The Sciomancer of Aetolia

The Sciomancers are Aetolia’s shadow mages, a Shadow-tethered class in Spinesreach that wields Sciomancy (raw shadow channeled into elemental force), Sorcery (illusions, glyphs, and aegises), and Gravitation (bending gravity at will).
| At a glance | |
|---|---|
| Tether | Shadow |
| City | Spinesreach |
| Guild | Sciomancers (Patron: Arvelis, the Jackal) |
| Skill sets | Sciomancy, Sorcery, Gravitation |
| Mirror class | Runecarver (Spirit) |
| Sister class in guild | Revenant |
| Signature mechanic | Direct channel to the Plane of Shadow (Czjetija) |
| Best for | Players who want a high-power mage with serious risk and corruption tradeoffs |
Residing in the frozen north, the Sciomancers bonded together in the common pursuit of control and power. Gifted with a direct link to the Plane of Shadow, they focus their training on controlling and shaping its destructive energies into weapons to destroy enemies and safeguard their home.
If you want to play a mage whose power is openly dangerous, whose visible corruption marks you across the years, and who fights a generations-long magical war against the Ascendril of Enorian, the Sciomancer is one of Aetolia’s most defining Shadow classes.
Origin and lore
The Sciomancer art is the deliberate study and weaponisation of one of Aetolia’s most dangerous elements. Czjetija, the Plane of Shadow, is the source of the elemental shadow that naturally weaves through the Prime Material Plane. Its nature is consumption and corrosion, entropy and insatiable hunger. Its imbalance in mortals is what allows for Undeath. Access to Czjetija is gated through Arvelis, the Jackal, who wards off the Shadow Mother Ohlsana, imprisoned within.
Once, the practitioners who became Sciomancers held all elements in their hands. They consider themselves enhanced rather than crippled by the loss of every element but shadow. They revel in experimenting and testing the limits of their connection with the Shadow Plane.
The class is locked in a long magical conflict with the Ascendril of Enorian. Per Ascendril doctrine, Spirit is the driving force of life and Shadow is its threat, which makes Sciomancers their explicit mage nemeses. The two orders have opposed each other across the continent for centuries.
Skill sets
The Sciomancer skill sets are Sciomancy, Sorcery, and Gravitation. A Sciomancer accesses these through a direct channel to Shadow (limited through Arvelis), singularity manipulation, ambient elemental manipulation, and a focus embedded in a staff, crozier, or shortsword.
Sciomancy is the foundational elemental art. A Sciomancer harnesses the raw fury of Shadow and shapes it into a tremendous force of elemental might. The skill operates at the scale of weather and disaster, not subtle trickery.
Sorcery controls illusions and creates aegises with powerful glyphs. The skill produces a wide range of effects intended to bring enemies to their knees: dazzling, disorienting, and protective magic woven from shadow-bound glyphwork.
Gravitation controls and bends gravity at will. The skill includes the creation of stable singularities, which the Sciomancer can use to anchor combat phenomena and pressure enemies in place.
Skill abilities
Sciomancy
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Channel
DescriptionSyntax: CHANNELS
CHANNEL SHADOWIn order to harness the power of the elements, you must first open a channel to the superior realm of Shadow.
Once you have opened a channel to that realm, you will be able to make repeated use of spells that require that element. You can close your channel to Shadow at any time by severing it. There is no cost to keeping it active.
The bearer of the Shadow Mark will find they have no need to channel Shadow, for they maintain a constant connection to that realm.
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Blast
DescriptionSyntax: CAST BLAST <target>
CAST BLAST ICEWALL [<direction>]Form and send a blast of shadow energy to strike out at your foe. You can also melt an icewall obstructing a path with it.
DetailsTarget Location Same location
Damage Type Magic
Damage Source Arcane
Base Damage 100 + 9%
Base Damage (Denizen) 725
Equilibrium Recovery 3.00 seconds
Equilibrium Recovery (Icewall) 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 mana to use.
Costs 25 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Chill
DescriptionSyntax: CAST CHILL <target>
Use the shadows surrounding you to draw their warmth away, freezing your target by one level.
If the shadowprice is paid, this ability will freeze them for two levels if they weren't shivering to begin with.
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Nightsight
DescriptionSyntax: NIGHTSIGHT
See easily through the shadows that surround you.
