Jump to content

DarkSainthood

Story
  • Content Count

    339
  • Joined

  • Last visited

Community Reputation

462 Incredible

About DarkSainthood

Contact Methods

  • Minecraft Username
    DarkSainthood

Profile Information

  • Gender
    Male
  • Location
    London, UK

Recent Profile Visitors

7075 profile views
  1. Totems Those well-versed in the arts of Shamanism have found the process of their magic rather taxing and time-consuming. Connecting to the Spiritual Realm, or perhaps constantly blessing lands for crops to flourish, was no simple endeavour. Repetition became a bore, but by innovation of wise shamans, the Totems became a great tool for more rigorous tasks. Construction Totems are conduits for great shamanic feats by imbuing the power of the Spirits within it. Naturally, a Totem's composition is completely dependent on the Spirit being summoned. A Spirit of Fire may want roaring flames and ash, but a Spirit of Knowledge may demand a plethora of books and writing. The Totem always reflects the Spirit in question. Before building begins, a Shaman must venture into the Spirit Realm to find a willing Spirit - this is only relevant to respective subtypes. The Spirit should then agree to bind itself to a Totem. This mission is not so simple, though. A Spirit may have a variety of requests or duties that must be accomplished to establish the pact, which then is maintained to appease it. Once a Spirit has agreed to the binding, a Totem can be built. A Shaman should start by erecting a single, massive pole, behaving as a foundation. The central pillar typically contains Old Blah scriptures or runes that detail the domain of the Spirit. From there, the Totem is expanded upon through other attachments and decorations that are designed for the Spirit in question. It is assembled closely to how a shrine would be, but a taller frame. A good height for a totem would be around 8 blocks tall at the centre. Ancestral Totems have the aspects of their mortal life in the form of decoration. Elementals prefer artful manipulation of their elements. In some cases, a small amount of a Spirit’s power can be used simply to uphold aesthetics, such as floating orbs of water or an un-fueled brazier. These cannot be manipulated by an Elementalist, as they are magically charged. An Immortal Totem can be more vague, and simply represents their domain in certain ways. The Spirit of Disease may want vomit splashed or rotting corpses to hang. An example of a shrine that would be suitable as a totem Connection With the Totem built, the ritual may begin. Shamans begin by contacting the willing Spirit - two T4 Shamans of any subtype or one T5 Shaman of any subtype. This is accompanied by the general chanting of all available people nearby and the preparation for the spell. The Shaman(s) leading the ritual will create a connection between the monument and the Spirit - commonly in the form of a brief possession. The imbuement enchants the Totem, allowing it to harbor the raw Spiritual energy. The connection process links the Shaman and Totem to the Spirit. The Shaman must maintain their end of the bargain and give direction to the raw Spiritual energy - making it into an effective spell. If the Totem is destroyed, the Spirit’s energy returns to the original realm. Likewise, if a Spirit is unsatisfied with its worship or veneration, it may revoke its power at any time, bringing an end to the pact. When a Spirit is within this pact, their powers within the Spirit Realm weakens. Controlling lessers under them becomes more difficult with every Totem they imbue, which is why a Spirit is hesitant to aid in Totems. Their power, however, is more easily able to influence the Mortal Realm in safety. If a Spirit is in danger, it may also end the pact to regain its power in the Spirit Realm and defend itself. A Spirit only has enough power to fuel five (5) Totems at one time. The tether between the Totem and the Spirit must be renewed every IRL month. It is achieved by the same process as the beginning ritual, though it becomes much easier overtime. Eventually, more coordinated spells become possible through the power of the Totem. The ceremony takes 20 emotes from the shaman before it is completely fuelled. This may be cut down by an appropriate display from an Air Elementalist. Abilities The power that a Totem channels is greatly known. Gatherings of worshippers and shamans may create a communal power, being able to accomplish far more than any single shaman could do. Examples of such achievements are converting a large region of land into desert, splitting open a ravine within the earth, or the slim possibility of communicating with ancient ancestors. The initial Shaman with the original bond guides the raw Spirit energy within the Totem to influence the land around them greatly. The more people or shamans present to aid in worship, the easier it is to guide the energy. Plentiful sacrifices are often given to supply the power, or even festivals and assemblies to satisfy the needs of a Spirit. The grand spell must be redirected every IRL month. Additionally, communication and spells are easier. This, however, may only be in relation to the Spirit in question. The Totem that harbors the specific Spirit’s energy delivers a “white noise,” similar to traversing the Spirit Realm. The “white noise” is then interpreted into information by all Shamans that links to the respective Spirit. This makes it impossible to contact or utilize any other Spirit, but simple to the Spirit which the Totem fosters. It becomes possible for every shaman subtype to commune with the Spirit linked to the totem. For example, a Totem is constructed and devoted to a minor earth Spirit. Elementalists near the Totem will be unable to contact their pacted Spirits other than Earth Spirits, only being able to manipulate the element of earth when around the Totem. In addition, the other subtypes will find it impossible to contact their respective planes; however, each is capable of conversing with the Earth Elemental, should it desire to talk back. Shaman subtypes that relate to the respective Spirit may use its power comfortably, and while within the immediate vicinity of the totem they have any connection emote counts lowered by one. This does not affect spells that only require one emote. They are required to still call upon the Spirit as it will not answer immediately. A Totem does not inherently increase the power of a Shaman; instead, it creates the opportunity for several Shamans to aid in a single grand act of magic relevant to the type of Spirit imbued within it. Although contact to this Spirit becomes possible for Shamans of all subtypes, this does not allow them to call upon its power as well. It is widely known that a Totem will inevitably change the area surrounding it, correlating directly to the Spirit that has been imbued into it. Due to their previously mortal form, Ancestrals and their totems are unable to affect the land around them and instead grant a general aura of hope to the faithful, and dread to the unbelieving. The only Ancestral able to affect the land around the area of the totem is Krug, whose intense and overwhelming power allows him to be the exception. There are three tiers of Totem, depending on how long they have been active. Large Scale Spells Large scale spells are initially directed by a shaman, and form over two (2) IRL weeks. The ritual to start a large scale spell is similar to that of charging the totem, although it requires the shaman to directly ask for the spell’s effects rather than simply offering praise. The spell’s effects can reach up to a 50 block radius at maximum, but may not spread outside of a region into another region without permission from that region’s RO or PRO. This permission must be documented on the MART application. Spells that affect the terrain are permanent until changed, and spells that bring effects such as weather, fear, extreme plant growth, and other temporary effects last until the totem is destroyed or needs to be recharged. These provide major effects that must be roleplayed, and the effects of which are brought on slowly over the course of one (1) IRL hour. Regions with these areas are recommended for event sites. Surrounding Area The region directly surrounding the totem shifts gradually to form a suitable environment that pleases the spirit. These provide minor effects that must be roleplayed, but cannot completely and instantly change a person’s temperament or emotions. All surrounding area effects spread to the range of a large scale spell if it is performed. These changes to the surrounding area can lead to some aesthetically astounding creations, unfamiliar to the world, whereas some merely produce beneficial boons. Any effects brought on by proximity to the totem swiftly fade once they are out of the reach of the Totem’s influence. Tiers: Tier 1: This Totem can affect up to five blocks outwards from the Totem in all directions. Tier 2: This Totem can affect up to ten blocks outwards from the Totem in all directions. Requires two IRL weeks of activation. Tier 3: This Totem can affect up to fifteen blocks outwards from the Totem in all directions. Requires one IRL month of activation. Destroying a Totem Those who wish to destroy a totem have several avenues they may go down to achieve such. Complete destruction of the totem by entirely clearing the area can be done by anyone, but requires region perms or permission from an RO. Doing this will afflict a random curse of that Spirit on any who participate, which will last for one (1) IRL week. A Shaman of a subtype that can use the power of the Spirit housed in the Totem can (politely) ask the Spirit to leave, although they must have a valid reason to do so, such as in the event that the Totem will be destroyed, needs to be moved elsewhere, etc. The creator of the MArt or the ST must be informed of any destruction of Totems in order to update the MArt. Redlines: MArts are required for documentation of Totems and so they can be updated. Shamans of different subtypes may not use spells of the Spirits outside of their specialization. Communication to the Spirit within the Totem is achievable by all shamans and non-shamans, provided it wishes to speak. It will only speak in Old Blah, but can understand common. Only one (1) Spirit and spell at a time may be imbued into a Totem. Totems reduce communication speed by two (2) emotes to the respective Spirit. This only applies to out-of-combat scenarios. When in the vicinity of an active Totem, spiritual contact to other Spirits not of the Totem is impossible. Totems allow for large-scale spells. Totems must be refueled every IRL month. Totems can be destroyed, revoking any sustained power. The Totem must be completely smashed to pieces, and the pieces must be removed from the area. Large-scale Totem spells may only be used in regions where a PRO has approved their specific use. The limit on the number of Totems a spirit is willing to imbue is five. Beyond this point, it becomes impossible to convince them due to the sheer amount of power it will require. Effects from Totems upon descendants will fade as soon as they leave the borders of the totem’s influence. Totems from two different spirits cannot be placed within 50 blocks of each other. Any overlap between large scale spells creates a blending of the two effects. Do not use Totems to attack others. While effects must be RPd, do not force severe effects on someone. All Abilities Generic Redlines: Staff will not build these effects for you. Be prepared to create them yourself. Do not create landscars. Try and have signs describing the psychological effects, or direct people to this page. Effects such as having a desire to hunt or a sense of resilience are psychological only, unless specified. Elemental Spirits Skathach - Spirit of fire, depicted as a burning wolf. Large-scale: The radius becomes consumed with a brief flash of fire, charring plant life and leaving the area mostly barren. Trees caught in the radius instantly burst into flame, the fire of which lasts for as long as the Totem stands. Surrounding area: The area around the totem slowly forms into charred remains and ash, smoke filling the air. Fires catch easier in this area when provided with fuel, and won’t extinguish unless descendent intervention takes place. Redlines: The burst of fire does not immolate animals or descendants, unless they are standing on flammable objects and get their feet burned. Akathro - Spirit of water, depicted as a half woman half fish. Large-scale: The radius becomes flooded to varied degrees. It can become swamp-like or an ocean. Surrounding area: The earth around the totem makes it more susceptible to retaining water, potentially even forming small ponds. Redlines: Water will only flood the area providing there is a dip in the ground for it to sit in. You cannot have floating water blocks at the edge of a region. Bregthar - Spirit of earth, depicted as an aged stone behemoth. Large-scale: The radius may have a deep ravine running through it, rise to a plateau, or become a barren stone landscape. Surrounding area: The earth twists and becomes covered in dirt and rock and tends to be devoid of any but the hardiest plant life. Redlines: Do not create landscars. Use common sense when building a plateau. No giant 250 block high cobblestone cubes. Fiarza - Spirit of air, depicted as an agile woman adorned in feathers, able to shift shape into any flying animal. Large-scale: The area may become akin to a tundra, with few trees and low bushes. Heavy winds may also sweep the area, making it hard to survive. This does not affect the ambient temperature. Surrounding area: The area becomes a haven for gusts of wind and pure air. The smell of fresh air and gentle or powerful breeze buffets those around it. Redlines: No tornados, twisters, hurricanes, or anything like them. Kulthark - Spirit of metal, depicted as a hollow suit of armor that can shift shape into a variety of forms. Large-scale: Twisted shards of metal may rise from the ground and create a “boneyard” style landscape. Surrounding area: Those who enter this area feel a physical sense of heaviness as if they were suddenly wearing heavy armor appropriate for their race, but also have a sense of resilience. Redlines: The ‘resilience’ effect is psychological only. It does not make you physically resistant in combat. Neizdark - Spirit of storm, depicted as a mass of thundering clouds that can take on any shape. Large-scale: Thunderous storms may continuously plague the area, with metal tools, weapons, and armour finding themselves drawn to the ground through magnetism. Surrounding area: Has the constant threat of a storm or is storming in the area, causing those who pass through to have their hair stand on end and clothes be littered with static shocks. Redlines: Cannot be used to charge oneself with static and then go shock someone or something. Cannot be used to root someone to the ground or disarm them. Greater Immortal Spirits The Immortal Spirits each reside in their own portion of the spirit realm, and cannot interact with other spirits or deities. Each portion contains a Greater Immortal, and a multitude of Lesser Immortals. Votar - Spirit of the hunt Large-scale: The land becomes a perfect hunting ground, full of life, and the terrain shifts to suit all creatures in that biome the totem is placed in. Those within the area are drawn to hunt not only for food but for the sheer thrill of it. Surrounding area: The land around the totem seems to attract wildlife appropriate for the hunt, both rarer and with features more attractive to hunters. An example may be a stag with particularly large horns, or an albino rhino, or a double tusked boar. As is suitable for the spirit of the hunt, only the fittest seem to survive in the area. Descendants who are close to the totem feel the animalistic urge to hunt. Redlines: No massively oversized animals, or really weird stuff like two-headed lions. Keep it natural and believable. Freygoth – Spirit of the wild, instinct, and beasts Large-scale: A bountiful area springs up, with plants and trees quickly filling the area and leaving it overgrown and untamed. Animals suitable to the biome are drawn here by the perfect conditions, and find themselves thriving. While colonisation in this area is possible, nature is constantly intruding into any free space available and brick or stone houses may find themselves crumbling before long. Surrounding area: Animals can find themselves drawn to the area, and may set up nests and dens nearby. The area will also become overgrown very quickly. Descendants may find themselves drawn to more basic instincts, such as the urge to hunt, be territorial, or fight