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[Guide] Elementalism Water Pact (Shamanism)


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Water Elementalism

 

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

 

General Redlines

  • Voidal or otherwise magically summoned water cannot be manipulated.

  • If water is moved and left in an area unmanipulated, it will act as water does.

  • Water cannot be held in place indefinitely.

  • Water cannot be made into ice or steam unless otherwise specified by a specific spell.

 

Combat

 

Move Water 

Spoiler

 

The shaman is able to move any liquid excluding lava. They must be within 20 blocks of the liquid they attempt to move. This can be used out of combat for mundane reasons, such as filling a bowl with water.

 

Temperature Manipulation - T5 Only

The Shaman is able to increase the temperature of the water to no higher than 50℃ and no colder than 0℃. This requires two additional emotes of chanting. Heating water will produce hot water that will burn after two entire emotes of exposure at the highest temperature. Cooling water will turn it to soft slush, which is more of a cold annoyance. We recommend adding fruit juice, the blood of your enemies, and a glacé cherry for optimal flavour.

 

T2:

  • May move a 1x1 block of water.

  • 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 water.

  • 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 of chanting.

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

T4:

  • May move a 2x2x2 block of water 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 of chanting.

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

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

T5:

  • May move a 3x3x3 block of water 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.



 

 

Redlines

  • The shaman is not able to increase the temperature of the water to extreme degrees. Burns require two full emotes of exposure.

  • Water will move as a blob or as a slim stream. 

 

Example Emote

Spoiler

 

T3: The shaman casted their eyes to the small pond. Moving their wooden staff toward the body of water. A slight twitch ran down their spine. Their mouth opening up. The shaman shook the stuff, seeds within rattling. A chant gave way. [Old Blah Here]. 

 

Their rattling grew louder as their chanting did. The staff is held above their head and shaken up and down. From their shoulder rolls faint blue smoke. Towering upward like a smoke plume. Veins of green sea form flash out periodically. 

 

The water in the pond starts to move. Swirling around in a snake like slither, coiling around and leaving its body of water. Towards the concentrating shaman. 

 

The water moves above the shaman now, gathering up in a misshapen ball prone to wobbling. The ball of water, which was aimed at the local crop, ends up instead, dropping on the shaman. Soaking them. 

 

T5: Temperature Manipulation for 1x1 block. Example Emote: The shaman casted their eyes to the small pond. Moving their wooden staff toward the body of water. A slight twitch ran down their spine. Their mouth opening up. The shaman shook the stuff, seeds within rattling. A chant gave way. [Old Blah Here]. 

 

Their rattling grew louder as their chanting did. The staff is held above their head and shaken up and down. From their shoulder rolls faint blue smoke. Towering upward like a smoke plume. Veins of green sea form flash out periodically. 

 

Their chanting grew louder. The shaman slams their staff on the ground. The blue fog thickened, waving and flickering like the tide of the sea. They start to dance, bending their head down aggressively and throwing it back up again. 

 

The water within, starts to rise from the pond. Its surface rippled with bubbles from heat, steam rose from the water. Which moved out from its confines. It moves out towards a territorial boar, coaxing them to flee. 

 

 

 

Tidal Pull

Spoiler

 

The shaman sends a torrent of water outwards to strike at a person’s ankles, throwing them off-balance and more likely to trip or fall. This can be channeled for a duration of time. When applied to a person who is submerged within a body of water at least one block in depth, they are able to be held motionless and may not move.

This applies fatigue for the duration. The shaman cannot move during channeling.

 

T3:

  • Affects up to a 2 block wide horizontal area.

  • Requires two emotes of chanting and may be channeled for up to two emotes.

T4:

  • Affects up to a 4 block wide horizontal area.

  • Requires two emotes of chanting and may be channeled for up to three emotes.

T5:

  • Affects up to a 6 block wide horizontal area.

  • Requires two emotes of chanting and may be channeled for up to four emotes.

