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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z



A

Ancestor Song
Antei of the Clouded Mind
Antei of Hakanai Shouten
Arhkarrets
Armor
Ascension of the Templar
Astral Travel
Ataghan of Inheritance
Atemi Ai
Augmented Divine Healing
Awakening of the Guard


[ Ancestor song ]

Usage: invoke 'ancestor song'

Barbarians say that to win in battle, one must remember one's ancestors and sing their songs before combat is ever engaged. With ancestor song, the man-of-war sings the names and deeds of his ancestors, thus calling upon them for assistance. As a result, the singer's rates of health and endurance recovery are increased, thus giving him the strength to fight longer and harder than he might otherwise. The wisest and most willful men-of-war are able to invoke the spirits of their ancestors best.

[ Antei of the clouded mind ]

Usage: invoke 'antei of the clouded mind'

Ninjas have long been masters of deception and the balance of the clouded mind takes that deception to a higher ground. An old ninja scroll reads:

"If a ninja is not believed to exist, the ninja is not a threat, if the ninja can cloud his mind, with distance magic he will not be met"

The full extent of power that is held within the clouded mind is unknown, of course. What has been determined by master ninjas is that the power of the antei is based on the ninja's intellect, the duration is based on the ninja's constitution.

[ Antei of hakanai shouten ]

Usage: invoke 'antei of hakanai shouten' Usage: invoke 'antei of hakanai shouten' (when already in battle - targets opponent)

With the help of concentrated balance, one can pinpoint an accurate point of attack which will allow an impairment to strike flawlessly. One such method is antei of hakanai shouten, this balance (antei) will assist in the impairment ability of stuns making them more accurate than before. The duration of the affect is short lived, but extended by the constitution of the user.

[ Arhkarrets Form ]

Necromancers usually do not pay heed to any gods. However, certain times, even the necromancers give homage to those of great power. Arhkarret's form is a prime example of this. While necromancers claim no masters, they show full respect to Arhkarret. While this female deity's life is known only to those familiar with the Abyss' history, it was well known that her presence could only be felt, not seen. Necromancers attain this power when casting/invoking this spell. Arhkarrets form can only be used on the caster/invoker. The duration is dependant upon the user's level, while the power level is based on the necromancers intellect and willpower to contain Arhkarret.

[ Armor ]

A very basic spell that can be both cast and invoked. Armor grants the target improved armor power for a short duration. Based on the intellect and wisdom of the caster, or the willpower of the invoker, this spell can be coupled with greater armor to have a very impressive affect. While remaining minor in power, armor is a useful spell for anyone, as the improved armor rating is useful for deflecting incoming non-magical attacks.

[ Ascension of the Templar ]

The Templar Knights and Avatars were of legendary power before falling to the Vl'lakian civilization. When the Templars were in power, they left scrolls of understanding behind, both for the Suns and for the Moon. Ascension of the Templar is the attainment of those powers. While minor understanding of it would naturally seem to be easier for Bishops and Druids, Poliirs have often excelled faster in with this ability because of its naturally orientated bias towards willpower. This spell, only invokable, attempts to energize the invoker with either solar or lunar energy. When in battle, the spell's affects have been known to seek out the opponent fighting the recipient of the Templars spiritual essence. These "seeks" have been rarely known to miss. While being unable to dodge or parry this blast, it's quite clear those who have mastered evasion have a solid advantage to prevent its attack. As well as hitting with unfathomable accuracy this spell grows in power depending on the phase of day. If the Suns are out while the recipient has been empowered by solar energy, any blast will almost double in both damage and accuracy. When the moon is overhead, any being empowered by lunar energy will, as well, increase in damage and accuracy. Although it's still unclear how one obtains lunar energy or solar energy, it's quite clear that this spell is dreaded by many, and respected by all.

[ Astral travel ]

Traveling astrally attempts to force the spirit out of the body and then seek out a target anywhere in the world. Astral travel is limited in terms of what the being would normally be able to see. The power of astral travel is obvious, as the caster and invoker can see the location of any being in the world, as long as the caster would normally be able to see that being. Astral travel cannot be done in battle, but it can be cast or invoked while standing, resting and even while sleeping. Not only can astral travel be used to tell you if certain monsters or beings in the world are alive, but also the location of players, which will help avoid or ascertain a player kill, if the caster and invoker is familiar with the Nodekian world.

[ Ataghan of inheritance ]

Warlocks have been known to wield weapons unusable by any other. The first of these weapons of ancient times is the ataghan. A short blade, the ataghan may seem weak at first glance. However, when the Warlock invokes the Ataghan of Inheritance (invoke-only) the ataghan is charged by the power of the Warlock, himself. The power of the ataghan is based on the level of the Warlock, as well as the wisdom and willpower within him. Requiring wisdom and willpower may seem like an odd combination to the naive eye, yet the breakdown is simple Warlocks need to understand the ataghan itself for it to be more readily useable (wisdom). The mental strength of the Warlock is also noteworthy and is what actually powers the Ataghan (willpower). The ataghan will only last a short period of time, and will dissolve after its lifespan has surpassed. However, while it is in hand, the Warlock will begin to be seen as the true warrior he is.

[ Atemi ai ]

Usage: invoke 'atemi ai' target
Usage: invoke 'atemi ai' (when already in battle - targets opponent)

Atemi ai is the body strike of harmony. What this offers to the monk using it is a stunning blow performed with such elegance, with such harmony, it returns the monk into a position of attack. Atemi ai works in combination with stun. The effectiveness of atemi ai is directly related to both the skill percent of atemi ai and the skill percent of stun. In addition, the monk's dexterity plays a significant role in the crippling affects of the stun.

Atemi ai is a different way of performing a stun in such a way that it leaves the monk with no delays. However, atemi ai can only be performed once every few phases of the suns, as the spiritual harmony required of the action must be recuperated.

[ Augmented divine healing ]

Usage: cast 'augmented divine healing' (self-only)
Usage: invoke 'augmented divine healing' (self-only)

Augmented divine healing is an oe grei aura prevention ability. Grei abilities fall within the sphere of the mystical grei aura. Abilities of the naj'k and grei aura have been rumored to be influenced by mystical factors outside of the abilities themselves.

Augmented divine healing brings forth the angelic healing powers of the priestess. When used successfully, augmented divine healing, improves all forms of healing. The strength of the improvement is based on the user's willpower. The duration of the improved healing affect is based on the user's constitution.

[ Awakening of the guard ]

Usage: invoke 'awakening of the guard' target
Usage: invoke 'awakening of the guard' (when used in battle, if no target is supplied, automatically targets opponent)

Awakening of the guard does just that - it awakens the guard within the poliir. Few spells translate the poliir's power so well as awakening of the guard. This spell is a known favorite amongst poliirs for its amplification of their true strength.

The power of the guard is based on the poliir's intellect. The duration of the guard is based on the user's constitution.

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