he blue rune glows for a moment, and you discover new thoughts... Name: The Wanderer's Guild Command: wanderers Creator: Melemkor Maximum level: 3 Description: Frequently, there are people born into this world who have a desire to seek and explore. Many of these lead otherwise normal lives, as the pressures of society keep them constrained. However, sometimes an individual will break out of the mould, and will begin traveling far and wide. Most of the people in this category are either merchants, seeking to find strange lands, or else are rangers, trying to find that elusive garden retreat. The rarest of all are mages, who due to their studies are often constrained to libraries and scholarly institutions. However, once a mage decides to travel, truly amazing things are born - such as this Guild of Wanderers. Only the truly devoted shall make the journey to this forsaken wasteland, and drink from the raw elemental powers of earth and fire. Indeed, only those who have truly tasted life are capable of controlling the vast powers unleashed by the Vortex, so think carefully before starting down the path! Joining requirements: Must be level 1 in The Association of Mystical Navigators (not a member) Has explored at least 17 particularly special places of the world (passed) Abilities gained when joining: Wanderers tend to do a lot of walking, hence the original members decided to create boot buckles as the official sign of the guild. Of course, mages do tend to find ways to sneak magical powers into even the smallest of trinkets... Wanderers create vortices instead of casting spells. Since these elemental forces place great strains on the body and on one's magic reserves, members of the guild tend to gain more constitution and mana regeneration. May train skill Absorb magic to 28% May train skill Create vortex to 28% May train skill Mastery of rifts to 28% May train skill Rift channelling to 28% May train skill Support vortex to 28% May train skill Vortex analysis to 28% May study spell Dimensional vacuum to 30% May study spell Escape velocity to 30% May study spell Planar gate to 30% May study spell Slingshot vortex to 30% Abilities and requirements at each level: Level 2: Requirements: Must be level 2 in The Association of Mystical Navigators (not a member) Has explored at least 34 particularly special places of the world (passed) Has trained skill Create vortex to at least 21% (at 0%) Has trained skill Support vortex to at least 21% (at 0%) Abilities: May train skill Absorb magic to 61% May train skill Create vortex to 61% May train skill Mastery of rifts to 61% May train skill Rift channelling to 61% May train skill Support vortex to 61% May train skill Vortex analysis to 61% May study spell Dimensional vacuum to 65% May study spell Escape velocity to 65% May study spell Planar gate to 65% May study spell Slingshot vortex to 65% Level 3: Requirements: Must be level 3 in The Association of Mystical Navigators (not a member) Has explored at least 60 particularly special places of the world (at 45) Has trained skill Create vortex to at least 45% (at 0%) Has trained skill Support vortex to at least 45% (at 0%) Abilities: May train skill Absorb magic to 95% May train skill Create vortex to 95% May train skill Mastery of rifts to 95% May train skill Rift channelling to 95% May train skill Support vortex to 95% May train skill Vortex analysis to 95% May study spell Dimensional vacuum to 100% May study spell Escape velocity to 100% May study spell Planar gate to 100% May study spell Slingshot vortex to 100% Allows joining to the following guild: The Wanderer's Guild help skill absorb magic Help available on topic: Skill duration: 1. Type of skill : special skill. Affecting stats: None. It uses no endurance points. Every Wanderer has dealt with the disappointment of having poured so much effort (and energy) into the creation of a vortex, only to have it fall apart at the last moments. One particularly clever mage noted that a significant amount of energy is released as a vortex unravels, and it seemed only right that one should be able to harness some of that power. From this idea, 'Absorb Magic' was born. Whenever a vortex fails to stabilize, you are able to collect energy from the fallout. The nicest thing is that you don't even have to have been connected to the rift in order to get this boost! ----------------------------------------------------------- help skill create vortex Help available on topic: Skill duration: 1. Type of skill : special skill (arcane skill). Affecting stats: None. It uses no endurance points. The talent of being able to open an interdimensional vortex, essentially at will, is a very difficult one to master. With proficiency comes a greater chance of success, in no small part due to being able to get the vortex stabilized more quickly. ----------------------------------------------------------- help skill mastery of rifts Help available on topic: Skill duration: 1. Type of skill : special skill (arcane skill). Affecting stats: Con. It uses no endurance points. Eventually, there comes a day when every Wanderer discovers that they have attained some deeper, significantly more profound