The Ascendril of Aetolia

The Ascendril are Aetolia’s Light elemental mages, a Spirit-tethered class that channels Fire, Spirit, Water, and Air through a fulcrum, wielding Elemancy (direct elemental channeling), Arcanism (ambient elements), and Thaumaturgy (the fulcrum itself).
| At a glance | |
|---|---|
| Tether | Spirit |
| City | Enorian |
| Guild | Ascendril (Patron: Slyphe, the Dauntless) |
| Skill sets | Elemancy, Arcanism, Thaumaturgy |
| Mirror class | Bloodborn (Shadow) |
| Sister class in guild | Tidesage |
| Signature mechanic | Fulcrum focus, four-element channeling |
| Best for | Players who want a scholarly elemental mage with strict scientific roleplay |
The Ascendril Order traces its tradition through the Ankyrean-age Naldareth and the old Magi, refined into the modern Order by centuries of disciplined study. Where most of Sapience uses theology or philosophy to seek answers, the Ascendril focus on the process of questioning itself.
This is one of Aetolia’s signature classes. If you want a Light-tethered mage with scientific roleplay, four-element command, and a sworn opposition to Spinesreach’s Sciomancers, the Ascendril is the textbook pick.
Origin and lore
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. The pious look to the Gods. Few consider the process of questioning itself.
The Ascendril Order alone devotes itself to that process. Their tradition stretches from the Ankyrean-age Naldareth, through the old Magi, into the present. Rather than employing theology or abstract philosophy as the basis for their thinking, Ascendril view the world in terms of the process of questioning itself: answers require deliberation, action, and material transformation.
Central to their work is the element of Spirit, the driving force of all living creatures. Recognizing that Shadow threatens Spirit itself, the Order halts Shadow’s spread, opposing undead, vampires, and particularly their mage nemeses the Sciomancers. The Patron is Slyphe, the Dauntless, and the guild houses the Tidesage class as a secondary research arm.
Skill sets
The Ascendril skill sets are Elemancy, Arcanism, and Thaumaturgy.
Elemancy is the primary art: direct channeling of the four elemental planes of Fire, Spirit, Water, and Air. Ascendril are defined by their mastery of Spirit specifically, manipulating it directly with mathematical precision. The other three elements provide range and variety. Spirit is the anchor.
Arcanism is the ambient art. Where Elemancy reaches into the elemental planes directly, Arcanism manipulates the ambient elements already present in the world. Gestural, expressive movements gather elemental force from the air around the Ascendril, drawing inspiration from how fire and water move in nature.
Thaumaturgy is the fulcrum work. A fulcrum is a device formed from the element of Spirit that grants Ascendril greater control over their elemental magic. Embedded within a staff, sceptre, or dagger, the fulcrum acts as both focus and amplifier. Without it, an Ascendril’s reach into the elemental planes drops sharply.
Skill abilities
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.
Practitioners without access to the Master Crystal must forge their own path, and may obtain a suitable surrogate by venturing to the Fractal Bloom, where they may CHIP a CRYSTAL from among those that grow there. This nascent chunk must then be RAISEd within the elemental vortex in Mournhold before it can be properly embedded within your chosen weapon.
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 causing bodily impairment.
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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
FIREBURST <adventurer>
FIREBURST <denizen> [<direction>]Conjure forth a focal point of fire upon your palms for a limited time. Once prepared, you can conjure balls of fire and shoot them directly at a target in your location or within line of sight, causing fire damage, but only up to four times before the spell will end early.
If they are an adventurer, your balls of fire will also set them ablaze.
Each time you fling a ball of fire at someone, it will use the balance from one of your arms instead your equilibrium. This will allow you cast two fire bursts from both hands at once, if you so choose.
You can also cast your balls of fire at denizens, however if you wish to strike a denizen in a particular direction you must include it in the syntax.