 

Redlines

  • Tidal Pull cannot be used to force people beneath the surface of the water. It may only hold them still in their current position.

  • Tidal Pull does not instantly knock a person down.

 

  •  

Example Emote

Spoiler

Emote Example at t4:
The elementalist continued down the creaky pier, the smell of salt piercing his nose as he noticed a few people in hoods attacking one of his friends. [Old blah here] he preached within earshot of the hoodlums.

[Old blah here] the shaman continued to profess and beg, the water from the sea rumbling and lifting from the bay. The bandits now taking notice of the strange man.

The water shifts and splays itself along the path, the shaman eerily standing still. The stream of water now moving towards the bandits.

As the bandits turned to charge the man, the line of water crashed into the ankles, tripping them up and causing others to stumble to the ground.

 

 

Moving Ice - T5 Only

Spoiler

 

The shaman is able to move naturally formed ice. They do not move ice as they do water; it is more akin to how an Earth Elementalist moves solid rock. If the ice is not loose or is a part of a larger mass of ice, the shaman must add an emote of chanting to break it from the mass of ice. This will add an emote of fatigue after casting, in addition to other fatigue emotes described for the size of ice moved. 

 

Quarter-block:

  • May move a quarter-block of ice.

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

  • Flat chunks of ice are comparable to throwing a small rock. Sharp shards of ice are comparable to being jabbed with a small kitchen knife. They shatter once they have struck a target.

Half-block:

  • May move a half-block of ice consisting of any shape.

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

  • Flat chunks of ice are comparable to being hit by a hammer. Sharp shards of ice are comparable to being jabbed with a shortsword. They shatter once they have struck a target.

1x1:

  • May move a 1x1 block of ice consisting of any shape.

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

  • Flat chunks of ice are comparable to being smacked with a warhammer. Sharp shards of ice are comparable to being jabbed with a longsword. They shatter once they have struck a target.

1x2:

  • May move a 1x2 block of ice consisting of any shape.

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

  • Flat chunks of ice are comparable to being hit by a large boulder. Sharp shards of ice are comparable to being impaled by a lance. They shatter once they have struck a target.

Accuracy:

 - Quarter-block can be moved at pinpoint accuracy with no difficulty.

 - Half-block can be moved at average accuracy with a little difficulty.

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

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

 

 

Redlines 

  • The Shaman is not able to create solid ice from water. 

  • The Shaman is not able to move ice made by any magical means. 

  • The Shaman is only able to move up to a max of 2x1 ice. 

  • Funky wants you to know that using sharp ice shards for headshots is a cheap tactic. 

  • The Shaman is not able to change the shape of ice. They may only rip shards or chunks from existing large ice masses.

 

  •  

T5 Moving Quarter chunk of Ice Example Emote

Spoiler

 

The shaman holds out their staff in one hand, twisting it in their palm. Which causes the seeds within to slowly tink and rattle against the wood. Their maw opens,and faint ivory fumes plume like a steam boat from the shoulders. They start to chant. [Old Blah Here]

Nearby, a half fist sized of ice floats upward from the small stream. The shaman focuses fully on the moving ice. Letting it hover in a small circle over the running body of water. 

The ice chunk, then suddenly whips down at a passing fish, allowing the shaman to catch a dazed fish with blunt head trauma. 

 

 

 

Non Combat

 

 

Water Rune

Spoiler

 

The shaman is able to place a sigil down upon any solid surface that is not a living creature. This rune takes up one block, and should be represented by a sign. Shamans are allowed to create their own sigils for their pacted spirit.  

The Water Rune will purify water within range of it from all impurities, poison, or salt, making even the most questionable water safe to drink. The Shaman is only able to place down two water runes at the same time. This ability can be used on any variety of drinks, though perceived impurities have a wide range and will simply turn the drink in question to pure water.

 

T2:

  • Requires two emotes of chanting.

  • The Water Rune lasts for 4 IRL hours.

  • Has a 2x2x2 range.

T3:

  • Requires two emotes of chanting.

