Abilities in Weatherweaving:
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Channel Open conduits to the Elemental Realms.
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*** Next ability available in 12 lessons ***
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Windwhip Lash them with a whip of air.
Gust Blow someone in a direction with a gust of wind.
Reflection Create a distracting illusion of yourself.
Fortification Protect your open channels from attack.
Scry Locate another adventurer.
Geyser Knock someone out of the trees or the sky.
Circulate Circulate electricity throughout your body.
Shear Slice away shields with a blade of wind.
Binding The magic of channel binding.
Disturb Disturb the natural weather patterns.
Static Conjure forth a burst of static.
Thunderclap A burst of sound to rupture the ears.
Feedback Bleed off your residual power.
Gale Hurl the unsecured to the corners of the globe.
Flash A brilliant flash of light.
Synchronisity Control the flows of two spells at once.
Bolt A searing bolt of lightning.
Electrify Sometimes, lightning does strike twice.
Overcharge To the point of instability, and no further.
Razorwind A wind to lacerate the skin.
Fog Conjure up obscuring fog.
Cyclone The greatest of the wind spells.
Aerial Summon an air elemental to carry you to the skies.
Hailstone Simple is best.
Illusion Cast an illusion of your choosing.
Deluge A great flood of water.
Hailstorm Call down a hailstorm to pummel everyone else in the room.
Waterspout Bend water to your will.
Simultaneity Parallel channelling.
Shockwave Your power shall not be denied.
Rainstorm Open the skies and deluge the earth.
Stormhammer Call down the wrath of the storm upon multiple enemies.
Fulmination Your fury is terrible indeed.
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To gain further information on an ability, AB <ability>.

I know of no skill called 'abilities'.
Channel (Weatherweaving) Known: Yes
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Syntax: CHANNEL <AIR|WATER|EARTH>
CHANNELS
SEVER ALL|<channel>
Works on/against: Self
Cooldown: 1.50 seconds of equilibrium
Resource: 200 mana
Details:
Using this ability, you may open a channel to one of the three elemental
realms that you have access to. Keeping these channels open has a cost
in willpower. SEVER AIR/WATER/EARTH will close that channel. CHANNELS
will list what channels you have open.


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Alternatively, did you want:
Channel (Groves)
Windwhip (Weatherweaving) Known: No (12 lessons required)
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Syntax: CAST WINDWHIP AT <target>
Extra Information: Channels: Air

Works on/against: Adventurers and denizens
Cooldown: 3.90 seconds of equilibrium
Resource: 15 mana
Details:
You may conjure forth a whip formed of condensed air to lash your
enemies with.
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Gust (Weatherweaving) Known: No (23 lessons required)
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Syntax: CAST GUST
CAST GUST AT <target> <direction>
Extra Information: Channels: Air

Works on/against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Resource: 40 mana
Details:
By channelling the element of air, you can either blow a fog or cloud
out of the room, or blow an adventurer in a particular direction.

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Reflection (Weatherweaving) Known: No (34 lessons required)
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Syntax: CAST REFLECTION AT ME/<target>
Extra Information: Channels: Air, water

Works on/against: Adventurers and self
Cooldown: 3.00 seconds of equilibrium
Resource: 50 mana
Details:
By weaving together the powers of air and water, you may create a
distracting reflection of yourself to absorb one hostile attack upon
your person.
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Fortification (Weatherweaving) Known: No (56 lessons required)
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Syntax: FORTIFY <channel>
FORTIFY ALL
Cooldown: 1.00 seconds of equilibrium
Resource: 100 mana
Details:
Using this ability will provide you protection against abilities that may attack your open elemental channels.
These abilities will first have to attack your fortification before destroying your channel. However, fortify
does have a regular willpower cost associated with it.

