Air Scholars
Encompassing the studies of the winds, kinetics, and chaos, scholars of this sphere channel the elemental power of air. Resonating with chaotic tendenices, scholars who are lawful cannot choose this sphere as a discipline.
Skills
1 dagger
Daggers are short bladed weapons, most commonly used by the rogueish classes and those of scholarly bent who lack the time to learn more complicated weapons. Dagger attacks usually involve quick thrusting, piercing or stabbing attacks. Daggers offer very little in the way of parrying, but their quick speed makes them hard to dodge.
1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.
1 scrolls
RECITE recites a magical scroll. Potions and scrolls have a single charge.
1 staff
The staff is the most common two-handed weapon, most typically made from wood into a long pole. The staff is typically used to pound, strike, or crush an opponent. Its long shaft allows for easy parrying of blows, for which the staff is not primarily as a defensive weapon. Due to its focus on defending against blows, the staff is often a favorite weapon among scholars.
1 staves
BRANDISH brandishes a magical staff. Wands and staves have multiple charges. When a magical object has nomore charges, it will be consumed.
1 wands
ZAP zaps amagical wand at a target. Wands and staves have multiple charges. When a magical object has nomore charges, it will be consumed.
6 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.
7 haggle
The haggle skills allows you to bargain with merchants, lowering their prices.
10 lore
The lore skill is not currently implemented. Expect it soon, but
don't ask, as we've got bigger things to worry about.
14 trance
An enhanced version of the meditative techniques prevalent throughout Avendar, the skill of keeping the mystic portion of one's consciousness in a trance state increases like the ability to regain magical potential. Like meditation, the trance skill is automatic.
25 parry
Parry is a skill learned for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.
30 fast healing
This skill allows you to regenerate hit points faster.
30 second attack
The second attack skill allows one to make two attacks per round. Possessing this skill does not ensure two attacks will be attempted, but it does increase the liklihood of this occuring.
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Spells
Ordinary Spells |
Minor Air Spells |
Major Air Spells |
Greater Air Spells |
1 armor
This spell protects the target by decreasing (improving) the caster's defensive ability. ARMOR improves the targets armor class by 20.
1 shocking grasp:
This spell inflicts damage on the victim.
1 ventriloquate
This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message.
3 fly
This spell enables the target character to fly.
3 invisibility
The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible.
4 detect invis
This spell enables the caster to detect invisible objects and characters.
7 floating disc
The floating disc spell calls into existence an invisible disc of air. The disc will float by the caster for the duration of the spell, on which items can be placed. The duration and weight allownace of the disc depend on the level of the caster. Upon termination of the spell, the disc will vanish, causing any items on it to tumble to the ground. The spell requires that the caster be free of other floating items to be successful.
11 lightning bolt
This spell inflicts damage on the victim.
13 teleport
This spell takes you from your current location to a random location somewhere in the world.
14 cancellation
This spell removes magical effects from the target. Cancellation can only be used on allies, but is very effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells.
14 control weather
This spell makes the weather either better or worse.
15 identify
This spell reveals information about the object.
15 locate object
This spell reveals the location of all objects with the given name.
16 wind wall
Air scholars may use this spell in an attempt to conjure a moving wall of wind about them. The wall functions in the manner of a protective shield, rebuffing warriors who attempt to bash them, as well as stunning the offending warrior.
17 illusionary object
This spell of air creates an illusionary copy of an object. The copied object may be worn, wielded, or otherwise equipped in the manner of the original, but will have none of its powers.
18 greater ventriloquate:
Similar to the Ventriloquate spell, Greater Ventriloquate allows a scholar of the element of air to make objects appear to speak, even at a great distance. Like ventriloquate, the target is allowed a save versus the spell to see whether the caster can successfully deceive them.
19 faerie fog
This spell reveals all manner of invisible, hidden, and sneaking creatures in
the same room as you.
20 shield
This spell protects the target by decreasing (improving) the caster's defensive ability. SHIELD improves the targets armor class by 20.
21 air bubble
The air bubble spell allows an air scholar to surround his group with a bubble of air, allowing travel underwater.
22 group teleport
This air spell teleports an air scholar and his or her entire group randomly about the world.
22 thunderclap
This spell causes all the air to collapse around a person, producing a quick and violent burst of sound. The result is a chance that the target may be deafened by the blast, rendered unable to hear or successfully engage in activities that require verbal control (such as spellcasting.)
