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[Guide] Elementalism Fire Pact (Shamanism)


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Fire Elementalism Guide

 

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

 

General Redlines

  • Voidal or otherwise magically summoned fires cannot be manipulated.

  • If a fire is moved and left in an area where there is no fuel for it, it will go out.

  • Fire elementalism cannot keep a fire burning infinitely. 

  • Fire cannot be made larger without the use of fuel or a spell specifically stating when and where it is possible.

 

Combat

 

Move Fire

Information

Spoiler

 

The shaman is able to move any naturally made fire. They must be within 20 blocks of the target they attempt to move. This can be used out of combat for mundane reasons, such as lighting a candle.

 

T2:

  • May move a 1x1 block of fire

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

  • Accuracy:

- 1x1 can be moved at minimal accuracy with above average difficulty.

T3:

  • May move a 1x2 block of fire.

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

  • Accuracy:

- 1x1 can be moved at lower accuracy with moderate difficulty. One emote.

- 1x2 can be moved at minimal accuracy with above average difficulty. Two emotes.

T4:

  • May move a 2x2x2 block of fire 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.

  • Accuracy:

- 1x1 can be moved at average accuracy with little difficulty. One emote.

- 1x2 can be moved at lower accuracy with moderate difficulty. Two emotes.

- 2x2x2 can be moved at minimal accuracy with above average difficulty. Three emotes.

T5:

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

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

  • Accuracy:

- 1x1 can be moved at pinpoint accuracy with no difficulty. One emote of chanting.

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

- 2x2x2 can be moved at lower accuracy with moderate difficulty. Three emotes of chanting.

- 3x3x3 can be moved at minimal accuracy with above average difficulty. Four emotes of chanting.

 

Multiple Flames

Information

Tier Five only: The shaman is able to move two 1x1 blocks of fire. The shaman will move these flames as if they were T3, requiring three emotes of chanting for two emotes of movement, up to a distance of five blocks. This applies fatigue. 

 

Redlines

  • The shaman is not able to increase the temperature of the fire. 

  • Burns require two full emotes of exposure.

  • The Shaman is not able to create any vivid patterns. Shapes such as orbs, squares, cones, and other simple shapes can be made. 

  • Fire will not move in distinguishing shapes.

 

 

Emote Example

Spoiler

 

Emote Example for 1x1
The shaman seemed to be particularly lazy, not wanting to move from his table. His gaze shifted towards one of the few dimly lit torches and muttered [OLD BLAH HERE].

The shaman brought the flame towards the candle on his desk top, lighting the wick with the small flame.

 

Emote Example for 3x3x3
The shaman chants out loud to the elemental spirit of his choice [OLD BLAH HERE]. His gaze fixated on the roaring flames of the bonfire.

The sounds of the bandits rustling the leaves around their celebration continued to disturb the group as the lone shaman continued his boisterous praise [OLD BLAH HERE].

[OLD BLAH HERE] The shaman continued to cry out, the flames crackling wildly as they seemed to shed themselves from the bellowing mass of a bonfire.

 

[OLD BLAH HERE] The shaman’s words seemed to fall into nothingness after this, the flames now a large mass under the man’s chaotic control.

As the bandits continued to approach, the shaman brought the mass back towards himself, gauging his surroundings.

The shaman would then toss the ball of fire inaccurately towards the larger group of bandits in an attempt to ward them off and give time for any of the other warriors to grab arms.

Emote Example for Multiple Flames
The shaman looked at the hellish creature who had brought upon the massive flames that were ravaging the forest. [Old blah here] the shaman muttered as the flames began to wisp and crackle at his words.

[Old blah here] He continued to proudly shout as the beast continued to approach. The flames were now two separate orbs, 1x1 each that were in arms length of the shaman.

As the beast approached, the shaman would propel the two balls of flame towards the fiend, attempting to pelt his chest with the fire he created.

 


 

 

Non-Combat 

 

Fire Rune

Information

Spoiler

 

The Shaman is able to place fire runes upon any surface, aside from living creatures, after two emotes of chanting and forming the sigil. These runes fit up to half a block and are represented by the sigil of their pacted spirit.