  • The Water Rune lasts for 8 IRL hours.

  • Has a 5x5x5 range.

T4:

  • Requires one emotes of chanting.

  • The Water Rune lasts for 12 IRL hours.

  • Has an 8x8x8 range.

T5:

  • Requires one emote of chanting.

  • The Water Rune lasts for 24 IRL hours.

  • Has a 15x15x15 range.

 

Redlines

  • Water Runes cannot be used to create water. 

  • The Shaman can only have two runes down at the same time. The Shaman can remove these runes at will. 

  • The Shaman is not able to place this rune on any living creature.

 

  •  

Example Emote

Spoiler

Emote Example t3:
[Old blah here] The frail shaman muttered as he gazed upon the nasty swamp water before redirecting his attention to a nearby decaying stump.

[Old blah here] He muttered as the sigil began to take shape and form, the water in the vicinity becoming more and more purified.

[!] Even his grimey mug of water appeared to be drinkable after this chanting

 

 

Bring Rain

Spoiler

 

The shaman is able to extend their power to commune with the clouds themselves, and draw rain to an area. Snow and hail may also be summoned, depending on the biome.

 

T3:

  • Can summon a light shower or light snow.

  • Requires five emotes of chanting. The rain lasts for 2 IRL hours.

T4:

  • Can summon heavy rainfall or snowfall.

  • Requires five emotes of chanting. The rain lasts for 6 IRL hours.

T5:

  • Can summon a strong thunderstorm, hailstorm, or snowstorm.

  • Requires five emotes of chanting. The rain lasts for 12 IRL hours.

Redlines

  • Be sensible about biome dependencies. No snow in the desert.

  • Hail cannot be strong enough to harm those in the area.

  • Shamans are not immune to the effects of weather.

 

  •  

Example Emote T5

Spoiler

 

The Shaman sets down their drums. Taking two sticks wrapped in leather. They nod to their followers,who start to play thin reeds. The shaman starts to chant in time with the slow beating of their drum. [Old Blah here]

 

The chanting grows louder and louder now. The shaman beats against the drums now, loudly and in steady time. From their shoulders plume a great blue smoke. The clouds above start to gather and become dense. [Old Blah here]

 

The shaman beats savagely against the drums now as their chanting causes the throat to go sore. They gesture for a follower to come take their place on the drums. The shaman lofts their arms to the air to give their praise. Their chanting goes on. [Old Blah here]

 

The followers and shaman start to dance, as the drums are beat steadily. The clouds grow darker above the following. The shaman moves to a basket, to take an old dead fish. Casting it into fire to cook as an offering to the spirit. Their chanting is directed back towards the sky. Few raindrops coming down.[Old Blah here]

 

The dark clouds gather overhead, as the shaman chants loudly. Dancing wildly in a circle. The rain drops fall more rapidly downward. The followers stop playing as rain fall now plagues the area. The chanting dies down slowly, and the clouds boom with their wraith. Rain is upon the land. 

 

 

 

Ice Rune

Spoiler

 

At T5, a Shaman is able to place an Ice Rune upon a solid surface. This rune gives off a cool and chilling feeling within eight blocks around it, and can be used to freeze small areas of water up to 5x5x5 blocks in diameter. It will last for eight IRL hours.  

The Shaman is required to chant for two emotes to place a rune. During this, they suffer fatigue.

Redlines

  • Ice Runes cannot be used to create ice from nothing. 

  • The Shaman can only have two runes down at the same time. The Shaman can remove these runes at will. 

  • The Shaman is not able to place a rune on any living creature.

 

  •  

 Example Emote

Spoiler

[OLD BLAH HERE] The energetic goblin chanted excitedly as he had come across the small pond, the sigil beginning to etch itself on the protruding rock in the center.

The goblin continued to chant [OLD BLAH HERE] as the sigil became fully engraved in the rock and the water around it turned to solid ice. He could now practice his skating. 

