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[Shelved][✓] [Magic Lore] Elementalism Air Pact


Bardmancer
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Air Elementalism

 

The shaman has the ability to manipulate air after forming a pact with an air spirit and several lessons. Manipulation of air is only allowed at T2 due to the shaman’s inexperience at T1. 

 

General Redlines:

  • Voidal or otherwise magically summoned air cannot be manipulated.

  • Do not suck the air from peoples’ lungs. Do not force air into peoples’ lungs.

  • Do not pull air underwater and use it to breathe.

  • Levitation is forbidden.

 

Combat

 

Air Manipulation

The shaman is able to pull a mass of air and manipulate it to create strong gales. This can be used out of combat for mundane reasons, such as cleaning.

 

T2:

  • May move a 1x2 block of air.

  • Requires two emotes of chanting for two emotes of movement, up to a distance of five blocks. This applies fatigue.

  • Unbalances up to two enemies, but does not harm them.

  • Accuracy:

- 1x2 can be moved at average accuracy with moderate difficulty.

T3:

  • May move a 2x2x2 block of air consisting of any shape.

  • Requires two emotes of chanting for two emotes of movement, up to a distance of eight blocks. This applies fatigue.

  • Is unlikely to knock a single enemy down, but may harm up to two other targets for a total of three targets within a 2x2x2 area. Only one person of a group may be knocked down.

  • Hits as hard as an average halfling’s punch.

  • Accuracy:

- 1x2 can be moved at average accuracy with a little difficulty. Two emotes of chanting for T2 strength.

- 2x2x2 can be moved at low accuracy with moderate difficulty. Two emotes of chanting for any T2-3 strength.

T4:

  • May move a 3x3x3 block of air consisting of any shape.

  • Requires three emotes of chanting for two emotes of movement at the highest tier available, up to a distance of twelve blocks. This applies fatigue.

  • May knock a single enemy down, but may harm up to three other enemies for a total of four targets within a 3x3x3 area. Only one person of a group may be knocked down.

  • Hits as hard as an average human’s punch.

  • Accuracy:

- 1x2 can be moved at pinpoint accuracy with no difficulty. One emote of chanting for any T2-3 strength.

- 2x2x2 can be moved at average accuracy with a little difficulty. Two emotes of chanting for any T2-4 strength.

- 3x3x3 can be moved at lower accuracy with above average difficulty. Three emotes of chanting for any T2-4 strength.

T5:

  • May move a 4x4x4 block of air consisting of any shape.

  • Requires five emotes of chanting for two emotes of movement at the highest tier available, up to a distance of twenty blocks.This applies fatigue.

  • Will knock a single enemy down, but may harm up to three other enemies for a total of four targets within a 4x4x4 area. Only one person of a group may be knocked down.

  • Hits as hard as an average orc’s punch. 

  • Accuracy:

- 1x1 can be moved at pinpoint accuracy with no difficulty. One emote of chanting for any T2-3 strength.

- 1x2 can be moved at average accuracy with a little difficulty. Two emotes of chanting for any T2-4 strength.

- 2x2x2 can be moved at lower accuracy with moderate difficulty. Three emotes of chanting for any T2-5 strength.

- 3x3x3 can be moved at minimal accuracy with above average difficulty. Four emotes for any T2-5 strength.

 

Redlines:

  • Cannot be used to pull air from someone’s lungs and suffocate them.

  • Cannot be used to hold air underwater. 

  • Concentration is broken by severe wounds, such as being stabbed, stunned, or knocked down. Small cuts and light punches to the body do not disrupt concentration.

  • The shaman cannot attack in any other fashion while manipulating any element.

  • A person’s full body must be within the allowed dimensions to unbalance them or knock them down. A horizontal 1x2 area to knock down one person and injure another is not allowed.

 

Updraft

The shaman creates an upwards-blowing stream of air. Updraft does not prevent descendants from walking through it, and the shaman is able to be attacked during summoning and channeling.

 

T2: 

  • Can block tiny projectiles such as sand, dirt, and T1 magic projectiles.

  • T1 magic projectiles are half as effective.

  • Requires three emotes of summoning, after which up to three emotes of channeling are required to keep the effect going. This applies fatigue for the entire duration and for one emote afterwards.

 

T3:

  • Can block small projectiles such as pebbles, twigs, and T2 magic projectiles.

  • T2 magic projectiles are weakened by one tier. T1 projectiles are completely blocked.

