Rahil2009-05-15 15:22:59
Preface:
I have a super long train ride to university, and today for no reason I was wondering about Aeromancers, and how cool they might be. I jotted down a couple of ideas and thought it’d be fun to put them on the forums and see what other people had to think. They’re probably beyond the realm of possibility – lets face it, if Hallifax/Gaudiguch are ever going to be implemented, the skillsets have long been determined – but it was fun to write and I hope at least mildly interesting to read.
Aerated
Master 0%
Allows the mage to fly (up to same level as racial wings, if not higher?) and be as comfortable in the air as on the ground. Increases resistance to being knocked out of the sky by abilities such as Geyser. Also increases resistance for losing their ability to levitate and waterwalk.
RISE UP – ascend one flight level
DESCEND – descend one flight level
Windchill
Master 33%
The wind in the room/flying above is laced with ice, causing damage to all personal enemies.
Same damage as hailstorm/boulderblast
Damage type: Cold 100%
AEROCAST WINDCHILL
Breeze
Master 66%
Aeromantic version of Taint or Flood. Effect leaves a cyan imprint on the room (as opposed to Aquamancer dark blue), saying:
“A light breeze sweeps through the area, sending a shiver down your spineâ€.
Meld
Gifted 0%
Same as other mages.
Self
“Taking in a deep breath, you allow the breeze in this location to fill your lungs, infusing your soul with the whisper of the wind.â€
Other
“ takes in a deep breath, and as they exhale the wind in the room picks up, dancing through the air.
Influence
Gifted 25%
Same as other mages.
Gale
Gifted 50%
First demesne effect. Whips up the air in demesne/room into a furious gale, flinging enemies into the air for a period of 2 seconds and changing room description. If a personal enemy is flying above the location Gale is casted, they are slung back to the ground with force, nullifying the effect of levitation.
“The wind gusts powerfully through this location, threatening to lift you from your very feet.â€
AEROCAST GALE
Center
Gifted 75%
Same as other mages.
Tornado
Expert 0%
Second demesne effect. Personal enemies will be slung into the air and take some minor damage from the debris thrown up by the tornado. If the enemy is already in the air, the tornado will keep them there for a period of two seconds. Tornado is the only effect that can be seen without affecting an enemy (the same as Healspring or Tremor).
“The howling tornado roars with the unleashed ferocity of windâ€
AEROCAST TORNADO
Dissolve
Expert 33%
Same as other mages.
Haze
Expert 66%
Third demesne effect. Shrouds the room in an improved version of Fog, masking room details (description and occupants) while leaving exits exposed. Attacks made against the mage while in Haze have a small chance of missing. Haze can be dispelled using Gust, but has a high chance of resistance.
AEROCAST HAZE
Static Charge
Virtuoso 0%
Fourth demesne effect. The mage creates a static field through manipulation of particles in the air, which paralyses personal enemies periodically. If the enemy is flying above the location, static charge also causes minor damage, due to increased conductivity in the clouds.
AEROCAST STATIC
Headwind
Virtuoso 25%
Fifth demesne effect. Personal enemies attempting to travel away from the mage inside the demesne will find it increasingly difficult, and be frequently blown back into the same room as the mage.
AEROCAST HEADWIND
Travel
Virtuoso 50%
Same as other mages.
Lightning
Virtuoso 75%
Sixth demesne effect. The mages control over the air extends to the very heavens, and strikes of lightning randomly smite their enemies. If the enemy is on the ground, lightning will not strike predictably, though when it does it can have devastating results (paralyse/deadening/blackout/low damage). If the enemy has been tossed in the air, lightning will strike at regular intervals, causing higher amounts of damage and having a chance of removing a specific defense. In addition, a clap of thunder will precede each lightning bolt, stripping truehearing or causing deafness on all enemies who hear it.