DetailsTarget Location Same location or line of sight
Damage Type Fire
Damage Source Arcane
Base Damage 150 + 7%
Base Damage (Denizen) 300
Fireburst Duration 120 seconds
Fireburst Stacks 4
Equilibrium Recovery 3.00 seconds
Arm Balance Recovery (Attacking) 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 80 mana to use.
Costs 20 willpower to use.
Requires both arms functional.
(Attacking) Requires equilibrium.
(Attacking) Costs 5 mana to use.
(Attacking) Costs 2 willpower to use.
(Attacking) Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Attacking) Considered a basic attack against denizens.
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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 and cripple 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.
DetailsTarget Location Same location
Damage Type Cold
Damage Source Arcane
Base Damage 225 + 10%
Base Damage (Denizen) 900
Balance Upset 1.10 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 60 mana to use.
Costs 20 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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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 magic will place a sheet of frost upon the target that will linger upon them, freezing them by one level and giving them the direfrost curse.
Should they be knocked to the ground, the direfrost will spring to life and grow across their body, dealing cold damage and giving them the mindfog affliction.
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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 will only be able to deal half the usual trauma to that limb if struck.
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 frigid - They will become hobbled.
* Glazeflow in room - It will give them frozen feet.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 electrocute them as they are knocked to the ground, 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 a 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.
DetailsTarget Location Same location
Maximum Targets 2 targets
Damage Type Electric
Damage Source Arcane
Mana Cost Per Target 60
Willpower Cost Per Target 15
Damage Per Hit 300 + 14%
Damage Per Hit (Denizen) 1200
Equilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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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 burnout, 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 electrical static that will ripple and overwhelm a weakened mind.
Providing they are below or equal to 30% of their maximum mana, the opponent will enter a state of unconsciousness 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 and stun them.
* Stupidity and confusion - The harsh winds will leave them dazed.
* Have a broken torso - It will strip the speed defence.
* Electrosphere in room - It will bypass the shielded and barrier defences. -
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.
Arcanism
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Missiles
DescriptionUsage: CAST MISSILES <target 1> [target 2] [target 3] [target 4]
Raise a hand and cast a spell that will release a barrage of four magic missiles at a target of choice. You can choose a target for each missile, if you so like. For any remaining missiles with no target, they will strike your last hit mark.
DetailsTarget Location Same location
Maximum Targets 4 targets
Damage Type Magic
Damage Source Arcane
Damage Per Hit 75 + 3.5%
Damage Per Hit (Denizen) 300
Equilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 30 willpower to use.
Requires both arms functional.
(Per missile) Costs 10 mana to use.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Per missile) Considered a basic attack against denizens.
(Per missile) Does not bounce off magical shields.
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Reflection
DescriptionUsage: CAST REFLECTION [target]
Create an illusion of yourself or another that will protect you against certain attacks. Each time it is cast, the ability will consume a charge that will take time to recover. Only one charge may recover at a time. Once you use three charges, you will be unable to cast any further reflections.
Cooldown: 15 seconds per
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Arcaneskin
DescriptionUsage: CAST ARCANESKIN
A thin layer of protective magic on your body will absorb some damage from physical attacks, helping you resist blunt and cutting damage.
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Flight
DescriptionSyntax: CAST FLIGHT
LANDManipulate the air around you to ascend into the skies above.
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Mark
DescriptionUsage: CAST MARK <target> <SKULL|ORB|SQUARE|TRIANGLE|STAR>
Mark a target with an illusory symbol, making them visible across the battlefield for some time. The target can then be targetted using the name of the symbol marking them. You can only have one marker in existence at a time.
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Manatap
DescriptionUsage: CAST MANATAP <10-1000>
Through sheer force of will, you can replenish your mana reserves. This will deplete your willpower proportional to how much mana you choose to recover.
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Countercurrent
DescriptionUsage: CAST COUNTERCURRENT
Wrap a thin current of energy around your body, giving you a 2% chance to wick away a venom before it pierces your skin. If you are channeling a skill or action, then this chance is increased to 20%.
