The Ascendril of Aetolia
In the beginning, Varian the Celestine asked nothingness a question, and the words of His question were existence itself. Ever since, the people of Sapience have sought answers. Some use philosophy - others use science - and the pious look to the Gods Themselves. Many pose questions, but it is precious few who consider the process of questioning itself.
It is the Ascendril Order alone which devotes itself to this process, hailing from a centuries-long tradition of magic dating from the Ankyrean-age Naldareth, refined by the Magi of old, and continuing into the present day. Rather than employing theology and abstract philsophy as the basis for their thinking, the Ascendril view the world in terms of the process of questioning; answers require deliberation, action, and material transformation.
Central to the question of the universe is the element of Spirit - the driving force of all living creatures. Recognizing that the element of Shadow is a threat to Spirit itself, the Order concerns itself with halting the spread of Shadow, thus opposing the undead, vampires, and particularly their mage nemeses, the Sciomancers. On the question of the Darkness' continued existence, the Ascendril Order answers as one: No.
In pursuit of this aim, the Ascendril wield three skillsets: Elemancy, the art of channeling the power of the planes of Fire, Spirit, Water, and Air; Thaumaturgy, the use of a fulcrum of power; and Arcanism, the manipulation of ambient elements. Employing these skills together, the Order is a powerful force, whether at work upon science or opposing the Light's many foes.
Ascendril Skills
Elemancy is the art of manipulating Spirit, Fire, and Water, drawing modicums from the elemental planes and shaping them in order to achieve magical results. In its more basic forms, the Ascendril employ the art to cast rays of light, summon wards of water, and ward off harm with a fiery veil; the trained Elemancer, however, wields a bevy of elemental brands, venomous frostspikes, and the dreaded firewhirl, an uncontrollable tornado of seething fire.
Elemancy
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Channel
DescriptionSyntax: CHANNEL <FIRE|WATER|AIR|SPIRIT>
SEVER <FIRE|WATER|AIR|SPIRIT>Additional syntax: CHANNELS
In order to harness the power of the elements, you must first open a channel to one of the elemental realms at your call: Fire, Water, Air, and Spirit. Once you have opened a channel to that realm, you will be able to make repeated use of spells that require those elements. You can close your channel to the elements at any time by severing them. There is no cost to keeping them active.
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Focus
DescriptionSyntax: CAST CREATE FOCUS
EMBED FOCUS IN <weapon>Although the crystals extracted from the Master Crystal no longer appear to be suitable for Crystalism, it has been found they make controlling the elements slightly easier. Excise a focus from the Master Crystal while you are standing before it, and then embed it into either a staff, a dagger, or a sceptre.
Should you be wielding such an object containing a focus crystal, you will be able to command the elements with greater ease. Your spells will no longer require both hands, only a single hand. Additionally, parrying an attack will charge your focus crystal with magical energy, restoring a portion of your mana instantly.
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Simultaneity
DescriptionSyntax: SIMULTANEITY
Using this ability, you will simultaneously open channels to the Water, Fire, Air and Spirit realms.
- You know the following Fire spells
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Spark
DescriptionSyntax: CAST SPARK <target>
This simple spell will cause a flash of flames, forming blisters on your target and impairing them.
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Evaporate
DescriptionSyntax: CAST EVAPORATE
By heating the air, you can evaporate the water within your location should it be unnaturally flooded.
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Fireburst
DescriptionSyntax: CAST FIREBURST and FIREBURST <target>
Conjure forth a focal point of fire upon your palms for a limited time. Once prepared, you can conjure balls of flame and shoot them directly at a target in your location or within line of sight, causing fire damage and setting them ablaze, but only up to four times before the spell will end early.
Each time you fling a ball of flame at someone, it will use the balance from one of your arms instead your equilibrium. This will allow you cast two flame bursts from both hands, if you so choose.
You can also cast your balls of flame at denizens, however it will only cause fire-based damage to them.
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Ashenfeet
DescriptionSyntax: CAST ASHENFEET <target>
This quick spell will place an invisible shroud of flames around the target. Should they be the target of non-natural healing, then both their legs will burst into flames, crippling them so that they fall to the ground.
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Blazewhirl
DescriptionSyntax: CAST BLAZEWHIRL <target>
This spell conjures an elemental phenomena.
You may only cast this spell at a target in your location.Conjure a tornado of fire in your location that will periodically burn your chosen target with its flames. Should they be ablaze, it will draw the flames from them and burn even hotter, permanently dealing additional damage at an exponential rate based on the stacks it has. Once cast, the blazewhirl will follow your target should they move from its current location and spread embers in its wake, however it can only travel three locations from its point of creation, otherwise it will lose strength and extinguish itself.