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Engulf
DescriptionSyntax: CAST ENGULF <ON|OFF>
Let night mask your movements - whenever you attempt to move through a room covered in darkness, your movement will be completely concealed. Lifevision may spot this attempt, but heatvision cannot.
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Hew
DescriptionSyntax: CAST HEW <target>
Call upon the shadows to slice through any magical shields surrounding your target.
If the shadowprice is paid, there is no equilibrium cost for this ability if it is successful. Failed attempts will incur the debt as well as the equilibrium cost.
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Ruin
DescriptionSyntax: CAST RUIN <target>
Shadow is the element of consumption, and devouring the physical body of your foe is well within its purview. When inflicting ruin upon them, you will cause the following afflictions in order, providing that your target has all the previous afflictions, and then also deal magical damage to them.
Afflictions given by ruin in order:
Clumsiness, weariness, and then lethargy.If all three afflictions are present, you will steal away their focus balance (AB SURVIVAL FOCUS) and cause paresis.
If the shadowprice is paid, your ruin will cause two afflictions in order instead of one. If paresis is delivered in this way, no focus knock will be applied.
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Shadeling
DescriptionSyntax: CAST SHADELING
CALL SHADELINGSummon forth a being of shadow to assist you in your plight. The shadeling can be ordered to attack your enemies, and will periodically cause cold damage and one level of freezing to your target.
If your victim is fully frozen when the shadeling strikes, they will be stunned and afflicted with nyctophobia.
Please see HELP LOYALTY for the commands you can order it to do.
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Scourge
DescriptionSyntax: CAST SCOURGE <target>
Shadow can cause various maladies to the body and mind as it eats away at all the other elements within your foe. When scourged, your victim will suffer immediately from one of the following afflictions that they don't already have.
Affictions scourge can give:
Dizziness, nyctophobia, confusion, and dementia.If all four afflictions are present on the target, they will instead be struck with a significant mana drain and faintness.
If the shadowprice is paid, the scourge will relapse once more five seconds later but with no damage. If your intended victim is no longer in your presence when the relapse occurs, however, you will be scourged instead.
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Shadowprice
DescriptionSyntax: SHADOWPRICE <spell> <target>
Shadowprice is used as a replacement for the normal CAST command.
e.g. SHADOWPRICE RUIN <target>.Empower your spells by letting Shadow channel through your body with each cast. With every successive cast of shadowprice to empower a shadow spell, the risks and rewards increase. For now, you may call upon the shadowprice twice, and not again until the previous debts are paid.
Your shadow debt is forgiven after 20 seconds, and will cost a small portion of your health when it occurs. The more afflictions you have when the time comes, the more the health it will be.
Lastly, whenever you manage to kill another adventurer, a shadow debt will be immediately forgiven.
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Gloom
DescriptionSyntax: CAST GLOOM <target>
Infuse your victim with a despairing curse, giving them an 80% chance to become burdened with phobias any time they focus (see AB SURVIVAL FOCUSING).
The phobias this can afflict with are:
Nyctophobia, agoraphobia, loneliness, vertigo, and claustrophobia.If standing in darkness, nyctophobia is always the first phobia to appear, otherwise it is random.
Attempting to cure gloom while you have the courage defence will cause your courage to be stripped. Unlike other afflictions, gloom will not be cured until you recover salve balance after applying epidermal.
If the shadowprice is paid, this may be performed free of any equilibrium cost.
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Shaderot
DescriptionSyntax: CAST ROT <target>
Send a malignant curse of shadow to infiltrate your victim, feeding upon the shadows you cast upon them. At first, the rot is benign, and has no meaningful effect. However, the rot will grow over time, and its effects too will increase. The rot may grow four times after the first stage.
1) No effect.
2) Their spirit gradually atrophies, causing escalating shadow damage.
3) Their body ceases to generate heat - preventing random curing of shivering.
4) Their flesh withers under the shade, periodically causing hopelessness.
5) Their body falters - the recovery time from poultices is doubled.Shadow rot may be cured by consuming panacea. If standing outside of the presence of a singularity, two stacks will be cured instead of one.
If the shadowprice is paid, you will deliver two stacks of shaderot immediately.
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Repay
DescriptionSyntax: CAST REPAY
Repay the shadowprice instantly, costing you a moderate amount of health and restoring a charge of shadowprice.
You may then continue to use the ability even while it is on cooldown, however the repayment will cost 50% more health and will cost equilibrium to perform.
