Shiri2005-02-13 17:16:49
Third Mage skill for Aeromancers, kinda like I did Draconis/Sand for Pyromancy . I know Aeromancy and Statics sorta have this covered, but I thought I'd do it from a different point of view, perhaps a more gentle sort of weather, and more wide-reaching (not just wind and thunder).
...and yes, I may be stealing some environment things, but no one learns that damn skill anyway apart from Tuek and whoever else, so whatev. ...also this one's not anime.
----------Skillset: Weatherwarp----------
Reading - Precisely discern the nature of local weather.
More accurate than any basic forecast, a stormchild can attune herself to the weather present, reading both normal weather functions and the presence of demesne magics or artificially altered weather.
Field - Exert an aura of control over the reality touching the stormchild's body.
A reality field that extends for no more than an inch from a stormchild constantly emits protective energies, shielding her from harm. The first effect of the field, a windscreen, provides a slight resistance to movement forced by aeromantic winds or gusts.
Dustless - A weatherfield of light wind, blowing away harmful substances from the body.
Tuning the weatherfield against the element of earth creates pores in the skin that emit a light breezy effect, dampening the effects of harmful dusts such as a geomantic duststorm or a sandling's abrasion.
Waterproof - Repel water from all around the body.
Tuning the weatherfield against the element of water, a waterproof weatherfield allows the stormchild to walk on water as well as breathe it.
Thermoregulate - Constantly regulate heat in the air around the skin.
Tuning the weatherfield against the element of fire, heat is absorbed from the air immediately around the stormchild and stored temporarily. Protecting the user against fire slightly, the stored heat can also be released at a thought in order to counter magical frost.
Sunscreen - A field that filters out harmful lights.
Tuning the weatherfield against that which would damage the vision, damaging light-based attacks such as sunglare, and even to an extent physical attacks targetting the eyes, are reduced in effectiveness.
Windthin - Dissipate noxious clogging in the air.
Momentarily expanding the weatherfield around the stormchild before using its magic to thin and expand the air within it reverses the effects of windthickened smoke.
Zephyrforce - Alter the speed of windy regions.
Controlling the speed of wind in a location allows the stormchild to heighten it to speeds that drown out all speech and knock flyers out of the air or slow it down to a light breeze, though multiple zephyrs are needed to drive it to truly strong forces.
Isolate - An stillness in the air alerts the stormchild to intruders.
*1 power*
Calming the air around the stormchild prevents conversations made inside it from being overheard via reading techniques, as well as alerting her to the presence of intruders.
Negasphere - A mobile barrier of elemental nullification.
*3 power*
Forming a negasphere, a weather-altering field large enough to spread across a single location centred around the stormchild that moves with her, altering the weather in the area. The first form of this technique, a galeblock, vastly slows the effects of spreading poisonous smokes, albeit with the side-effect of slowing aeromantic magics as well.
Groundcrust - Extract elements from the air to form a hardened crust over the ground.
Congealing the earth by filling pores in it with dust, water and compressed air, a stormchild can compact the ground in such a way as to make burrowing impossible, slowing geomancy's magical efficiency in addition.
Snowstorm - Altering temperatures to varying degrees causes water and ice to turn to snow.
Obscuring the vision of those caught within it, a local snowstorm caused by swiftly freezing and reheating water in the air of a negasphere will also disrupt the magics of an aquamantic demesne, slowing their movement.
Condensation - Filling the air with water vapours slows the spread of fires.
Dampening pyromantic magic's speed by thickening water in the air caught inside the negasphere, a stormchild's condensation also produces small puddles of unnaturally slick water, occasionally slipping anyone who tries to escape one.
Tidal - Pull the tides of water in the negasphere up or down.
*1 power*
Raising the tidal level in a flooded room turns the negasphere into an underwater location, while
lowering them will drain a flood from a location entirely.
Tenerist - Draw ambient light from the surroundings to ward off shadows.|
*3 power*
Sucking the light in from adjacent locations, darkening them, a shield of light can be forced to permeate a negasphere, providing a small resistance to shadowspun abilities for a brief period.
Windchange - Alter and channel wind's flow.
>
Altering the currents of aeromantic winds in a location has the effect of spreading their effects to an adjacent location, even if that space is not in a demesne - however, this fades shortly and cannot be linked to other windchanges.
Magnetism - Create and focus a magnetic field around an ally.
Imbuing metallic weaponry in a location with a magnetic aura, a stormchild can then erect magnetic fields around targets in the room - turning one on will increase the accuracy of weaponry against them, while turning them off will decrease it - however, neither field will have an effect on boltform or bladesung weapons.
Pressure - Alter air pressure inside the negasphere.