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Illusion
DescriptionSyntax: CAST ILLUSION <illusion>
CAST ILLUSION AT <target> <illusion>A mainstay of magicians everywhere, simple illusions can astound your allies and confound your enemies.
Note: You can add a new line into your illusion by using the tag $nl within the text, however you may only do this once.
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Dispel
DescriptionSyntax: CAST DISPEL HERE
CAST DISPEL <aegis> <glyph>
CAST DISPEL <glyph>Undo the spellwork that has left any lingering effects in a location. This will not dispel glyphs unless they are specifically targetted, and dispelling your own glyphs will not consume your equilibrium.
It will also dispel any elemental phenomena that has been cast by you within the world at large.
You can also cast the dispel upon an aegis to remove the specified glyph from it, though the protective magic of the aegis will make this process take some time.
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Vivacity
DescriptionSyntax: CAST VIVACITY [target]
Infuse your body with animated life and boost the effects of the boar tattoo upon your health regeneration. You can additionally supply a target to give someone else this benefit.
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Ensorcell
DescriptionUsage: CAST ENSORCELL <aegis>
An aegis typically needs to be attuned to the land so that it can draw upon the mana it needs to operate its defences - but a mage has ways around this. By giving it a constant supply of mana from your own reserves, you can have the aegis' defences work wherever you happen to be holding it. This is a channeled operation and most other actions will interrupt the process.
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Chromatics
DescriptionUsage: CAST ILLUSION [AT <target>] COLOUR:<colour> <text>
While little more than a parlour trick, chromatic illusions can astound those present with vivid color. There is an increase in equilibrium cost for this effect.
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River
DescriptionSyntax: CAST RIVER <direction>
You may draw upon the aether around you to create a pulsing, flowing magical force in your location from a small rift. It will constantly push everyone present, up to five rooms away, in a line after an initial delay in the chosen direction.
The push of this spell is negated by the density defense, though the presence of one of your clarity glyphs in the target's room will give it a 1 in 20 chance to bypass this each pulse.
The river will end after a short duration, or if the rift it creates is destroyed by being attacked.
Cooldown: 10 seconds
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MirrorDelay
DescriptionSyntax: CAST REFLECTION [3-10 seconds]
This ability adds the extra functionality of having a cast reflection appear after a delay to the Reflection skill.
Please see AB ARCANISM REFLECTION for more information on this skill.
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Soar
DescriptionSyntax: CAST SOAR <dir>
A variation on flight, you can position yourself to fly in a direction of your choice, taking you into the skies above the room in your targeted direction.
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Phantasm
DescriptionSyntax: CAST PHANTASM <illusion>
CAST PHANTASM ON AEGIS <illusion>Form a lingering phantasm from the local energies that will persist for a few minutes before dissipating. Anyone who enters a room with a phantasm attached to it will see the illusion upon entry. Only one phantasm can exist in the room, and subsequent casts will overwrite the previous.
The phantasm can also be attached to an attuned crystal aegis, where it will persist forever or until dispelled. It will only be shown to targets of the aegis in this situation.
The dispel ability can be used to remove a phantasm prematurely.
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Colourspray
DescriptionUsage: CAST COLOURSPRAY <target 1> <target 2> <target 3>
Release a spray of coloured light at your given targets. The blinding light will sting their eyes, lowering their physical accuracy by 15% for a short duration.
You must target exactly three people with this spell, no more or less.
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Mirage
DescriptionSyntax: CAST MIRAGE
Drawing upon your mastery of illusioncraft, you may create a powerful mirage that will mask the presence of all in your location. Such an illusion will not prevent anyone from attacking others should they know they are there. The Dispel ability can remove a mirage.
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Attunement
DescriptionSyntax: ATTUNE AEGIS HERE
DAMPEN AEGIS
CEDE AEGIS <org>In an impressive feat of spellcraft, you can attach a crystal aegis to the land around you. By attuning it to the leylines that course all throughout the continent, you can keep the aegis permanently supplied with the energy it needs to keep its defences activated. Such an act takes a considerable length of time, and requires your utmost concentration. Once attuned in place, the aegis cannot be moved. You cannot attune an aegis to a room if there is another attuned aegis already placed within a two-room distance.
