Tarot Abilities
These are all the abilities in the skill of Tarot.
Cardpacks
IND [<#>/ALL] <card type> OUTD <#>/ALL <card type> PROBE DECK DECKLIST
Cardpacks is the ability to utilise the magickal cardpacks. When you have a cardpack, you can see what it contains by probing it.
IND (for INDECK) <tarot> will put a card in the pack and OUTD <tarot> will take it out again. You may IND and OUTD up to 50 cards at once by doing IND 50 FOOL, or OUTD 50 FOOL for instance.
Probing an individual deck will show you what tarot cards reside in it, while DECKLIST will show you all of the cards you contain in all of the decks in your inventory.
Once you are in possession of blank cards, filling them with appropriate images of the Arcana is easy - simply attempt to OUTD a card of the type that you do not have in the deck yet, and the appropriate image will appear on one of the blank cards.
Sun
FLING SUN AT <target> FLING SUN [infuse] AT <target>
The Sun tarot allows you to summon an image of the burning sun and send it against your foe, causing damage.
Emperor
FLING EMPEROR AT <player> FLING EMPEROR [infuse] AT <player>
The Emperor is a symbol of leadership and power. With this card, you can summon a presence so commanding that the unlucky target's muscles will be completely numb.
Magician
FLING MAGICIAN AT <player>
The Magician represents the power of magic and the power of the mind. This card will replenish the mana of the player it is thrown at.
Priestess
FLING PRIESTESS AT <player>
The Priestess represents benevolent healing. Flinging this card at a player will heal some of his health.
Fool
FLING FOOL AT <player> FLING FOOL [infuse] AT <player>
The Fool tarot causes the target to become a victim of manaleech, then again after 3 seconds.
== Chariot
FLING CHARIOT AT GROUND
The Chariot will create an infernal chariot upon which you may ride. It has the ability to fly also. BOARD CHARIOT will board your chariot. SPUR CHARIOT SKYWARDS will drive it up to the sky. LAND will bring you back down again. While in the Chariot, you may move about using the usual commands. Be warned: flinging cards at the ground while flying is a useless endeavour.
Hermit
ACTIVATE HERMIT FLING HERMIT AT GROUND
The Hermit is a solitary person. When you activate the hermit card, it will remember the location at which you activated it. Then, when you fling it, you will be transported to that location, provided there are no players in that location at the time.
Empress
FLING EMPRESS AT <player>
With this ability, you may summon someone from anywhere within the local area, provided you are on his or her allies list. If you have forced yourself onto that list via the Lust tarot, then you will be able to summon that person from anywhere on the continent.
Infuse
You are now capable of infusing your Tarot cards with a variety of Noctu spells. An infused card first hits the target with the infused spell, followed by the actual effect of the card.
All single-target Noctu spells can be infused, with the exception of Cleanseaura, Timewarp, Incinerate, Whisperingmadness, and Enlighten. Some spells are weaker when infused than otherwise - the AB helps for the individual spells describe this. Fire-based spells increase attunement as usual.
The following cards can carry infused spells: Sun, Emperor, Fool, Lovers, Hierophant, Wheel, Creator, Justice, Aeon, Lust, and Moon.
Infused spells can use the following taint modifiers (see AB NOCTU TAINT): Intensify, Duplicate, Strengthen, Blast. The cost of the modifiers is higher by 10% when used on an infused spell.
Lovers
FLING LOVERS AT <player> FLING LOVERS [infuse] AT <player>
The Lovers tarot will cause your target to no longer have any enemies, disabling all effects based on the enemy list.
Hierophant
FLING HIEROPHANT AT <player> FLING HIEROPHANT [infuse] AT <player> ORDER <player> <command>
This tarot card will allow you to order your opponent to do one thing. Fling the card, and then, when you have recovered balance, you may ORDER him to do whatever you wish. This effect will expire when used, or after 60 seconds.
The target must be able to hear you for this to work (a mindseye tattoo is sufficient).
Hangedman
FLING HANGEDMAN AT <player>
The Hangedman will attempt to entangle your foe in a mass of ropes. This will only work if the target is prone or otherwise hindered. This card cannot be infused.