understanding of how the Realms work, thanks to their regular exposure to Vortices. This essential knowledge is expressed in terms of rifts in time and space, from which all Vortices are born. With this understanding comes an improved ability to open vortices successfully, as well as a greater resistance to the physical strains of the creation process. ----------------------------------------------------------- help skill rift channelling Help available on topic: Skill duration: 1. Type of skill : special skill. Affecting stats: Con. It uses no endurance points. Vortices are infamous for their ability to draw the magical energies out of every living being in the room. However, this energy is required in order for it to grow to a stable level, hence must be supplied. Fortunately, with experience comes an understanding of just how this magical power is absorbed, and a greater talent for giving that energy in the proper form. In essence, you are generating the energy needed at a smaller cost to yourself. This skill benefits all affected beings, whether they are directly connected to the vortex's magics or not. ----------------------------------------------------------- help skill rift channelling Help available on topic: Skill duration: 1. Type of skill : special skill. Affecting stats: Con. It uses no endurance points. Vortices are infamous for their ability to draw the magical energies out of every living being in the room. However, this energy is required in order for it to grow to a stable level, hence must be supplied. Fortunately, with experience comes an understanding of just how this magical power is absorbed, and a greater talent for giving that energy in the proper form. In essence, you are generating the energy needed at a smaller cost to yourself. This skill benefits all affected beings, whether they are directly connected to the vortex's magics or not. ----------------------------------------------------------- help skill vortex analysis Help available on topic: Skill duration: 1. Type of skill : special skill. Affecting stats: None. It uses no endurance points. Sometimes, it seems like a vortex is simply never going to grow, and that you are just pouring mana down a large drain, never to be seen again. With this skill, you can finally know for sure! The trick is in recognizing the various little eddies and currents that are flowing within the pool of magic. In truth, anyone with the proper training can do this for any vortex, whether they are magically bound to it or not. ----------------------------------------------------------- help spell dimensional vacuum Help available on topic: No saving throw. Vortex growth: 31 stages. Type of spell: neutral spell. Affecting stats: Con. Cast type: vortex. Vortices have a natural direction associated to them, as they generally drain mana away from their creator. But, with a carefully done twist, one can link the rift to another player, and then reverse the flow. The result is effectively a large vacuum which pulls the target through the rift to you. ----------------------------------------------------------- help spell escape velocity Help available on topic: No saving throw. Vortex growth: 30 stages. Type of spell: neutral spell. Affecting stats: Con. Cast type: vortex. This vortex pulls the caster into a short lived dimensional arc. The other endpoint of the arc can be a player, or one of several 'standard' destinations. The immense pressure that this trip exerts on the traveller is quite painful, but rarely fatal. Mastery of rifts will allow the caster to make a softer landing, as well as shortening the recovery time before casting another vortex. Standard destinations: Desolathya (deso), Furnachia (furn), Laenor, Lucentium (lucent), Rothikgen (roth) ----------------------------------------------------------- help spell planar gate Help available on topic: No saving throw. Vortex growth: 38 stages. Type of spell: neutral spell. Affecting stats: Con. Cast type: vortex. Perhaps the most powerful of the Wanderer's spells is the Planar Gate. This vortex stabilizes into a bidirectional gateway that players may cross at will, although with each crossing the bridge becomes more unstable. Mastery of rifts greatly improves the number of crossings that may be made, as well as the time for which the bridge will last. The target of this spell is always a player. ----------------------------------------------------------- help spell slingshot vortex Help available on topic: No saving throw. Vortex growth: 30 stages. Type of spell: neutral spell. Affecting stats: Con. Cast type: vortex. Sometimes, you feel like shooting someone out of a cannon, to somewhere far away. And then, at other times, you want to send them far, far away, and your cannon just isn't that powerful. With this vortex, you can latch on to a distant destination, and then suck someone else through in your place. The trip is about like being launched out of a catapult, and often is not too pleasant for the traveller. The target of the spell is ' to ', where destination may be another player, or any of the following: Desolathya (deso), Furnachia (furn), Laenor, Lucentium (lucent), Rothikgen (roth)