If you choose to fortify all, the mana and eq costs will be the cost of fortifying a single channel multiplied
by the number of channels you have open.
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Scry (Weatherweaving) Known: No (80 lessons required)
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Syntax: CAST SCRY AT <target>
Extra Information: Channels: Water

Works on/against: Adventurers
Cooldown: 1.00 seconds of equilibrium
Resource: 30 mana
Details:
By summoning up an image in a pool of water, you are able to scry for
the location of a target.
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Geyser (Weatherweaving) Known: No (89 lessons required)
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Syntax: CAST GEYSER AT <target>
Extra Information: Channels: Earth, water

Works on/against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Resource: 100 mana
Details:
Using this ability, you may knock a flying or treed adventurer out of
the skies or trees.
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Circulate (Weatherweaving) Known: No (112 lessons required)
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Syntax: CAST CIRCULATE
Extra Information: Channels: Air, earth

Works on/against: Self
Cooldown: 3.00 seconds of equilibrium
Resource: 300 mana
Details:
With this spell, you will be able to grant yourself the ability to
circulate electricity through your body with greater ease, reducing the
damage you take from lightning-based attacks.
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Shear (Weatherweaving) Known: No (134 lessons required)
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Syntax: CAST SHEAR AT <target>
Extra Information: Channels: Air

Works on/against: Adventurers and denizens
Cooldown: 2.45 seconds of equilibrium
Resource: 38 mana
Details:
This spell will allow you to slice through magical shields that protect
your enemy.
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Binding (Weatherweaving) Known: No (156 lessons required)
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Syntax: BIND <channel>/ALL
Cooldown: 1.00 seconds of equilibrium
Resource: 150 mana
Details:
Like fortification, binding provides protection against losing your channels due to others attacking them. If
a channel that is unfortified is attacked, binding will protect that channel a large percentage of the time.
It has a willpower loss associated with it, however.

If you choose to BIND ALL, the mana and equilibrium costs will be what it costs for a single channel binding,
multiplied by however many channels you have open.
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Disturb (Weatherweaving) Known: No (178 lessons required)
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Syntax: CAST DISTURB
Extra Information: Channels: Air, water, earth

Works on/against: Room
Cooldown: 2.60 seconds of equilibrium
Resource: 100 mana
Details:
This ability allows you to disturb the natural weather patterns, causing
them to drastically worsen in your immediate location.
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Static (Weatherweaving) Known: No (200 lessons required)
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Syntax: CAST STATIC AT <target>
Extra Information: Channels: Air, earth

Works on/against: Adventurers
Cooldown: 2.35 seconds of equilibrium
Resource: 38 mana
Details:
This spell causes a burst of static, which will paralyse the
unfortunate individual you focus it upon.

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Thunderclap (Weatherweaving) Known: No (223 lessons required)
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Syntax: CAST THUNDERCLAP AT <target>
Extra Information: Channels: Air, earth

Works on/against: Adventurers
Cooldown: 2.35 seconds of equilibrium
Resource: 38 mana
Details:
This spell will generate a shockingly loud clap of thunder. It shall
restore the target's hearing if they are deaf, or instill the
sensitivity affliction in them if they are not.
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Feedback (Weatherweaving) Known: No (267 lessons required)
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Syntax: CAST FEEDBACK AT <target>
Extra Information: Requires: disturbed weather

Works on/against: Adventurers
Resource: 5 mana
Details:
This small spell allows you to create a conduit between an individual
and the residual power left in the clouds created by disturbing the
natural weather patterns. Each time you cast a spell upon the person who
the conduit has been formed with, the residual power of the spell is
bled off and used to power your arcane disturbance.
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Gale (Weatherweaving) Known: No (312 lessons required)
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Syntax: CAST GALE
Works on/against: Room
Cooldown: 3.80 seconds of equilibrium
Details:
This powerful wind spell will allow you to throw all those not secured
by the mass defence from your location.
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Flash (Groves) Known: No (979 lessons required)
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Syntax: EVOKE FLASH
Extra Information: Imbued sunlight.

Works on/against: Room
Cooldown: 5.00 seconds of equilibrium
Resource: 300 sunlight and 150 mana
Details:
By channeling your sunlight reserves, Flash has the chance to reveal the
presence of all hidden adventurers in the room, save for the Divinities.