AEROCAST THUNDERSTORM
Pressure
Fabled 0%
Final demesne effect. Through immense control over the air, the mage can raise or lower the very pressure in an area, though doing so will subsequently raise or lower the pressure in the atmosphere above it. In an area of higher pressure, bleeding effects are pronounced, movement is impaired, and the body is more prone to spontaneous injuries like blood clots or asthma. In areas of low pressure, bleeding subsides, movement is made more easy (including being tossed into the air) and overall damage taken is lower. Prolonged exposure to areas of high or low pressure bring with them their own effects: high pressure can lead to eventual heart failure while low pressure can result in the inevitable evacuation of the bodies own organs. Only the Aeromancer who controls the pressure in a location is immune to its effects: friend and foe alike are affected by the pressure system in place.
Changing to different levels of pressure (i.e. from high to low rapidly) is too much for non-Aeromancers, and they are stunned briefly while their body adjusts.
AEROCAST PRESSURE RAISE
AEROCAST PRESSURE LOWER
3 levels – normal, high, low. To change from high to low then takes two casts (High-norm, norm-low)
Windlord
Fabled 25%
Having achieved mastery over the wind, the Aeromancer can now travel at a height allowing them to see and affect targets on both the ground and in the air. Permanent levitate and allows mage to look/ql/do anything to targets on both elevations. (Probably massively OP). Also, gives Windtalk (Environment). Just for fun.
Apex
Fabled 50%
8p
Tosses the target – or the mage – higher into the air than any can achieve, scraping the very havens. The force of the magical throw is so great that the target will ascend and descend for a period equal to the duration of Bubble or Fleshstone. While in the air, the target can’t do anything, with the error message “You are hurtling through the air – perhaps focus on that later!â€
AEROCAST APEX
AEROCAST APEX ME
Pointing an imperious finger at, you command the winds to rise to newfound heights. They respond to your call, whisking high into the heavens before you can blink an eye.
Cloud
Fabled 75%
Summons a loyal, sentient cloud to be your companion. Clouds are treated as regular beasts, requiring feed and trains, but look much cooler than your regular beast. Ideas for adult clouds include ‘a pale, wispy strand of cirrus’ or ‘a dark, menacing bulk of cumulous’. Clouds can BREATHE SPARK for minor electricity damage.
Staff
Mythical 0%
Appearance
“a staff of cloudsâ€
Look
“This staff seems to be bound together by nothing but the will of its wielder, comprised entirely of strands of various clouds woven together in an intricate yet virtually transparent form. Cirrus and cumulonimbus mingle together, with white wisps intertwined with the dark thunderheads.â€
POINT STAFF
Damage type: 50% Asphyxiation, 50% Electrical
“As you point your staff at, the very air seems to throb as it is drawn towards cloudy rod. The staff is suddenly infused with light as a sheer blast of energy emits from its point, striking and sending arcs of lightning cascading around his/her skin as she/he gasps for breath in the oxygen-starved air.â€
RAISE STAFF
Encapsulates the mage in an energy shield, which causes minor damage to any enemy (player/denizen) who strikes them.
TWIRL STAFF
Sends a blast of icy cold air throughout the room, causing all personal enemies to suddenly shiver violently. Note that this is not a cold affliction, and is cured simply through CONCENTRATE.
WHIRL STAFF
Same as other mages.
Launch
Mythical 33%
3p
Aeromancer instakill. Calls upon the wind to focus all of its power on a single individual, hoping to fling them to a location so distant that they could never return. In order to perform this heroic feat, the entire meld needs to be at an equal level of pressure, the target must be already flying or held in the air, and the mage must focus for 8 seconds prior to releasing the ability.