An attuned aegis will only have four of its glyphs activated when set up in this state. Within a city, the help of its pylon can further increase it to all six. During a period of stable activity of the leylines however, an attuned aegis will become dormant due to a lack of energy. Please see AB REFINING FLUXATIONS for more information.
To remove an aegis, you can focus on dampening its connection to the leylines. This act will take a much shorter time than attuning, but your utmost concentration is still required. As a mage, you can perform this feat significantly faster than the Survival skill equivalent. Once completed, the crystal aegis will shatter into pieces, destroying it completely.
You can also cede ownership of an aegis to any organisation, so long as the aegis has been attuned upon a location that belongs to that organisation. Cities, however, can hold ownership of up to five aegises beyond their home territory. Once the ownership has been ceded, the aegis will instead attack enemies of that organisation, instead of your personal enemies.
- You can trace the following glyphs
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Glyphs
DescriptionGlyphs are arcane inscriptions traced through the air with gem dust and infused with mana. Each glyph has a different effect depending on the pattern traced and the gem dust used to create it.
There are currently two types of glyphs: persistent glyphs, and triggered glyphs. Persistent glyphs will last for a short duration and impose a constant effect upon their location, until they fade from their magic being depleted. Triggered glyphs will hang in the air until an enemy of yours enters the location, at which point their effect will trigger and the glyph will shatter as its magic depletes. The clarity defence will protect an enemy from being affected by most triggered glyphs.
Each room can only contain two glyphs, for any more than that would cause the magics to disrupt each other. Both glyphs must be different.
Glyphs can additionally be traced onto the facet of a crystal aegis, instead of in the air. When upon an aegis, glyphs will be permanently powered and no longer fade. Some glyphs may have a different effect when upon an aegis. An aegis can exist alongside glyphs traced in the room.
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Observation
DescriptionSyntax: TRACE OBSERVATION
TRACE OBSERVATION ONTO <aegis>Required dust: 1 topaz
Type: TriggeredThe observation glyph will alert you when it is triggered, informing you of the location and who did it.
If traced onto an attuned aegis, this glyph will alert the owner of the aegis when a caravan passes through its location (HELP PRODUCTION).
If traced onto an attuned aegis that also has its ownership set to an organisation, the observation glyph will instead make an alert over that organisation's channel.
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Portal
DescriptionSyntax: TRACE PORTAL <target>
TRACE PORTAL ONTO <aegis>Required dust: 1 topaz
Type: Persistent (room), Triggered (aegis)Trace the outline of a portal and it will open soon after, leading between you and your target.
If traced onto an aegis, the portal glyph will attack the limbs of your enemy, randomly leaving one crippled.
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Destruction
DescriptionSyntax: TRACE DESTRUCTION
TRACE DESTRUCTION ONTO <aegis>Required dust: 1 ruby
Type: TriggeredThe destruction glyph will attack the physical form of your enemy with spears of arcane energy, damaging their health.
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Vainglory
DescriptionSyntax: TRACE VAINGLORY
TRACE VAINGLORY ONTO <aegis>Required dust: 2 topaz
Type: TriggeredThe vainglory glyph will cause a surge of grandiosity in your enemy, afflicting them with hubris.
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Addling
DescriptionSyntax: TRACE ADDLING
TRACE ADDLING ONTO <aegis>Required dust: 1 topaz, 1 emerald
Type: TriggeredThe addling glyph will corrupt the mind of your enemy, afflicting them with dementia. This glyph will work regardless of the clarity defence, and will strip the defence from your target.
If traced onto an aegis, the addling glyph will always be the first glyph to fire.
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Entrapment
DescriptionSyntax: TRACE ENTRAPMENT
TRACE ENTRAPMENT ONTO <aegis>Required dust: 2 ruby
Type: TriggeredThe entrapment glyph will send arcane ropes to entangle your enemy.