  • Requires three emotes of summoning, after which up to three emotes of channeling are required to keep the effect going. This applies fatigue.

 

T4:

  • Can block average projectiles such as rocks no larger than half a block, small tree branches, and T3 magic projectiles. T1 projectiles are completely blocked.

  • T2 and T3 magic projectiles are weakened by one tier.

  • Requires two emotes of summoning, after which up to four emotes of channeling are required to keep the effect going. This applies fatigue.

 

T5:

  • Can block larger projectiles such as arrows, rocks no larger than 1x1x1, and T4 magic projectiles.

  • T2, T3, and T4 magic projectiles are weakened by one tier. T1 projectiles are completely blocked.

  • Can be extended to surround one additional person, who must remain within the area to benefit from it.

  • Requires two emotes of summoning, after which up to four emotes of channeling are required to keep the effect going. This applies fatigue.

 

Redlines:

  • Cannot block very large projectiles such as boulders.

  • Cannot completely block magical projectiles other than those cast at T1.

  • T5 extension is not able to be moved once summoned.

  • Cannot be used while moving.


 

Tailwind

The shaman summons a gust of wind to blow continuously from behind the shaman and their allies into enemies. This gust is strong enough to slightly unbalance enemies, though cannot knock them down no matter their size. It is also able to blow minor debris such as dust, sand, and leaves.

 

T5: 

  • Strong enough to slightly unbalance enemies, though cannot knock them down unassisted.

  • Can blow minor debris such as dust, dirt, sand, and leaves, which may temporarily blind enemies. Rolling is optional for those who want to leave it up to chance.

  • Requires two emotes of chanting to summon, which causes fatigue. Once summoned lasts for four emotes.

 

Redlines:

  • Cannot knock down enemies.

  • Can only “blind” enemies as much as regular dust or sand would cause.


 

Non-Combat

 

Levitate

The shaman is able to use air pressure to hold and move an object. The object may be moved in both vertical and horizontal axes. Living creatures and descendants may not be lifted.

 

T2:

  • Can be used to push an object no larger than a 1x1 block.

  • The object can be moved up to four blocks from its origin point.

  • Requires three emotes of chanting, and once summoned requires chanting for up to two emotes of channeling. This applies fatigue for the entire duration.

T3:

  • Can be used to push an object no larger than a 1x1x2 block.

  • The object can be moved up to eight blocks from its origin point.

  • Requires three emotes of chanting, and once summoned requires chanting for up to three emotes of channeling. This applies fatigue for the entire duration.

T4:

  • Can be used to push an object no larger than a 2x2x2 block.

  • The object can be moved up to ten blocks from its origin point.

  • Requires two emotes of chanting, and once summoned requires chanting for up to four emotes of channeling. This applies fatigue for the entire duration.

T5:

  • Can be used to push an object no larger than a 3x3x3 block.

  • The object can be moved up to twelve blocks from its origin point.

  • Requires two emotes of chanting, and once summoned requires chanting for up to five emotes of channeling. This applies fatigue for the entire duration.

 

Redlines:

  • Cannot lift living creatures or descendants at all.

  • Cannot be used to lift an object that a living creature or descendant is standing on.

 

Air Rune 

At Tier Two a shaman is able to place an Air Rune down. This rune will cause the sounds of orcish war chants and drums would echo in the passers’ ears. This can be changed from shaman to shaman depending on their style and flavor, and can be as simple as the rustling of leaves to an orcish war cry.
The creation of an Air Rune requires the shaman to place their hand upon the surface, followed by chanting in Old Blah. Once finished chanting, the sigil of the spirit the shaman has pacted with appears in a gust of wind, causing mild visual distortions around it similar to mirages.  Shamans may create their own sigil for their pacted spirit.

 

T2:

  • Requires three emotes of chanting.

  • The Air Rune lasts for 4 IRL hours.

T3:

  • Requires three emotes of chanting.

  • The Air Rune lasts for 8 IRL hours.

T4:

  • Requires three emotes of chanting.

  • The Air Rune lasts for 12 IRL hours.

T5:

  • Requires three emotes of chanting.

  • The Air Rune lasts for 24 IRL hours.

 

Redlines:

  • Can be used to distract people, but cannot be at volumes loud enough to deafen.

  • The rune cannot create air.

  • The visual effects cannot be manipulated.

  • Runes cannot be placed on animals or living beings other than on the shaman casting it.