AEROCAST LAUNCH
Casting begins:
“You cease to pay attention to the mundane activities of the world around you, focusing intently on the wind patterns and encouraging the air around you to form into a single, cohesive force.â€
4 seconds in:
“Having recruited all of the nearby wind to your cause, you study your opponent carefully, preparing the mighty fist of air to deliver a crippling final blowâ€
Success (on Prime):
“Releasing your hold on the untameable spirit of the wind, you watch with glee as is picked up by an invisible, irrepressible force, and wave goodbye as their body is flung like a ragdoll to an exotic location beyond the experience of any mortal.â€
Success (victim perspective):
“The breath, along with most of your organs, is knocked out of your body as it is picked up by an invisible force, hurtling you through the air at a phenomenal rate. An indeterminate amount of time passes before the intense pressure finally subsides and you are allowed to fall to the ground in an undignified, crippled heap. When you awake, you find yourself in a location far beyond the boundaries of your perception, yet you persevere, undertaking many bold and daring adventures and becoming a hero in distant lands. You finally die a dignified death, surrounded by loved ones and the spoils of your exploits.â€
Success (off Prime)
“As you release your hold on the aether winds, a monumental force sweeps through and picks up with unstoppable fury. Their body is thrown away with such velocity that their soul is literally ripped from it, left to stare blankly at the corpse that is even now boldly going where no corpse has gone before.â€
Note: Similar to Geomancers chasm, with lower cast time but other considerations (sacrifice meld utility and demesne effect order to pull it off). The only way to reliably get launch to trigger while the target is flying is to have them held up by a tornado: doing so requires Gale -> Tornado to trigger in close proximity, rather than the usual Gale -> fall -> Tornado or Tornado -> fall -> Gale order.
Thunderstorm
Mythical 66%
8p
Casts all demesne effects at once.
Hurricane
Transcendant
10p
The mage summons a mighty hurricane, blanketing their entire meld in a ferocious storm. Severe damage and pain for all enemies with the misfortune of being there.
AEROCAST HURRICANE
Random notes:
Stun from entering different levels of Pressure should be quite low: basically 1/4 of Jellies stun. It is up to the mage as to how often the stun occurs (through different timing of Gale and Tornado).
Whenever I mention ‘flying’ or ‘in the air’, I mean the room immediately above the room of the meld. Windlord lets you target enemies in both rooms, but not any higher.
I don’t know how to handle underground or indoor rooms that don’t have a flight elevation. Maybe just squash all of the effects in the one elevation? Maybe not.
The main idea behind the meld is to give it lots of small, annoying damage attacks, using paralyse, stun and forcible removal of the target for hindering, and giving it some great potential utility with Pressure. Basically the Aeromancer who controls the pressure level controls a good portion of the fight, since it affects allies and enemies – a more defensive team would want low pressure for lower incoming damage, more offensive would want high pressure.
Protection scroll would block Tornado, Gale, and Headwind, or Tornado, Gale and Static Charge. Lightning is inherently random on ground strikes and Haze is meh. The nature of Pressure means that its not really blockable by anyone except the mage that casted it.
The ‘long term effects’ mention on pressure was something that I thought would be cool to stop the potential turtling that might come about from a defensive meld – conversely, it would work if enemies were hanging around too long in your own meld. I’m thinking something like a solo mage trying to hold off a couple of attackers, by raising the pressure in the whole meld and just running around in a battle of attrition to eventually spring a surprise kill on them. Not gonna happen but hey, it’d be cool.
I have a super long train ride to university, and today for no reason I was wondering about Aeromancers, and how cool they might be. I jotted down a couple of ideas and thought it’d be fun to put them on the forums and see what other people had to think. They’re probably beyond the realm of possibility – lets face it, if Hallifax/Gaudiguch are ever going to be implemented, the skillsets have long been determined – but it was fun to write and I hope at least mildly interesting to read.
Aerated
Master 0%
Allows the mage to fly (up to same level as racial wings, if not higher?) and be as comfortable in the air as on the ground. Increases resistance to being knocked out of the sky by abilities such as Geyser. Also increases resistance for losing their ability to levitate and waterwalk.
RISE UP – ascend one flight level
DESCEND – descend one flight level
Windchill
Master 33%
The wind in the room/flying above is laced with ice, causing damage to all personal enemies.
