Elemental attunement: Difference between revisions
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==See Also== |
==See Also== |
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*[[Armor and Weapon Moods (saved post)]] |
*[[Armor and Weapon Moods (saved post)]] |
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*[[Attunement (saved post)]] |
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[[category:Magic]] |
[[category:Magic]] |
Revision as of 13:51, 22 May 2014
Attunement is a character's innate tie to a particular elemental energy. These include the prime elements of Air, Earth, Fire, and Water, as well as the composite element of Lightning. It is a one-time permanent decision made via the use of the ATTUNE command. Once you have chosen an element via ATTUNE SET, you still have to use ATTUNE ELEMENT in order to focus on the specific element, and can use ATTUNE RANDOM to temporarily release your focus.
Each element has an inherent damage type that can, when unleashed, cause critical injuries associated with that damage type.
Element Damage Types
- 1. Air: Vacuum critical damage
- Ex. Chest decompresses violently and explodes in a shower of bone and lung!
- 2. Earth: Impact/Vibration critical damage
- Ex. Every bone in the left arm shattered and scattered about!
- 3. Fire: Fire critical damage
- Ex. Fire completely surrounds [target]. Blood boils and heart stops.
- 4. Water: Cold/Ice critical damage
- Ex. Head freezes solid and the [target] topples over, shattering skull on impact.
- 5. Lightning: Lightning/Electric Shock critical damage
- Ex. Hideously bright electrical bolt sends left leg into another universe. Happy traveling.
Benefits
Attunement provides small benefits for a handful of spells including Elemental Blade (411), Elemental Strike (415) and Major Elemental Wave (435) from the Minor Elemental spell circle, and also Weapon Fire (915) from the Wizard Base spell circle.
For Wizards, attunement also provides cosmetic effects with Thurfel's Ward (503) and Floating Disk (511), allows them the opportunity to summon a wyrdling as a Familiar and provides more flavorful messaging when using the ATTUNE ELEMENT and ATTUNE RANDOM commands.