 

 

Water Walking

Spoiler

 

The Shaman is able to walk across the surface of water as if it were solid ground for a short time, manipulating the currents beneath their feet to push upwards. While this spell is in effect, the shaman may not swim or dive below the surface.

This spell gives the Shaman fatigue during channeling and use. 

 

T2:

  • Requires three emotes of chanting for one emote of water walking.

  • The shaman is able to move six blocks per emote.

  • The shaman is not able to apply this effect to other people.

T3:

  • Requires three emotes of chanting for two emotes of water walking.

  • The shaman is able to move six blocks per emote.

  • The shaman is not able to apply this effect to other people.

T4:

  • Requires three emotes of chanting for four emotes of water walking.

  • The shaman is able to move six blocks per emote.

  • The shaman is able to apply this effect to one other person.

T5:

  • Requires three emotes of chanting for six emotes of water walking.

  • The shaman is able to move six blocks per emote.

  • The shaman is able to apply this effect to up to two other people.

Redlines

  • The Shaman is not able to move beyond six blocks per emote of water walking. 

  • The Shaman is not able to draw a bow, throw a weapon, or channel an ability while walking upon the surface of the water. The Shaman is not able to start CRP or PvP upon the surface of the water, but may respond if someone else instigates it.

  • The water is solid ground for only the Shaman and affecter persons. 

  • The shaman may not climb waterfalls or big waves of water.

  • ET members are openly allowed to engage players in combat or the sort during an event they host. Should the ET engage players in CRP during this spell, players may defend themselves accordingly. 

 

  •  

Example Emote

Spoiler

 

 Example Emote: T5

The Shaman stops at the river ahead of them. They roll their sleeves back and place their right hand over their left arm. Their maw opens and their voice booms out. [Old Blah here]

 

The shaman keeps with the chant. Their head bobs up and down slowly, and the shaman starts to dance a little jig in a circle. [Old Blah here.] 

 

The shaman yells out one last time. [Old Blah here.] The let out a slight gasp as a sigil appears on the arm. The shaman walks out onto the water. Which holds them up as if they were on a sturdy bridge. 

 

 

 

Water Breathing

Spoiler

 

The Shaman is required to chant to create a sigil of their spirit upon themselves. These sigils are placed upon the back of the neck and activate once the head of the bearer is submerged in water. Once placed, the Sigil will fade away unless triggered in four emotes. 

Once activated, they are only able to breathe water, and air will suffocate them. They are not able to speak clearly while underwater.

 

T2:

  • Requires three emotes of chanting for a sigil that grants two emotes of Water Breathing.

  • May not apply additional sigils to others.

  • May move at a maximum of four blocks per emote if armoured or heavy, and six blocks per emote if able to swim.

T3:

  • Requires three emotes of chanting for a sigil that grants three emotes of Water Breathing.

  • May apply additional sigils to one person.

  • May move at a maximum of five blocks per emote if armoured or heavy, and eight blocks per emote if able to swim.

T4:

  • Requires two emotes of chanting for a sigil that grants four emotes of Water Breathing.

  • May apply additional sigils to two people.

  • May move at a maximum of six blocks per emote if armoured or heavy, and ten blocks per emote if able to swim.

T5:

  • Requires two emotes of chanting for a sigil that grants six emotes of Water Breathing.

  • May apply additional sigils to up to four people.

  • May move at a maximum of eight blocks per emote if armoured or heavy, and twelve blocks per emote if able to swim.

Redlines 

  • Shamans are not able to use this ability to engage in CRP underwater. Do not start or continue combat while underwater. 

  • Breathing air while this spell is in effect will cause suffocation.

  • ET members are openly allowed to engage players in combat or the sort during an event they host. Should the ET member engage players in CRP during this spell, players may defend themselves accordingly. 

  • Shamans will start to suffer the effects of loss of oxygen after the seal fades, and have two emotes to reach air.

  • Spells are not able to be channeled underwater. 

  • This doesn’t mean you can modreq for a water breathing buff.