Striking the blazewhirl with a fire-based attack will cause it explode with flames, dealing fire damage to everyone in the location.
If you have already created an elemental phenomena, then casting this one will will cause the other to die out.
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Conflagrate
DescriptionSyntax: CAST CONFLAGRATE <target>
Cause an explosion of flames, dealing fire damage to your target and shattering their courage.
If your fulcrum also resonates with fire, then it will set them ablaze.
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Cinder
DescriptionSyntax: CAST CINDER
Conjure floating cinders to drift among the air of your area. While this cinder is in effect, the smoky smell will obscure attempts that make use of their scent to obtain information about the surroundings.
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Afterburn
DescriptionSyntax: CAST AFTERBURN
Heat up your body so that the next fire spell you cast, the equilibrium recovery time is cut in half. There is a short delay after casting before this spell becomes effective.
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Sunspot
DescriptionSyntax: CAST SUNSPOT <target 1> [target 2]
Call down the flames of the skies upon your given targets after a short delay to destroy an opponent whom recklessly attacks with abandon, dealing a burst of fire-based damage to them. If a given target has both balance and equilibrium when the flames erupt, then they will step or roll out of the way of the flames and come away unharmed.
Protective shields and barriers will offer no respite from the fury of this spell.
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Pyroclast
DescriptionSyntax: CAST PYROCLAST <target>
Requires and consumes resonance of fire.One of the more powerful spells at a mages disposal. By getting up close and personal to your opponent, you can release a torrent of flames point-blank into their face. This will cause trauma to the head and will deal fire-based damage to them if they are not parrying their head.
Additionally, based on certain conditions, this spell will become more potent:
* They are on fire - This attack can no longer be parried.
* No arcane defence - Doubles the amount of damage dealt.
* They have blisters - Triples the amount of trauma dealt.
* Blazewhirl in room - This spell will also stun the opponent. -
Disintegrate
DescriptionSyntax: CAST DISINTEGRATE <target>
Requires and consumes resonance of fire.This powerfully destructive spell will, after a short channel, release a ray of focused flames at your target. Its destructive nature will deal a large amount of unblockable damage to the target and will destroy all defences that help them resist damage.
After being struck, their melted flesh will also smoulder for a little while afterwards, dealing periodic unblockable damage and reducing their maximum fire resistance to 20%.
Failing the channel will still result in your fire resonance being consumed.
- You know the following Water spells
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Coldsnap
DescriptionSyntax: CAST COLDSNAP [target]
This frosty spell will plunge the surroundings into deep cold, freezing all your enemies in the location by two levels. If you pick a target, they will be hit regardless if you have declared them an enemy or not.
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Fog
DescriptionSyntax: CAST FOG
With the powers of water, you may coax moisture into the air and cause an obscuring fog to envelop the room. Those outside the fog will be unable to see into the location.
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Iceray
DescriptionSyntax: CAST ICERAY <target>
This spell will cast a ray of frost at your target, releasing a powerful burst of cold-based damage.
Any enemies in the location will be additionally knocked off balance temporarily if they are shivering.
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Drench
DescriptionSyntax: CAST DRENCH <target>
Cast a spell that will release a torrent of icy water at your target, drenching them and leaving them wet. The icy water will also drain their mana, draining more depending on if they're shivering, frigid, and/or frozen.
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Glazeflow
DescriptionSyntax: CAST GLAZEFLOW <target>
This spell conjures an elemental phenomena.
You may only cast this spell at a target that is within line of sight of you.Conjure living ice that creeps across the ground and freezes it, seeking out your given target. Once it reaches its target, it will pulse with ice, dealing cold damage and freezing the feet of everyone in the location a single time, then cease to move.
If you have recently fled combat, then the amount of time their feet remain frozen is heavily reduced.
Should anyone in the location with the phenomena be fallen excluding yourself, they will take passive cold damage until they stand up once more. Additionally, if they have used neither balance nor equilibrium, then the damage dealt is doubled.
Striking the glazeflow with cold-based damage will cause it to expand, dealing cold damage to everyone in the location.
If you have already created an elemental phenomena, then casting this one will will cause the other to die out.
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Direfrost
DescriptionSyntax: CAST DIREFROST <target>
More of a curse than a spell, this arcane magic will place a sheet of frost upon the target that will linger upon them. Should they be knocked to the ground, the direfrost will grow across their body, dealing cold damage.