Same damage as hailstorm/boulderblast
Damage type: Cold 100%
AEROCAST WINDCHILL
Breeze
Master 66%
Aeromantic version of Taint or Flood. Effect leaves a cyan imprint on the room (as opposed to Aquamancer dark blue), saying:
“A light breeze sweeps through the area, sending a shiver down your spineâ€.
Meld
Gifted 0%
Same as other mages.
Self
“Taking in a deep breath, you allow the breeze in this location to fill your lungs, infusing your soul with the whisper of the wind.â€
Other
“
Influence
Gifted 25%
Same as other mages.
Gale
Gifted 50%
First demesne effect. Whips up the air in demesne/room into a furious gale, flinging enemies into the air for a period of 2 seconds and changing room description. If a personal enemy is flying above the location Gale is casted, they are slung back to the ground with force, nullifying the effect of levitation.
“The wind gusts powerfully through this location, threatening to lift you from your very feet.â€
AEROCAST GALE
Center
Gifted 75%
Same as other mages.
Tornado
Expert 0%
Second demesne effect. Personal enemies will be slung into the air and take some minor damage from the debris thrown up by the tornado. If the enemy is already in the air, the tornado will keep them there for a period of two seconds. Tornado is the only effect that can be seen without affecting an enemy (the same as Healspring or Tremor).
“The howling tornado roars with the unleashed ferocity of windâ€
AEROCAST TORNADO
Dissolve
Expert 33%
Same as other mages.
Haze
Expert 66%
Third demesne effect. Shrouds the room in an improved version of Fog, masking room details (description and occupants) while leaving exits exposed. Attacks made against the mage while in Haze have a small chance of missing. Haze can be dispelled using Gust, but has a high chance of resistance.
AEROCAST HAZE
Static Charge
Virtuoso 0%
Fourth demesne effect. The mage creates a static field through manipulation of particles in the air, which paralyses personal enemies periodically. If the enemy is flying above the location, static charge also causes minor damage, due to increased conductivity in the clouds.
AEROCAST STATIC
Headwind
Virtuoso 25%
Fifth demesne effect. Personal enemies attempting to travel away from the mage inside the demesne will find it increasingly difficult, and be frequently blown back into the same room as the mage.
AEROCAST HEADWIND
Travel
Virtuoso 50%
Same as other mages.
Lightning
Virtuoso 75%
Sixth demesne effect. The mages control over the air extends to the very heavens, and strikes of lightning randomly smite their enemies. If the enemy is on the ground, lightning will not strike predictably, though when it does it can have devastating results (paralyse/deadening/blackout/low damage). If the enemy has been tossed in the air, lightning will strike at regular intervals, causing higher amounts of damage and having a chance of removing a specific defense. In addition, a clap of thunder will precede each lightning bolt, stripping truehearing or causing deafness on all enemies who hear it.
AEROCAST THUNDERSTORM
Pressure
Fabled 0%
Final demesne effect. Through immense control over the air, the mage can raise or lower the very pressure in an area, though doing so will subsequently raise or lower the pressure in the atmosphere above it. In an area of higher pressure, bleeding effects are pronounced, movement is impaired, and the body is more prone to spontaneous injuries like blood clots or asthma. In areas of low pressure, bleeding subsides, movement is made more easy (including being tossed into the air) and overall damage taken is lower. Prolonged exposure to areas of high or low pressure bring with them their own effects: high pressure can lead to eventual heart failure while low pressure can result in the inevitable evacuation of the bodies own organs. Only the Aeromancer who controls the pressure in a location is immune to its effects: friend and foe alike are affected by the pressure system in place.
Changing to different levels of pressure (i.e. from high to low rapidly) is too much for non-Aeromancers, and they are stunned briefly while their body adjusts.
AEROCAST PRESSURE RAISE
AEROCAST PRESSURE LOWER
3 levels – normal, high, low. To change from high to low then takes two casts (High-norm, norm-low)
Windlord
Fabled 25%
Having achieved mastery over the wind, the Aeromancer can now travel at a height allowing them to see and affect targets on both the ground and in the air. Permanent levitate and allows mage to look/ql/do anything to targets on both elevations. (Probably massively OP). Also, gives Windtalk (Environment). Just for fun.