The Shaman may only have two Fire Runes out at a single time. Shamans can dispel fire runes at will. 

 

T2: 

  • These runes give off a slight warmth in a 4x4.  

  • Runes may only last for two IRL hours before dissolving away.

T3: 

  • These runes give off a toasty warmth in a 4x4 area. 

  • Runes may only last for four IRL hours before dissolving away.

T4: 

  • These runes give off enough warmth to keep a 6x6 area comfortable. 

  • Runes may only last for eight IRL hours before dissolving away.

T5: 

  • These runes give off enough warmth to keep a 10x10 area toasty. 

  • Runes may only last for ten IRL hours before dissolving away.

 

 

This applies fatigue for the duration of the chant.

Redlines: 

  • The rune cannot create a physical fire.

  • The visual fire effects cannot be manipulated.

  • Runes cannot be placed on animals or living beings.

  • Attempting to cast a rune upon yourself will hurt as though you have been branded and produce no effect other than leaving the skin scarred.

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

 

 

 

Emote Example

Spoiler

The shaman looked upon the simple stone in his home as the frigid winter began to creep upon his mountain home. [OLD BLAH HERE] the man said to no one in particular as a simplistic rune of an X inside a triangle began to engrave itself onto the stone.

[OLD BLAH HERE] he continues to ask his pacted spirit, until the rune is fully engraved into the stone and producing warmth in his quaint abode.


 

 

Heat Walking

Information

Spoiler

 

Shamans are able to walk their bare feet across a hot surface. This requires two emotes of chanting.  

 

T2: 

  • The shaman can walk on coals and very minimal sources of heat, for two emotes. 

T3: 

  • The shaman can walk on mild sources of heat, for four emotes. 

T4: 

  • The shaman can walk on moderate sources of heat, for six emotes.

T5: 

  • The shaman can walk on severe sources of heat for eight emotes. 

  • The shaman can wade through block high sources of fire for four emotes.

 

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

Redlines: 

  • Heat Walking does not prevent body parts not affected by the spell from the side-effects of being too close to or touching a fire, such as singed hair and burns.

  • Heat Walking does not protect you from lava or anything more extreme than hot coals.

  • Heat Walking does not protect you from voidal fire or any other type of magically summoned fire.

 

 

Emote Example

Spoiler

The shaman called upon his pacted spirit [OLD BLAH HERE] as his gaze rested upon the still charred and ember littered ground.

[OLD BLAH HERE] The shaman continued his asking of his pacted spirit, his feet growing resilient to the embers below.

 

Ember Rune

Information

Spoiler

 

The Shaman is able to place fire runes upon any surface, aside from living creatures, after two emotes of chanting and forming the sigil. This rune covers the full surface of a block, turning the ground to hot coals. This requires chanting for one emote.

 

T2:

  • These coals can be used to cook food, heat stones, revitalise fires, and boil cauldrons. These runes last for two IRL hours. 

T3: 

  • These coals can be used to cook food, heat stones, revitalise fires, and boil cauldrons. These runes last for four IRL hours. 

T4:

  • These coals can be used to cook food, heat stones, revitalise fires, and boil cauldrons.  These runes last for twelve IRL hours. 

T5: 

  • These coals can be used to cook food, heat stones, revitalise fires, and boil cauldrons.  These runes last for twenty four IRL hours. 

Redlines

  • The rune cannot create a fire.

  • The visual coal 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.

 

 

Emote Example

Spoiler

The shaman looked upon the simple stone in the midst of a calm field. [OLD BLAH HERE] the man said to no one in particular as a simplistic rune of an X inside a triangle began to engrave itself onto the stone.

[OLD BLAH HERE] he continues to ask his pacted spirit, the rune now fully engraved into the stone.

[OLD BLAH HERE] The shaman continued to plead with his pacted spirits and his calls were heard, the ground now turning into charred embers around the stone.

 

Burning Palm

Information

Spoiler

 

The shaman is able to grab heated objects for a brief time. During which their palms hands will look charred and cracked, like a burnt log. This requires two emotes of chanting.