23 gust
Of the sphere of air, gust attempts to conjure a blast of wind to push a person out of the room. If not successful, it will initiate combat with the person in question.
24 gaseous form
This spell allows the caster to intersperse his material form with a portion of the elemental plane of air. In this gaseous form, the scholar can pass through cracks in doors, float above the surface of the ground, and resist physical injury in combat.
24 suction
The suction spell is used by air scholars to create an enormous vacuum in a room, in an attempt to drag player's in the adjoining direction into the room.
25 mass invis
The MASS INVIS spell makes all characters in the caster's group invisible, including the caster.
25 word of recall
This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell.
25 mass flying
This spell is of the sphere of Air, and it grants temporary flight to every member of the caster's group.
25 spectral fist
Talented air scholars may form the surrounding air into a spectral fist, which they may use to crush their opponents in combat. The spell does the most damage while in the air, but is ineffectual underwater.
27 chain lightning
A stereotypically chaotic and ucontrolled spell of the school of air, chain lightning is an offensive spell, designed to inflict electrical damage on a foe. When the spell is cast, a long electrical arc hits the victim, then bounces about the room, hitting every available target, not excluding the mage who cast the spell.
28 cloudkill
Cloud kill is an offensive magic used by magi of the element of air. It can be cast on an opponent during combat, doing poison damage and flooding the room with a noxious gas. This cloud persists in the room, causing those who are exposed to it to retch and experience a poisonous
affect which can hinder action. The spell can be cast without a target, and will merely fill the room with the gas.
28 tempest
This spell is of the sphere of Air, and results in a tempestuous wind damaging the victim.
29 conjure air efreet
This spell conjures an uncontrolled Efreet from the elemental plane of air. Let loose, it will run amok, striking at those within range of the caster.
30 scatter
Skilled magi of the element of air may attempt to use the winds to scatter their foes. This spell, which may only be communed outdoors, causes all those other than the caster in the room to be flung about, tossed hither and yon about the surface of Avendar.
30 windwalk
The windwalk spell allows the skilled scholar of air to become one with the wind, allow transport to a target in an outdoor area. Like most of the air mage's magic, however, the results are sometimes unpredictable, resulting in the target being missed by several rooms, or even taking
the caster to the wrong area altogether.
31 windbind
This spell binds the target in bands of air, causing them to lose combat attacks. The number of possible attacks will never fall below one, but it has been known to fall most heavily on those will multiple attacks.
32 air rune
The air rune is used by scholars of the element of air to complete disguise the presence of them and their party. While the magic is complete in its security, any motion at all will disturb the illusion of the spell.
32 protection from lightning
Due to their long association with electrical effects, air scholars may learn this spell, which confers a temporary protection from lightning and other electrical attacks.
33 obfuscation
This air illusion is used to sew discord and confused amongst foes. The spells renders the two targets completely undetectable to each other, using flows of air to cover the presence of one from another. For the spell to be successful, one of the targets must be in the same room
with the caster.
34 diversions
A spell of the school of air, the diversion spell attempts to create an illusionary exit in the specified direction. Attempts to leave the room through this exit will only return the victim to the initial room. An illusionary exit cannot be placed over an existing exit.
34 greater invis
This spell is an enhanced version of the more common magical spell of invisibility. Drawing more extensively on the magics of air, this spell allows an air scholar to cloak himself from sight. Unlike the lesser version of this spell, greater invisibility is not terminated by combat.
35 delusions
Weaving a powerful illusion of the strength and power of others, this air spell attempts to convince the target that his opponents are stronger than they appear. If the victim does not save, he will take more damage from attacks and spells.
37 alter self
This illusion, crafted by scholars of air, allows them to disguise themselves as another person. Scholars disguised in this manner will remain so until the spell wears off, or combat begins.
38 lightning storm
The lightning storm spell is a powerful application of the magics of air. If the weather is appropriate, it conjures a roiling lightning storm to cover an outdoor area. For the duration of the spell, the area is plagued by lightning strikes.
39 dancing sword
A bit of a misnomer, this air spell will suspend any weapon (not just a sword) beside the caster, where it will strike at foes automatically during combat for the duration of the spell.
40 phantasmal creation
This air spell is used in conjunction with the LEARN command, avaialable to air scholars. This spell attempts to create an illusionary monster, which will serve the caster. Up to three phantasmal creations can be controlled by a given scholar at a given time, but magical power is consumed on a continuous basis to keep them in existence.
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Notes From the Legends
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