Apex
Fabled 50%
8p
Tosses the target – or the mage – higher into the air than any can achieve, scraping the very havens. The force of the magical throw is so great that the target will ascend and descend for a period equal to the duration of Bubble or Fleshstone. While in the air, the target can’t do anything, with the error message “You are hurtling through the air – perhaps focus on that later!â€
AEROCAST APEX
AEROCAST APEX ME
Pointing an imperious finger at
Cloud
Fabled 75%
Summons a loyal, sentient cloud to be your companion. Clouds are treated as regular beasts, requiring feed and trains, but look much cooler than your regular beast. Ideas for adult clouds include ‘a pale, wispy strand of cirrus’ or ‘a dark, menacing bulk of cumulous’. Clouds can BREATHE SPARK for minor electricity damage.
Staff
Mythical 0%
Appearance
“a staff of cloudsâ€
Look
“This staff seems to be bound together by nothing but the will of its wielder, comprised entirely of strands of various clouds woven together in an intricate yet virtually transparent form. Cirrus and cumulonimbus mingle together, with white wisps intertwined with the dark thunderheads.â€
POINT STAFF
Damage type: 50% Asphyxiation, 50% Electrical
“As you point your staff at
RAISE STAFF
Encapsulates the mage in an energy shield, which causes minor damage to any enemy (player/denizen) who strikes them.
TWIRL STAFF
Sends a blast of icy cold air throughout the room, causing all personal enemies to suddenly shiver violently. Note that this is not a cold affliction, and is cured simply through CONCENTRATE.
WHIRL STAFF
Same as other mages.
Launch
Mythical 33%
3p
Aeromancer instakill. Calls upon the wind to focus all of its power on a single individual, hoping to fling them to a location so distant that they could never return. In order to perform this heroic feat, the entire meld needs to be at an equal level of pressure, the target must be already flying or held in the air, and the mage must focus for 8 seconds prior to releasing the ability.
AEROCAST LAUNCH
Casting begins:
“You cease to pay attention to the mundane activities of the world around you, focusing intently on the wind patterns and encouraging the air around you to form into a single, cohesive force.â€
4 seconds in:
“Having recruited all of the nearby wind to your cause, you study your opponent carefully, preparing the mighty fist of air to deliver a crippling final blowâ€
Success (on Prime):
“Releasing your hold on the untameable spirit of the wind, you watch with glee as
Success (victim perspective):
“The breath, along with most of your organs, is knocked out of your body as it is picked up by an invisible force, hurtling you through the air at a phenomenal rate. An indeterminate amount of time passes before the intense pressure finally subsides and you are allowed to fall to the ground in an undignified, crippled heap. When you awake, you find yourself in a location far beyond the boundaries of your perception, yet you persevere, undertaking many bold and daring adventures and becoming a hero in distant lands. You finally die a dignified death, surrounded by loved ones and the spoils of your exploits.â€
Success (off Prime)
“As you release your hold on the aether winds, a monumental force sweeps through and picks
Note: Similar to Geomancers chasm, with lower cast time but other considerations (sacrifice meld utility and demesne effect order to pull it off). The only way to reliably get launch to trigger while the target is flying is to have them held up by a tornado: doing so requires Gale -> Tornado to trigger in close proximity, rather than the usual Gale -> fall -> Tornado or Tornado -> fall -> Gale order.
Thunderstorm
Mythical 66%
8p
Casts all demesne effects at once.
Hurricane
Transcendant
10p
The mage summons a mighty hurricane, blanketing their entire meld in a ferocious storm. Severe damage and pain for all enemies with the misfortune of being there.
AEROCAST HURRICANE
Random notes:
Stun from entering different levels of Pressure should be quite low: basically 1/4 of Jellies stun. It is up to the mage as to how often the stun occurs (through different timing of Gale and Tornado).