Using the ability while on cooldown will refresh the cooldown timer.
Cooldown: 10 seconds
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Focus
DescriptionSyntax: CAST CREATE FOCUS
EMBED FOCUS IN <weapon>Though the crystals extracted from the Master Crystal are no longer suitable for the arts of Crystalism, they now seem to grant you a better control of the shadows. Excise a focus from the Master Crystal while you are standing before it, and the focus can then be embedded into either a staff, a shortsword, or a crozier.
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 Revenant's Roost in the Southern Tundra 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 control the shadows 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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Purity
DescriptionSyntax: CAST PURITY <ON|OFF>
Focus on maintaining the purity of shadow, switching all of your Sciomancy damaging attacks to use shadow-type damage in exchange for a small drain to your willpower. This will cause your attacks to do less overall damage however.
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Leech
DescriptionSyntax: CAST LEECH
Draw upon the shadows to leech two random maladies from your body. Should you be suffering from paralysis or paresis, leech will always cure that first, and only that.
Cooldown: 20 seconds
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Voidgaze
DescriptionSyntax: CAST VOIDGAZE <target>
If your target lacks courage, you can create the image of a void before them, causing them to stare hopelessly into its depths.
This will give them the voidgaze affliction, and will immediately trigger its passive effect. This will trigger even if the opponent already has the voidgaze affliction.
See AFFLICT VOIDGAZE for information on its effects.
If the shadowprice is paid, your voidgaze will shatter their heightened sense of courage first before applying it effects.
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Morph
DescriptionSyntax: CAST MORPH <target>
Order your shadeling to change its form into an inky caricature of your chosen target. Should the shadeling take any damage or attempt to attack someone, this effect will become undone. Can only be done on targets in the room.
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Shadowbrand
DescriptionSyntax: CAST BRAND <target>
Weave a brand of shadows to cover your foe, causing elixirs to lose some of their potency, reducing the amount healed to health or mana this way by 20%. The strength of the brand is dependent on how low your victim's mana is - the shadowbrand will never last for fewer than two sips, and no more than five. There is a short channel associated with performing this ability.
If the shadowprice is paid, your shadowbrand is applied instantly, and for slightly less equilibrium.
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Fever
DescriptionSyntax: CAST FEVER <target>
Infect them with a feverous curse, dealing magical damage to the target.
If they are an adventurer, it will cause vomiting and haemophilia. If they have the dementia affliction, then the fever will drive them mad, curing it and causing hallucinations in its place.
If the shadowprice is paid, the equilibrium recovery time is much faster.
DetailsTarget Location Same location
Damage Type Magic
Damage Source Arcane
Base Damage 150 + 10%
Base Damage (Denizen) 725
Equilibrium Recovery 2.70 seconds
Equilibrium Recovery (Shadowprice) 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 30 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Mantle
DescriptionSyntax: CAST MANTLE
Surround yourself in a cloak of shadow, reducing the damage taken from the elements, and significantly reducing the damage taken from shadow.
Those wearing the mantle can bear up to four shadow debts at once.
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Shadowsphere
DescriptionSyntax: CAST SPHERE <target>
Engulf your victim in a dark void, draining all color from their vision. While surrounded by this void, afflictions delivered from Scourge will be masked, and Shaderot afflictions cannot be cured.
For each curable affliction plaguing your foe, the shadowsphere will last for an extra 2 seconds. Only one rot affliction will increase the timer, others won't count. A victim suffering from nyctophobia will add a bonus 4 seconds.
If the shadowprice is paid, your shadowsphere also delivers nyctophobia, and for slightly less equilibrium.
Cooldown: 30 seconds
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Devour
DescriptionSyntax: CAST DEVOUR <ON|OFF>
Your shadeling hungers for corpses. Should anything die in the same location as your shadeling while it is with you, your shadeling will immediately devour the corpse and restore some willpower to you. An adventurer's corpse will restore a lot more willpower than a denizen's.
There is a small cooldown on this effect occuring, with the length of time dependant on the type of corpse.
Cooldown (denizen): 5 seconds
Cooldown (adventurer): 15 seconds -
Haunt
DescriptionSyntax: CAST HAUNT <target>
Conjure a spectral force to possess your victim, periodically sapping their mana.
The haunting force will persist for a short time, but will vanish if your victim leaves your sight.
If the shadowprice is paid, your haunt will persist indefinitely in your presence.