 

  •  

 Example Emote

Spoiler

Emote Example for T5:
The aging shaman looked towards his companions and the sunken ship at the bottom of the sea [Old blah here]. The sigil would then begin to form on his and his four companions' necks.

[Old blah here] He continued to chant and plead with his pacted spirit, the sigil fully forming on each of their necks and then they would begin their dark descent.

[!]One member of the party would go under and then panic, coming up in some sort of desperation and would begin suffocating in the air. The others continued their descent downwards.

The shaman continued swimming down towards the ship, finally reaching it and would begin his search through the contents along with his companions.

He would continue his search before ultimately giving up and swimming up near the surface, but remaining under water for the duration.
((Essentially those with the sigil must stay under water for the duration of the emotes))

 

 

Elegant Waters

Spoiler

 

The shaman is able to use all their concentration to make manipulated water flicker and dance at a range of 24 blocks, in a wide variety of complex patterns. They are unable to move or focus upon anything else. A maximum amount of 32 blocks worth of water is allowed, although this may be moved and stretched into any shape.

This spell requires chanting for the entire duration of the spell, up to eight emotes. Due to the intricacy of this ability, it cannot be used in combat.

 

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

Redlines 

  • No drowning people.

  • While this can be used to convey messages, stories, and memories, don’t metagame stuff.

 

  •  

Example Emote

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 pool of water before him and began manipulating it like some spiraling being.

The shaman shifted the water.To grand shapes, horses, knights, castles, drakes. Mountain tops and high rocking seas, his focus still set upon dancing water. [OLD BLAH HERE]

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

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

 

 

Spirit Marks

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: 

  • Water Rune, Ice Rune, Water Walking, or Water Breathing 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.

 

  •  

Example Emote

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.

 

 

 

Water Elemental

Spoiler

 

The Shaman is able to summon an elemental using water from up to twenty blocks away. The Water 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 ten blocks of movement per emote. During this, the elemental is able to move and use a few simple abilities. The Water Elemental will remain for sixteen emotes unless the Chant is done in #S.

 

The elemental is made from a torrent of water 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 water 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

 

 

Example Emote

Spoiler

 

The Shaman eyes the pond 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 water begins to twist a little, as though sucked towards the shaman.

 

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

 

The shaman reaches a crescendo in his chanting, the swirling water diverging to reveal a tall peacock, its watery 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 peacock flaps its wings aggressively at them, and begins to charge.

 

 

 

Water Elemental Appearance/Info

 

The water elemental appears as a swirling mass of water, and can contort into any shape at a maximum of 2x2 blocks. The Water elemental is able to move through both magically and non-magically created flames and extinguish them. Weapons such as swords, spears, axes, and other bladed weapons or bladed polearms simply pass through the water and do nothing. Warhammers and other blunt weapons are able to take down the Water Elemental after six blows.

The Water Elemental is resistant to attacks that deal magical damage, and lowers their effectiveness by two tiers.

 

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.

 

 

Liquid Form:

Spoiler

Magical attacks must carry kinetic force to splatter water away from the elementals form. Arrows sink into the Water Elemental, and blades struggle to separate the swirling water. 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 water away, and strong kinetic force such as that of a 2x2 physical projectile pushes 3/8ths of the water away. The Water Elemental travels at ten blocks per emote. 

 Example Emote

Spoiler

The swirling form of the elemental strode forward from its point of summoning. A nearby archer let loose an arrow. Which causes somes of its form to be sent away, the water sinking slowly into its form. 

 

 

Water Wall:

Spoiler

The Elemental spends two emotes channeling. They may move during this. They may not channel another ability or perform melee attacks. Upon the third emote, the Elemental raises a wall of water before a target. This wall will repel a single magical attack. This spell has a range of twenty blocks from the elemental.  It requires high amounts of kinetic force to disrupt the water elementals wall. This requires a source of nearby water.