over mates, food, land, etc. Redlines: The effects on people are psychological only and do not persist outside of the totem’s influence. Enrohk - Spirit of bloodlust, savagery, and war Large-scale: Swathes of red-tinted grass spread across the land, patching in areas around stone water-filled craters that are often red from the large-scale violence that surrounds the totem. Descendants and animals find themselves far more likely to provoke fights, sometimes fighting to the death even if it is not the most sensible choice. Descendants find that their minds are touched by a lust for warfare. Surrounding area: Surrounding plants may find themselves taking on a reddish hue, and vicious animals suitable to the biome are drawn to the area. A species of cactus found nowhere else sprouts here, sporting long and dangerously sharp thorns that can be harvested and made into decorations by brave worshippers. Bloodlust is easily called upon here, and fights that break out are more likely to end badly, regardless of what rules are agreed on beforehand. Redlines: These effects cannot make you stronger or better at fighting. It can only draw out bloodlust, which is effective on all descendants and not only orcs. Any bloodlust gained will start decreasing the moment one leaves this area. While you can definitely stab someone with the 30cm maximum cactus spikes, it’s no harder than wood. Vulka - Spirit of warfare, strategy, and siegecraft Large-scale: The area becomes morphed into a graveyard for siege equipment, an area littered with trenches, yet the strategic aspect of this area is seen with greater clarity. Surrounding area: The area becomes smooth pathing for siege equipment, soil becomes loose for trenches, and trees become more hardy for weapons. Planning strategies seems to be more effective here, imbuing descendents with greater clarity. Redlines: These effects do not improve the effectiveness of siege weaponry. It is impossible to increase your own real life intelligence without effort upon yourself. Strategy on such a scale is done on your part. Jevex - Spirit of order, hard work, and self-sacrifice Large-scale: The ground around the totem levels itself, with straight lines of trees and plants. People in the area feel driven to strongly comply with their cultural beliefs, and tend to work harder at any tasks they attempt. They may also be more likely to sacrifice themselves for the greater good when in danger. Surrounding area: Plants in the area will grow linearly and into odd symmetrical geometric patterns. Any animals would be seen walking in a single formation, with the taller first and the smaller last. People may feel more compelled to devote themselves to hard work, putting their work above themselves. Redlines: Cannot be used to force people to sacrifice themselves. This is entirely optional. Cannot make people stronger or be capable of doing more than they normally would. Shezept - Spirit of revenge, plots, and stealth Large-scale: The landscape curls into a wide crater with raised edges, which lead to a gentle slope down into a heavily forested area. Thick fog lowers visibility dramatically, making it easy to hide among the foliage. In this area, people are more likely to listen to their “bad side”, and vengeful plots seem easier to conjure. Surrounding area: The land is cloaked in an eerie darkness, with voices whispering for you to plot against someone you know. Trees spring up around the totem and cloak it from sight. A dour mist constantly hangs over the land, and thick vines cloak any forested areas. Within the canopy can live a certain kind of small monkey, similar to a macaque, that makes a hushed whispering cry from hidden locations. These monkeys are almost never seen, and evade capture easily. Redlines: No taming monkeys. They’re not even special. Does not make you a master at stealth or at executing plots. Ixli - Spirit of forbidden knowledge, truth, and judgement Large-scale: Nothing seems to change about the area itself, but eyes made of shadows occasionally coalesce out of view when people are inside. These eyes observe anyone inside the area and fade away as soon as they come into view, only being able to be spotted briefly in one’s peripheral vision. Unseen whispers beckon people closer to the shrine, making empty promises of forbidden secrets. Surrounding area: Voices echo through this area in an unknown language, detailing knowledge that none should know about. This cannot be translated, and is not in any recorded language. Descendents are plagued with an overwhelming sense that they are being judged by an unseen entity. Lying within the area is very difficult. Redlines: The totem cannot convey any real knowledge, only feelings of paranoia and psychosis. No metagaming and forcing people to reveal random secrets in RP. The ‘lying is difficult’ part is for flavour only. Ogrol - Spirit of despair, sapped strength, and entrapment Large-scale: On a larger scale, the plants in this area seem to struggle to grow even more so, yet somehow thrive when people walk through the area giving the visitors a sense of being stuck in this perpetual state of despair. Bare and twisted trees curl around themselves, forming natural cages. Surrounding area: Plants rarely grow in this area, other than a short, stout, dull grey shrub. This plant, dubbed boxtree, does not grow a central stem, only an intricate criss-crossed meshing of branches that, when harvested and removed of its leaves, forms a shape similar to a large birdcage. Descendents in the area feel uneasy. Redlines: Harvested boxtrees are made of weak branches and are easily broken, they cannot be used to imprison anyone. Kor - Spirit of the dead Large-scale: The dead seem to thrive here, their corpses trapped in a perpetual state of preservation. Whispering voices carry on the wind, and shadows of long departed and unrecognisable ancestors seem to plague visitors with requests. Surrounding area: The area will be completely bereft of life, and no animal will go within 20 blocks of it. Fresh dead bodies within the area will not rot, though all facial features will melt away to leave a plain and unidentifiable corpse. Their clothing becomes ragged and faded until it is nothing more than unrecognisable cloth. Redlines: The effect does not allow anyone to speak with the dead. Bodies stored in the area are NEVER able to be identified. Ankrus - Spirit of the sea, marine life, and sea-faring Large-scale: The freshwater of ponds, puddles, and lakes shift to saltwater, a thriving environment for sea and marine life. The smell of brine is overpowering and assaults the nose as one passes through the area. Plantlife that is affected by salt struggles to survive here. Surrounding area: Marine life will flourish around this Totem. It also leads to a peculiar type of fish visually similar to a pike that will jealously guard it, and will readily attack all that come within the watery boundaries of the Totem. It can be caught, but cannot be bred in captivity. Redlines: The fish will become a regular skittish pike if taken out of the area, losing its unusual aggressivity. Arwa - Spirit of fertility, harvest, and farming Large-scale: Thick fields of crops grow everywhere, even appearing within homes and anywhere that has the smallest piece of dirt. The landscape tends to flatten and smooth out, with natural riverbeds forming to fuel the constant growth in a mimicry of Arwa’s realm. Surrounding area: Crops planted around a Totem of Arwa will yield the perfect produce. A small spindly plant grows here which can be dried to produce a strong smelling herb that can be added to many dishes to greatly aid flavour. Redlines: No murdercrops. Anyhuluz - Spirit of destruction, malicious intent, and internal strife Large-scale: The land is burning, appearing to shift into a ruinous state. Trees burn, the earth cracks, and any life that once lived here is gone or dead. Yet, to those passing through, this doesn’t seem enough as the sense of anxiety overwhelms you and urges you to immolate the land further. Surrounding area: Those who enter this area are hit with a mild sense of anxiety and paranoia, a feeling that everything you do is wrong. The area just around the totem seems to be scorched, yet the urge to set the land ablaze is pressing. Redlines: The effects of this totem will never force a descendant to burn something, only increase the desire to do so. Any form of building damage must be discussed with a PRO. Akezo – Spirit of health, vitality, and healing Large-scale: Serenity fills this giant garden of tranquility, where plants and animals are the picture of health. Disease, pestilence, and illness spreads and develops slowly here, even when deliberately introduced. Crop fields, orchards, and other plant life thrive, and given enough time even the most barren ground will produce life. Surrounding area: The area emits an aura of serenity. Those within it will feel mental troubles fade slightly, and the pain from wounds will lessen slightly. Redlines: The totem cannot heal any conditions, it only aids treatment. Paxahru - Spirit of arrogance and stupidity Large-scale: Animals will often be seen acting very strangely, bumping into trees and diving their whole head into any pond or stream in their attempts to drink water. Mothers would often trample their young or simply forget if they were theirs to begin with. As a result animals in the area tend to be very poor quality for hunting, if hunters are even able to remember how to draw their bow. Plants in this area seem to be upside down, with roots being visible on the surface and the flowers or fruits being buried in the ground. If a tree was cut, one might notice that the trunks were without rings. Surrounding area: The area gives off a feeling of mild confusion. Visitors begin to question their own knowledge and everything they have been taught, and bad ideas seem to plague them. Others simply begin to feel less intelligent as time goes by, and after staying for a period of longer than one (1) IRL hour even speech would be too challenging for an individual to perform. Despite this, visitors seem to think they’re amazingly smart, clever, and beautiful. Redlines: When someone leaves the area, he or she would start regaining their previous intelligence, prior entering. Nothing can be acquired from this region, as the individual will always forget about taking anything. Ublulhar - Spirit of hope and new beginnings Large-scale: The plant-life surrounding this totem will flourish, with budding plants sprouting up from the ground to represent new beginnings. The area will be bright, sunshine shining down upon the budding plants. The budding plants will bloom into large flowers, the colour of which is a stunning opalesce shimmering hue. Surrounding area: People and creatures in this area are filled with a sense of hope and seem to have discovered a new purpose in life. Redlines: Any plant or flower that grows in this area will die when it leaves. Any hope acquired in the area, will soon fade when one leaves. Ghorza - Spirit of travel, movement, and fortune both bad and good Large-scale: Different kinds of roads, paths, and trails appear inside the area, all interconnected and leading to seemingly everywhere inside. People, beasts, and vehicles find the terrain favorable when moving through the area. Surrounding area: Things change often in this fast-paced area. Plants sprout and die at odd intervals as though controlled by a roll of the dice. Given time a species of ant will emerge and form tall dirt nests in the shape of a walking cane, up to two blocks tall. These ants often nip at the heels of people who are standing still, delivering an annoying and mildly painful pinch. Redlines: These ants will never kill anyone or be used in CRP. Their bite stings for a few seconds on bare skin or hide. The favorable terrain status given by a Ghorza totem will not apply in player on player CRP. Rolfizh - Spirit of murder, the clandestine, and poison Large-scale: A thick fog descends upon the area, causing feelings of strife and murderous intent between even the closest of friends. Surrounding area: Those who entire this area feel a compulsion to hurt those nearest them and a slight desire to kill descendants in the area. A small and subtle plant sometimes grows here, the sap of which can be a powerful intoxicant and a very mild poison. Consuming the sap causes euphoria, delusions of psychic ability, and an upset stomach strong enough to make one double over. Smearing the sap over bare skin causes mild euphoria and a rash that may spread up the affected limb. When taken outside of the influence of the shrine, the potency of the sap will last for one (1) IRL hour. After this, no matter how it is stored, it will become inert. Redlines: Entering the area will not make a descendant instantly insane or ridiculously violent. Does not force people to murder others. Entering the area will not make you more effective at CRP or killing others. The effects of consuming the sap will wear off within (2) IRL hours if staying near the totem and (1) IRL hour if taken away from the totem. Trokorl - Spirit of engineering, machinery and construction Large-scale: Random metal cogs and machinery pieces slowly rise from the ground, though many are rusted and cannot be used for their intended purpose. A veritable playground for tinkerers and fans of machinery, people may find themselves struck by the urge to invent. Surrounding area: Within this area, mechanisms and plants are blessed with a strange unlikeliness to break. Descendants may feel an increased urge to build. Redlines: This blessing does not ensure that mechanisms or plants are invulnerable to damage. Mechanisms made within range of the totem bear no increase in quality or magical properties. Luara - Spirit of the moon Large-scale: Thick clouds cover the sun during the day, but dissipate at night. Surrounding area:Vegetation and animal life vanish from this area, and it becomes a barren moon-like area with great stone craters. A sense of ethereal breathlessness and lack of clarity plagues people within the radius. Redlines: Cannot suffocate people. Kezt - Spirit of honor and bravery Large-scale: This area has an aura that affects descendants positively, filling them with a strong sense of honour that aligns with their cultural or personal laws. Even the meekest of folk feel a hint of bravery, making them more likely to perform acts that they otherwise would not. Surrounding area: Shield-shaped leaves dot the foliage in this area, along with a rigid kind of vine. When cut and made into a bracelet, amulet, or necklace, it will give the wearer strength in their sense of honour and braver in the face of danger. This effect lasts for 1 IRL hour outside of the totem’s field of influence. Redlines: Does not make you stronger or better in combat. Does not force people to get along. Does not prevent fear from magical sources. Ramakhet - Spirit of the desert, barren lands, and sand. Large-scale: Over time, high winds and hot weather turn the area into a desert. Oases can be formed but struggle to survive without intervention and a constant supply of water. Surrounding area: The surrounding area becomes completely devoid of all life. Not even intervention can produce growth outside of oases. Redlines: This totem can not drive off descendant life with its effects. Magic cannot force any plants here to grow. Krathol - Spirit of pain, suffering and starvation Large-scale: Nutrition is leached from the soil and turns plant life barren, bearing no fruit. People within the area are plagued with a constant dull ache in their bones, and deep hunger pangs in their stomachs. Food brought into the area tastes of nothing, and brings no satisfaction to hungry bellies. Over time, the extent of the pain will ramp up. After 1 IRL hour, the pain will become intense. After 2 IRL hours, it will become crippling. After 6 IRL hours, movement is a struggle. After 12 IRL hours, the pain becomes agonising. Surrounding area: The land appears to be devoid of life and those who enter the area feel an ache riddle their body. Bushes of deep black berries grow around the area. Eating the berries or drinking their juice causes strong feelings of hunger and an ache in the stomach, despite their delicious taste. These berries wither away into ashes when removed from the area. Redlines: The berries can’t kill you, but will not save you from starvation. While eating food in the area doesn’t remove hunger pains, it will prevent starvation. Magic cannot force any plants here to grow. Veist - Spirit of illusion, tricks, and thievery Large-scale: This dark and foggy area is truly a land of trickery. Visitors have a sense that they are being followed, eyes barely out of sight