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Forgive
DescriptionSyntax: CAST FORGIVE
In a grand gesture of servitude, request that the shadows forgive all your debts. Once per a while, you will instantly recharge all outstanding shadowprice charges, but be warned - this action will halve your health and mana to perform.
This does not require nor use balance and equilibrium to use.
Cooldown: 20 minutes
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Falter
DescriptionSyntax: CAST FALTER <target>
Should your victim be afflicted with maladies caused by shadows, you can use them as an opportunity for your own victory. This spell does nothing on its own, but can have any or all of the following effects depending on what they are afflicted by:
Haemophilia: Causes significant bleeding.
Nyctophobia: Causes significant health and mana damage.
Dizziness: Causes dementia.
Weariness: Causes lameness.If the shadowprice is paid, one of these missing conditional afflictions will be applied at random before the spell completes.
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Phantom
DescriptionSyntax: CAST PHANTOM
This ability will call upon the shadows to watch you carefully. Then, when you deal damage and are standing in the location you last died within, your damage will be boosted by the shadows.
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Consume
DescriptionSyntax: CAST CONSUME <target>
Drawing upon your mastered link to the plane of Shadow, you may call forth a force that will annihilate your foe where they stand.
In order to begin your spell, your victim must be suffering from both nyctophobia and prone, and will require your complete concentration to complete.
Should your attempt be successful without interruption, your victim will be erased from reality entirely, and any shadow debts you have drawn will be immediately forgiven.
If the shadowprice is paid, your attempt will be quickened, and more importantly, no force may disrupt it other than your opponent leaving and remaining out of your presence for the duration of the attempt. If this attempt fails, however, your health and mana will be shattered in half to repay your folly.
Sorcery
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Reflection
DescriptionSyntax: 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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Blurring
DescriptionSyntax: CAST BLURRING
By blurring the edges of your form, you make it harder for your opponent to land full blows upon you. This defence will grant you a chance to reduce some of the damage taken from physical attacks as a result, as well as afford you a small layer of physical protection.
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Flight
DescriptionSyntax: CAST FLIGHT
LANDManipulate the air around you to ascend into the skies above.
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Mark
DescriptionSyntax: CAST MARK <target> <SKULL|ORB|SQUARE|TRIANGLE|MOON>
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
DescriptionSyntax: 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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Rigor
DescriptionSyntax: CAST RIGOR <ON|OFF>
At a small willpower drain, you may shape your spells into a more precise form, giving your critical hits a chance to be empowered one step higher.
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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.
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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Sagacity
DescriptionSyntax: CAST SAGACITY [target]
Infuse your mind with the energies around you and boost the effects of the moon tattoo upon your mana regeneration. You can additionally supply a target to give someone else this benefit.
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Ensorcell
DescriptionSyntax: 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
DescriptionSyntax: 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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Madness
DescriptionSyntax: CAST MADNESS <ON|OFF>
So powerful are your illusory magics, that you may further imbue them with shadow magic. At an increased cost to the spell itself, your reflection will backlash against all enemies in the room when it expires, draining their mana.
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MirrorMastery
DescriptionThis ability is passive.
You are now adept enough to be able to place a second reflection upon someone. However, this comes at a far greater cost to your equilibrium.
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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 COLOUR:<color> <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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Transfix
DescriptionSyntax: CAST TRANSFIX <target>
Conjure an enrapturing stream of color and light that will transfix your target and render them incapable of action. If they possess heightened courage, then the ability will fail instead.
Cooldown: 20 seconds
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Spectre
DescriptionSyntax: CAST SPECTRE <ON|OFF>
Turn the shadows into replicates of yourself, capable of enacting great harm upon your enemies. Whenever you cast a shadow spell, the shadows will come to life and lash out at another random enemy, causing shadow damage. Should you stand in darkness the spectre will strike an extra enemy with magic damage.
If triggered by the Blast spell, the spectres will deal significantly more damage.
When used against adventurers, there is a short cooldown before Spectre may strike again.
Cooldown (adventurers): 2 seconds
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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 embed a crystal aegis into 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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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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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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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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Insanity
DescriptionSyntax: TRACE INSANITY
TRACE INSANITY ONTO <aegis>Required dust: 1 emerald, 2 ruby
Type: TriggeredThis unique glyph will pull at the fabric of the minds of your enemy, instantly afflicting them with both stupidity and confusion.