 

T2: 

  • The shaman is able to grab objects with minimal sources of heat for two emotes. 

 T3: 

  • The shaman is able to grab objects with mild sources of heat for four emotes. 

T4: 

  • The shaman is able to grab objects with moderate sources of heat for six emotes. 

T5: 

  • The shaman is able to grab objects with severe sources of heat for eight emotes.

 

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

Redlines

  • Burning Palm does not protect body parts not affected by the spell from the side-effects of being too close to or touching fire or hot metal.

  • Burning Palm does not protect you from lava, molten metal, or fire.

  • Burning Palm does not protect you from voidal fire or any other type of magically summoned fire.

 

 

Emote Example

Spoiler

The shaman, who had lost precious items amongst the still smoldering rubble, wished to recover some of them. [OLD BLAH HERE] he pleaded with his pacted spirits and the skin around both of his hands began to look charred and cracked.

[OLD BLAH HERE] He continued asking and praising his spirits as his skin became more and more grotesque, now prepared to reach into the smoldering wood.

 

Dancing Flames

Information

Spoiler

 

The shaman is able to use all their concentration to make manipulated flames flicker and dance across the sky at a range of 24 blocks, in a wide variety of complex patterns. While unable to move or focus upon anything else, the shaman can mildly manipulate the temperature of the flames to produce color changes such as blue, red, orange, and yellow. Certain minerals may be added to the flames before manipulation to grant different colors.  This spell requires chanting for the entire duration of the spell, up to eight emotes. Due to the intricacy of this ability and its similarity to Move Fire, it cannot be used in combat.

 

T4: 

  • A maximum amount of 16 blocks worth of fire is allowed, and may be stretched into any shape.

T5: 

  • A maximum amount of 32 blocks worth of fire is allowed, and may be stretched into any shape.

 

This spell does not apply fatigue, but any break in the shaman’s concentration such as an attack, long conversation, or movement will cause the spell to instantly cease.

Redlines 

  • The shaman is not able to increase the temperature of manipulated flames. 

  • Dancing Flames is not able to catch things on fire, nor can the flames or heat harm any people. 

  • Dancing Flames can not be used in combat

 

 

Emote Example

Spoiler

As is tradition for any elementalist when they reach the peak of their abilities, they perform a dance with their craft. He was no different. [OLD BLAH HERE]. The shaman called upon his pacted spirit as he focused on the massive flame before him and began manipulating it like some spiraling being.

The shaman shifted the yellow flame to something of blue hue, his focus still set upon dancing flame. [OLD BLAH HERE]

[OLD BLAH HERE]. He continued to chant the spirits name in an almost throat singing style as the flame seemed to bend and dance among the crowd before him.

[!]The flames seemed to suddenly stop as a drunken man stumbled into the shaman, breaking his concentration on the flame.

 

Spirit Marks T5

Information

Spoiler

 

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

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

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

  • 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:

  • Fire Rune, Ember Rune, Heat Walking, or Burning Palm 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. 

  • 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, meaning 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.

 

 

Emote Example

Spoiler

The shaman grips the arm of his acolyte, preaching his typical chant aggressively. [OLD BLAH HERE]. The acolyte would feel the stinging sensation as the sigil of land surfing would appear on his upper arm.

 

 

Fire Elemental

 Information

Spoiler

 

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

 

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

 

The elemental is made from fire which cannot be cut and damaged like flesh. Objects will simply pass through the Elemental. It can only be damaged by magical projectiles.

The Elemental is not resistant to magic and cannot push away physical attacks.

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. 

Redlines 

 

  • The Shaman is not able to have more than one Elemental out at a time. 

  • Being around the Elemental brings varying degrees of heat the closer one gets to it. 

  • Neither Shaman nor Elemental is able to increase the heat of flames. 

  • The Fire Elemental is not immune or resistant to fire damage magically created from any source.

  • Fire Elementals are impervious to fire damage from naturally made fire. 

  • Fire Elementals may set fire to the environment. 

