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[Guide] Elementalism Air Pact (Shamanism)


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Air Elementalism Guide

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

Information

Spoiler

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.

Emote Example

Spoiler

The Air Shaman would grip his staff with his right hand before looking between the two bandits before him. He would then begin to chant aloud to his pacted spirit “Moz grumbull nûtu!” he says looking up towards the sky.

[!] The air around the shaman would begin to swirl about, the cloth around his waist would begin to fly in the wind as it does so. He would then continue to chant.

The Shaman would bring his gaze back down upon the two bandits with a grin. He would then tilt his staff forwards as the wind swirling around him jolts forwards towards the bandits.

[!] The wind would be sent towards the two as it pushes against them with a moderate force. This would not knock down them, however it would set them at quite the imbalance.


Updraft
Information

Spoiler

 

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.

Emote Example

Spoiler

The Shaman would grab a firm stance as she digs her feet into the ground looking towards the group in front of her. In doing so the wind around her would begin to change into a more unnatural breeze.

[!] The loose debris on the ground below her would begin to flick back and forth at a rising pace as the winds amongst her feet began to make a forwards and backwards motion. She would begin to chant the words [Insert Old Blah].

[!] The air before the shaman would eventually begin to sway faster and faster almost forming a stirring current before the shaman. The air now reaches a violent rate as the shaman continues to chant “[Insert Old Blah]”. The air in front of them now creates an updrafting like sway as the air from the ground begins to surge up in a steady current.

 

Tailwind
Information

Spoiler

 

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. 

 

Emote Example

Spoiler

Placing his feet firmly into the desert stand below, he would then stick his staff into the sand plunging it as deep as he could before squeezing onto it tightly. From there he would look forwards as his eyes began to glow a bright yellow hue. He would begin to chant at a monotone pace “[Insert Chanting]”

The Hobgoblin would then begin to shake his staff. The bones on it rattled quite loudly as he began to chant. “[Insert Chanting]”. The yellow hue is now much stronger than before as his voice picked up from the previous enchant. For those near him they would feel a slight breeze beginning to pick up.

[!] The breeze would continue to pick up from behind the shaman. The sand within the desert around him as it began to glide with the wind, grain rolling over grain as if a ripple was forming amongst the ground.

[!] This breeze would pick up as the sand began to go faster at an exponential rate, some bits of it now beginning to leave the ground as it took off into the air with the breeze, hitting the lower legs of those before the shaman.

[!] The breeze has now turned into quite a strong wind, sending sand from every angle behind the shaman towards those in front of him, almost as if they were caught in a sandstorm.

[!] This would continue on for a couple more seconds, however the yellow glow within the shamans eyes would begin to fade, with it would the winds erupting from behind him, going to a small and slow breeze like state like once before.

 

 

Non-Combat

 

Levitate
Information

Spoiler

 

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.
    Example Emotes [Tier 5]:

 

 

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.

 

Emote Example

Spoiler

The imprisoned greenskin idly longed for the keys hung by the door. He’d pull out a small air totem from his pocket and begin to speak in an archaic language- eyes intent on the key across the room. “[insert old blah].”

His eyes would begin to flutter as his voice began to take an unnatural weight, “[insert old blah].” the chanting continued as the draft in the room would shift rather swiftly.
 

[!] With but a jingle, the keys would now begin to rise from it’s hook, it’s ghastly grip shook along with the fatigue coming over the shaman yet his hold remained true as his chants flowed in almost a rhythmic tune. “[Insert old blah].”

Sweat formed upon the uruks brow, forming into beads of moisture before dropping down upon his hardened face. “[Insert old blah].” he continued, with a hand now outstretched, the keys floating nearer.

[!] The keys swayed with soft whirs of air, placing themselves in the shaken tired hands of the uruk as he makes the final statement, “[Insert old blah]” thus ending the chant.


Air Rune 
Information

Spoiler

 

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.

 

Emote Example

Spoiler

 

The shaman would walk into the dark cave, following the light of torches set before her, sliding her hands upon the cave walls as she does so. However her hand would stop as soon as she reached a flat surface.

Once there, she would close her eyes as they gave off a black hue as they peaked through her eyelids. The light from it barely existed as she began to chant to her pacted spirit of the winds, “[Insert Chant]”.