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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 after a short delay. 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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Labyrinth
DescriptionSyntax: TRACE LABYRINTH
Required dust: 1 topaz, 1 diamond
Type: TriggeredThis powerful glyph will redirect reality itself, causing the first enemy to enter its location to be immediately moved to your singularity, as long as your singularity is within 10 rooms of the glyph. A monolith sigil in either location will prevent this attempt.
Gravitation
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Singularity
DescriptionSyntax: GRAVITY SINGULARITY
GRAVITY STATUS
GRAVITY DISMANTLESummon your connection to the Shadow Plane in the form of a personal singularity. It will remain where you have summoned it unless moved with other abilities. Almost all abilities in Gravitation will require your singularity.
Singularities have five sizes, listed here from smallest to largest:
Micro
Intermediate
Stellar
Massive
SupermassiveThe larger the your singularity is, the more damage some abilities will do and the more phenomena it can manifest at once. A micro singularity can manifest a total of one phenomena.
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Recall
DescriptionSyntax: GRAVITY RECALL
Call your singularity back to you. This is instant.
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Featherstep
DescriptionSyntax: GRAVITY FEATHERSTEP
Warp gravity to lift yourself up from the ground slightly, mimicking the levitation and waterwalking defenses.
This does not require your singularity to be present, your own control of gravity is sufficient.
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Remove
DescriptionSyntax: GRAVITY REMOVE <object>
Should you wish to rid yourself of an item, you can hurl it into the abyss of your singularity, destroying it entirely. This action cannot be forced, or performed on permanent objects.
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Home
DescriptionSyntax: GRAVITY HOME
After a short delay, return to your singularity. Should it be in the same area as you, this will be much faster.
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Orbital
DescriptionSyntax: GRAVITY ORBIT <object>
GRAVITY PROJECT <object> AT <target>|GROUNDSurround yourself with up to three objects of your choice, allowing them to orbit around you as satellites. While orbiting you, you and you alone may GET <object> to retrieve it free of balance. Alternatively, you may project it at a target, causing some damage in the process before it returns to your orbit. Unfortunately, you do not have enough fine control of these objects to deliver a venom from an edged weapon, but pelting a prone victim will do more damage.
Should you orbit sigils in this manner, projecting them at the ground is free of any balance.
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Grip
DescriptionSyntax: GRAVITY GRIP <target>
Pulls your target to their knees, afflicting them with paresis and a stack of gravity. If a target stands in darkness in your line of sight, you will instead pull them into your room directly, though doing so will remove a stack of gravity.
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Intermediate
DescriptionSyntax: GRAVITY SINGULARITY
You are now adept enough to control an intermediate class singularity. A singularity of this size can manifest up to two phenomena.
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Erupt
DescriptionSyntax: GRAVITY ERUPT <target> <left/right> <arm/leg>
Consume the gravity stacked on your victim, causing limb damage dependent on the amount of gravity present. If five stacks are consumed in this way, the target's limb will simply collapse inward, becoming broken instantly.
If a shadowbrand is present alongside at least three stacks of gravity, the erupt will consume this brand instead of the gravity stacks.
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Reverse
DescriptionSyntax: GRAVITY REVERSE
Temporarily reverse gravity in your location, sending any items, denizens and adventurers flying into the sky if they do not have the density defence. After a couple of seconds, gravity will return to normal and everything will fall back to the ground. The density defence is ignored should they have five stacks of gravity on them, but this will consume two of the stacks.
When the effect ends, anybody in the sky will be pulled back to the ground. If an adventurer is affected by increased gravity, they will take damage when they fall back down proportional to the amount of stacks they have.
If you are indoors, adventurers affected will instead be stunned by slamming into the ceiling.
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Cannon
DescriptionSyntax: GRAVITY CANNON <target>
Fire a massive blast of energy from your singularity, causing significant magic damage to a target in your line of sight. If you slay a target in this manner, their body will be pulled directly into the singularity and destroyed.
The ability Purity can modify the damage type for this skill. Please see AB SCIOMANCY PURITY for more information.
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Stellar
DescriptionSyntax: GRAVITY SINGULARITY
You are now adept enough to control a stellar class singularity. A singularity of this size can manifest up to three phenomena.
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Impede
DescriptionSyntax: GRAVITY IMPEDE <target>
Draw upon a target's gravity to slow their body's functions, increasing their pill recovery balance by a small amount. They must be afflicted by at least one state of increased gravity for this ability to work. Each time they consume a pill, however, there is a chance that their gravity will recover partially to its normal state. Should they lose all stacks of gravity, this effect will end prematurely.