Whenever I mention ‘flying’ or ‘in the air’, I mean the room immediately above the room of the meld. Windlord lets you target enemies in both rooms, but not any higher.
I don’t know how to handle underground or indoor rooms that don’t have a flight elevation. Maybe just squash all of the effects in the one elevation? Maybe not.
The main idea behind the meld is to give it lots of small, annoying damage attacks, using paralyse, stun and forcible removal of the target for hindering, and giving it some great potential utility with Pressure. Basically the Aeromancer who controls the pressure level controls a good portion of the fight, since it affects allies and enemies – a more defensive team would want low pressure for lower incoming damage, more offensive would want high pressure.
Protection scroll would block Tornado, Gale, and Headwind, or Tornado, Gale and Static Charge. Lightning is inherently random on ground strikes and Haze is meh. The nature of Pressure means that its not really blockable by anyone except the mage that casted it.
The ‘long term effects’ mention on pressure was something that I thought would be cool to stop the potential turtling that might come about from a defensive meld – conversely, it would work if enemies were hanging around too long in your own meld. I’m thinking something like a solo mage trying to hold off a couple of attackers, by raising the pressure in the whole meld and just running around in a battle of attrition to eventually spring a surprise kill on them. Not gonna happen but hey, it’d be cool.
Shaddus2009-05-15 15:44:08
Not terribly bad.
Druken2009-05-15 15:47:50
Neato!
Jonas2009-05-15 16:05:51
That kicks ass. I especially like the victim's perspective of the instakill on Prime.
Fania2009-05-15 16:06:58
Looking good! I think you are missing a few things, since both Geomancy and Aquamancy have a few more skills. Definitely need a pet of some kind. Maybe a bird? Would have to compare the lists to see what else.
I'd personally love to see all of the lost places come back. It would be fun interaction. I will definitely miss the people who left Celest and what not, but I like the possibilities this would open up.
I'd personally love to see all of the lost places come back. It would be fun interaction. I will definitely miss the people who left Celest and what not, but I like the possibilities this would open up.
Yiro2009-05-15 16:14:34
I think its awesome. Talk about major pain if you could time them all...
Still, that is deadly force and good defense, thumbs up bud.
EDIT:
Still, that is deadly force and good defense, thumbs up bud.
EDIT:
QUOTE (Fania @ May 15 2009, 11:06 AM) <{POST_SNAPBACK}>
Looking good! I think you are missing a few things, since both Geomancy and Aquamancy have a few more skills. Definitely need a pet of some kind. Maybe a bird? Would have to compare the lists to see what else.
QUOTE (Rahil @ May 15 2009, 10:22 AM) <{POST_SNAPBACK}>
Cloud
Fabled 75%
Summons a loyal, sentient cloud to be your companion. Clouds are treated as regular beasts, requiring feed and trains, but look much cooler than your regular beast. Ideas for adult clouds include ‘a pale, wispy strand of cirrus’ or ‘a dark, menacing bulk of cumulous’. Clouds can BREATHE SPARK for minor electricity damage.
Fabled 75%
Summons a loyal, sentient cloud to be your companion. Clouds are treated as regular beasts, requiring feed and trains, but look much cooler than your regular beast. Ideas for adult clouds include ‘a pale, wispy strand of cirrus’ or ‘a dark, menacing bulk of cumulous’. Clouds can BREATHE SPARK for minor electricity damage.
Fania2009-05-15 16:34:00
Totally missed that one...I was looking for it too, heh heh. I don't think that will work since all the other pets come as something you have to incubate and treat as a pet now.
Yiro2009-05-15 16:46:16
QUOTE (Fania @ May 15 2009, 11:34 AM) <{POST_SNAPBACK}>
Totally missed that one...I was looking for it too, heh heh. I don't think that will work since all the other pets come as something you have to incubate and treat as a pet now.
QUOTE (Rahil)
Cloud
Fabled 75%
Summons a loyal, sentient cloud to be your companion. Clouds are treated as regular beasts, requiring feed and trains, but look much cooler than your regular beast. Ideas for adult clouds include ‘a pale, wispy strand of cirrus’ or ‘a dark, menacing bulk of cumulous’. Clouds can BREATHE SPARK for minor electricity damage.