Though air pressure is difficult to keep focused and requires a constant flow of mana, raising it will slowly crush the bodies of anyone caught inside, while lowering it will make them lethargic due to lack of oxygen.
Squall - A sudden storm flashes into existence for a brief moment.
*3 power (Matrix)*
A sudden gale whips up, driving rains putting out fires and foul smokes potentially blown away.
Cloudcover - Blot out the skies with dark thunderclouds.
Filling the air in a negasphere with thick clouds causes intense electrical damage to anyone passing through them via flight, as well as increasing the power of electricity-based attacks.
Terraform - Extend control over the weather to alterations of the land's composition itself.
> *5 power*
Transmuting the very nature of a single location by changing the environmental essence of the land, a stormchild can turn a place into forest, sea, taint, swamp, or any other desired terrain.
Frostfire - Control the heating of an area.
Increasing the ambient temperature in a negasphere causes slight heat damage and spontaneous combustion for enemies of the stormchild caught within it, while decreasing it causes cold damage and shivering.
Stratosphere - Spread the protection of a negasphere to the entire area.
*1 power (Matrix)*
Spreading both a weatherfield and negasphere out throughout the area, the former can be enhanced to affect a stormchild's allies within the region, and the latter's powers of nullification as well as other weather effects extended into the locations around. While this is easy to invoke, power will be drained to maintain it, slightly faster than even the most disciplined person can recover it.
Aurora - Mystical lights draw enemy's paths towards them.
*5 power*
An temporary aurora can be conjured inside a stratosphere, its magics so strong that the light may draw it's opponents paths in the direction it appears in.
Tempest - A ferocious storm of devastating intensity.
*10 power (Matrix)*
Replacing all ambient weather in a negasphere with a fierce tempest causes the air to broil with stormclouds that strike the stormchild's enemies with frequent bolts of lightning, deep rains that douse pyromantic magics, storms of scathing dust, high-speed winds, and blinding snow.
Only one of the basic five weatherfield powers can be used, and one negasphere. The rest are freestyle-type, and sit within the negasphere, as a rule.
...and yes, I may be stealing some environment things, but no one learns that damn skill anyway apart from Tuek and whoever else, so whatev. ...also this one's not anime.
----------Skillset: Weatherwarp----------
Reading - Precisely discern the nature of local weather.
More accurate than any basic forecast, a stormchild can attune herself to the weather present, reading both normal weather functions and the presence of demesne magics or artificially altered weather.
Field - Exert an aura of control over the reality touching the stormchild's body.
A reality field that extends for no more than an inch from a stormchild constantly emits protective energies, shielding her from harm. The first effect of the field, a windscreen, provides a slight resistance to movement forced by aeromantic winds or gusts.
Dustless - A weatherfield of light wind, blowing away harmful substances from the body.
Tuning the weatherfield against the element of earth creates pores in the skin that emit a light breezy effect, dampening the effects of harmful dusts such as a geomantic duststorm or a sandling's abrasion.
Waterproof - Repel water from all around the body.
Tuning the weatherfield against the element of water, a waterproof weatherfield allows the stormchild to walk on water as well as breathe it.
Thermoregulate - Constantly regulate heat in the air around the skin.
Tuning the weatherfield against the element of fire, heat is absorbed from the air immediately around the stormchild and stored temporarily. Protecting the user against fire slightly, the stored heat can also be released at a thought in order to counter magical frost.
Sunscreen - A field that filters out harmful lights.
Tuning the weatherfield against that which would damage the vision, damaging light-based attacks such as sunglare, and even to an extent physical attacks targetting the eyes, are reduced in effectiveness.
Windthin - Dissipate noxious clogging in the air.
Momentarily expanding the weatherfield around the stormchild before using its magic to thin and expand the air within it reverses the effects of windthickened smoke.
Zephyrforce - Alter the speed of windy regions.
Controlling the speed of wind in a location allows the stormchild to heighten it to speeds that drown out all speech and knock flyers out of the air or slow it down to a light breeze, though multiple zephyrs are needed to drive it to truly strong forces.
Isolate - An stillness in the air alerts the stormchild to intruders.
Calming the air around the stormchild prevents conversations made inside it from being overheard via reading techniques, as well as alerting her to the presence of intruders.
Negasphere - A mobile barrier of elemental nullification.
Forming a negasphere, a weather-altering field large enough to spread across a single location centred around the stormchild that moves with her, altering the weather in the area. The first form of this technique, a galeblock, vastly slows the effects of spreading poisonous smokes, albeit with the side-effect of slowing aeromantic magics as well.
Groundcrust - Extract elements from the air to form a hardened crust over the ground.