and fluttering phantoms just out of reach. Soft voices echo through their ears and soft laughter seems to bounce off the landscape. On top of this all, the pockets of visitors seem lighter when leaving the area as if someone had taken something from them. Surrounding area: Staying within the area for an extended length of time will cause faint hallucinations that grow progressively more intense as time goes on, sometimes sending a person into a deep (but temporary) madness. Animals known for theft, such as certain species of birds and a few mammals, will frequent the area. Redlines: Items stolen by animals are roleplayed out at a players own discretion. Once outside the effect range of a Veist totem, effects of hallucinations and madness fade quickly. Animals will not aggressively steal from you. Mugging is not a possibility. Glutros - The spirit of greed and gluttony Large-scale: Non-fruit bearing plants and trees die out, swiftly replaced by those that grow edible produce. Plants that do grow here are swiftly consumed by the herds of animals that appear to gorge themselves, but grow back as soon as they’re eaten. Descendents feel less ashamed of their appetites and size, and far more likely to overeat. Surrounding area: Plants in this area are plagued by small growths containing dense formations of different coloured hardened resin, growing no larger than one (1) inch in diameter. These gem-like formations are easily picked and can be taken outside of the area. Fruit bearing plants grow heavy with produce, and animals tend to hang around the area and may grow to obscenely obese sizes. Descendants within the area may find themselves craving food and struck with the desire to hoard valuables. Redlines: This totem will not grow larger trees, gems gathered are the same as any normal gem. Herds of animals are passive and will not stampede others. Cannot force people to eat themselves to death. Thulezia - Spirit of desire, pleasure, and beauty Large-scale: The area springs to life as beautiful plants and trees spread themselves all over. Landscars, such as unattractive buildings and ugly landscapes, find themselves crumbling and collapsing under Thulezia’s icy gaze. People in the area are more prone to vanity, often criticising others and becoming obsessed with themselves. They may also become transfixed with objects (not people) they desire, and may go to great lengths to procure them. Surrounding area: The area is capable of growing intensely beautiful flowers and flora. An offshoot of the garden rose may grow here, and emits an intoxifying scent that has been compared to many high-inducing drugs. When picked, the rose’s scent will only last for one (1) IRL hour. It is possible to become addicted to these flowers, after long-term use. Redlines: Sniffing the flower must be done with OOC consent from whoever is going to use it. No lust. Desire is craving objects to own, pleasure is happiness and joy. Isuz - Spirit of love, caring, and tranquility Large-scale: Quiet ponds and hidden clearings form easily in this area The land consists of flat plains and happy little trees and bushes. Surrounding area: A mild feeling of peace washes over those who enter, and the sense of both brotherly and romantic love is amplified, if it is preexisting. Friendships tend to form and deepen easier. Should a water feature be added to the totem, those who drink from it find kind acts more fulfilling and warlike actions more difficult. If the water is taken from the area, it will only last for one (1) IRL hour before becoming inert. Redlines: Cannot prevent someone from fighting back when attacked. Cannot force someone to not fight in a scenario when they normally would. The level of effectiveness is entirely up to the person who drinks the water. Kinul - Spirit of disease, pestilence, and failure Large-scale: The fungal growth surrounding the totem spreads outwards, bringing with it disease and sickness en masse. Simply being in this area for longer than two (2) IRL hours is enough to cause coughing, sneezing, and sores to form on one’s body. After extensive contact, such as living within the area, more and more illnesses will make themselves present. Medications, explorations, and general ventures conducted here are more likely to end in failure. Surrounding area: The land looks as if it were stricken by a plague, those entering the area experience mild symptoms of sickness: nausea, vomiting, etc. Grass and other plant life no longer survives in the area, and the ground is instead covered by a thick layer of mushrooms of varying sizes. Two particular kinds stand out; a deep purple-hued mushroom of short stature, and a sickly white vine-like fungus that hangs from the totem. These varieties feed on blood and decomposing bodies and when picked and consumed can create a powerful addition to an invocation of Kinul, creating a wide variety of sickness symptoms once consumed. They last for one (1) IRL hour when removed from the vicinity of the totem. These mushrooms can take up two of the three mandatory slots used in Witch Doctor curses of Kinul. Open wounds become easily infected, and disease-ridden animals plague the area. Redlines: The mushrooms cannot kill people. The disease is chosen by the person who eats it. Sickness effects cannot be forced upon anyone. Urin - Spirit of weather, seasons, and climate Large-scale: Even on a larger scale, the land is divided evenly amongst the various seasons and weathers. Depending on the path, one may be able to experience all types of mild and extreme versions of weather and climate. With a plea for a certain kind of climate or weather in a Shaman’s invocation of this large-scale spell, such as rain, the area will instead be fixed at the requested climate or weather until the Totem is destroyed or falls inactive. Surrounding area: The land in this area seems to be divided evenly amongst the various seasons and weather, one will be able to experience all of the mild weathers the land has to offer. Redlines: Weather caused from this totem will not affect players in CRP. Kesaroth - Spirit of envy, hatred, and jealousy Large-scale: A chronic state of negative emotion hangs over the area. People who do manage to live in the area tend to do so far from others, and group endeavours tend towards failure due to heightened tensions. Surrounding area: Animals and descendants in the vicinity of this totem develop feelings of jealousy, envy, and hatred slowly over time. They may become more annoyed by small issues they perceive around them. Plants grow sparsely, and away from each other. Redlines: This totem’s effects are not to be misused by being an excuse to start a physical fight or attack someone. Feelings of jealousy can stem from things such as height, better looks, or even one’s shoes. Leyd - Spirit of dominance and physical strength Large-scale: The effect surrounding the totem moves to fill a vast area that typically shy and fearful prey animals avoid. The land is frequently streaked with blood and uneaten corpses due to the highly aggressive nature of creatures within it. Surrounding area: Aggressive or large animals are drawn towards the area depending on its biome. Examples include bears, hippos, large cats (lions, tigers, etc.), large or venomous snakes, crocodiles/alligators, sharks, buffalo, venomous spiders, honey badgers, etc.. Descendants are struck by the urge to prove their physical prowess in fights or feats of strength, or may attempt to take leadership of their group if they are in one. Redlines: These totem effects will not cause descendants to go into a blood rage, fights started are to prove who can best the other, not to kill their foe. Each player has discretion when it comes to interactions with animals (unless agreed upon OOC). This totem will not increase descendant effectiveness in combat. Scorthuz - Spirit of cleansing, purity and purging Large-scale: Everything inside the area becomes clean and pure. Grime, filth, dirt and such disappear from the area, everything is immaculate. Strange silver saplings sprout in the area, gleaming beautifully under the light. Additionally, any pre-existing magical influences on the terrain that are not spiritual in origin get purged from the area. Surrounding area: The area around the totem is filled with an oppressive pressure that makes it hard to connect to any form of magic besides connecting to Scorthuz themself. Descendents in the area feel more driven by their own sense of what purity means, and may be plagued with thoughts of purging anything that might go against it. Redlines: The silver saplings cannot be harvested. They become regular saplings if they leave the area. Aztran - Spirit of the sun, stars, and the ethereal Large-scale: The sun and stars seem clearer when descendants travel through this area, as though night and day had become one. The creatures and plants that call this area home give off an ethereal glow. Surrounding area: The area around the totem seems absurdly bright, yet gives off an eerily ethereal appearance. A certain kind of daisy grows here, with leaves that shimmer and flowers that glow and flicker like stars. Brewing them into a tea offers a mild hallucinogenic effect that tends to give consumers a dream-like high and a preoccupation with the stars. Redlines: As any other drug, you must OOCly let someone know what you are doing if you do not tell them IRP what the tea will do. These effects last no longer than (1) IRL hour. The daisies cannot be grown outside of the totem's area of influence. Theruz - Spirit of intelligence and learning Large-scale: The area would be filled only by great arch-trees and flowers of the colours blue and purple. Surrounding area: Anyone entering the area would feel smarter and find focusing on the act of study easier as time goes by, also a desire to read or learn something would be felt. Redlines: Leaving the area one would return back to his or her previous intelligence prior to entering. Doesn’t prevent you from failing to learn something, it only increases your drive to learn or teach. While a person may feel more intelligent and confident in their intelligence, this does not have any realistic effects. An olog will not become a genius, but may realise that a square peg does not go in a triangular hole. The boost to studying and teaching confers no benefit to the progress of student or teacher applications. Betharuz - Spirit of alcohol, cactus green and celebration Large-scale: Grapevines, cacti, and hallucinogenic mushrooms grow wildly around the area. Trees become bent and twisted, as if they had grown drunk. The scent of alcohol and cactus green linger in the area. Surrounding area: The area amplifies the effects of drugs and alcohol to a6 small degree. People who may get drunk from ten drinks are likely to feel drunk after five drinks, for example. The land is also more suitable for growing plants with intoxicating effects. Redlines: Lowers player tolerance to mind altering chemicals by half, drugs grown in these lands will not bear special qualities or be more potent. Cannot force people to overdose. Velkumezt - Spirit of cities, settlements, and the law Large-scale: Many stone-like structures would be seen around the totem. These structures would seem to be varied sized rectangle stone blocks, one placed upon the other. Surrounding area: Descendants that find themselves near this totem have an urge to act more obedient to the laws of the land of their home. Redlines: This totem will not enforce a tiles laws or make people subservient to authority. Gentharuz - Spirit of smithing, smelting, industry and forging Large-scale: Descendents feel an urge to pursue metallurgy. The ground opens in places, releasing harmless steam, and unclaimable chunks of ore will protrude from the ground. Surrounding area: The act of metallurgy itself is easier around the totem,all metals and ores within the area melding and shedding impurities much easier than they would outside of its effects. Redlines: Crafts made near this totem will not gain any effects or qualities. These effects do not guarantee the creation of MArts but assist in the creation of already possible ones. Special ores that require LT approval can be made easier to smelt or purify, with an onlooking LT member’s approval. Ikuras - Spirit of fear and insanity Large-scale: Any animals entering the area will instantly flee, no matter how intimidating that animal would be. Even the biggest bear will run away in fear. All the plants would have their sepals closed tight, as if they are afraid to bloom. Any trees in that area would have all their branches aimed upwards vertically and close to one another. Surrounding area: Immense anxiety and paranoia plague players who enter the range of this totem. Even the sound of a twig snapping could trigger the flight or fight response. Redlines: This totem can not force a player to flee, nor will it effect player on player conflict. Drelthok - Spirit of sleeping and dreams Large-scale: Gentle breezes and a peaceful atmosphere fill this area. Fauna and descendants within it are likely to feel the soft tug of sleep, though succumbing to such is a choice. Cotton almost always grows thickly here, covering the ground in downy material perfect for taking a nap in. A peculiar species of shrub often sprouts up, its leaves as soft as silk and plush enough to easily doze off on. Dreams are easily controlled and are more likely to be pleasant, and are always recalled. Surrounding area: The inhabitants of the area appear to be engulfed in some form of trance; surrounding fauna appearing drowsy, while descendants feel the effects of the ambrosial sands overcome them. Redlines: This Totem’s effects can not be used to kill a victim in their sleep. Eathruz - Spirit of dawn and dusk Large-scale: Upon entering the area around the totem, one would witness a spectacular event. Both Sun and moon would be seen on the split sky. The sun would light the sky in a rich palette of colours, like the one of dawn. At the same time the part of the sky that hosted the moon, would be painted in dark blue colours of that of dusk. Surrounding area: Anyone entering the area would shift from a energetic mood to a sleepy one, depending on which direction he or she looks, in correlation with the sky. Redlines: Cannot force people to sleep or stay awake. Kotrestruu - Spirit of memory and the recording of knowledge Large-scale: Those within the area are drawn to the nearest piece of parchment and have an almost unnatural calling to write down events that have transpired within their own lives. Descendants tend to lose themselves in trailing memories, sometimes losing their concentration mid-sentence. Surrounding area: The descendants under the influence of this totem seem to have a heightened sense of literacy, and general urge to write of worldly events. Sugarcane and other plants that can be made into paper grow into a jungle of knowledge, with trees forming natural “bookcases” and shelves. Redlines: Does not increase intelligence. Letrothak -Spirit of hindsight, warnings, and excuses Large-scale: The trees and animals continuously warn travellers of the unwelcoming aura in the form of strange behaviour and shapes. Trees may develop branches that point towards the exit, and animals may approach descendants and growl or whine pleadingly. Should a descendant continue to travel through amidst the howls and growls of the creatures and plentiful warnings from flora, they will slowly develop an urge to warn any other descendants about the area of some kind of unseen doom. Surrounding area: The plants that sprout around this totem seem to warn you with their ominous colours and unwelcoming branches hinged with spikes, yet you still seem drawn to it. Travellers seem to be riddled with excuses as to why they march through the area. Redlines: Animals will never warn of descendant intent within the totems effect range. Animals will never become randomly tame or friendly, and will run or attack if approached after ample warning. Xaakt - Spirit of rebellion Large-scale: The area surrounding the totem would seem strange. The animals would behave rebelliously. For example ,if a mother deer and her young entered the area around the totem, the young would stand up to their mother, often resorting to violent actions. Any plants or trees would seem to have their roots directed upwards and outside the soil, enveloping the other trees or plants that seem bigger than them. Surrounding area: The fire within every descendant soul is stoked; unrest and anarchy seem to be more prevalent in those around this totem. Redlines: This totem will not drive descendants to attack each other. Feelings of unrest and anarchy fade once leaving the effective range of the totem. This