 

 

Summoning the Elemental

Information

Spoiler

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.

 Emote Example

Spoiler

Emote Example

The Shaman eyes the bonfire in front of him, and stares towards the slowly approaching encampment. He begins to chant, swaying slightly as he asks his pacted spirit for their strength. [OLD BLAH HERE]

 

The Shaman’s sigil begins to fade into vision in front of him, a short distance away. [OLD BLAH HERE]. The fire begins to twist a little, as though sucked towards the shaman.

 

[OLD BLAH HERE]. He watches on as the fire swirls towards the sigil, which now glows quite brightly.

 

The shaman reaches a crescendo in his chanting, the swirling flames diverging to reveal a tall ostrich, its flaming wings fluttering slightly as he finalises its manifestation.

 

The shaman focuses his attention on maintaining the spell as two of the bandits from the encampment approach. The ostrich flaps its wings aggressively at them, and begins to charge.

 

 

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

 

 

Appearance

 

 

The Fire Elemental appears as a flaming figure of any form, up to 2x2 blocks. These Elementals have a reach of one block and can move twelve blocks per emote, and have the strength of an average human.

 

 

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.

 

Immolating Presence and Flaming Form:

Information

Spoiler

 

The Elemental is constantly aflame, giving off a faint heat from three blocks away from it. Grappling with the Fire Elemental will be painfully hot. Clothing or hair will catch alight after two emotes of being grappled with the Fire Elemental. Exposed flesh will be licked by flames, causing first-degree burns in two emotes of grappling. Second-degree burns occur after three emotes. 

Arrows sink uselessly into the Fire Elemental, and blades struggle to separate the weaving fire. Weak kinetic force such as that of a punch will be fully absorbed, average kinetic force such as that of a shovel only pushes 1/8th of the fire away, and strong kinetic force such as that of a 2x2 physical projectile pushes 3/8ths of the fire away. 

 

 

Emote Example

Spoiler

 

Spoiler

Example Emote

 

The Elemental raises its limb to meet the attacking man, enveloping his arm. Embers start to catch on the man’s clothing and hairs.

 

The Elemental stands still as the man continues to try to attack it, keeping its limb in line with the man’s arm. Small burn marks begin to appear on the man’s clothing and skin.

 

The Elemental lowers its limb as the man backs off, watching as he flails his arm in an attempt to put out the fires easily starting upon his thin cloth shirt.

 

 Flame Strike:

Information

Spoiler

The Elemental uses one emote to send one fist or foot forward to strike at a foe. These Elementals hit with the strength of an average human. Bare contact with the fist or foot is able to set ablaze dry cloths, leather, and hair on two direct hits near the same target. Elementals have a melee range of one block around them. 

Emote Example

Spoiler

Example Emote

 

The Elemental condenses one leg, coiling it upwards until it takes on an almost solid appearance. It then kicks out, its foot aimed towards the attacker’s stomach! If it connects, it would hit with the strength of an average human.

 

Flame Burst:

Information

Spoiler

The Elemental sends one flat palm forward with an emote. This sends out a fist-sized burst of fire that travels two blocks out from the Elemental in whatever direction the palm is facing. This is able to set dry clothes, leather, and hair on fire, as well as any other flammable objects.  

Emote Example

Spoiler

Example Emote

 

The Elemental raises its arm, a fist-sized ball of fire forming in front of its palm. It draws its arm back and sends the fireball hurtling towards the bundle of kindling tucked away within the campfire. It catches quickly, and before long cheerful flames illuminate the shaman in the desert cave.

 

Spirit Ward:

Information

Spoiler

The Shaman is able to sacrifice the Elemental over the course of three emotes. This will allow the Shaman to place a wall of flames around themselves or another within twenty blocks of them. This ward takes an additional emote to fully form. This ward is able to block a single fatal magical spell before shattering or two non-fatal magical spells. The ward is able to block a single melee strike that does not exceed Olog strength before shattering. Only one spirit ward may be active at a single time. Only one spirit ward may be active on a single target. An elemental is only able to make one spirit ward. Each ward will require the shaman to sacrifice the elemental. When sacrificed, elementals fade away from the world over three emotes. 