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Slumber
DescriptionSyntax: TRACE SLUMBER
TRACE SLUMBER ONTO <aegis>Required dust: 1 diamond
Type: TriggeredThe slumber glyph will instill a lulling drowsiness into your enemy as it attempts to put them into a deep sleep.
If traced onto an aegis, the slumber glyph will always be the last glyph to fire.
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Arrogance
DescriptionSyntax: TRACE ARROGANCE
TRACE ARROGANCE ONTO <aegis>Required dust: 1 emerald, 1 ruby
Type: TriggeredThe glyph of arrogance will bolster your own pride, giving you the egocentrism affliction.
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Leaching
DescriptionSyntax: TRACE LEACHING
TRACE LEACHING ONTO <aegis>Required dust: 2 emerald, 1 ruby
Type: TriggeredThis powerful glyph will draw upon the mental strength of your enemies, draining mana from them.
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Gravity
DescriptionSyntax: TRACE GRAVITY
TRACE GRAVITY ONTO <aegis>Required dust: 1 topaz, 2 emerald
Type: TriggeredThe glyph of gravity will pull anybody above the ground elevation back to earth. This affects everybody in the sky, regardless of enemy status.
After a period of time, the glyph will fade on its own if not traced on an aegis.
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Clarity
DescriptionSyntax: TRACE CLARITY
TRACE CLARITY ONTO <aegis>Required dust: 1 topaz, 1 diamond
Type: PersistentThis powerful glyph will empower your spells while you stand in its presence, concentrating unrefined magic into a deadlier form. Your arcane-sourced spells will do 15% more damage, while ALL mana costs will be increased by 25%. Only the creator of this glyph will be affected by it.
After a period of time, the glyph will fade on its own if not traced on an aegis.
Thaumaturgy
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Fulcrum
DescriptionSyntax: FULCRUM CONSTRUCT
FULCRUM STATUSCalling upon your knowledge of planar bonding, you can weave together threads of the elemental planes under your control and bind them together through Spirit. Known as a fulcrum of power, this bridge between the planes can be used to bring about many feats of power.
Your fulcrum will be constructed within your body, melded with your own spirit to begin with. As such, where you go, it will go.
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Echoes
DescriptionSyntax: FULCRUM ECHOES <ON|OFF>
You may create a planar echo within your fulcrum, alerting you whenever anyone enters or leaves the location with it active. The effect is temporary and will eventually end on its own in due time.
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Storage
DescriptionSyntax: FULCRUM STORE <item>
FULCRUM RETRIEVE <item>
FULCRUM PROBEYou can now sustain a pocket of reality in your fulcrum, allowing you to store away up to five items. These items will decay at half of the normal rate. It is impossible to force you to store or retrieve any items in this manner.
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Resonance
DescriptionThis ability is passive.
Should you have your fulcrum with you, it will begin to accumulate latent elemental energy within it as you cast spells from Elemancy. After casting two spells in a row from the same element, it will fully resonate with the element in question.
Once fully resonating with an element, some elemental spells with require it in order to be cast. Please see the AB help files in Elemancy to find out if it is a requirement to cast.
Any elemental resonance within your fulcrum will eventually lose its potency if it isn't used shortly.
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Interfuse
DescriptionSyntax: FULCRUM INTERFUSE
Requires your fulcrum to be expanded.Draw your physical fulcrum back into your body at the cost of your equilibrium, providing it is in the same location as you.
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Expand
DescriptionSyntax: FULCRUM EXPAND
Expand your fulcrum from within your body to encompass the physical space of your current location, granting you access to certain abilities that require it. Not all abilities require you to expand your fulcrum, but more powerful abilities will.
In addition, when you expand it, the following will happen once after a delay:
All enemies still in the same location will take a pulse of damage, and then become irradiated with the etherflux affliction. The type of damage dealt depends on your elemental resonance, otherwise it is magical damage.This skill does not cost balance nor equilibrium to use.