totem may never be used as a tool to force a coup within a tile. Etna - Spirit of melancholy and depression Large-scale: Any animals that exist in the area would always walk with their heads downwards, often making sad sounds. Any plants or trees in the vicinity will have their leaves or petals aimed downwards. Clothing made from plants in the area tends to make the user feel very melancholy. Surrounding area: Melancholic moods and gloom lurk, while the flora and fauna seem to take on a wilted and weary state. Descendants within the vicinity have the potential to feel as if they’re without energy, and a cloud of despair seems to follow them with each step. Redlines: This totem will not drive a descendant to suicide. Feelings of depression fade (1) IRL hour after leaving the totems effect range. Âmul – Spirit of wisdom and foresight Large-scale: Every tree in the area seems to be very old, with their branches arching. Any flowers in this region would have their petals shaped like opened pages of a book. The area is home to very particular blue butterflies that swarm in great numbers year-round. Surrounding area: When someone enters this influenced environment, they feel wiser. If one is young, he would begin to feel like an old version of himself, only in mind of course. A lucky few may receive a vision of a deep understanding of something they have been taught. Blue butterflies will fly towards the one that will receive the vision, encircling them. Once the vision ends, the butterflies will return to their activities. Redlines: The vision that one might receive is not something that would be very clear for the person. Nobody can use a vision for metagaming. Visions do not grant knowledge of anything that the afflicted person does not already know. Dazkur - Spirit of protection and loyalty Large-scale: The plants in this area seem particularly hardy and the animals seem to have an urge to protect these things. Any attempt at harvesting these plants would seem particularly difficult due to thicker stems, and animals removed would ultimately return to the area, even going so far as to break out of pens unless killed. Surrounding area: Those who enter this area feel an unending loyalty and sense of protection to those also standing within the totem’s reach. The flora’s leaves and petals resemble that of a shield. Redlines: Effects of loyalty remain for (1) IRL hour after leaving the totems effect range. This totem will never make someone blindly loyal to descendants, nor will its effects ever persist permanently. Characters are free to use the totem as an excuse or a reason behind being loyal if it suits the character. Brimztra - Spirit of creativity, art, and music Large-scale: The area around the totem would be filled with a pleasant aesthetic, both visual and auditory. Birds sing with great enthusiasm and rhythm and bees buzz harmonically, while the plants would adorn the landscape in complex yet extraordinary ways. Surrounding area: Anyone entering the area would begin to feel a surge of creativity and inspiration. Perhaps one would write a fine volume of their book series, or get a revolutionary idea in the field of his or her profession, and artists would be able to produce their art with ease. Redlines: This totem does not make descendants better at performing art, painting, singing or anything related. This totem will not allow someone who has never played to play an instrument perfectly. Can not be used to bypass the techlock. Ancestral Spirits Due to the complications of binding a spirit with a soul, only Krug is able to power a Totem. Krug - Father of all orcs Large-scale: In classic orcish fashion, the ground shifts to become more like a savannah or desert, biome-dependent. The aura that surrounds the totem amplifies and spreads to cover the whole area. Surrounding area: Krug inspires an aura of pride, honour, and valour in all with even a hint of orcish blood. Honorary orcs are also inspired. Non-honorary descendants with no orcish blood may be struck with a sense of fearful veneration, the urge to prove themselves in battle, a desire to submit to Krug’s might, or plain terror depending on the preference of the player. Redlines: Krug will not offer helpful guidance or anything that can be used as metagaming. Krug will not comment on awkward political views such as caring that elves have shamanism. Krug will only tell people to follow basic orcish tenets, such as being honourable, not harming fellow orcs outside of honourable combat, to worship the spirits, and to fight against evil and the undead.
  2. Storm Elementalism Important Info: Most metals are conductive, but not all are. Check beforehand. Water conducts electricity. Most waterlogged objects therefore conduct, but to a lesser degree. Wood, paper, glass, ceramics, terracotta, stone, quartz, cotton, and leather are not conductive and will drop a spell’s effectiveness by two tiers. No Storm Elementalism spell is strong enough to stop a person’s heart. Spell effects last for one emote from the victim only, unless otherwise specified. No Palpatine lightning channel. The shaman has the ability to manipulate storms and static after forming a pact with a storm spirit and several lessons. Manipulation of storms and static is only allowed at T2 due to the shaman’s inexperience at T1. The shaman must have a pact with a different spirit of at least T4. General Redlines: Voidal or otherwise magically summoned static electricity cannot be manipulated. Do not force stop hearts. Do not shoot lightning. Levitation is forbidden. Combat Spells Static Manipulation Instead of calling down great lightning bolts and moving them, a Storm Elementalist imbues static power into objects and other elements to apply shocks to people around them. The shaman is not protected from shocks should they touch an affected conductive material. This applies fatigue for the duration of the chant. The shaman may not move while chanting. This can be used out of combat for mundane reasons. T2: May charge a suitably conductive material with a small amount of static electricity. Requires two emotes of chanting to imbue a charge in a conductive material up to a distance of two blocks away. This requires physical contact with the material. Static may do no more than cause a painful sting to bare skin via conductive materials. T3: May charge a suitably conductive material with a moderate amount of static electricity. Requires two emotes of chanting to imbue a charge in a conductive material up to a distance of five blocks away. This lasts for two emotes. Static applies a charge to bare skin via conductive materials, strong enough to inflict a small burn and cause muscles to spasm. Muscle spasms last for one emote, but do not severely hinder movement. T4: May charge a suitably conductive material with a decent amount of static electricity. Requires two emotes of chanting to imbue a charge in a conductive material up to a distance of ten blocks away. This lasts for three emotes. Static applies a strong charge to bare skin via conductive materials, inflicting minor burns that rise after two emotes and cause strong spasms in muscles that are in contact with conductive materials. Muscle spasms last for one emote, and hinder movement. T5: May charge a suitably conductive material with a large amount of static electricity. Requires two emotes of chanting to imbue a charge in a conductive material up to a distance of twenty blocks away. This lasts for three emotes. Static causes a severe jolt to bare skin via conductive materials, inflicting severe burns that rise after two emotes and paralysing muscles that are in contact with conductive materials. Paralysed muscles are locked for two emotes, and completely stop movement. Suitable materials and blocks- Iron and gold armour, weapons, blocks, and tools (check for conductivity of RP metals). Plants (capped at T2 strength). Water (capped at 1 block maximum). Waterlogged objects are suitable, but capped at T3 unless metal. Redlines: Cannot be used to move lightning. Cannot instantly kill someone or stop their heart unless it is directly touched by an imbued object. Skin must be in DIRECT contact with a suitable conductive material. If it is blocked by cloth, the effects are reduced by two tiers. 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. Fast Current The shaman is able to imbue certain elemental abilities with a shocking jolt. This only works for Metal, Water, Air, and Fire elementalism. T3: Afflicts an enemy with a jolt strong enough to cause a painful jolt when hit by the projectile. Requires an additional two emotes of chanting. This applies fatigue. Does not affect Runes or Elementals. T4: Afflicts an enemy with a jolt strong enough to cause a painful muscle spasm when hit by the projectile. Requires an additional two emotes of chanting. This applies fatigue. Does not affect Runes or Elementals. T5: Afflicts an enemy with a jolt strong enough to cause a painful muscle spasm that can shock metal objects from the hand when hit by the projectile. Requires an additional two emotes of chanting. This applies fatigue. Does not affect Runes. Requires three extra emotes of chanting when placing down an Elemental to grant that Elemental a static coat that delivers a stinging jolt to anyone who comes into contact with it. This jolt is strong enough to make someone who strikes it with a metal weapon drop that weapon, unless protected by a non-conductive material. Redlines: Can be dulled by 2 tiers if the projectile hits a non-conductive surface. Lightning Rune The shaman is able to chant for three emotes and place a rune down in a set area, jolting anything that steps on its radius. The block that the rune is placed on is unaffected, offering the shaman or another person a place of safety should they put the rune at their feet. The shock is constant for the duration of exposure, and is strong enough to cramp muscles and makes contact with metal painful. The shaman has one emote to escape from the area. As soon as the rune is placed down it is active, and the duration timer begins on that emote. T3: Affects a 2x2 area. The rune affects all people who come into contact with it, including the shaman. The rune lasts for 2 emotes. Does not harm victims enough to prevent them from escaping. T4: Affects a 4x4 area. The rune affects all people who come into contact with it, including the shaman. The rune lasts for 3 emotes. Escape is potentially difficult as muscles cramp up painfully. T5: Affects a 6x6 area. The rune affects all people who come into contact with it, including the shaman. The rune lasts for 5 emotes. Escape is difficult, and victims are often brought to their knees and must crawl from the area. Redlines: Cannot be negated with non-conductive materials on the feet. Affects those wearing conductive materials, be it armour or jewellery, to a greater extent than those without. Flash At Tier Four a shaman is able to pull static from the area around them and manifest it into a ball of storm clouds, which explodes with blinding light and deafening noise. People in the area are blinded and deafened, including the shaman, unless precautionary measures are taken. The shaman may move while chanting, but may not attack. T4: Requires two emotes of chanting for one emote of light and noise. Blinds for one emote. Deafens for one emote. T5: Requires one emotes of chanting for one emote of light and noise. Blinds for two emotes. Deafens for three emotes. Redlines Cannot shock things. Light doesn’t affect blind people. Noise doesn’t affect deaf people. Noise can be negated by covering ears with hands. Light can be negated by covering or closing eyes. Seer vision does not protect against Flash. Non Combat Switch Rune At Tier Two a shaman is able to place a Switch Rune down. This rune acts as a way to lock a secret conductive mechanism in place. The rune is invisible once placed, but will lightly shock anyone who touches it. To activate the rune and release the lock, the shaman must chant for two emotes and place their hand upon the rune’s location. The creation of a Switch 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 burst of crackling static, before fading into the surface. Shamans may create their own sigil for their pacted spirit. T2: Requires three emotes of chanting. The Switch Rune lasts for one IRL day. T3: Requires three emotes of chanting. The Switch Rune lasts for two IRL days. T4: Requires three emotes of chanting. The Switch Rune lasts for four IRL days. T5: Requires three emotes of chanting. The Switch Rune lasts for seven IRL days. Redlines: The rune cannot create manipulable static. The visual effects cannot be manipulated. Runes cannot be placed on animals or living beings. The shaman may dispel their own rune at any time at will. Rune-locked iron blocks in a redstone structure cannot be magically forced open, and any attackers must deal with the repercussions of trying to dig through solid metal. Rune-locked iron doors cannot be forced open, and must be completely dismantled. Magnetise The shaman is able to magnetise certain magnetic metals, forcing individual pieces together to form a whole. It may be used to create clamps, bridges, stairs, and a multitude of other useful objects. While the shaman does not directly manipulate the affected materials, they are able to increase the level of magnetism in a way that brings pieces together. T3: Can magnetise up to 1x2 (2) blocks worth of conductive material. Can affect up to two separate pieces of conductive material. Requires four emotes of chanting and applies fatigue. The effect lasts for four emotes. Can only encourage objects up to a distance of six blocks apart. T4: Can magnetise up to 2x2 (4) blocks worth of conductive material. Can affect up to five separate pieces of conductive material. Requires four emotes of chanting and applies fatigue. The effect lasts for six emotes. Can only encourage objects up to a distance of ten blocks apart. T5: Can magnetise up to 2x2x2 (8) blocks worth of conductive material. Can affect up to ten separate pieces of conductive material. Requires four emotes of chanting and applies fatigue. The effect lasts for eight emotes. Can only encourage objects up to a distance of twenty blocks apart. Redlines Cannot be used to hold a person stationary. Magnetism only affects specifically chosen objects; iron boots will not automatically stick to a magnetised iron block. Objects forced together will naturally come apart if defying gravity once the spell ends. Light Rune At Tier Four a shaman is able to place a Light Rune on any solid surface, including themselves. It manifests as a ball of crackling static that hovers above the rune, illuminating the area. T4: Requires two emotes of chanting to summon the rune. Lasts for up to one IRL day. Can only be placed on the shaman. T5: Requires two emotes of chanting to summon the rune. Lasts for up to two IRL days. Can be placed on any descendent. Redlines Cannot shock things. Can only be placed on solid surfaces. Summon Storm (Both Combat and Non-Combat) At Tier Five a shaman is able to summon a storm. The type depends on what other kind of elementalism the shaman utilises. This requires six emotes of chanting and may be channeled for up to ten emotes. This applies fatigue throughout the spell’s duration, and the shaman may not move or attack. The shaman has no resistance to any effects that the spell causes. The spell causes effects in the range of #S, and must be announced. The secondary element must be within a 20 block range. Fire = The shaman can pull fire to heat the air, making the area swelteringly hot. Humidity depends on the biome. Water = The shaman can call down a vicious thunderstorm, where rain and lightning lash the ground. The chances of getting hit by lightning are pretty slim, but they do exist. Earth = The shaman can call down a sandstorm, where sand or dirt in the area is whipped up and stings the eyes and skin of those in it. Air = The shaman can call down a strong gale, strong enough to unbalance orcs. This makes combat in the area exceedingly difficult. Redlines Cannot shock things. No tornadoes, firenadoes, sharknadoes, mudnadoes, or any other kind of ‘nado. Storm Rune At Tier Five a shaman can place down a rune on a flat area. It requires a 3x3 space, and can affect a 100 block radius or a full region. This rune requires RO permission, as it gives a reason to add a weather modifier to a region. This rune can be represented by a pattern on the floor within the 3x3 area, and can take any appearance. This rune lasts until it is dismissed or destroyed. Options for the rune: Storm calming, clear weather. Rain. Thunderstorms. Redlines Cannot shock things. Can be dismantled by breaking the surface the rune sits on.