  • Casting a rune upon yourself will hurt as though you have been branded.

  • The shaman may dispel their own rune at any time at will.


 

Featherfall

The shaman is able to slow the descent of a single descendant, animal, or object by creating an updraft beneath them. This is only effective for drops from a certain height.

 

T3:

  • Can slow a 1x1x2 object.

  • Requires two emotes of chanting and applies fatigue. The effect lasts for two emotes.

  • Can only affect drops from a maximum height of eight blocks.

T4:

  • Can slow a 2x2x2 object.

  • Requires two emotes of chanting and applies fatigue. The effect lasts for two emotes.

  • Can only affect drops from a maximum height of twelve blocks.

T5:

  • Can slow a 3x3x3 object.

  • Requires two emotes of chanting and applies fatigue. The effect lasts for three emotes.

  • Can only affect drops from a maximum height of fifteen blocks.

 

Redlines:

  • Cannot be used to hold a person stationary.

 

Purify

The shaman can pull fresh air from their surroundings, which allows for breathing in areas of smoke or poisonous gases. It may also be used to disperse smoke or poisonous gases from an area.

 

T4:

  • Can affect up to two people simultaneously.

  • Requires three emotes of chanting, and up to four emotes of chanting to channel. This applies fatigue.

T5:

  • Can affect up to four people simultaneously.

  • Requires three emotes of chanting, and up to five emotes of chanting to channel. This applies fatigue.

 

Redlines:

  • Cannot ever be used to breathe underwater.

  • Cannot be used to pull air from someone’s lungs and suffocate them.


 

Twister - T5 Only

The shaman may control a large area of air and move it up into a controlled twister. This may be used in conjunction with any liquid, solid, or other form of matter to create a display strong enough to please the spirits, and is a definite boon in the fuelling of totems. This ability cuts the total required emotes of the ceremony to fifteen instead of twenty. An example of this for a totem to an Immortal spirit such as Enrohk would be pints of blood suspended in the air with war cries. An example for an Ancestral spirit would be levitation and manipulation of their preferred connection material, and/or mimicry of their voice if the Air Elementalist knew them in life. This ability may be controlled for a maximum of ten emotes, but can be ended at any time. This causes fatigue throughout casting and for two emotes after, and leaves the shaman feeling exhausted.

 

Redlines:

  • Cannot be used as a tornado.

  • Cannot be used in combat.

  • Does not disrupt the air around it, as it is a perfect example of exemplary control.


 

Spirit Marks - T5 Only

The Shaman is able to place the sigil of their pacted spirit upon another person. Only two people at a time may have a mark from a single shaman. These brands may not be put on unwilling people, dark mages, followers of other deities, or those with soul corruption as the spirit will refuse to allow its power to be used. These marks give the branded a single non-combat ability for two IRL days. Those that worship the spirits will find the mark lasts three IRL days instead.

 

 The Shaman has the ultimate say in what ability they give you. These marks act in T3 state for non-spirit worshippers. For spirit worshippers, these marks act at T4. The Marked is required to make each emote time prior to using an ability. The Marked does not channel the ability through chanting; instead, they must place a bare part of their skin to the mark for the same number of emotes the shaman would be required to chant for. The Marked feels fatigued from using the ability as the Shaman does.

 

Redlines

  • Only T5 Shamans may place a Spirit Mark upon someone. 

  • Mark causes as much pain as a tattoo. It is required to be placed on bare skin. 

  • Mark only lasts for two IRL days for non-spirit worshippers.  Spirit Worshippers may bear a Spirit Mark for three IRL days. Shamans are not able to remove the mark once placed.

  • Shamans may reapply the Spirit Mark before it expires, to prevent the pain of reapplication.

  • Spirit Marks grant only: 

  • Air Rune, Levitate, Featherfall, or Purify at the Shaman's own personal discretion. These abilities for the Marked operate on T3 strengths. For Spirit worshippers, these abilities operate on T4 ruling. 

  • T3 strength Marks may not use Purify.

  • The Marked are not able to grant Spirit Marks to others. Only Shamans may apply a spirit mark. 

  • The Marked do not chant to channel the ability. They do not suffer or boon from the volume of chanting. 

  • The Marked may only use any ability once per hour.

  • This cannot be used to find out whether someone is a dark mage/shade/whatever other spooky things there are.