Tower
FLING TOWER AT GROUND
The Tower card will cause a crumbling tower to appear in your location, which will then collapse, making it difficult to leave via some of the exits.
Wheel
FLING WHEEL AT <target> FLING WHEEL [infuse] AT <target>
The Wheel of Fortune will attempt to fling the target out of the current location, in a random direction. The effect will be instant if the target is not protected by the mass salve. Otherwise, there is a short channelling time during which you may do nothing.
If the card is levitating, it will only work if the target is not protected by mass - there is no channelling time in such case.
Creator
FLING CREATOR AT <target> FLING CREATOR [infuse] AT <target>
This Tarot card displays vivid hallucinations to its target. If the target is already hallucinating, it will do damage instead.
Levitate
FLING <card> TO LEVITATE [target] STOMP CARD TEAR CARD
You are capable of flinging a targeted tarot card in a way such that it will start levitating in the room, supported by its magick. The levitating card will fly at the next person who enters the room and is on your enemy list. This will work regardless on whether you are in the room or not.
You may optionally specify a target for the card - it will then only fly at that person, when he or she next enters the room, instead of using your enemy list.
A maximum of two cards can be levitating at a single location.
The following cards can be levitated: Sun, Emperor, Fool, Lovers, Hangedman, Wheel, Creator, Justice, Aeon, Devil, and Moon.
Those in the room can tear or stomp a levitating card to get rid of it. This can be done by anyone, not only Summoners.
Justice
FLING JUSTICE AT <player> FLING JUSTICE [infuse] AT <player>
The Justice tarot will bring down the terrible curse of Justice, causing any damage initiated by the target to be suffered by both him and the victim.
Star
FLING STAR AT <player>
The Star tarot will bring down a flaming meteor upon your unlucky foe's head. Your foe may be anywhere within the area, but both of you need to be outdoors.
Aeon
FLING AEON AT <player> FLING AEON [infuse] AT <player>
The Aeon tarot will inflict a powerful time-altering curse to its target. Any damage that the target receives from the individual who gave him the curse and while under effect of this curse will be repeated again after 4 seconds. If the target is still under the effect of Aeon at that time, the damage will hit at full strength, otherwise its strength will be reduced to 1/4 of its original amount.
Lust
FLING LUST AT <player> FLING LUST [infuse] AT <player> LUSTED
With this Tarot, you may instill a lust for you in another player, so that he or she will consider you an ally.
The LUSTED command will list any players currently present in the realms that you have lusted.
Universe
FLING UNIVERSE AT GROUND TOUCH <area>
The Universe tarot will allow you access to the world of Imperian, giving instant transport to a number of locations. It is possible to destroy a created map with STOMP/TEAR MAP.
The general areas and the keywords to get there are below:
Northern Celidon - NCELIDON Western Celidon - WCELIDON Areish Mountains - AREISH The Caanae Ruins - CAANAE The Heartlands - HEARTLANDS Graytrem Hills - GRAYTREM Shaarhi Desert - SHAAHRI Antioch - ANTIOCH Stavenn - STAVENN Kinsarmar - KINSARMAR Ithaqua - ITHAQUA Khandava - KHANDAVA Seven Lake Basin - SEVENLAKES Reate Forest - REATE
Devil
FLING DEVIL AT <target>
The Devil tarot inflicts damage to its target, scaling to the number of physical and mental afflictions that the target is currently suffering from. This card cannot be infused.
Moon
FLING MOON AT <player> [affliction] FLING MOON [infuse] AT <player> [affliction]
The moon tarot will give your enemy maladies associated with the mind.
The card can afflict with these afflictions: stupidity, confusion, recklessness, hypersomnia, paranoia, masochism, dementia, dizziness, heroism.
Optionally, you can specify the affliction that the card should hit with. If you don't pick any, a random one will be chosen, including those that the target already has.
Death
RUB DEATH ON <player> SNIFF DEATH FLING DEATH AT <player>
To attune Death, you must first rub it on your enemy seven times. Sniffing the card will tell you how many times you have rubbed it on your foul oppressor, while flinging it will begin the process of calling Death himself to gather the soul of your enemy to him. Be warned though that this process takes concentration and you may not do anything else while Death is on his way.