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Flood
DescriptionSyntax: CAST FLOOD
Draw upon your connection to the plane of Water and conjure a deluge of water to flood your surroundings.
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Icicle
DescriptionSyntax: CAST ICICLE <target>
Conjure up three icicles that will begin to hover in the air in your location, following you. Periodically, an icicle will be launched at your target aimed at their torso. Should the icicle strike its target, it will deal trauma to the torso and cold damage.
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Shatter
DescriptionSyntax: CAST SHATTER
Once you have conjured the Icicle spell, you may cause projectiles it launches to shatter into three jagged shards of ice per icicle. After a delay, the shards will spread in apart and fly at the original target all at once, shredding their arms and torso at random. While the attack is spread over multiple body parts, this will cause less cold damage than if the icicles had remained whole.
Once a limb is broken, the ice shards cannot cause any further trauma to that limb, even when struck by one.
After casting this spell, the ice shards will become detatched from you and will linger behind if you move.
Please see AB ELEMANCY ICICLE for more information about this ability.
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Crystalise
DescriptionSyntax: CAST CRYSTALISE <target>
Requires and consumes resonance of water.This vicious spell will attempt to crystalise your opponent, draining their mana at the same time.
Additionally, based on certain conditions, this spell will become more potent:
* No speed defence - This spell will encase them in ice.
* They are fallen - Recover equilibrium more quickly from this spell.
* They are shivering - They will become hobbled.
* Glazeflow in room - Their feet will become frozen to the ground.The mana drain of this ability will also be increased for each condition you meet.
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Winterheart
DescriptionSyntax: CAST WINTERHEART
Requires and consumes resonance of water.Requiring you to channel this spell for a short amount of time, its completion will cause wave of icy tendrils to reach forth and grip the hearts of your enemies. While effected, their mana will be quickly depleted by the cold and will drain additional mana if those afflicted by this spell remain together in the same location.
Should a target run out of mana due to this effect, they will become not only frozen, but completely encased in ice, unable to act until they writhe free.
Failing the channel will still result in your water resonance being consumed.
- You know the following Air spells
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Windlance
DescriptionSyntax: CAST WINDLANCE <target 1> [target 2] [target 3]
With great exertion, you can generate a razor-sharp lance of wind and launch it, striking all your given targets with a piercing slash that destroys any shield in your way in the process.
If they are an adventurer and no shield is present, the wind lance will shock them and send them toppling over, giving them whiplash in the process.
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Gust
DescriptionSyntax: CAST GUST <target> <direction>
Conjure a burst of wind to send your target flying from your location in the direction of your choice, providing they are not protected by the density defence.
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Arcbolt
DescriptionSyntax: CAST ARCBOLT <target 1> [target 2]
Form a bolt of lightning to hurl at two different targets, shocking them with powerful surge of electrical damage.
If a target is an adventurer, then it will also numb their body and give them paresis. If they already have paresis, then it will be immediately transformed into paralysis.
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Pressurize
DescriptionSyntax: CAST PRESSURIZE <target>
Manipulate the air around your target, squeezing their body from all directions, and striking them with vertigo and confusion.
If your fulcrum resonates with air, then it will give them laxity as well.
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Electrosphere
DescriptionSyntax: CAST ELECTROSPHERE <target>
This spell conjures an elemental phenomena.
You may cast this spell at a target in your location or adjacent.Conjure a ball of lightning that will hover toward your chosen target and chase after them if they leave, releasing a field of static energy as it moves. Should the given target try and leave a location where the phenomena is present with less than 75% health or mana, it will delay their ability to leave by a short amount and drain a small portion of mana.
If they are suffering from either shock or burn out, then it will prevent their escape entirely.
Striking the electrosphere with electric-based damage will cause it to release electricity, dealing electric damage to everyone in the location.
If you have already created an elemental phenomena, then casting this one will will cause the other to die out.
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Thunderclap
DescriptionSyntax: CAST THUNDERCLAP <target>
Engulf your foe with a cascade of momentous thunder, battering them with dizziness and stupidity, and dealing some electric damage.
If they lack courage, then it will additionally afflict them with confusion.
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Cyclone
DescriptionSyntax: CAST CYCLONE
Send a spout of wind into the air, knocking down everyone in the skies or trees that are above in your location or adjacent.
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Feedback
DescriptionSyntax: CAST FEEDBACK <target>
Issue forth destructive arcane static that will ripple and overwhelm a weakened mind.