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--------------------------------------------------
Alternatively, did you want:
Flash (Weatherweaving)
Synchronisity (Weatherweaving) Known: No (400 lessons required)
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Syntax: SYNCHRONISE <spell1> <spell2> <target>
Works on/against: Adventurers
Cooldown: Equilibrium
Resource: 50 mana and arcane power
Details:
Your skill has reached such a level that you are able to direct the
channeled power of two spells practically simultaneously, casting them
in rapid succession.

The following spells can be cast in this way: windwhip, shear, static,
thunderclap, flash, bolt, razorwind, cyclone, and hailstone.

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Bolt (Weatherweaving) Known: No (445 lessons required)
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Syntax: CAST BOLT AT <target>
Extra Information: Channels: Air, earth

Works on/against: Adventurers
Cooldown: 2.80 seconds of equilibrium
Resource: 45 mana and 16 arcane power
Details:
This spell will summon forth a searing bolt of lightning to strike down
an enemy. If the target is under 75% of their maximum health, it shall
also cause them to black out.
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Electrify (Weatherweaving) Known: No (489 lessons required)
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Syntax: CAST ELECTRIFY AT <target>
Extra Information: Channels: Air, earth

Works on/against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Resource: 50 mana and 44 arcane power
Details:
This extremely potent spell allows you to summon forth a lightning
strike against a foe. However, the spell is two fold; after the initial
strike, a less potent one shall follow some seconds later.
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Overcharge (Weatherweaving) Known: No (578 lessons required)
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Syntax: OVERCHARGE <spell1> <spell2> <target>
Works on/against: Adventurers
Cooldown: Equilibrium
Resource: 50 mana and arcane power
Details:
This ability is used in place of synchronisation. You may overcharge two
spells, causing various effects.

Lightning spells: take 15 units of arcane energy each. They deliver
paralysis, and damage if paralysis is already present. They shall also
temporarily extend focus mind recovery time, though this effect is short
lived.
Wind spells: take 13 units of arcane energy each, and deliver asthma.
They deliver damage if asthma is already present.
Water spells: they take 13 units of arcane energy each, and deliver
weariness. If weariness is already present on the target, they deliver
damage.

Static, thunderclap, and bolt are lightning spells; cyclone and
razorwind are wind spells. Waterspout and hailstone are water spells.
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Razorwind (Weatherweaving) Known: No (668 lessons required)
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Syntax: CAST RAZORWIND AT <target>
Extra Information: Channels: Air

Works on/against: Adventurers
Cooldown: 2.35 seconds of equilibrium
Resource: 38 mana
Details:
This potent air spell will inflict healthleech in a victim.
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Fog (Weatherweaving) Known: No (668 lessons required)
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Syntax: CAST FOG
Extra Information: Channels: Air, water

Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 250 mana
Details:
By channelling the powers of air and water, you may cause an elemental
fog to envelop the room.

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Cyclone (Weatherweaving) Known: No (772 lessons required)
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Syntax: CAST CYCLONE AT <target>
Extra Information: Channels: Air

Works on/against: Adventurers
Cooldown: 2.50 seconds of equilibrium
Resource: 40 mana
Details:
This powerful wind spell will cause dizziness in a victim. If the
subject is already dizzy, it will give impatience and cause them to
suffer damage.
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Aerial (Weatherweaving) Known: No (875 lessons required)
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Syntax: CAST AERIAL
Extra Information: Channels: Air

Cooldown: 4.00 seconds of equilibrium
Resource: 250 mana
Details:
This powerful spell allows you to lift yourself on the aircurrents,
granting flight.
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Hailstone (Weatherweaving) Known: No (875 lessons required)
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Syntax: CAST HAILSTONE AT <target>
Extra Information: Channels: Air, water

Works on/against: Adventurers
Cooldown: 2.50 seconds of equilibrium
Resource: 33 mana
Details:
Summon forth a hailstone to strike your target in the side of the head,
giving him or her clumsiness. If they are already clumsy, it shall give
epilepsy. If they have epilepsy, it shall give impatience.

