiation, 25% Cutting (point staff)
100% Electric (electric shield)
Damage Source: Magical
The ultimate weapon of the Aeromancer is a staff created from white lightning
and raging winds. By wielding the staff you may POINT STAFF at a target and
blast your target with bolts of lightning and a swirling wind tunnel. You can
RAISE STAFF to cause a sudden updraft, sending yourself and others into the
sky. With WHIRL STAFF, you can reveal anyone hiding in your location.
Finally, you can TWIRL STAFF to surround yourself in a shield of electricity,
causing static bolts to rebound upon your attacker when attacked by weapons.
The power cost will be significantly less if cast on the Elemental Plane of
Air.

AB AEROMANCY BOLT
Syntax: AEROCAST CHARGE
AEROCAST BOLT
Power: 2 (Matrix)
Damage Type: 100% Electric
Damage Source: Magic
In a stormy sky, you may summon black lightning to consume an enemy in the
local area, instantly killing them if they are at one-third of their maximum
health. The aeromancer must focus his or her aerial power beforehand in order
to unleash the blackened bolt.
NOTE: Bolt can only be an instant kill if your enemy is in the sky, if not it will still do damage. Also this only works on targets that are outside.

AB AEROMANCY HURRICANE
Syntax: AEROCAST HURRICANE
POWER: 8 (Matrix)
Your stormy demesne will summon the mightiest disaster, and become inbued
with: Whirlwind, Cloudburst, Thunderclouds, Zephyrs, Blizzard, Squalls,
Miasma, and Swiftwind.

AB AEROMANCY MIST
Syntax: AEROCAST MISTFORM
AEROCAST FADE
Power: 8 (Matrix)
You can turn yourself into the enigmatic whitemist to protect yourself with the
grace of air. In this form, your chance to dodge attacks is greatly increased as well
as an increased resistance to magical attacks. While in this form you also gain the
ability to instantly evade past obstacles in your way. It will only last for a short period
of time.

AB AEROMANCY CYCLONE
Syntax: UNLEASH STAFF
Power: 10 (Matrix)
Damage Type: 50% Electric, 25% Cutting, 25% Asphyxiation
Damage Source: Magical
The most spectacular power of the Aeromancer is to cause a roaring cyclone to
rip through his or her entire demesne. The skies will darken and clouds will
roll in, unleashing a torrent of wind, lightning, hail, and debris that will
assault your enemies and suck them into the whirling vortex. You must
wield your staff and be at full mana to invoke such a cataclysm.
Sylphas2006-06-06 01:24:02
That's the first of these I've seen that sounds entirely reasonable (except for minor balance issues, like every other new skill). I really like it.

The only thing that really jumps out at me is that demesne anorexia could be problematic, especially with embedded runes or motes.
Genos2006-06-06 01:25:50
Hmm, maybe instead of Anorexia it can extend Sip balance and Herb balance and have a cure?
Terenas2006-06-06 01:31:46
I like it, just too many concepts are too similar to Aquamancy. Mist is essentially a more powerful form of Ghost . The Raise Staff ability seems too good. Looks like a permanent aura of Justice.
Genos2006-06-06 01:35:54
Yeah, but just for those who use weapons. I guess it could just randomly go off instead of every attack. I guess the damage it did would have to be balanced so it wouldn't be extremely powerful.

Also, Mist is one of the abilities I didn't really like but I couldn't think of a good elemental form for them since Aqua's have Liquidform and Geo's have Fleshstone.

EDIT: Also I don't really like having Blizzard give Chills but I don't think they are any other afflictions that would fit.
Sylphas2006-06-06 01:58:54
For Mistform, I'd just vastly increase the dodge rate, give you a chance to dodge non-physical attacks, and give you -50% damage or something.
Genos2006-06-06 02:18:37
Ahh, that'd work well. I'll change it to that then.
Arix2006-06-06 02:20:17
wow, an Aeromancy skillset that doesn't suck, and is well thought out. I was hoping to see one eventually. I give it: a golf clap.
Genos2006-06-06 02:24:56
QUOTE(Arix @ Jun 5 2006, 10:20 PM) 294794

wow, an Aeromancy skillset that doesn't suck, and is well thought out. I was hoping to see one eventually. I give it: a golf clap.


Thanks? tongue.gif
Unknown2006-06-06 02:26:32
Looks just like a prof. skillset/it's good. Though I really like skills that are totally different and wack, I guess here all the skills have to conform to the archetype. Just too bad Hallifax will probably not be coming in a long, long, long, long time... sad.gif
Acrune2006-06-06 02:43:55
That'd be crazy good with telekinesis. Strip levitation, demesne flings for you leading to lots of concussions, when they get anorexia, throatlock and sweat for a real easy lock.

Mugwumps + swiftwind would be obscene too.

Not sure what you all are reading, looks too strong to me tongue.gif
Arix2006-06-06 02:46:11
I stand by my golf clap, Acrune
Acrune2006-06-06 02:47:37
QUOTE(Arix @ Jun 5 2006, 10:46 PM) 294815

I stand by my golf clap, Acrune


Thats because you want to be first in line to the aeromancers tongue.gif
Arix2006-06-06 02:53:06
GOLF CLAP!!!!
and at this point, I think I would rather wait and see what Hallifax's guardian class might be
Genos2006-06-06 03:31:00
QUOTE(Acrune @ Jun 5 2006, 10:43 PM) 294813

That'd be crazy good with telekinesis. Strip levitation, demesne flings for you leading to lots of concussions, when they get anorexia, throatlock and sweat for a real easy lock.

Mugwumps + swiftwind would be obscene too.

Not sure what you all are reading, looks too strong to me tongue.gif


See, that's why Whirlwinds keeps them up in the air regardless if they Levitation or can fly. Also, when you use Twisters it will drag them back to the earth which will have to be changed so if they don't have Levitation it will only cause damage without concussion. I'm going to change Anorexia to a new affliction so you can't lock that fast as well.

Maybe Swiftwinds won't have as much of an effect on someone with a level 3 regain so it wouldn't be to bad, keep in mind though it's only luck that your attacks will be done during the Swiftwind as it's only in effect about a second every 8 seconds.
Acrune2006-06-06 03:45:17
So why would you cast whirlwinds? It weakens the fling like effect, and takes away your advantage of flight.
Genos2006-06-06 03:57:17
Whirlwinds will keep people into the air so they can be hit by Stormclouds, and maybe electric damage will be boosted if your enemy is in the skies. It also allows the use of Twisters to drag people back to the ground to do damage and break a limb if they don't have levitation. I'm not sure what to do about Fling though, I think it would be too hard to code something so that while Fling was used enemies will still fall back to the ground.

EDIT: Added into Stormclouds effect that electrical damage is increased while your enemy is in the sky.
Estarra2006-06-06 04:03:59
clapping.gif

Well done!
Genos2006-06-06 04:06:06
QUOTE(Estarra @ Jun 6 2006, 12:03 AM) 294866

clapping.gif

Well done!


wub.gif biggrin.gif wub.gif
Sylphas2006-06-06 05:00:40
I figure it'd be like Druids wanting to fight in trees. Aeromancers don't so much toss you into the sky hoping you break your head as much as they simply want you in the air to fight there. I'd definitely require them to be flying to hit them with Bolt.

And who says they'll get Psionics? Nihilists get Hexes instead of Healing. Maybe Aero/Pyromancers will get something instead of Psionics.