As a result of this deadly spell, the opponent will fall unconscious for a period of time depending on how much mana they are missing. If they are suffering from the burnout affliction, then the duration is increased by 25%.
Be warned, casting this spell will restore your target's mana back to full.
Cooldown: 20 seconds
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Capacitance
DescriptionSyntax: CAST CAPACITANCE
Form a conductive shield about yourself that will, on the fifth casting of an air spell with a target, release a shock of electricity that will disrupt your target. There is a slight delay before the shield will fully form, and then will eventually fade in due time.
Non-adventurer targets will not count towards the required total, nor set off its effect.
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Aeroblast
DescriptionSyntax: CAST AEROBLAST <target> <FAST|SLOW>
Requires and consumes resonance of air.Launch a blast of compressed wind to either side of you, circling around on your target and smashing into them from either side after a delay of either 4 or 8 seconds, depending on if you pick fast or slow.
When it strikes, the tumuluous wind will flip them over and smash them against the ground, knocking them down and dealing blunt-type damage.
Additionally, based on certain conditions on strike, this spell can become more potent:
* Dizziness and vertigo - Lightning will strike after a delay, stunning them.
* Stupidity and confusion - The harsh winds will daze them.
* Have a broken torso - It will strip the speed defence.
* Electrosphere in room - It will bypass the shield and barrier defence. -
Stormwrath
DescriptionSyntax: CAST STORMWRATH
Requires and consumes resonance of air.After channelling this spell for a short amount of time, it will release the wrath of the storm upon the battlefield, periodically striking your enemies that linger in the location. The first target struck, the lightning damage will be somewhat weak, while each strike afterward will cause the damage from the spell to increase in power limitlessly.
Should any target either have the same or more health after being struck by this spell, or should die, then the storm will calm itself and dissipate.
Failing the channel will still result in your air resonance being consumed.
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Roleplaying an Ascendril
The Ascendril are mages trained in the use of the powerful yet arcane element of Spirit. Their channeling of the elements renewed the balance of water, fire, and air within the Prime Material Plane after Severn anchored more shadow within it.
What is spirit?
Spirit originates from Rewh'va, the Plane of Spirit, and is the element of order, progress, and life itself. Though powerful, it is a delicate, difficult element to master, and its misuse can cause profound complications in otherwise healthy living forms. Access to the Plane of Spirit has thus far not been attained by mortals beyond the formation of elemental channels, and its guardian deity is Damariel mot Lanosaryon, the Unbound.
How you access the elements:
- Direct channel to Spirit, Fire, Water, and Air
- Fulcrum manipulation
- Ambient elemental manipulation
- Focus embedded within a staff, sceptre, or dagger
Ascendril are defined by their mastery of the element of spirit, manipulating it directly and with a more mathematical precision than many of their compatriots in the Light. Through their training, they attain the use of the fulcrum - a device formed from the element of spirit which serves to grant them greater control over their elemental magic.
Visual style of the class:
Continual use of spirit produces vital, healthy bodies and even the formation of visible auras, particularly following ascension. They employ gestural, expressive movements to gather ambient elemental force and to lend further precision to their fulcrum-based efforts, drawing inspiration from the movement of fire and water in the natural world.
Side effects of the class skills:
Owing to a disproportionate focus on the dynamic elements of air, fire, and water, Ascendril tend to hold excess amounts of them in their frames. The typical side effects of this state can range from those less versed in Elemancy enduring sometimes catastrophic escape of magical energy into the environment around them to those more practiced having to employ more restraint to control their abilities when emotions run deep. In addition, channeling the elements can have some impact on the practitioner's state of mind - water inducing calm, fire fueling passion, air creating a sense of restlessness, and spirit inducing a lingering sense of euphoria.
Roleplaying the class:
Ascendril are the sages and scholars of the Light, set apart by a scientific, rote approach to elemental forces. The Ascendril do not dismiss faith entirely, but it receives a secondary focus by comparison to many other servants of the Light. While some Ascendril can be easily distracted by the forces they harness, particularly when it comes to mundane subjects, others may be overly focused on their pursuits - be they scholarly or adventurous.
Efreeti lore:
An efreeti is an elemental from the Plane of Fire that has inhabited the corpse of a mortal that stumbled into the dangerous plane, forming a half-humanoid, half-fire creature of low intelligence. When customizing your efreet, they should reflect this nature, and the corpse should be from one of the races native to Sapience (this does not have to be a playable Sapience race). The bottom half of the body should be purely fire, creating a fiery genie look.