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Restore
DescriptionSyntax: FULCRUM RESTORE
By calling upon the healing powers of your fulcrum, you can restore yourself of two afflictions. Should you have paresis or paralysis, then you will cure that first and nothing else.
Cooldown: 20 seconds
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Push
DescriptionSyntax: FULCRUM PUSH <target>
Requires your fulcrum to be expanded.Concentration on the magics controlling your fulcrum's existence, and relocate it to the room of another in your local area. There is a short channel for this effect that is apparent to your target, and movement will disrupt it.
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Planarlink
DescriptionSyntax: FULCRUM PLANARLINK <person> <message>
Your expertise with the planes has granted you the ability to communicate with others across their vast reaches. By drawing your fulcrum into your body, you can use it to deliver a message of choice to another who is in the realm despite where they may currently reside.
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Callback
DescriptionSyntax: FULCRUM CALLBACK
Requires your fulcrum to be expanded.With great focus, you can remotely draw your fulcrum back into your body should it be physically present in the world. This action requires you to remain within the same location you began this spell or it will fail.
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Convergence
DescriptionSyntax: FULCRUM CONVERGENCE
This will quickly drain small amounts of health from all enemies in the location of your fulcrum and pass the health to you for a limited duration.
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Schism
DescriptionSyntax: FULCRUM SCHISM <ON|OFF>
Your fulcrim will passively emit a powerful magic pulses that will cause a schism through the spirits of your enemies, afflicting them with one of a variety of maladies that will be difficult for them to discern.
Schism will cause one of the following hidden afflictions:
Misery, recklessness, masochism, stupidity, or impatience. -
Detect
DescriptionSyntax: FULCRUM DETECT <target>
Requires your fulcrum to be expanded.Channel your spirit element through your fulcrum, and discern the state of any who stand in its presence. Your detection will reveal their health and mana levels, as well as any afflictions they're currently affected by.
There is no balance or equilibrium cost associated with this ability, though there is a significant mana cost.
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Imbalance
DescriptionSyntax: FULCRUM IMBALANCE <ON|OFF>
Your fulcrum can now also cause an imbalance of elemental energy in your enemies that reside in the same location as it is. At first, the imbalance will consume their arcane defence, stripping it from them. Then if they do not restore the defence, it will deal damage to them from all three elements - fire, cold, and electric.
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Alterspell
DescriptionThis ability is passive.
Providing that you have your fulcrum with you, you can morph the makeup of an elemental phenomena that was cast by you. All it requires is that you strike the phenomena with a damaging spell that uses the element you wish it turn it into.
Using fire damage will turn it into a Blazewhirl.
Using cold damage will turn it into a Glazeflow.
Using electric damage will turn it into an Electrosphere.Any states or conditions associated with the phenomena will be carried over should you transform it back into that form, such as the bonus damage originally absorbed by a Blazewhirl, and similiar mechanics.
Please see AB ELEMANCY <phenomena> for more information on the phenomena spells and what they do.
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Degradation
DescriptionSyntax: FULCRUM DEGRADATION <ON|OFF>
Requires your fulcrum to be expanded.This powerful ability will degrade the soul of your enemies when they leave the location of your fulcrum. This will cause them to take periodic spirit damage for a short while.
This effect can stack with itself if triggered multiple times by the same person.
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Branding
DescriptionSyntax: FULCRUM BRANDING <target> <EMBER|FROST|THUNDER>
Requires and consumes resonance of the matching element.Cast one of three brands upon your target, by utilising the stored elemental power held within your fulcrum. The brands you can choose from are the Emberbrand, Frostbrand, and the Thunderbrand, and each brand offers different effects.