 

Air Elemental 

 

The Shaman is able to summon an elemental using air from up to twenty blocks away. The air elemental is able to move through/around non-magically created earth, metal, air, and flames with no effects. Magically created air will harm it as described by the source of magical air. 

 

The elemental is limited to ten blocks of movement per emote. During this, the elemental is able to move and use a few simple abilities. The Air Elemental will remain for sixteen emotes unless the Chant is done in #S.

 

The elemental is made from a torrent of air which cannot be cut and damaged like flesh. Objects will simply pass through or be knocked away when colliding with the elemental. It can only be damaged by magical projectiles.

The Elemental is not resistant to magic, and can attempt to push away physical attacks using the wind currents within it.

Elementals are immune to the effects of mind-altering magics such as dread from amber manifestations, illusions, and the sort. This does not make the shaman immune to these effects. 

Elementals do not move or act on their own. After summoning with the chant, the Shaman must stand still and control their actions. Meaning that disconnections from channeling or being knocked over or disrupted during the spells casting time will cause the Elemental to shatter. 

While an Elemental may be immune to mind-altering magical effects, it will only move and act as the Shaman wills. This will not allow the shaman to overcome mind-altering magical effects if they are within the range to suffer side effects. 

Protection of the shaman is the number one priority. 

 

Summoning the Elemental

 

Summoning the Elemental requires a level 3x3x3 area directly in front of the shaman. This will require four emotes of chanting. During the first two, a large sigil of the pacted spirit will appear on the ground. During the following two emotes, the form of the elemental will start to take shape. These elementals last for sixteen emotes before fading away. When summoned out of combat, the elemental will last for 1 IRL hour. Summoning will leave the shaman fatigued during chanting and channeling.

This applies fatigue for the duration of the chant and the spell’s effects. 


 

Appearance

 

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The Air Elemental appears as a torrential swirl of air currents, sucking up small particles such as dust, dirt, sand, and leaves into a visible form. It has a physical reach of one block and stands three blocks tall and one block wide. As an aspect of air, it does not have a specific physical strength, relying mostly on air currents.

 

Elemental Abilities

With the Shaman remaining still and focusing on controlling the Elemental, the Elemental has access to the following. Elementals require accessible elements of their type to be within a 20 block radius for abilities that require it.

 

Pressure: The intense pressure from the formation of the Air Elemental causes strong winds to form in a ten block radius of it. It is easier to be knocked down within this area. It affects both allies and opponents.

 

Gust: The Air Elemental is able to push or pull a vast amount of air outwards or inwards, pushing or pulling descendants and objects at or smaller than 1x2 blocks to a maximum distance of four blocks. This ability can be targeted to directly hit certain people.

 

Protect/Imprison: The Air Elemental manipulates a wave of air to surround a single descendant or creature, preventing its movement and shielding it from physical harm. Any being that touches the wave is knocked down, and the current is so strong that physical objects that touch it, such as swords, are ripped from the person’s grasp. This ability is not strong enough to rip flesh from bone. T4 and T5 non-physical magical projectiles are able to dissipate it, but do not harm the person inside.

 

Pelt: The Air Elemental whips up multiple small stones or other debris no larger than a person’s fist, draws them towards it, then sends them flying out in an explosion towards opponents. Due to its random nature, this attack will be determined by rolls. These rolls are a guideline, and sensible and proper RP is expected. The largest number of possible projectiles is ten.

1-2: The opponent is hit squarely in the face and is stunned for two emotes. A full-face helmet will be dented and lowers the stun duration to one emote.

3-5: The opponent is struck in an area of the body, causing moderate to severe pain and damage. Plate armour will be dented.

6-10: The opponent is lightly hit and suffers minimal pain and damage. Plate armour negates this.

11-15: The opponent is grazed by the projectile, but is unhurt. Plate armour negates this.

16-20: The opponent is not struck.

 

Final Impact: The shaman channels for two emotes, pulling the Air Elemental into a tight ball, before it explodes in a burst of debris and high winds away from the shaman. The rolls from Pelt must be used to determine damage, but all beings other than the shaman and those directly behind the shaman will be knocked down.

Redlines:

  • The Air Elemental cannot take physical damage, nor can it strike others in ways not mentioned in the spell list.

  • The shaman is vulnerable while summoning and channeling the Air Elemental, and cannot do anything else. This effect ends when the Air Elemental is dismissed or uses Final Impact.

  • The shaman is not able to see through illusions via the Elemental.

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

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