  3. Metal Elementalism The shaman has the ability to manipulate metal after forming a pact with a metal spirit and several lessons. Manipulation of metal is only allowed at T2 due to the shaman’s inexperience at T1. The shaman must have a pact with a different spirit of at least T4. General Redlines: Voidal or otherwise magically summoned metal cannot be manipulated. Do not crush people inside their armour. Do not rip open gates in order to raid or otherwise cause mischief and grief to others. Levitation is forbidden. Obviously only affects metal. Fighting against a guy in leather armour and a wooden weapon? Sucks to be you. Combat Warp Metal The shaman may warp a target’s weapon or the metallic plate upon an target. This can be used out of combat for mundane reasons, such as uses in smithing and forging. T2: The shaman must be within five blocks of their target. Requires two emotes of chanting to warp a ¼ block of metal, or half a limb. This applies fatigue. At this tier, the shaman is able to warp metal plate enough to immobilise half of a limb. This means that a person whose armour is fused at the elbow will still be able to use wrist and shoulder movements, but cannot straighten or bend their arm. At this tier, the shaman may bend a metal sword or other weapon to a lesser degree, no greater than 20°. T3: The shaman must be within eight blocks of their target. This is applied retroactively to the previous tier. Requires three emotes of chanting to warp a ½ block of metal, or one limb. At this tier, the shaman may bend a metal sword or other weapon to a lesser degree, no greater than 45°. T4: The shaman must be within fifteen blocks of their target. This is applied retroactively to previous tiers. Requires four emotes of chanting to warp one block, or two limbs. This applies fatigue. The shaman is unable to warp metal armour enough to cause severe damage. At this tier, the shaman may bend a metal sword or other weapon to a lesser degree, no greater than 90°. T5: The shaman must be within twenty blocks of their target. This is applied retroactively to previous tiers. Requires four emotes of chanting to warp a 1x2 block of metal, or four limbs for the duration. This applies fatigue. The shaman is unable to warp metal armour enough to cause severe damage. At this tier, the shaman may bend a metal sword or other weapon completely in half. This applies fatigue for the duration of the chant and spells effect. Redlines Metal Shamans may not inflict damage greater than what is specified. Metal Shamans may not lift people. Metal Shamans may not rip apart metallic plates or rip open holes within a metallic plate. Metal Shamans may not crush people inside their armour. Metal Shamans may not increase or decrease the weight of metal. Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate. Metal Shamans may not magnetize with this spell. Manipulation of metal is slow, and thus cannot make metals like boomsteel explode. This spell does not allow the shaman to inflict severe damage at all. The worst case scenario is a broken bone if the target resists. Moving Metallic Objects A Metal Shaman may chant and move metallic objects about. The shaman may only move up to a block worth of metal, such as buckets, ingots, or any other metallic objects that would fit within a single block. One block metallic objects move with enough force to cause bleeding, ripped skin, fractured bones, welts, bruises, concussions, and general physical trauma upon contact with a body that is not protected by plate armor or chainmail. It can also dent metallic plate. Chainmail will not help absorb the shock of blunt force metallic objects. Daggers, knives, spikes and other small sharp metallic objects moved with Metal Elementalism will not penetrate metal plate or chainmail. These weapons will not sink fully into flesh, only able to sink up to two inches within flesh before stopping. Hammers or other small blunt metallic objects moved with Metal Elementalism will barely dent or deal with any trauma through metallic plate or chainmail. This may cause ripped skin, bruising, fractured bones, and welts on contact with unarmoured skin. Note: One iron bar is considered ¼ of a block of metal. Four iron bars make up 1 solid block. Iron bars are sharp if their shape is retained, and are able to cut unarmoured descendents. T2: May move a quarter-block of metal. Requires three emotes of chanting for two emotes of movement, up to a distance of five blocks. This applies fatigue. Accuracy: - Quarter-block can be moved at minimal accuracy with above average difficulty. T3: May move a half block of metal. Requires three emotes of chanting for two emotes of movement, up to a distance of eight blocks. This applies fatigue. Accuracy: - Quarter-block can be moved at lower accuracy with moderate difficulty. Two emotes of chanting. - Half-block can be moved at minimal accuracy with above average difficulty. Three emotes of chanting. T4: May move one block of metal consisting of any shape. Requires three emotes of chanting for two emotes of movement, up to a distance of twelve blocks. This applies fatigue. The sheer size of the metal makes it likely to seriously harm someone, and will probably break a bone in the body part it hits. Accuracy: - Quarter-block can be moved at average accuracy with little difficulty. Two emotes of chanting. - Half-block can be moved at lower accuracy with moderate difficulty. Two emotes of chanting. - One block can be moved at minimal accuracy with above average difficulty. Three emotes of chanting. T5: May move a 1x2 block of metal consisting of any shape. Requires four emotes of chanting for two emotes of movement, up to a distance of twenty blocks. This applies fatigue. The sheer size of the metal makes it likely to crush someone, and will probably break multiple bones and leave them stunned if hit. Accuracy: - Quarter-block can be moved at pinpoint accuracy with no difficulty. One emote of chanting. - Half-block can be moved at average accuracy with a little difficulty. Two emotes of chanting. - One block can be moved at lower accuracy with moderate difficulty. Three emotes of chanting. - 1x2 can be moved at minimal accuracy with above average difficulty. Four emotes of chanting. This applies fatigue for the duration of the chant and the spell’s effect. Redlines Metal Shamans may not remove weapons or objects from a target’s hand or upon their person. Metal Shamans may not increase or decrease the weight of metal. Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate. Metal Shamans may not magnetise metal. Metal Shamans may not move a weapon larger than their tier states. Weapons suited for an uruk or below are considered to be one block in size. Metal Shamans are able to hold someone in full armour still with this spell, but cannot do anything else while they are held still. Levitation of people with this spell is forbidden. Metallic Creation At T4 a Metal Shaman is able to bend and warp metal to create weapons, defenses (such as small spike walls), and armour. These must be within lore regulations as to what existed within the era. It should go without mention that a Metal Shaman is not able to add anything to the weapon with Metal Elementalism that is not metallic. Non-metallic components must be added manually. These do not add any magical aspects or durability to objects made, and will function based upon the metal it is made of. T4: Weapons and armor created at this tier are crude in shape and design, possessing design flaws such as reduced durability due to the amount of metal being worked with. Chips and warps in craft are common. Metals with magical or special properties such as thanhium and bloodsteel do not retain their properties, and will function as iron. Requires four emotes to create a single object. The object forms over two emotes. T5: Weapons and armor created at this tier are no different than that of a master smith, errors being minimal and rare. Metals with magical properties retain them at this tier. Requires three emotes to create a single object. The object forms over one emote. Redlines Metallic Creations made by a Metal Shaman do not grant magical abilities or enhancements. Metallic Creations do not yield higher durability than any other metallic object. Metallic Creations do not yield any resistance to magical effects. Metallic Creations are not as refined as those that take the actual process of purifying metals. Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate. Metallic Creations can not be used on materials that require a MART to create. Weapons and armour created from Metallic Creations do not gain any magical properties not already present. Weapons and armour created from Metallic Creations do not gain any improvements or qualities the metal would not naturally have. Aura of Disrepair At T4 the shaman is able to invoke an aura of corrosion to quickly eat away at the metal objects on a single person. All objects made of metal will immediately appear tarnished and will suffer varying degrees of extreme corrosion if they remain in contact with the person. This applies fatigue for the duration of the chanting. The effect is dependent on the type of metal being affected (See table). T4 The shaman must stand still and chant for four emotes in order to summon the aura. Once summoned the aura affects all metal objects on one person 4 emotes. Magical metals are not affected at this tier. T5: The shaman must stand still and chant for three emotes in order to summon the aura. Once summoned the aura affects all metal objects on one person for 6 emotes. Magical metals and enchanted metal objects will have their properties suppressed while in the aura. Metals 2 emotes in the aura 3 emotes in the aura 4 emotes in the aura Iron, steel, slayersteel, bluesteel Rust quickly sets in on the surface of the metal. Edges lose their sharpness. Metal becomes brittle and will snap easily under stress. Joints in armor begin to lock up, limiting movement. The metal falls into complete decay and crumbles into rusty chunks. Copper, bronze, brass A thick layer of greenish patina forms on the surface of the metal. Edges lose their sharpness and the metal will dent if struck. The metal becomes brittle and might snap or break under stress. Tin, lead The metal tarnishes quickly. The metal becomes rough and abrasive. No further effect. Gold, silver, platinum The metal becomes tarnished and loses its shine. The metal softens and is easily warped. The metal gnarls and twists, completely losing its former craftsmanship if any. Notes: Alloys will always suffer the worst effect from their component metals. Redlines Cannot be used on nation gates/doors. Always communicate OOCly with a PRO/RO for damaging builds. Only affects metals. Non-metallic components of objects such as wood or leather will not be affected. Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s a superhot desert or a freezing tundra, are fine to manipulate. The shaman cannot cast Aura of Disrepair again for four emotes. Visual cues must be emoted to make clear the presence of the aura. Non Combat Trinket Creation The Metal Shaman is able to bend, warp, and fuse small pieces of metal to create jewellery and other small metallic works. T2: Requires two emotes of chanting to produce one object over four emotes. Trinkets made at this tier possess little quality and form. Limited to crude shapes and certain metals, such as rigid circles. Metals unable to be worked with: Magically imbued metals, metals with other magical properties. T3: Requires two emotes of chanting to produce two objects, each requiring three emotes. Trinkets made at this tier possess minor quality and form. Limited to basic shapes such as circles, triangles, etc. Metals unable to be worked with: Magically imbued metals, metals with other magical properties. T4: Requires two emotes of chanting to produce three objects, each requiring two emotes. Trinkets made at this tier possess good quality and form. Can make elaborate shapes such as figurines with minor detail. T5: Requires two emotes of chanting to produce four objects, each requiring one emote. Trinkets made at this tier possess masterful quality and form. They may be any shape of any complexity, and can have incredible detail. Redlines Trinkets made by a Metal Shaman do not grant magical abilities or enhancements. Trinkets do not yield higher durability than any other metallic object. Trinkets do not have any resistance to magical effects. Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate. Metallic Rust Rune A Metal Shaman may place a Rust Rune upon a metallic surface. This rune will rapidly cause severe rusting on the surface to the point of decay. For information on how metals are corroded, see the Aura of Disrepair information. Objects moved out of the area can be saved from this process. Shamans have the ability to dispel these runes at will. T4: Requires two emotes of chanting to summon the rune. Affects, at maximum, a 1x2 area of metal. Requires physical contact with the area affected. Takes four emotes to sufficiently rust all metal objects in the area. T5: Requires two emotes of chanting to summon the rune. Affects, at maximum, a 2x3 area of metal. Requires physical contact with the area affected. Takes three emotes to sufficiently rust all metal objects in the area. Redlines Cannot be used on nation gates. Cannot be used to raid. Can be used on armour and weapons, but not while in combat. Cannot be used to kill a creature made of metal, but can incapacitate them. Metallic Repair Rune The metal shaman may create a Metallic Repair Rune with the sigil of their pacted spirit. The shaman is required to chant for three emotes before placing this rune. This rune can be placed on any metallic surface. This rune may only repair holes that do not measure more than one block in size. This rune will cure rust upon metallic objects. T3: The shaman may only have one Metallic Repair Runes active at one time. When placed, this rune will help mend damage over the course of four hours. T4: The shaman may only have two Metallic Repair Runes active at one time. When placed, this rune will help mend damage over the course of two hours. T5: The shaman may only have two Metallic Repair Runes active at one time. When placed, this rune will help mend damage over the course of one hours. Redlines Metallic Repair Runes can not be placed in combat. Some damage to metallic objects is irreparable to a degree for the shaman. As the shaman is not able to create more metal, shamans require the same amount of metal that was there before. Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate. Metallic Purification Rune The Metal Shaman is able to place a rune upon a surface. Any metals or ores in the area of effect will slowly form into a ball over a period of time. This will not improve the quality of metal past its natural state when purified. Over the course of the required time the metallic ore will form into a ball of purified metal, with all imperfections and non-metallic substances cast off as a fine dust. The shaman may dispel these runes at any time. T4: May affect any metals, including but not limited to iron, gold, and non-magical alloys. Works in a 2x2x2 area. Takes two IRL hours to finish. The shaman may have one rune out at any given time. T5: May affect any metals, including but not limited to iron, gold, and non-magical alloys. Works in a 3x3x3 area. Takes one IRL hour to finish. The shaman is able to have two of these runes out at any given time. Redlines Metallic Purification Runes do not improve metals past their natural properties. Metallic Purification Runes do not create metallic objects past the shape of a smooth ball of the metal being purified. Metallic Purification Runes may not purify chunks of ore larger than the specifications given in each tier. Metallic Purification Runes do not give metals any magical properties. All metal objects in the area will be affected. Keep unwanted metal objects away from the rune. Spirit Marks 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. Marks only last 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: Trinket Creation or Metallic Repair Rune 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. Metal Elemental The Shaman is able to summon an elemental using metal from up to twenty blocks away. The Metal Elemental is able to move through/around non-magically created water, air, and flames with no effects. Magically created fire harms it as described by the source of magical fire. The elemental is limited to eight blocks of movement per emote. During this, the elemental is able to move and use a few simple abilities. The Metal Elemental will remain for sixteen emotes unless the Chant is done in #S. The elemental is made from metal. The Elemental is not resistant to magic, and physical attacks damage it as much as they damage a normal suit of iron armour. Elementals are immune to the effects of mind-altering magics such as dread from amber manifestations, illusions, and the sort. This does not make the shaman immune to these effects. Elementals do not move or act on their own. After summoning with the chant, the Shaman must stand still and control their actions. Meaning that disconnections from channeling or being knocked over or disrupted during the spells casting time will cause the Elemental to shatter. While an Elemental may be immune to mind-altering magical effects, it will only move and act as the Shaman wills. This will not allow the shaman to overcome mind-altering magical effects if they are within the range to suffer side effects. Protection of the shaman is the number one priority. Summoning the Elemental Summoning the Elemental requires a level 3x3x3 area directly in front of the shaman. This will require four emotes of chanting. During the first two, a large sigil of the pacted spirit will appear on the ground. During the following two emotes, the form of the elemental will start to take shape. These elementals last for sixteen emotes before fading away. When summoned out of combat, the elemental will last for 1 IRL hour. Summoning will leave the shaman fatigued during chanting and channeling. This applies fatigue for the duration of the chant and the spell’s effects. Metal Elemental Appearance/Info Metal Elementals tend to take the form of a hollow suit of armour, equipped with a sword and shield. However, it may take any form it wishes at a maximum of 2x2 blocks in size. It may have a maximum of two arms and two legs. 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. Metallic Form: Metal Elementals are hollow suits of armor. This armor is made of whatever metals are present, and bears no magical properties or enhanced abilities even if a magical or enhanced piece of metal is used in its construction. If available metals are unspecified, they default to basic iron. Being hollow, internal damage to the Metal Elemental is nigh useless. Destruction of its metallic armor is required to hinder or defeat the Metal Elemental. These hollow suits of armor possess the strength of the average orc. Metallic Weaponry: Metal Elementals are summoned with metallic weapons. These weapons may be medieval weapons that exist within the era. If the Metal Elemental uses a two-handed weapon, only one such weapon will be summoned with the Metal Elemental. Weapons are fully metal as well. The Metal Elemental may hold two one-handed weapons in either hand, with the option of a metallic shield. This shield is simply a piece of plate that offers protection as any shield with a metallic plate. Without any hide or wood beneath metallic shields that are summoned with Metal Elementals, this shield will do little against anything but arrows and blades. Absorb: The shaman can chant for two emotes to ready the Metal Elemental, allowing any metal weapons, armour, or objects that touch it to be absorbed into its body to repair itself. These items do not dissipate along with the Metal Elemental when it expires, and can be found near where it expired. The Metal Elemental takes one emote to grasp the object it is attempting to absorb, and three emotes to completely absorb it. It may not perform generic attacks during this, but can block and perform other abilities as long as it keeps a grip on whatever it is trying to absorb. Protect: The Metal Elemental is able to retreat backwards up to twelve blocks towards their shaman to protect them. They may forcibly shove aside enemies when doing so. This requires one emote of chanting, and does not allow the Metal Elemental to perform any other action while moving. This ability cannot prevent an attack that has already been emoted. Imprison: The Metal Elemental may take two turns to grasp up to two enemies and change its form into an iron bar cage surrounding them. Contact throughout this is mandatory, and prevents the Metal Elemental from performing any other action. Fragmentation: Over the course of three emotes, the form of the Metal Elemental will start to splinter and expand outward. Within the third emote, the Metal Elemental will fragment into sharp hazardous shards of metal that fly rapidly outward from the Elemental in a 5x5 block range around it. Targets that lack metal armour will find the shards embedding themselves in soft flesh. These shards will not travel through wooden shields or any form of a metallic plate. These shards will harm everyone except the shaman, including allies. Redlines Metal Shamans are not able to channel other spells with the Metal Elemental summoned. The shaman is required to remain still during chanting and the summoning of the Metal Elemental. Moving more than a step or two with the Elemental already summoned or during summoning will cause the summoning to fail and remove the form of the Elemental from the world. These Elementals do not have any resistance that their respective metal does not have. Metal Elementals must have two-thirds of their total form to remain active and moving. Damage past this point will cause the Elemental to fade from the world rapidly in an emote. Metal Elementals are not immune to other Metal Shamans that wish to combat it. Metal Elementals only have the strength of an average orc. Metal Elementals are hollow. Metal Elementals are suits of armor, blunt trauma is effective. Metal Shamans or Elementals may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate.
  4. Earth Elementalism The shaman has the ability to manipulate earth after forming a pact with an earth spirit and several lessons. Manipulation of earth is only allowed at T2 due to the shaman’s inexperience at T1. General Redlines: Voidal or otherwise magically summoned minerals cannot be manipulated. Do not shove dirt or sand into people’s lungs. Why would you do that? Smashing windows is fine, smashing walls is not unless you have region owner permission. Levitation is forbidden. Combat Move Rock The shaman is able to move mineral rock. Unless completely crushed by a T5 projectile it is unlikely an unarmoured target will die outright, although a T4 projectile is likely to cause numerous broken bones for an unarmoured descendant. T2: May move a 1x1 block of rock. 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 rock. 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 rock 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. The sheer size of the rock makes it likely to seriously harm someone, and will probably break a bone in the body part it hits and leave them stunned. 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 rock 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. The sheer size of the rock makes it likely to crush someone, and will probably break multiple bones and leave them stunned if hit. 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. This applies fatigue for the duration of the chant and the spell’s effect. Redlines: If there is no visible dirt/sand in the area, then this ability cannot be used. Viable blocks include stone, cobblestone, clay, terracotta, all sandstone and red sandstone variants, all stone brick variants, granite/diorite/andesite, all raw ore blocks, netherrack/netherbrick, etc.. While magma blocks can be utilised, they do not retain their heat and cannot burn. Cannot manipulate evocated stone. Cannot be used to suffocate a victim by shoving rocks down their throat. Throwing Rocks The shaman pulls small rocks from the ground and flings them randomly at a single target. T4: The shaman is required to chant for two emotes to pull up to three average fist-sized rocks from the ground, before using one emote to hurl them randomly at a single target. The rocks move up to 15 blocks in the one emote of movement. T5: The shaman is required to chant for two emotes to pull up to five average fist-sized rocks from the ground, before using one emote to hurl them randomly at a single target. The rocks move up to 15 blocks in the one emote of movement. Roll Chart: Victims roll (/roll 20) once per stone thrown at them: 20: Struck in the eye, throat, or temple. Does not kill, but likely to cause severe pain. May cause permanent damage or broken bones. 17-19: Struck in a sensitive area, such as the hands, stomach, or head. Causes severe pain and bruising. 13-16: Painful blow. Causes moderate pain and bruising. 6-12: Glancing blow. Low to no pain, may scrape skin if bad. 1-5: Completely misses. Victims may use the two emotes the shaman must chant for to protect themselves. This causes all rolls between 20-17 to instead hit as though they rolled 6-12. This applies fatigue for the duration of the chant and the spell’s effect. Redlines: While this ability does not require stone blocks to be present, use common sense. There are unlikely to be loose stones in a house. Follow the rolls, and inform targets of them. While you can use this to break windows, you might as well pick up a rock and throw it for the same effect. Moving Sand/Dirt The shaman is able to pull dirt or sand from their surroundings and move it. T2: May move a 1x1 block of dirt/sand. Requires three emotes of chanting for two emotes of movement, up to a distance of five blocks. This applies fatigue. Accuracy: - 1x1 can be moved at average accuracy with moderate difficulty. T3: May move a 2x2 block of dirt/sand consisting of any shape. Requires three emotes of chanting for two emotes of movement, up to a distance of eight blocks. This applies fatigue. Accuracy: - 1x1 can be moved at average accuracy with a little difficulty. - 2x2 can be moved at low accuracy with moderate difficulty. T4: May move a 2x2x2 block of dirt/sand consisting of any shape. Requires three emotes of chanting for two emotes of movement, up to a distance of twelve blocks. This applies fatigue. Accuracy: - 1x1 can be moved at pinpoint accuracy with no difficulty. - 2x2 can be moved at average accuracy with a little difficulty. - 2x2x2 can be moved at lower accuracy with above average difficulty. T5: May move a 3x3x3 block of dirt/sand consisting of any shape. Requires four emotes of chanting for three emotes of movement, up to a distance of twenty blocks. This applies fatigue. Accuracy: - 1x1 can be moved at pinpoint accuracy with no difficulty. - 2x2 can be moved at average accuracy with a little difficulty. - 2x2x2 can be moved at lower accuracy with moderate difficulty. - 3x3x3 can be moved at minimal accuracy with above average difficulty. This applies fatigue for the duration of the chant and the spell’s effect. Redlines: Dirt/sand cannot kill. If there is no visible dirt/sand in the area, then this ability cannot be used. Viable blocks include gravel, dirt, grass block, sand, red sand, soulsand, farmland, coarse dirt, podzol, mycelium, etc.. Cannot manipulate evocated earth. Cannot be used to suffocate a victim by shoving mud down their throat. Quicksand Rune The shaman is able to place down a rune up to ten blocks away from them. When summoned, the rune glows on the ground and after one emote turns sand into quicksand, cobblestone into loose stones, and dirt into thick mud. This effect lasts for two emotes, after which the ground spits any victims up and returns to normal. T2: Requires three emotes of chanting. Has a 2x2 effect range. Can sink up to a depth of 6”, making movement a little more difficult. Caps people caught in the trap at 6 blocks of movement per emote. T3: Requires three emotes of chanting. Has a 3x3 effect range. Can sink up to a depth of 1’6”, making movement more difficult. Caps people caught in the trap at 5 blocks of movement per emote. T4: Requires four emotes of chanting. Has a 4x4 effect range. Can sink up to a depth of 2’, making movement much more difficult. Caps people caught in the trap at 4 blocks of movement per emote. T5: Requires six emotes of chanting. Has a 5x5 effect range. Can sink up to a depth of 2’6”, making movement very difficult. Caps people caught in the trap at 3 blocks of movement per emote. This applies fatigue for the duration of the chant. Redlines: This ability only works on gravel, cobblestone, dirt, sand, and other “loose” blocks. No stone, terracotta, stone bricks, etc.. 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 anything other than previously stated blocks. This ability cannot kill anyone, and will only slow their movement. Anyone caught in the ability when it ends will be knocked down. Anyone who enters the area of the ability will also succumb to its effects, including the shaman. This ability cannot be used to trap people in the ground permanently. Non Combat Earth Rune The shaman is able to place an Earth Rune down. This rune will form great and elaborate symbols, pictures, and sigils upon the ground or on a wall. Examples include short battle scenes, directions, or picture descriptions of an area. T2: Able to create basic animated symbols, such as spinning circles, squares, triangles, linear sigils, etc. spanning one block. Lasts for up to 3 IRL days before needing to be reapplied. T3: Able to create a moderately detailed animated scene spanned nine blocks (3x3). Lasts for up to 1 IRL week before needing to be reapplied. T4: Able to create large and moderately detailed animated murals spanning 16 blocks (4x4) Lasts for up to 2 IRL weeks before needing to be reapplied. T5: Able to create huge animated murals spanning 25 blocks (5x5) at most. The level of detail is similar to the greatest works of art, and is able to discern between different coloured stones to create a palette. Lasts for up to 1 IRL month before needing to be reapplied. Redlines: Earth Runes can not be used to create Earth. The shaman can only have two runes down at the same time. The shaman can remove these runes at will. Being branded with this mark causes pain similar to that of being tattooed. Please no rude murals. We don’t need obscene graffiti. Land Rune The shaman is able to put a Land Rune down, forming rudimentary shelters. T2: Able to create two low sand or dirt walls with a ceiling. Drawing from sand or dirt beneath the surface is allowed. These shelters are 3 blocks tall and up to 4 blocks long. Shelters blend in with their surroundings neatly, and should appear natural. Requires three emotes of chanting to form the rune. During this time, the shelter slowly grows. This applies fatigue for the duration of the chant. T3: Able to create sand or dirt shelters. Drawing from stone or sandstone beneath the surface is allowed. These shelters are 4 blocks tall, with an interior area of up to 5x5. Sand shelters do not have roofs. A natural 1x2 doorway is included, which can be opened and closed at will by the shaman. The shaman may add features such as windows, stairs, and chimneys if desired. Shelters blend in with their surroundings neatly, and should appear natural. Requires three emotes of chanting to form the rune. During this time, the shelter slowly grows. This applies fatigue for the duration of the chant. T4: Able to create stone and sandstone shelters. Drawing from stone or sandstone beneath the surface is allowed. These shelters are 4 blocks tall, with an interior area of up to 5x5. A natural 1x2 doorway is included. Shelters blend in with their surroundings neatly, and should appear natural. Requires two emotes of chanting to form the rune. During this time, the shelter slowly grows. This applies fatigue for the duration of the chant. T5: Able to create stone and sandstone shelters. Drawing from stone or sandstone beneath the surface is allowed. These shelters are 4 blocks tall, with an interior area of up to 8x8. A natural 1x2 doorway is included. The shaman may add features such as windows, stairs, and chimneys if desired. Shelters blend in with their surroundings neatly, and should appear natural. Requires two emotes of chanting to form the rune. During this time, the shelter slowly grows. This applies fatigue for the duration of the chant. Redlines: Earth