Emberbrand (Fire):
The Emberbrand will cause your fire spells to burn hotly. As such, each time you strike an opponent with the Emberbrand using fire damage from a spell in Elemancy, the heat emitted will instill them with clumsiness. If they are already clumsy, then they will develop weariness instead.Frostbrand (Water):
The chilling bite of the Frostbrand will periodically chill your opponent, applying one level of chill to them. Should they be frozen already, then it will give them hypothermia.Thunderbrand (Air):
The Thunderbrand crackles with electric force, interfering with their pill balance recovery by lengthening the duration before they can eat another. It will also cause Focusing to drain health equal to the initial mana cost on use.Each brand can stack with each other, and will last a limited amount of time before fading on its own.
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Enrich
DescriptionSyntax: FULCRUM ENRICH <FIRE|WATER|AIR>
FULCRUM EMPTYBy momentarily concentrating on your link with the elemental planes, you can infuse your fulcrum with resonant fire, water, or air.
Cooldown: 30 seconds
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Spiritrift
DescriptionSyntax: FULCRUM SPIRITRIFT <ON|OFF>
Requires your fulcrum to be expanded.Using your fulcrum, form a rift in the spirit of those standing in the presense of your fulcrum. This rift will change the way in which a healing elixir will restore health, delaying the heal over time rather then immediately.
Keep in mind, this effect will also affect you.
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Bind
DescriptionThis ability is passive.
Your mastery of planar forces it holds has embolded you with heighted skill, binding your fulcrum to you through your will. As such, you can now control your expanded fulcrum from a distance with little more worry than a thought.
This affects the following abilities:
Push, Detect, Maelstrom, Inferno, Typhoon.A cube sigil placed in the same location as your fulcrum will interfere with your ability to command it remotely.
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Shift
DescriptionSyntax: FULCRUM SHIFT
Requires your fulcrum to be expanded.Should you be in grave danger, you may allow your fulcrum to temporarily and instantly shift your plane, making you untargetable for a short period of time.
Cooldown: 25 seconds
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Catalyst
DescriptionSyntax: Syntax: FULCRUM CATALYST <target> <EMBER|FROST|THUNDER>
Should you have placed an elemental brand on your target, you can draw from these magics to instantly bring forth a burst of elemental power related to that brand and consume it in the process. Ember will bring fire damage, frost will bring cold damage, and thunder will bring electric damage.
If the opponent is suffering from the etherflux affliction, then the resulting overload of elemental energy will be drawn into your fulcrum and turned into a resonance of the associated element.
This ability requires equilibrium and balance to use, but does not consume either.
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Typhoon
DescriptionSyntax: FULCRUM TYPHOON
Requires your fulcrum to be expanded.A planar glimpse of Air is a destructive force to behold. By pulling a glimpse of it through your fulcrum, you can unleash a terrible storm upon the location of your fulcrum. Everyone caught within the thunderous typhoon will find that their mana will be drained, stripped of three random defences, and the air will be left with a static charge.
Due to the powerful nature of this glimpse, there is a short delay before it can be fully opened after using this ability.
Cooldown Glimpse (on room): 30 seconds
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Maelstrom
DescriptionSyntax: FULCRUM MAELSTROM
Requires your fulcrum to be expanded.By pulling forth a planar glimpse of Water through your fulcrum, this powerful effect will deluge your location and surroundings in a rush of rolling water that will carry away everyone around you in a random direction from your fulcrum.
Adventurers will be pushed in that chosen direction until there is nowhere left to go, potentially moving them to multiple locations, and the waves will also push anyone else standing upon the path. It will also flood every location affected by this spell with water.
Due to the powerful nature of this glimpse, there is a short delay before it can be fully opened after using this ability.
Cooldown Glimpse (on room): 30 seconds
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Inferno
DescriptionSyntax: FULCRUM INFERNO
Requires your fulcrum to be expanded.There is no simpler way to incinerate your foes by simply bringing forth a planar glimpse of Fire through your fulcrum.
Once cast, your fulcrum will begin to release flames from the Plane of Fire five times, burning everyone in the same location as your fulcrum and adjacent to it. Each time it releases flames, the strength of the flames will slightly grow and become more powerful, and will spread embers in the affected locations.