Emote Example

Spoiler

Example Emote

 

The Elemental raises its arms, the flames that make up its body flickering wildly with flashes of blue and yellow sparks.

 

The Elemental’s body heaves, swelling and shrinking at a rhythmic pace as it prepares itself.

 

The Elemental’s body breaks apart, the flames swirling towards the shaman!

 

The shaman stands perfectly still as the flames settle around them, keeping them safe from the heat and allowing them vision of outside of the ward while protecting them from anyone who tries to attack them.

 

Flame Whip:

Information

Spoiler

The Elemental is able to take two emotes to create a whip of fire and another to swing it.This whip has a range of four blocks and fades after a single melee use. Against bare skin, this whip will cause second-degree burns, in addition to being able to set dry cloth, leather, hair, and wood on fire. The heat from this whip may be uncomfortable enough to hinder or delay the casting of a spell but not outright disrupt channeling or connection.

Emote Example

Spoiler

Example Emote

 

The Elemental steps across the grass. Flames leaving a trail of ash and embers that would rapidly end. The figures left hand reach outward towards the Winged Screecher that stood on a sturdy branch above the shaman and elemental. The rest of the hunting party hanged back to watch in fear and awe. In the flaming forms left hand, came to life the drift of embers, moving back and forth between their clutched grasp. 

 

The Screamer lofted its legs, preparing itself to swoop down towards the shaman and flaming figure. The fire elemental stood still, reaching its right hand above its form. Between each, was a cord of clear flame. Bright orange licked down from the thread, which was starting to be whirled around the elementals head. 

 

The screamer dived down, spreading its wings to catch its falling form and carry it along the ground. The elemental brings the flaming cord forward as the beast dives down. Flame latching out across its face to singed fur and nasty burns in the radius of the average fist. The flaming cord fades soon after. 


Flamethrower:

Information

Spoiler

 

The Elemental gathers flames in one of its limbs, which swells with swirling flames for two emotes. On its next emote, the arm turns to blue hot flames, increasing in heat greatly. The arm then explodes, sending a swirling mass of fire forward. These natural blue flames are two blocks wide and travel up to six blocks in range. These flames will set cloth, leather, hair, hide, and fur on fire. These swirling flames dive through gaps in armor and chain, melting skin to clothing and armor alike.

This ability will remove one of the Elementals limbs. Elementals may not recover limbs. 

 

Emote Example

Spoiler

Example Emote

 

The elemental reached its right hand out towards the gathering of mindless undead wandering forward. The figure took slow steps backwards. Flame shivered across the entire form of the flaming elemental. Starting to gather to the right shoulder and towards its outstretched hand. 

 

It stopped moving shortly after, flames licking the air and dripping down from the outstretched limb. The flames across the body wavered for a moment, most gathering for the outstretched limb. 

 

The center of the elementals elbow gave way to a blue flame. Which grew rapidly across the limb, the elementals flaming form giving another shiver. Flames returning to the rest of its burning form. The arm, from the fingers, starts to unravel. Moving forward in stream. As if propelled manually by force. The blue flames burn against the gathering undead,  rotting old flesh giving way easily to the fire.  The flames soon gave way, leaving the elemental without its right arm and path of cooked flesh and singed ground before it. 


Unravel:

Information

Spoiler

The Elemental is able to be sacrificed in another form. Taking three emotes, the Elemental can start to unravel its form. It may move up three blocks per emote during this, but may not attack. After the third emote, the expanding form of the Elemental rushes out in 5x5x5 blocks in a circle around their standing point. These flames do not hit the shaman or those directly behind the shaman, and travel out over the course of an emote before fading. Hot tongues of fire leap out and are able to set dry cloth, leather, hair, hide, fur, and wood on fire. 

Emote Example

Spoiler

Example Emote

 

The Elemental stops in place, flames shivering across its form, growing and swelling. Its limbs ceased to move as fire swirled around the flaming elemental. The figures back hunched forward, arms coming in to hug itself as it waddled forward slowly. Legs barely moving as its form started to swell. 