Runes can not be used to create earth from nothing. Use materials available to you in your surroundings. The shaman can only have two runes down at the same time. The shaman can remove these runes at will. Do not create plain cobblestone abominations. Make them look as natural as possible. RO permission is required in regions that are owned. Regions that are not owned should be modreqed for. Cannot be used in combat, but may be used as a precursor to combat. Land Surfing The shaman is able to surf upon land out of combat. The shaman is required to chant to have the ground beneath their feet push the shaman along at great speeds. Land surfing may be used only out of combat. While land surfing the shaman may not attack or channel another spell. T3: Requires three emotes of chanting, and lasts for five emotes. Maximum speed is capped at 15 blocks per emote. Cannot scale cliffs. T4: Requires three emotes of chanting, and lasts for six emotes. Maximum speed is capped at 20 blocks per emote. Can scale cliffs no taller than five blocks high. T5: Requires three emotes of chanting, and lasts for eight emotes. Maximum speed is capped at 25 blocks per emote. Can scale cliffs no taller than ten blocks high. Redlines: 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 are not able to engage in CRP whilst Land Surfing. Shamans may not channel another spell during Land Surfing. Shamans are still affected by gravity and may not travel over any surface that is not solid mineral rock, dirt, mud, or sand. Common sense applies. Earth Bridges and Pathways The shaman is able to create a bridge or pathway using the earth around them. The bridge or pathway will fade after four emotes. They can be used to scale a cliff or hill, cross a ravine, or conceal an entrance. Mineral Rock Bridges and Pathways: These are sturdy and can bear the weight of any being or creature that can fit on it. Sand/Dirt Bridges and Pathways: These may only support a single descendant of up to 500lb. This excludes Ologs and other heavyweight CA creatures. These bridges may only support the weight of the smallest ponies, such as those that a halfling might ride. T3: After three emotes of chanting, the shaman may summon a bridge of up to 1 block in width and 5 in length. T4: After three emotes of chanting, the shaman may summon a bridge of up to 2 blocks in width and 10 in length. T5: After three emotes of chanting, the shaman may summon a bridge of up to 3 blocks in width and 15 in length. Redlines: ET is 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. This spell can not be used during direct CRP. If the spell ends when a person is on the bridge, they will fall. Pathways may not defy gravity. Do not use this to raid or scale the walls of settlements without permission from an RO or PRO of that region. Summon the Earth A Tier 5 shaman is able to pool all of their resources and drag a giant rift in the earth, forming monumental ravines or mountains. These constructs must be no deeper or higher than 30 blocks and may span no greater than 30 blocks in diameter, and require PRO permission. Multiple Earth Elementalists may come together to produce greater and grander feats. For every extra shaman the height and diameter limitations are increased by 20, up to a maximum of 80 blocks deep/high and 80 blocks in diameter. Shamans involved must chant for ten emotes, doing all they can to summon the pure strength of their pacted spirit. This may involve singing, dancing, shows of strength, or leading a group of worshippers in the chant. This applies fatigue to the shaman throughout the chanting. Redlines: Requires PRO permission. Make it natural. No cobblestone abominations. Obviously cannot be used in combat. Spirit Marks 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: Earth Rune, Land Rune, Land Surfing, and Earth Pathways/Bridges 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. Earth Elemental The Shaman is able to summon an elemental using stone, dirt, or sand from up to twenty blocks away. The Earth Elemental is able to move through/around non-magically created water, 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 six blocks of movement per emote. During this, the elemental is able to move and use a few simple abilities. The Earth Elemental will remain for sixteen emotes unless the Chant is done in #S. The elemental is made from stone, dirt, or sand hardened into a solid form. Objects will simply pass around or be knocked away when colliding with the elemental. It can only be damaged by magical projectiles and blunt weapons. The Elemental is not resistant to magic, and can attempt to 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. Summoning the Elemental Summoning the Elemental requires a level 3x3x3 area directly in front of the shaman. This will require four emotes of chanting. During the first two, a large sigil of the pacted spirit will appear on the ground. During the following two emotes, the form of the elemental will start to take shape. These elementals last for sixteen emotes before fading away. When summoned out of combat, the elemental will last for 1 IRL hour. Summoning will leave the shaman fatigued during chanting and channeling. This applies fatigue for the duration of the chant and the spell’s effects. Earth Elemental Appearance/Info The Earth Elemental appears as solid rocks bound together, with an upper torso consisting of two limbs, and a neck that supports a featureless head. It stands 3 blocks tall and 2 blocks wide. It may have a maximum of two arms and two legs. 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. Rock Form: The Earth Elemental is made from solid rock. Bladed weapons must act in accordance with such. Strikes to the rock like a form of the Elemental with bladed objects may chip small amounts of rock but in most circumstances will chip the blade instead. Blunt weapons require accurate strikes and force to remove rock from the form. These blunt weapons are highly effective when damaging the form of the Elemental. It takes approximately six strikes with a blunt weapon to dismantle the elemental. The Earth Elemental hits with the strength of an orc. Earth Wall: 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 2x3 block wall of rock. This wall will repel up to two T5 magic projectiles before disintegrating. This spell has a range of eight blocks from the elemental. This wall will last for two emotes. It requires high amounts of kinetic force to disrupt or break the wall. Boulder Toss: The Elemental is able to toss its arm from its form. The Elemental requires two emotes to roll the rocks that make its form together to a 1x1 rock up to twelve blocks from itself. These rocks cause severe blunt trauma upon contact, breaking the bones of foes unlucky enough to get caught beneath it. Protect: The Elemental uses one emote to move up to ten blocks towards their shaman to protect them. Enemies in the way are knocked down. The Elemental cannot attack during this time. This ability cannot prevent an attack that has already happened. Unravel: The Elemental is able to be sacrificed. 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 send the rocks flying outward from the Elemental. These rocks cause blunt trauma, rarely killing targets unless a blow is dealt to the cranium. Redlines Only one Elemental may be out at a single time per shaman. The Earth Elemental is not able to repair or replace rocks upon its form. Boulder Toss will remove a single arm of the Elemental. The Elemental may not recover a lost arm. The Earth Elemental may only move six blocks per emote, unless using Protect. The Shaman is not able to move or channel other spells when controlling the Elemental. Disrupting the shamans concentration will dispel the Elemental. The Earth Elemental requires two-thirds of its form to remain summoned. The Earth Elemental does not have durability beyond that of natural stone. Should the shaman be within range of Unravel, they will also be struck by it.
  5. Air Elementalism The shaman has the ability to manipulate air after forming a pact with an air spirit and several lessons. Manipulation of air is only allowed at T2 due to the shaman’s inexperience at T1. General Redlines: Voidal or otherwise magically summoned air cannot be manipulated. Do not suck the air from peoples’ lungs. Do not force air into peoples’ lungs. Do not pull air underwater and use it to breathe. Levitation is forbidden. Combat Air Manipulation The shaman is able to pull a mass of air and manipulate it to create strong gales. This can be used out of combat for mundane reasons, such as cleaning. T2: May move a 1x2 block of air. Requires two emotes of chanting for two emotes of movement, up to a distance of five blocks. This applies fatigue. Unbalances up to two enemies, but does not harm them. Accuracy: - 1x2 can be moved at average accuracy with moderate difficulty. T3: May move a 2x2x2 block of air consisting of any shape. Requires two emotes of chanting for two emotes of movement, up to a distance of eight blocks. This applies fatigue. Is unlikely to knock a single enemy down, but may harm up to two other targets for a total of three targets within a 2x2x2 area. Only one person of a group may be knocked down. Hits as hard as an average halfling’s punch. Accuracy: - 1x2 can be moved at average accuracy with a little difficulty. Two emotes of chanting for T2 strength. - 2x2x2 can be moved at low accuracy with moderate difficulty. Two emotes of chanting for any T2-3 strength. T4: May move a 3x3x3 block of air consisting of any shape. Requires three emotes of chanting for two emotes of movement at the highest tier available, up to a distance of twelve blocks. This applies fatigue. May knock a single enemy down, but may harm up to three other enemies for a total of four targets within a 3x3x3 area. Only one person of a group may be knocked down. Hits as hard as an average human’s punch. Accuracy: - 1x2 can be moved at pinpoint accuracy with no difficulty. One emote of chanting for any T2-3 strength. - 2x2x2 can be moved at average accuracy with a little difficulty. Two emotes of chanting for any T2-4 strength. - 3x3x3 can be moved at lower accuracy with above average difficulty. Three emotes of chanting for any T2-4 strength. T5: May move a 4x4x4 block of air consisting of any shape. Requires five emotes of chanting for two emotes of movement at the highest tier available, up to a distance of twenty blocks.This applies fatigue. Will knock a single enemy down, but may harm up to three other enemies for a total of four targets within a 4x4x4 area. Only one person of a group may be knocked down. Hits as hard as an average orc’s punch. Accuracy: - 1x1 can be moved at pinpoint accuracy with no difficulty. One emote of chanting for any T2-3 strength. - 1x2 can be moved at average accuracy with a little difficulty. Two emotes of chanting for any T2-4 strength. - 2x2x2 can be moved at lower accuracy with moderate difficulty. Three emotes of chanting for any T2-5 strength. - 3x3x3 can be moved at minimal accuracy with above average difficulty. Four emotes for any T2-5 strength. Redlines: Cannot be used to pull air from someone’s lungs and suffocate them. Cannot be used to hold air underwater. Concentration is broken by severe wounds, such as being stabbed, stunned, or knocked down. Small cuts and light punches to the body do not disrupt concentration. The shaman cannot attack in any other fashion while manipulating any element. A person’s full body must be within the allowed dimensions to unbalance them or knock them down. A horizontal 1x2 area to knock down one person and injure another is not allowed. Updraft The shaman creates an upwards-blowing stream of air. Updraft does not prevent descendants from walking through it, and the shaman is able to be attacked during summoning and channeling. T2: Can block tiny projectiles such as sand, dirt, and T1 magic projectiles. T1 magic projectiles are half as effective. Requires three emotes of summoning, after which up to three emotes of channeling are required to keep the effect going. This applies fatigue for the entire duration and for one emote afterwards. T3: Can block small projectiles such as pebbles, twigs, and T2 magic projectiles. T2 magic projectiles are weakened by one tier. T1 projectiles are completely blocked. Requires three emotes of summoning, after which up to three emotes of channeling are required to keep the effect going. This applies fatigue. T4: Can block average projectiles such as rocks no larger than half a block, small tree branches, and T3 magic projectiles. T1 projectiles are completely blocked. T2 and T3 magic projectiles are weakened by one tier. Requires two emotes of summoning, after which up to four emotes of channeling are required to keep the effect going. This applies fatigue. T5: Can block larger projectiles such as arrows, rocks no larger than 1x1x1, and T4 magic projectiles. T2, T3, and T4 magic projectiles are weakened by one tier. T1 projectiles are completely blocked. Can be extended to surround one additional person, who must remain within the area to benefit from it. Requires two emotes of summoning, after which up to four emotes of channeling are required to keep the effect going. This applies fatigue. Redlines: Cannot block very large projectiles such as boulders. Cannot completely block magical projectiles other than those cast at T1. T5 extension is not able to be moved once summoned. Cannot be used while moving. Tailwind The shaman summons a gust of wind to blow continuously from behind the shaman and their allies into enemies. This gust is strong enough to slightly unbalance enemies, though cannot knock them down no matter their size. It is also able to blow minor debris such as dust, sand, and leaves. T5: Strong enough to slightly unbalance enemies, though cannot knock them down unassisted. Can blow minor debris such as dust, dirt, sand, and leaves, which may temporarily blind enemies. Rolling is optional for those who want to leave it up to chance. Requires two emotes of chanting to summon, which causes fatigue. Once summoned lasts for four emotes. Redlines: Cannot knock down enemies. Can only “blind” enemies as much as regular dust or sand would cause. Non-Combat Levitate The shaman is able to use air pressure to hold and move an object. The object may be moved in both vertical and horizontal axes. Living creatures and descendants may not be lifted. T2: Can be used to push an object no larger than a 1x1 block. The object can be moved up to four blocks from its origin point. Requires three emotes of chanting, and once summoned requires chanting for up to two emotes of channeling. This applies fatigue for the entire duration. T3: Can be used to push an object no larger than a 1x1x2 block. The object can be moved up to eight blocks from its origin point. Requires three emotes of chanting, and once summoned requires chanting for up to three emotes of channeling. This applies fatigue for the entire duration. T4: Can be used to push an object no larger than a 2x2x2 block. The object can be moved up to ten blocks from its origin point. Requires two emotes of chanting, and once summoned requires chanting for up to four emotes of channeling. This applies fatigue for the entire duration. T5: Can be used to push an object no larger than a 3x3x3 block. The object can be moved up to twelve blocks from its origin point. Requires two emotes of chanting, and once summoned requires chanting for up to five emotes of channeling. This applies fatigue for the entire duration. Redlines: Cannot lift living creatures or descendants at all. Cannot be used to lift an object that a living creature or descendant is standing on. Air Rune At Tier Two a shaman is able to place an Air Rune down. This rune will cause the sounds of orcish war chants and drums would echo in the passers’ ears. This can be changed from shaman to shaman depending on their style and flavor, and can be as simple as the rustling of leaves to an orcish war cry. The creation of an Air Rune requires the shaman to place their hand upon the surface, followed by chanting in Old Blah. Once finished chanting, the sigil of the spirit the shaman has pacted with appears in a gust of wind, causing mild visual distortions around it similar to mirages. Shamans may create their own sigil for their pacted spirit. T2: Requires three emotes of chanting. The Air Rune lasts for 4 IRL