[!] The Black hue would flow from her eyes, sliding down her arm like that of a serpent onto the stone wall in which her hand was placed. Once there it would begin to form the shape of a twister. The chanting would continue “[Insert Chant]”. As the chanting carries on the symbol of a twister on the stone would shine bright as it becomes embedded into the stone.

The Shaman would press her palm into the stone as her head hands low. From the rune itself the faint sound of screams and pain could be heard as if the ending of a battle has just occurred, within those screams the chanting of the shaman could be heard still, “[Insert Chant]”.

[!] For those around, their ears would be swiftly filled with multiple screams of men, elves, and orcs alike. However these screams occur at all the same times as if the sounds of a great defeat has just occurred. These sounds echoing outwards from within the stone walls of the nearby cave.

 

 

 

Featherfall
Information

Spoiler

 

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.

 

Emote Example

Spoiler

 

The shaman peered up at the kub stuck up on a tall limb. “Jump un mi maghk.” he stated before clasping his hands together, centering his breath he’d slowly begin to chant in an unknown tongue. “[Insert old blah].”
 

[!] The air began to stir and focus about the elder as his eyes turned white. The air swirling around the shaman would continue to rise upwards towards the limb above as he continued to chant, [Inser Old Blah]

[!] The air would continue to rise at a fast rate beneath the kub, as the air begins to make an updrafting like motion.

[!] As the kub fell the air beneath it made the kub begin to fall at a slower rate then natural, almost as if it had glided down from the branch itself.

 

 

Purify
Information

Spoiler

 

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.

 

 

Emote Example

Spoiler

 

The Shaman stands before the rift that divides the volcanic hellscape, noxious sulphuric fumes rise from the depths creating a hazardous curtain that threatens all who wish to cross. The Shaman extends both arms to the skies as they begin to chant, calling to the spirits for aid.
 

The Shaman continues to chant in the old tongue, now making wide circular motions with both hands as a mystical gale starts to gently swirl around them.
 

The Shaman then extends two open palms towards the toxic barrier as they speak a command. A wind blows past the shaman and through the volcanic fumes, parting them to create a clean opening.
 

The Shaman motions the rest of the group to move through as they continue chanting in a low droning monotone. The fresh winds continue to provide safe passage through the poisonous cloud.
 

[!]After everyone has passed through, the shaman crosses last. Once on the other side they fall silent. The noxious fumes rise once again and the group now safely stands on the other side of the curtain.

 

 

Twister - T5 Only
Information

Spoiler

 

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.

 

 

Emote Example

Spoiler

The shaman would take a seat at the base of the totem before him. His eyes scaling it up and down before they close. He would then begin to join his fellow shamans in chanting. “[Insert Chant]”.

The Shaman ould continue on chanting as other spiritualists around brought forth their small offerings of seeds and plants. “[Insert Chant]” he would call out as he looked towards the sky above.

[!] The offerings would begin to brush across the ground, spreading from their piles and mounds as they dragged across the earth below. This would start at a small pace before the wind beneath them begins to catch on as they are slowly lifted into the air.

[!] As the chanting continues the items would begin to spin faster and faster, the seeds swarming through the air in a circle around the totem of Arwa. The shamans around would continue onwards with their chants as they begin to contact the spirit. This spinning motion of offerings within the air would continue on until the shaman is no longer able to.

((This will continue for however much longer is needed to create the totem))


Spirit Marks - T5 Only
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: 

  • 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.

 

Emote Example

Spoiler

The Shaman would approach the mali’ame before him as he placed his palm against the head. His fingers would curl over the top of the elfess’ skull almost engulfing their forehead with his orcish hands. He would begin to chant to his pacted spirit “[Insert Chant]”. In doing so a glow would begin to seep out from the sides of the orcs hand. As the chanting continued the glow would grow brighter he would remove his hand, unveiling a large swirl like symbol across the entirety of the elf’s forehead.


 

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

 

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.

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

Redlines

  • Only one Elemental may be out at a single time per shaman. 

  • The Shaman is not able to move or channel other spells when controlling the Elemental.

  • Disrupting the shamans concentration will dispel the Elemental.