Performing this ability will require your complete focus, as such, if you attempt any other action during its channel, the glimpse will lose its potence and come to an early end.
Cooldown Glimpse (on room): 30 seconds
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Enrapture
DescriptionSyntax: FULCRUM ENRAPTURE <target>
This powerful ability allows you to tether your fulcrum directly to a target, allowing you to directly pull them to one of the elemental planes - where no Prime life may exist. Your intended victim must be prone, and you may perform no other actions while the fulcrum seeks to enrapture them.
Success will destroy your fulcrum in the process, however failure will only purge it of its resonance.
If your enemy is affected by the brand associated with the currently enriched elemental plane, the prone requirement is waived and the enrapture will be hastened.
Visual style and identity
Continual use of Spirit produces vital, healthy bodies and even the formation of visible auras, particularly following ascension. Ascendril 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.
The visual signature is the staff, sceptre, or dagger with the embedded fulcrum, the Spirit aura, and the visible play of the four elements at the Ascendril’s gestures. They read as scholars in mid-experiment, not as wizards in stage robes.
Side effects of the work
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. Less practiced Elemancers can suffer catastrophic escape of magical energy into the surrounding environment, while more practiced Ascendril have to employ more restraint to control their abilities when emotions run deep.
Channeling the elements also affects state of mind. Water induces calm. Fire fuels passion. Air creates a sense of restlessness. Spirit produces a lingering sense of euphoria. An Ascendril’s daily mood is, to some extent, tuned by what they last channeled and how much.
Who plays this class
The Ascendril suit players who want a scholarly, scientific approach to magic, more interested in process than in faith. Ascendril do not dismiss faith entirely, but it receives secondary focus compared to many other servants of the Light. Some Ascendril are easily distracted by the forces they harness. Others become overly focused on their pursuits.
Mechanically, the class rewards players who like elemental magic with strong defensive options and the precision of fulcrum-based combat. The Ascendril guild has long been one of Aetolia’s iconic Light mage homes, with active leadership and clear progression for newer players.
If you want to swear yourself to the cause of Light through study rather than martial duty, the Ascendril is the class for it.
City and guild
The Ascendril guild is anchored in Enorian, the Hammer of Dawn. Patron: Slyphe, the Dauntless. The guild houses both the Ascendril class and the Tidesage class, with the Archmage Eliadon leading both. The Tidesages joined the Ascendril guild in 503 MA as researcher-mages of the lost isle of Keltund.
Joining the Ascendril means committing to Spirit. You will not be able to actively hold any Shadow-aligned classes alongside it, though you can multiclass into other Spirit classes or any of the seven untethered classes. Race is independent of class, so you can play an Ascendril of any Aetolia race.
The Ascendril mirror is the Bloodborn, the Imperial Dominion’s dark blood mages. Both are magic-heavy classes built around scholarly study and elemental work. Ascendril channel Spirit through the fulcrum and oppose Shadow’s spread. Bloodborn manipulate the humours and treat the body itself as a magical instrument.
Frequently asked questions
Other classes to consider
Three classes worth a look if the Ascendril profile interests you. Or see Aetolia’s full class list for the rest of the roster.
Tidesage
The sister class in the Ascendril guild. Wavebreaking, Synthesis, Inundation. Pick Tidesage if you want the same guild and the same Patron but prefer ocean magic and Keltundian researcher roleplay to direct four-element channeling.
Bloodborn
The Shadow mirror. Humourism, Hematurgy, Esoterica. Pick Bloodborn if you want the same magic-heavy chassis but prefer the Imperial Dominion’s blood-and-humours physiology magic to the Ascendril’s elemental-plane channeling.
Sciomancer
The Order’s sworn lore enemies in Spinesreach. Sciomancy, Sorcery, Gravitation. Pick Sciomancer if you want the opposite end of the elemental mage spectrum, channeling Shadow with the same scholarly intensity Ascendril bring to Spirit.
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