If your singularity is of supermassive size, this ability costs no balance or equilibrium to use. You may only impede one target at a time.
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Collision
DescriptionThis skill is passive.
So long as you have at least one object orbiting you, it will periodically strike the last denizen you attack for minor damage.
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Collapse
DescriptionSyntax: GRAVITY COLLAPSE <INITIATE|COMPLETE>
Draw your singularity's gravity into itself, causing it to swell with magical energy and exert a higher gravitational force, eventually collapsing on itself in an implosion of power.
When you initiate the collapse, all present will be informed of their impending doom, and the singularity will begin to grow in size. In this state, any locked ability you have active will cease its effect. The longer you allow the singularity to charge in this manner, the more powerful the resulting implosion will be. When you are ready to destroy your enemies, you may complete the collapse, causing extreme magical damage to all present. Should you wait too long, it will complete on its own.
It's important to note that once a collapse is initiated, there is no way to prevent it from completing short of slaying the mage who started it.
When the singularity collapses, it is destroyed and must be resummoned to interact with it once more. Those who are trapped within the void (see AB SCIOMANCY VOIDGAZE) will be instantly slain, no matter what level of collapse is imminent.
If there is more than five people who can be damaged by the implosion, there is a chance that some select few will be too far away from the implosion and will be spared.
Those who die through this skill will leave no corpse.
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Massive
DescriptionSyntax: GRAVITY SINGULARITY
You are now adept enough to control a massive class singularity. A singularity of this size can manifest up to four phenomena.
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Imbue
DescriptionSyntax: GRAVITY IMBUE <target>
Flood your target with a magical curse that will react with your shadow magic. While imbued, there is a chance with each spell cast that your victim will suffer from increased gravity. Each time you cast a spell against your target, the duration will refresh entirely.
If your singularity is of supermassive size, this ability costs no balance or equilibrium to use.
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Advance
DescriptionSyntax: GRAVITY ADVANCE <direction> <4-12>
After a short delay, you may force your singularity to propel itself in a direction. If you are with your singularity when this occurs, this will pull you alongside your singularity to whatever direction you choose. You do not need to be on balance or equilibrium for this effect to occur, and the singularity will pull you past any who block your path regardless of your physical state. You are made of solid matter, however, and cannot use this ability to bypass walls or doors.
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Genesis
DescriptionSyntax: GRAVITY GENESIS [<phenomena1> [<phenomena2>]...]
Your experience with handling a singularity is so great that you can now summon it into existence with specified list of phenomena already manifested. Should you already have an existing singularity, this will instead switch its manifested phenomena to the specified list.
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Supermassive
DescriptionSyntax: GRAVITY SINGULARITY
You are now adept enough to control a supermassive class singularity. A singularity of this size can manifest up to six phenomena.
- Your singularity can manifest the following phenomena
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Weight
DescriptionSyntax: GRAVITY WEIGHT <ON|OFF>
Through the power of shadow, you can cause the influence of your singularity to grow and settle within the bones of your enemies - so long as they stand near your singularity, they will find their personal gravity grow. This magic may affect a target up to five times. Some abilities will have stronger effects against denser targets. The only cure for this effect is time.
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Absorb
DescriptionSyntax: GRAVITY ABSORB <ON|OFF>
Command your singularity to absorb all light around you, mimicking the effects of night in your location. The larger your singularity, the further this will reach - a supermassive singularity will extend up to 3 rooms away.
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Attunement
DescriptionSyntax: GRAVITY ATTUNEMENT <ON|OFF>
Cause your singularity to resonate with life around you, corrupting your enemies with various afflictions from its depths.
Possible afflictions your singularity can give are:
Stupidity, dizziness, loneliness, or dementia. -
Pulsar
DescriptionSyntax: GRAVITY PULSAR <ON|OFF>
Infuse your singularity with a disruptive magical energy, periodically causing magical damage to any enemies present. This energy will also occasionally assault the senses, causing a sense of nausea within the victim and afflicting them with vomiting. The larger your singularity, the more often this will occur.
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Horizon
DescriptionSyntax: GRAVITY HORIZON <ON|OFF>
Extend the power of your singularity and entrap those around you who are plagued by increased gravity. While active, anybody with at least one stack of gravity that attempts to leave the location will incur a delay time dependant on the amount of increased gravity they have.