Congealing the earth by filling pores in it with dust, water and compressed air, a stormchild can compact the ground in such a way as to make burrowing impossible, slowing geomancy's magical efficiency in addition.
Snowstorm - Altering temperatures to varying degrees causes water and ice to turn to snow.
Obscuring the vision of those caught within it, a local snowstorm caused by swiftly freezing and reheating water in the air of a negasphere will also disrupt the magics of an aquamantic demesne, slowing their movement.
Condensation - Filling the air with water vapours slows the spread of fires.
Dampening pyromantic magic's speed by thickening water in the air caught inside the negasphere, a stormchild's condensation also produces small puddles of unnaturally slick water, occasionally slipping anyone who tries to escape one.
Tidal - Pull the tides of water in the negasphere up or down.
Raising the tidal level in a flooded room turns the negasphere into an underwater location, while
lowering them will drain a flood from a location entirely.
Tenerist - Draw ambient light from the surroundings to ward off shadows.|
Sucking the light in from adjacent locations, darkening them, a shield of light can be forced to permeate a negasphere, providing a small resistance to shadowspun abilities for a brief period.
Windchange - Alter and channel wind's flow.
Altering the currents of aeromantic winds in a location has the effect of spreading their effects to an adjacent location, even if that space is not in a demesne - however, this fades shortly and cannot be linked to other windchanges.
Magnetism - Create and focus a magnetic field around an ally.
Imbuing metallic weaponry in a location with a magnetic aura, a stormchild can then erect magnetic fields around targets in the room - turning one on will increase the accuracy of weaponry against them, while turning them off will decrease it - however, neither field will have an effect on boltform or bladesung weapons.
Pressure - Alter air pressure inside the negasphere.
Though air pressure is difficult to keep focused and requires a constant flow of mana, raising it will slowly crush the bodies of anyone caught inside, while lowering it will make them lethargic due to lack of oxygen.
Squall - A sudden storm flashes into existence for a brief moment.
A sudden gale whips up, driving rains putting out fires and foul smokes potentially blown away.
Cloudcover - Blot out the skies with dark thunderclouds.
Filling the air in a negasphere with thick clouds causes intense electrical damage to anyone passing through them via flight, as well as increasing the power of electricity-based attacks.
Terraform - Extend control over the weather to alterations of the land's composition itself.
Transmuting the very nature of a single location by changing the environmental essence of the land, a stormchild can turn a place into forest, sea, taint, swamp, or any other desired terrain.
Frostfire - Control the heating of an area.
Increasing the ambient temperature in a negasphere causes slight heat damage and spontaneous combustion for enemies of the stormchild caught within it, while decreasing it causes cold damage and shivering.
Stratosphere - Spread the protection of a negasphere to the entire area.
Spreading both a weatherfield and negasphere out throughout the area, the former can be enhanced to affect a stormchild's allies within the region, and the latter's powers of nullification as well as other weather effects extended into the locations around. While this is easy to invoke, power will be drained to maintain it, slightly faster than even the most disciplined person can recover it.
Aurora - Mystical lights draw enemy's paths towards them.
An temporary aurora can be conjured inside a stratosphere, its magics so strong that the light may draw it's opponents paths in the direction it appears in.
Tempest - A ferocious storm of devastating intensity.
Replacing all ambient weather in a negasphere with a fierce tempest causes the air to broil with stormclouds that strike the stormchild's enemies with frequent bolts of lightning, deep rains that douse pyromantic magics, storms of scathing dust, high-speed winds, and blinding snow.
Only one of the basic five weatherfield powers can be used, and one negasphere. The rest are freestyle-type, and sit within the negasphere, as a rule.
Unknown2005-02-14 00:19:38
Whether the wheather is cold or whether the weather is hot, we'll weather the weather, whether we like it or not. (preferably amongst wethers o_O) *bow*
Shiri2005-02-14 00:21:06
Yeees.
Unknown2005-02-14 00:23:09
read: Sounds interesting.
Shiri2005-02-14 00:41:53
I hope so. No one ever responds to the damn skills, just the stupid things like that.
And isn't it "Whether the weather be cold, or whether the weather be hot, we'll weather the weather whatever the weather whether we like it or not?"
And isn't it "Whether the weather be cold, or whether the weather be hot, we'll weather the weather whatever the weather whether we like it or not?"
Unknown2005-02-14 00:44:37
*narrow Shiri* *knuckles* you said?
(I dunno. You're the Englishman. I was just made memorize my version of the thing by my English teacher *shiver*)
(I dunno. You're the Englishman. I was just made memorize my version of the thing by my English teacher *shiver*)
Shiri2005-02-14 00:49:03
Yeah, you just know the English always have it right. (NOT WRITE. QUIET VEONIRA.)