 

The Fire Elemental stumbles forward. The smart move away from it, others remain. Its arms, legs and chest inflate greatly, fire moving like a great rapid tide, crashing in on itself and surging outward. 

 

The elemental stops moving utterly. The flames slow down, each weaving strand slowly moving outward before suddenly, the flames vent outward. No explosion, each flaming strand travels as far out as possible to catch what it could in flame. 

 

 

Elemental Companion 

 

Information

Spoiler

All Elementalists have the ability to pull together one block of their element and form it into a small companion, which will accompany them on their travels. These companions may not enter combat except against other companions, but may have the element that they are made up of manipulated by their shaman. Companions cannot talk, but may respond with simple gestures or the natural sounds their body may make. They may not access areas that the shaman cannot access mechanically, and will fade away if they go further than 15 blocks from the shaman.

 

Companions require 2 emotes of chanting to be created. They may be made into combinations as demonstrated in the lore, and providing they are not merged can still be manipulated. Merged companions, combinations that take on a different appearance, cannot be manipulated by the shaman.

 

Redlines 

 

  • Elementalists may only have as many companions as they have pacts.

  • Elementalists may only create companions from elements that they have a pacted spirit for.

  • Elementalists are only allowed to create one non-combined companion or two combined companions, from any one element. For example, an Elementalist could have a single fire companion, or one fire/water and one fire/air companion.

  • While it is possible to create companions in the form of limbs, they cannot be used in combat and must be verbally told what to do. They are not controlled by the elementalist as one would control a real limb.

  • Touching a companion will impart the effects of that element. The shaman is not exempt from this, unless they use a spell from their repertoire that permits such. For those who aren’t aware of what things do:

  • Fire burns you.

  • Static shocks you.

  • Water makes you wet.

  • Sharp metal will cut you.

 

Emote Examples

Spoiler

Example Emote 1: Pure Fire Companion

The shaman cracks his knuckles, and begins a deep low chant. [OLD BLAH HERE] he rumbles, gathering flames from the torches around him. He pulls them into a small ball shape in front of him.

 

The shaman twists his fingers, shaping the companion into a slender fox with four tails. [OLD BLAH HERE]. He chants as it twists itself into being, slowly drifting downwards to land on the ground on its four paws.

 

The shaman smiles faintly, peering down at his new companion. It looks back up at him with twinkling blue flame eyes, and falls in line next to him as he stands to return home.

 

Example Emote 2: Combination Companion (Water and Metal)

The shaman grimaces as she concentrates, breaking into a short repetitive chant. [OLD BLAH HERE]. The iron bar in front of her wobbles slightly, and the water in a nearby puddle drifts slowly over to meet it.

 

The shaman stares at the iron and water, moving her hands as though building it up. The metal curls into a loose spiral, one end levelling out and rising to form the very basic outline of a pig’s face. Meanwhile, the water splashes into the “cavity” of the metal spiral, filling it out gradually.

 

The shaman grunts as her pig-shaped creation takes life and stomps around a little, getting used to its legs. “Kome on. Ledz go.” she says, beckoning it along behind her.

 

Example Emote 3: Merged Combination Companion (Earth and Storm [Glass])

The shaman idly looks over the pile of sand in front of them, and mutters to himself. [OLD BLAH HERE] he chants, raising one hand to hover over the sand. Small flickers of static electricity begin to build up.

 

The shaman continues to chant, bringing the sand together to form a floating ball. Static charges through it, changing its composition into frosty glass which quickly clears. The glass spirals, sprouting two legs, two arms, and a large head. A curly tail sprouts from its back along with broad wings, which it unfurls and flaps a few times as tiny joints and springs offer it a large degree of mobility.

 

The shaman huffs as he proudly gazes at his little glass companion, twinkling brightly in the summer sunshine and sending rainbows scattering across the floor through the power of prismatic refraction. Its frosted eyes glimmer up at him in abject glee, and it flutters gracefully into the air above him.

 

Fire Pact Lore: 

 

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