Planewalker

Planewalker Planewalkers are masters of manipulating time and space. Their magical capabilities allow them to be transported into targeted rooms throughout the realm. Their understanding of the world has granted them the ability to directly summon themselves to a multitude of designated points throughout the world, with the help of special magical orbs. Characterized by a greater understanding of dimensional reality, Planewalkers can depart battle without experience loss, all the while harnessing magic to move between dimensions in order to outwit their enemies during a fight.

Level 1: step
Syntax: cast step <'room name'> cast step path cast step 'forested path' cast step <room id> cast step 20143 cast step <'#.room name'> cast step '2.forested path' This transportation spell allows the caster to step through time and space and arrive at a different location. The same restrictions that apply to gate apply to this spell. However, if a player is affected by gate block and you know which room they are in, you can still step to that room.
Level 3: envision
Syntax: cast envision <object name> Planewalkers are so connected with the world that they can feel and envision inanimate objects, allowing them to pinpoint their location. This spell will show the room the object is in, even if the object is carried by a monster or inside a container. If the room, container, or object itself cannot be seen or the object cannot be located through magical means, this spell will fail. If the object is higher level than the Planewalker, the spell will also fail. If the object name searched for has multiple arguments, it must be placed in single quotes. Below are some syntax examples. cast envision '2.tassled hat' cast envision tassled cast envision 'tassled hat'
Level 5: beacon
Syntax: cast beacon <create, list, destroy> Planewalkers can summon magical, incandescent orbs. These are beacons that glow intensely and serve as guiding lights so that the Planewalker can create a direct gate (or group gate) to their location from nearly any point in the world. There can be a maximum of one beacon in a room at a time. Beacons can be created in rooms connected to the world maps or on the world maps themselves. Using 'cast beacon create' will create a new beacon in the room. Each beacon will last for 10 days (and save through quitting and game reboots) before extinguishing. Using 'cast beacon list' will list all of the beacons you've created. Once you reach 100% spell mastery, it will list all possible beacons that you can gate to (beacons from other players). The numbers in parentheses are the beacon ids. To gate to a beacon, the syntax is 'cast gate beacon <id>'. Using 'cast beacon destroy' in a room will destroy your beacon. Mastery 50% 1 beacon can be summoned 60% 2 beacons can be summoned 70% 3 beacons can be summoned 80% 4 beacons can be summoned 90% 5 beacons can be summoned 100% It's possible to gate to other player beacons
Level 7: reality shift
Syntax: automatic Planewalkers have a deep understanding of the world, so much so that they can influence reality in ways others cannot. With this understanding they can manipulate reality to end combat prematurely. The combat target will have no memory that they fought and therefore won't chase them. At 50% learned, they will flee and recall from combat at a 100% chance against most monsters. At 60% learned, they will flee with no experience loss. At 75%, the thief claw drag skill will not work on them when fleeing. At 85%, the direction the Planewalker flees is hidden from onlookers. Once the skill is mastered, the Planewalker will take on an ethereal shape and can flee through closed doors, even if they are not affected by the pass door spell. Some doors have magical properties, making it impossible to flee through them.
Level 10: interdimensional
Syntax: cast interdimensional Planewalkers have the ability to step partially into another dimension, therefore parts of their bodies can't be wounded in combat. This spell therefore makes them resistant to damage. The more proficient they are in stepping between dimensions, the more protection they will have.