This spell also causes minor damage.
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Illusion (Weatherweaving) Known: No (944 lessons required)
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Syntax: CAST ILLUSION <illusion>
CAST <target> ILLUSION <illusion>
Extra Information: Channels: Water

Works on/against: Adventurers and room
Cooldown: 2.00 seconds of equilibrium
Resource: 25 mana
Details:
With this spell, you can create an illusion of your choosing in the room
about you. You may embed a single newline in your illusion by including
the character sequence \n at the appropriate spot. You may optionally
specify a target for your illusion by adding the name of your intended
victim after the word 'cast'. For limitations and restrictions, please
refer to HELP ILLUSIONS.

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Deluge (Weatherweaving) Known: No (944 lessons required)
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Syntax: CAST DELUGE
Extra Information: Channels: Water

Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 250 mana
Details:
This powerful water spell shall summon forth a great deluge of water,
flooding your immediate location.
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Hailstorm (Weatherweaving) Known: No (1082 lessons required)
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Syntax: CAST HAILSTORM
Extra Information: Channels: Air, water

Works on/against: Room
Cooldown: 3.50 seconds of equilibrium
Resource: 500 mana
Details:
With this spell, you may rain hailstones down upon all your enemies in
the room.

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Waterspout (Weatherweaving) Known: No (1082 lessons required)
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Syntax: CAST WATERSPOUT AT <target>
Extra Information: Channels: Air, water

Details:
Summon water to create a spout to envelop your foe, giving them
confusion. If they are already confused, this spell will give them
dizziness; if they have both dizziness and confusion, this spell will
give them vertigo.

This spell requires the location to be flooded.
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Simultaneity (Weatherweaving) Known: No (1151 lessons required)
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Syntax: SIMULTANEITY
Cooldown: 4.00 seconds of equilibrium
Resource: 1000 mana
Details:
This powerful ability allows you to open channels to the air, water, and
earth realms all at once.
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Shockwave (Weatherweaving) Known: No (1324 lessons required)
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Syntax: CAST SHOCKWAVE AT <target>
Extra Information: Channels: Air, earth
Arcane power: At least 40

Works on/against: Adventurers
Cooldown: 3.40 seconds of equilibrium
Resource: 50 mana and arcane power
Details:
This spell is one of the greatest in the weatherweaver's arsenal. It
allows you to discharge all of your stored arcane power at once,
focusing it into an onslaught that will cause extreme damage to the one
who has crossed you. The more power used past the minimum, the greater
the harm will be.

The damage of shockwave is also increased if someone is suitably
vulnerable, which for the purposes of this spell requires them to have
one or more of the following afflictions: healthleech, impatience,
dizziness, or epilepsy.

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Rainstorm (Weatherweaving) Known: No (1531 lessons required)
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Syntax: CAST RAINSTORM
Extra Information: Channels: Water

Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 250 mana
Details:
By calling up a temporary rainstorm, you can put out any fires that may
burn on the ground or on those around you.

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Stormhammer (Weatherweaving) Known: No (1634 lessons required)
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Syntax: CAST STORMHAMMER AT <target> [AND <target> [AND <target>]]
Extra Information: Channels: Earth, air

Works on/against: Adventurers and denizens
Cooldown: 6.00 seconds of equilibrium
Resource: 1200 mana
Details:
This powerful attack can cast a lightning bolt at one, two, or three
adventurers or denizens.

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Fulmination (Weatherweaving) Known: No (1737 lessons required)
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Syntax: CAST FULMINATION <delay>
Extra Information: Channels: Air, earth

Works on/against: Adventurers and room
Cooldown: 6.00 seconds of equilibrium
Resource: 1500 mana
Details:
This most powerful of the lightning spells allows you to summon forth a
sphere of condensed electricity. You may set a delay between 10 and 60
seconds on the construct, after which time it will become unstable. Woe
to any who are present for that eventuality.
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