Example Emote

Spoiler

 

The Swirling elemental moves with a torrent of sound. Waves crashing over itself. It raises its arms up, the water on its form rushing like a tide for their fingertips. A small pond within eight blocks starts to shake and wobble. Like a cup and moving table. 

 

The elemental moves slowly towards the pool of water. Keeping its arms above their head. Its arms turn to almost whirlpools. The body of water nearby starts to rise up. The elemental, suddenly drops its arms. 

 

From the body of water, rushes most of its contents, to form a high rising wall that appears to be constantly rising up and falling down from the top.

 

 

 

 

Spiritshield:

Spoiler

The Shaman is able to sacrifice the Elemental over the course of two emotes. This will allow the Shaman to place a wall of water around themselves or another within twenty blocks of them. This ward is able to block one T5 spell or three T3 magical spells before shattering. The ward is able to block two melee strikes that do not exceed Olog strength before dispelling. Only one spirit shield may be active at a single time. 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, and may not take action during this time. 

Example Emote

Spoiler

 

The Elemental strides forward a few steps before stopping. Their swirling body gathering itself towards the center. The rushing water roars against itself, and foam from its movement is sloshed out from the elemental. 

 

The water elementals arms come to hold itself as its form starts to swell up. Looking ready to pop. Its form, then fades. Water splashes down on the ground. Around the shamans target, is a bubble of water. To shield and protect.

 

 

 

 Water Whip:

Spoiler

The Elemental is able to take two emotes to create a whip of water and another to swing it. This whip has a range of four blocks and fades after a single melee use. This whip hits with enough force to knock magi or other channeling creatures from their concentration. This requires a nearby source of water.

Example Emote

Spoiler

The elemental’s ‘arm’ begins to form some sort of strand-like stream begins to form, the sound of rushing water still erupting from the creature.

The strand begins to take more shape into a whip formation, the creature’s watery gaze resting upon the focusing magi.

The elemental cracks the whip at the magi, breaking his concentration and the whip splashing onto the ground, unable to be used again.


 

Slam:

Spoiler

The elemental builds up water in one of its limbs for an emote, before sending off a heavy stream of water up to 10 blocks. This heavy stream will knock even Ologs off their feet. The Elemental must sacrifice an arm to perform the ability. The elemental can not recover these limbs. 

Example Emote

Spoiler

 

The water elemental rises its left arm, swirling water in its form weaving around it. The water travels up to the shoulder and down the arm, causing it to swell up rapidly in size. The rushing water darts between the hand and elbow. 

 

The elementals arm shoots out. Knocking the drunk orc off their feet, causing them to slide back on the mud and dirt. The water is pushed out with force, enough to carry the Orc a good eight meters. Leaving the water elemental with only one arm. 

 

 

 

Unravel:

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. After the third emote. The expanding form of the Elemental rushes out in 5x5x5 blocks in a circle around their standing point. This will create a wave of water that is able to knock creatures weighing less than or equal to 600ibs on their asses and carry them back to the edge of the 5 block range. 

Example Emote

Spoiler

 

 The Elemental stops in place, water swirls across its form, growing and swelling. Its limbs cease to move as the water whirls around the water 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 Water  Elemental stumbles forward. The smart move away from it, others remain. Its arms, legs and chest inflate greatly, water moving like a great rapid tide, crashing in on itself and surging outward. 

 

The elemental stops moving utterly. The waters slow down, each weaving strand slowly moving outward before suddenly, the water streams  outward. No explosion, each watery strand travels as far out as possible. To push away what it could.

 

 

Redlines 

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

  • Water Elementals cannot increase the temperature of the water.

  • The Water Elemental is not completely immune to magical damage.

  • Water Elementals are impervious to fire damage from naturally made and magical fire and will extinguish natural flames. 

  • Water elementals may not drown someone inside their form. If touched by limbs, body parts, etc, the torrential water will feel solid. 

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

 

 

 

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.

 

  •  

Example Emotes

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.

 

 

Link to Lore: 

 

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