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Stability
DescriptionSyntax: GRAVITY STABILITY <ON|OFF>
This phenomena will cause your singularity to become more stable, causing your forced collapse attempts to no longer destroy your singularity and instead impose a cooldown on its use. Should your singularity collapse due to reaching a critical mass instead, it will still be destroyed.
Cooldown (Collapse): 10 seconds
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Secure
DescriptionSyntax: GRAVITY SECURE <on/off>
By focusing on securing your place, your singularity will prevent you from being moved physically, by your own will or otherwise. Magical forms of movement are unaffected by this. While secured, your singularity is entirely unable to be moved as well, and you must cease the securing to move once more.
Visual style and identity
Repeated use of shadow darkens the skin and slowly blackens the eyes, especially when actively using certain skills. Sciomancers move with martial, forceful gestures indicative of intense willpower, and a frequent trailing black miasma reminiscent of smoke follows them in combat.
The look reads as deliberate and dangerous. A staff or crozier in hand, the visible mark of years of shadow channeling on the body, and the cold composure of a mage who has decided that the risks are worth the power.
Side effects of the work
Shadow is by far the most temperamental and dangerous element to directly manipulate. Repeat use and exposure can both grow beyond the wielder’s control to devastating effect, and a Sciomancer risks corruption to Ohlsana’s influence with every casting. Those who become inflicted with the shadowplague slowly become Shadowbound, a facsimile of who they were, grown monstrous and under Her control.
Physical changes are not easily hidden. The eyes become black and nearly solid. Corruption shows in veins sprawling outward. Fingertips darken, skin texture changes, and the world slowly loses its sense of colour. Some Sciomancers report whispering voices in the back of the mind in a language they do not understand. Across decades of use, colour blindness of varying severity can set in. Personality often shifts toward a more reserved register as the mage exerts the guild’s focus of control to resist the temptations shadow offers.
Who plays this class
The Sciomancer attracts players who want a mage at scale, with serious consequences baked into the roleplay frame. The tone is cold, ambitious, and morally weighty. You are not denying the cost of what you do. You are deciding the power is worth it.
Mechanically, Sciomancers reward players who enjoy elemental scale, glyph-and-illusion utility, and gravity-based control. The kit is one of Aetolia’s most overtly magical, and the class pairs well with players who like to think in terms of magical architecture, area control, and resource discipline.
City and guild
The Sciomancer guild is the Sciomancers of Spinesreach, the Shadow Tether’s city of artifice and scientific research. Patron: Arvelis, the Jackal. The guild houses both the Sciomancer class and its sister class, the Revenant, shadow warriors who imbue blades with ancient Kalsu work and guard those who walk the mage’s path.
Joining as a Sciomancer means committing to Shadow. You cannot actively hold any Spirit-aligned classes alongside it, though you can multiclass into other Shadow classes or any of the seven untethered classes. Race choice is independent of class, so you can play a Sciomancer of any Aetolia race.
The Sciomancer mirror is the Runecarver of Duiran. Both classes draw on the darker half of existence: Sciomancers wield raw shadow, Runecarvers work the rot and decay that sustain the Cycle. The classes share the same combat structure but pull from opposite philosophies about why darkness has a place in the world. Note that this is the canonical mechanical mirror. The Sciomancer’s enduring lore conflict is with the Ascendril, the Light mages of Enorian, who treat Shadow as a threat to Spirit itself.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Sciomancer profile. Or see the full Aetolia class roster for the rest of the roster.
Revenant
Sciomancer’s sister class in the same guild. Shadow warriors who pair martial discipline with shadow magic, wielding Riving, Manifestation, and Chirography. Pick Revenant if you like the Sciomancers guild and shadow lore but prefer blade-and-Kalsu work over pure spellcasting.
Runecarver
The Sciomancer’s canonical mirror across the Spirit-Shadow divide. Duiran priests of mortality, decay, and rot who wield Malediction, Runecarving, and Sporulation. Same combat structure, opposite philosophy. Pick Runecarver if you like the dark-magic chassis but want to serve the Cycle on the Spirit side.
Ascendril
Spinesreach’s lore nemesis: the Light mages of Enorian. Elemancy, Arcanism, Thaumaturgy. Pick Ascendril if the Sciomancer concept appeals but you want to be the mage waging the long war from the other side.
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