Fabled 75%
Summons a loyal, sentient cloud to be your companion. Clouds are treated as regular beasts, requiring feed and trains, but look much cooler than your regular beast. Ideas for adult clouds include ‘a pale, wispy strand of cirrus’ or ‘a dark, menacing bulk of cumulous’. Clouds can BREATHE SPARK for minor electricity damage.
Rahil2009-05-15 16:59:52
Ha yeah. I figured the idea of a cloud eating/hatching from a cloud egg was only slightly less ridiculous than 90% of random stuff in Lusternia. Call 'em cloud spirits and they fit right in. Or use birds. But clouds would be cooler.
It is missing about 2 or 3 skills in relation to Aquamancy as far as I can tell, but Aquamancy has a couple of less-than-useful demesne effects like Typhoon and Stillwater. In contrast, Geomancy has about 7 useful demesne effects, plus normal mage stuff like center and travel, and utility stuff like fossilize and burrow. I tried to aim for a middle ground, but still feel there's something missing. Not quite sure what.
It is missing about 2 or 3 skills in relation to Aquamancy as far as I can tell, but Aquamancy has a couple of less-than-useful demesne effects like Typhoon and Stillwater. In contrast, Geomancy has about 7 useful demesne effects, plus normal mage stuff like center and travel, and utility stuff like fossilize and burrow. I tried to aim for a middle ground, but still feel there's something missing. Not quite sure what.
Saaga2009-05-15 17:12:40
Aerials anyone?
Yiro2009-05-15 17:15:15
Perhaps a Fossilize equivalent would be shocking the corpse into dust and have the winds spread it, making them unable to be immolated or other forms of resurrection. Perhaps name it Electrocution?
Fania2009-05-15 17:26:32
I know what you wrote in your post. Clouds being treated as pets is too much of a stretch for me.
Daganev2009-05-15 17:27:23
Astral two headed Eagles!
Fania2009-05-15 17:28:32
QUOTE (daganev @ May 15 2009, 10:27 AM) <{POST_SNAPBACK}>
Astral two headed Eagles!
See? That makes sense!
Isuka2009-05-15 17:32:29
One day I hope to see Pyromancy. I will very likely switch from warrior to be a Pyromancer.
Yiro2009-05-15 18:21:10
Aquamancers get turtles, Geomancers get wyrms, Aeromancers get Astral two-headed eagles. lol priceless
Would like to stray from birds for the idea, but almost seems unavoidable. I vote we make a Pikachu pet for Aeromancers!
Would like to stray from birds for the idea, but almost seems unavoidable. I vote we make a Pikachu pet for Aeromancers!
Isuka2009-05-15 18:30:46
QUOTE (Yiro @ May 15 2009, 11:21 AM) <{POST_SNAPBACK}>
Aquamancers get turtles, Geomancers get wyrms, Aeromancers get Astral two-headed eagles. lol priceless
Would like to stray from birds for the idea, but almost seems unavoidable. I vote we make a Pikachu pet for Aeromancers!
Would like to stray from birds for the idea, but almost seems unavoidable. I vote we make a Pikachu pet for Aeromancers!
But if we give the pikachu to the aeromancers, what will we give to the galvanmancers?
Simimi2009-05-15 18:34:24
What about electrically charged scarab beetle motif pet things?
Yiro2009-05-15 19:41:38
QUOTE (Isuka @ May 15 2009, 01:30 PM) <{POST_SNAPBACK}>
But if we give the pikachu to the aeromancers, what will we give to the galvanmancers?
Electabuzz or Raichus?
Furien2009-05-15 21:27:36
Very nicely designed skillset! However, that instakill message on Prime from the victim's POV is a bit much. You'll smash into the ground and die instantly if everything went well, not live out the adventures of a lifetime in the space of a few seconds!