  • The Air Elemental requires two-thirds of its form to remain summoned. 

  • The Earth Elemental does not have durability beyond that of natural air. 

 

 

 

Emote Example

Spoiler

The shaman would look towards the ongoing hunt with a frown, before looking into the air beginning to chant [OLD BLAH HERE]. With these words a sigil would begin to form on the ground below.

The shaman continued his ritualistic chanting as the sigil in the ground came to fruition. [OLD BLAH HERE]. The sigil appeared as three triangles matching up at one point in the center surrounded a simplistic circle.

As the shaman’s cries continued to bellow in the midst of the chaos of the hunt, a small wind would pick up within the sand below. The spinning sand would take form within the wand almost as if a miniature sand cloud had formed. The chanting continues [Old Blah Here].


[OLD BLAH HERE] The shaman’s battlecry seems to come to a halt as the amalgamation of what was once a stirring up before them formed into a clumped mass of sand and air that listens to the will of the shaman controller.


Appearance

 

WR7D9APsYY5mMs70PgLUbXNps8PDxc8IGBuFlCcJ-N4rvvfAHD7tHXYV-mUrH6Vthfqr9MYcoiK6v4Djf1ISb6SPQfBiuYypjm_116mja00iwEiUyIaMvBEIydg4_omAqh7SZ-OS

 

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

Spoiler

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.

Emote Example

Spoiler

The air around the Elemental would begin to pick up at quite a fast pace. It would being to twist and turn against the bodies of those in the area. For those affected by it they would find themselves quite offset by the heavy winds created by the elemental. Should one get shoved by another force they will most likely be knocked to their feet.

These winds would continue to happen for as long as the Air elemental would be able to spin among the group. 

 

Gust

Spoiler

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.

 Emote Example

Spoiler

The Air elemental would begin to twist at a rapid pace drawing in the air near it. For those closest they would find their feet sliding against the ground towards it as it begins to draw them in. Resisting this would be quite hard for those who do not have a firm placing into the ground below.

The winds behind those closest to that of the Elemental would find themselves getting pushed even closer as air around them pushed them closer.


Protect/Imprison

Spoiler

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.

Emote Example

Spoiler

The Elemental following the command of the shaman would make its way towards the injured knight nearby. Once there it would begin to twist at a rapid rate. The Air around it though moving in multiple different directions as it begins to form.

As the forming continues, the air around that of the knight would begin to flow in a current like motion much similar to the one being created by the elemental. This would continue to happen creating a circle around the knight. For those who look at the base of the knight they would see the loose dirt and debris twisting with the wind.

[!] As the elf shot an arrow towards the knight, it would become caught within the current. The arrow would shatter upon hitting it sending splinters to the ground below.

 

 

 Pelt

Spoiler

 

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.

 

 

Emote Example

Spoiler

The Elemental would begin to spin against the earth below. This would cause sticks and stones on the ground below to be drawn up into the form of the elemental. They would continue to spin within the form of the elemental reaching a fast pace as they are drawn in.

They would continue to be drawn in towards the center of the Elemental. Once there they would form a ball of debris before the air within the center of the elemental rips the ball of debris apart as if an explosion has just occurred from within. The pieces would be sent flying towards those around the elemental hitting all who are unlucky enough to find themselves in the path of the debris.


Final Impact

Spoiler

 

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.

 

Emote Example

Spoiler

The Shaman would look at the ongoing battle with a frown as the orcish side begins to take death after death. In a final attempt to do damage he would begin to chant, [Insert Old Blah]. Upon doing so the Elemental would begin to shrink to a smaller and smaller size as it is drawn into a tight ball.

The Shaman would continue chanting [Insert Old Blah]. As this happens the shrinking continues. Air and debris alike would be drawn in forming a clumped up ball of winds and pieces of the earth below. The Eyes of the shaman would grow a dark red color as this happens.

 

The red glow from within the eyes of the shaman would grow brighter and brighter. He would then open them unveiling the glow at quite the large essence. The shaman would then state, “Lup Krug”. As he does so the ball of air and debris would expel away from the direction of the shaman and into the area of the battle.


Elemental Companion

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 Example

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.

 

 

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