hours. T3: Requires three emotes of chanting. The Air Rune lasts for 8 IRL hours. T4: Requires three emotes of chanting. The Air Rune lasts for 12 IRL hours. T5: Requires three emotes of chanting. The Air Rune lasts for 24 IRL hours. Redlines: Can be used to distract people, but cannot be at volumes loud enough to deafen. The rune cannot create air. The visual effects cannot be manipulated. Runes cannot be placed on animals or living beings other than on the shaman casting it. Casting a rune upon yourself will hurt as though you have been branded. The shaman may dispel their own rune at any time at will. Featherfall The shaman is able to slow the descent of a single descendant, animal, or object by creating an updraft beneath them. This is only effective for drops from a certain height. T3: Can slow a 1x1x2 object. Requires two emotes of chanting and applies fatigue. The effect lasts for two emotes. Can only affect drops from a maximum height of eight blocks. T4: Can slow a 2x2x2 object. Requires two emotes of chanting and applies fatigue. The effect lasts for two emotes. Can only affect drops from a maximum height of twelve blocks. T5: Can slow a 3x3x3 object. Requires two emotes of chanting and applies fatigue. The effect lasts for three emotes. Can only affect drops from a maximum height of fifteen blocks. Redlines: Cannot be used to hold a person stationary. Purify The shaman can pull fresh air from their surroundings, which allows for breathing in areas of smoke or poisonous gases. It may also be used to disperse smoke or poisonous gases from an area. T4: Can affect up to two people simultaneously. Requires three emotes of chanting, and up to four emotes of chanting to channel. This applies fatigue. T5: Can affect up to four people simultaneously. Requires three emotes of chanting, and up to five emotes of chanting to channel. This applies fatigue. Redlines: Cannot ever be used to breathe underwater. Cannot be used to pull air from someone’s lungs and suffocate them. Twister - T5 Only The shaman may control a large area of air and move it up into a controlled twister. This may be used in conjunction with any liquid, solid, or other form of matter to create a display strong enough to please the spirits, and is a definite boon in the fuelling of totems. This ability cuts the total required emotes of the ceremony to fifteen instead of twenty. An example of this for a totem to an Immortal spirit such as Enrohk would be pints of blood suspended in the air with war cries. An example for an Ancestral spirit would be levitation and manipulation of their preferred connection material, and/or mimicry of their voice if the Air Elementalist knew them in life. This ability may be controlled for a maximum of ten emotes, but can be ended at any time. This causes fatigue throughout casting and for two emotes after, and leaves the shaman feeling exhausted. Redlines: Cannot be used as a tornado. Cannot be used in combat. Does not disrupt the air around it, as it is a perfect example of exemplary control. Spirit Marks - T5 Only The Shaman is able to place the sigil of their pacted spirit upon another person. Only two people at a time may have a mark from a single shaman. These brands may not be put on unwilling people, dark mages, followers of other deities, or those with soul corruption as the spirit will refuse to allow its power to be used. These marks give the branded a single non-combat ability for two IRL days. Those that worship the spirits will find the mark lasts three IRL days instead. The Shaman has the ultimate say in what ability they give you. These marks act in T3 state for non-spirit worshippers. For spirit worshippers, these marks act at T4. The Marked is required to make each emote time prior to using an ability. The Marked does not channel the ability through chanting; instead, they must place a bare part of their skin to the mark for the same number of emotes the shaman would be required to chant for. The Marked feels fatigued from using the ability as the Shaman does. Redlines: Only T5 Shamans may place a Spirit Mark upon someone. Mark causes as much pain as a tattoo. It is required to be placed on bare skin. Mark only lasts for two IRL days for non-spirit worshippers. Spirit Worshippers may bear a Spirit Mark for three IRL days. Shamans are not able to remove the mark once placed. Shamans may reapply the Spirit Mark before it expires, to prevent the pain of reapplication. Spirit Marks grant only: Air Rune, Levitate, Featherfall, or Purify at the Shaman's own personal discretion. These abilities for the Marked operate on T3 strengths. For Spirit worshippers, these abilities operate on T4 ruling. T3 strength Marks may not use Purify. The Marked are not able to grant Spirit Marks to others. Only Shamans may apply a spirit mark. The Marked do not chant to channel the ability. They do not suffer or boon from the volume of chanting. The Marked may only use any ability once per hour. This cannot be used to find out whether someone is a dark mage/shade/whatever other spooky things there are. Air Elemental The Shaman is able to summon an elemental using air from up to twenty blocks away. The air elemental is able to move through/around non-magically created earth, metal, air, and flames with no effects. Magically created air will harm it as described by the source of magical air. The elemental is limited to ten blocks of movement per emote. During this, the elemental is able to move and use a few simple abilities. The Air Elemental will remain for sixteen emotes unless the Chant is done in #S. The elemental is made from a torrent of air which cannot be cut and damaged like flesh. Objects will simply pass through or be knocked away when colliding with the elemental. It can only be damaged by magical projectiles. The Elemental is not resistant to magic, and can attempt to push away physical attacks using the wind currents within it. Elementals are immune to the effects of mind-altering magics such as dread from amber manifestations, illusions, and the sort. This does not make the shaman immune to these effects. Elementals do not move or act on their own. After summoning with the chant, the Shaman must stand still and control their actions. Meaning that disconnections from channeling or being knocked over or disrupted during the spells casting time will cause the Elemental to shatter. While an Elemental may be immune to mind-altering magical effects, it will only move and act as the Shaman wills. This will not allow the shaman to overcome mind-altering magical effects if they are within the range to suffer side effects. Protection of the shaman is the number one priority. Summoning the Elemental Summoning the Elemental requires a level 3x3x3 area directly in front of the shaman. This will require four emotes of chanting. During the first two, a large sigil of the pacted spirit will appear on the ground. During the following two emotes, the form of the elemental will start to take shape. These elementals last for sixteen emotes before fading away. When summoned out of combat, the elemental will last for 1 IRL hour. Summoning will leave the shaman fatigued during chanting and channeling. This applies fatigue for the duration of the chant and the spell’s effects. Appearance The Air Elemental appears as a torrential swirl of air currents, sucking up small particles such as dust, dirt, sand, and leaves into a visible form. It has a physical reach of one block and stands three blocks tall and one block wide. As an aspect of air, it does not have a specific physical strength, relying mostly on air currents. Elemental Abilities With the Shaman remaining still and focusing on controlling the Elemental, the Elemental has access to the following. Elementals require accessible elements of their type to be within a 20 block radius for abilities that require it. Pressure: The intense pressure from the formation of the Air Elemental causes strong winds to form in a ten block radius of it. It is easier to be knocked down within this area. It affects both allies and opponents. Gust: The Air Elemental is able to push or pull a vast amount of air outwards or inwards, pushing or pulling descendants and objects at or smaller than 1x2 blocks to a maximum distance of four blocks. This ability can be targeted to directly hit certain people. Protect/Imprison: The Air Elemental manipulates a wave of air to surround a single descendant or creature, preventing its movement and shielding it from physical harm. Any being that touches the wave is knocked down, and the current is so strong that physical objects that touch it, such as swords, are ripped from the person’s grasp. This ability is not strong enough to rip flesh from bone. T4 and T5 non-physical magical projectiles are able to dissipate it, but do not harm the person inside. Pelt: The Air Elemental whips up multiple small stones or other debris no larger than a person’s fist, draws them towards it, then sends them flying out in an explosion towards opponents. Due to its random nature, this attack will be determined by rolls. These rolls are a guideline, and sensible and proper RP is expected. The largest number of possible projectiles is ten. 1-2: The opponent is hit squarely in the face and is stunned for two emotes. A full-face helmet will be dented and lowers the stun duration to one emote. 3-5: The opponent is struck in an area of the body, causing moderate to severe pain and damage. Plate armour will be dented. 6-10: The opponent is lightly hit and suffers minimal pain and damage. Plate armour negates this. 11-15: The opponent is grazed by the projectile, but is unhurt. Plate armour negates this. 16-20: The opponent is not struck. Final Impact: The shaman channels for two emotes, pulling the Air Elemental into a tight ball, before it explodes in a burst of debris and high winds away from the shaman. The rolls from Pelt must be used to determine damage, but all beings other than the shaman and those directly behind the shaman will be knocked down. Redlines: The Air Elemental cannot take physical damage, nor can it strike others in ways not mentioned in the spell list. The shaman is vulnerable while summoning and channeling the Air Elemental, and cannot do anything else. This effect ends when the Air Elemental is dismissed or uses Final Impact. The shaman is not able to see through illusions via the Elemental.
  6. 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 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. Tidal Pull 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. Moving Ice - T5 Only 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. Non Combat Water Rune 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 emotes 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. Bring Rain 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. Ice Rune 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. Water Walking 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. Water Breathing 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. Elegant Waters 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. Spirit Marks 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. Water Elemental 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 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. 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: Magical attacks must carry kinetic force to splatter water away from the elementals form. Arrows sink uselessly 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. Water Wall: 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. Spiritshield: 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. Water Whip: 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. Slam: 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. Unravel: 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. 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.
  7. Fire Elementalism 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 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 of chanting. - 1x2 can be moved at minimal accuracy with above average difficulty. Two emotes of chanting. 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 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 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 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. Non-Combat Fire Rune 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 castCasting 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. Heat Walking 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. Ember Rune 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. Burning Palm 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. Dancing Flames 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 Spirit Marks T5 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. Fire Elemental 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 ten 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. Summoning the Elemental Summoning the Elemental requires a level 3x3x3 area directly in front of the shaman. This will require four emotes of chanting. During the first two, a large sigil of the pacted spirit will appear on the ground. During the following two emotes, the form of the elemental will start to take shape. These elementals last for sixteen emotes before fading away. When summoned out of combat, the elemental will last for 1 IRL hour. Summoning will leave the shaman fatigued during chanting and channeling. This applies fatigue for the duration of the chant and the spell’s effects. Appearance 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: 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. Flame Strike: The Elemental sends 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. Flame Burst: The Elemental sends one flat palm forward with an emote. This sends out a burst of fire that travels two blocks out from the Elemental in whatever direction the palm is facing. This is able to set dry cloths, leather, and hair on fire. Spirit Ward: 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. Flame Whip: 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. Flamethrower: 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. Unravel: 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. 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.
  8. Elementalism Definitions: Elemental Spirit: An Elemental Spirit is a spirit that exists in the spirit realm. They compose the base elements of everything. They come in the forms of air, water, fire, earth, metal, and storm. Elemental Plane: This plane of the Spirit Realm is the home to all of the Elemental Spirits, stretching for an infinite distance. Each Elemental Spirit resides in a part of the Elemental Plane that represents their element and personality. Pact: A pact is an agreement between Shaman and Spirit. In a pact, the Spirit grants the Shaman some of their power in exchange for worship, loyalty, and spreading their will. The stronger the pact with the Spirit, the more power the Shaman will receive in exchange. Elementalist: An Elementalist is a shaman that makes pacts with the elemental spirits in order to use their influence directly on the element if it is present. Fatigue: The effects on the body that casting a spell causes. This lowers movement to 4 blocks per emote, lowers your combat ability, and leaves you unable to cast again for the duration of the fatigue. What does an Elementalist do? An Elementalist is a type of shaman that dedicates themselves to the elemental spirits. A novice Elementalist will typically seek an elemental that they feel relates to their own spirit and attempt to make a pact with that Elemental Spirit. As the Shaman grows, both as an individual and as a Shaman, they will be able to work with their pacted Spirit in a more efficient capacity which allows them more influence over their pacted element, and opportunities may present themselves in which they may pact with additional Elemental Spirits. The Shamanism of an Elementalist Elementalism is arguably the oldest of all shamanism sub-types; it is also one of the more basic concepts yet takes incredible patience and endurance to achieve in reality. An Elementalist can’t create materials out of anything akin to voidal magic, and must instead work with existing ones. When a shaman makes a pact with a lesser spirit and knows enough Old Blah to effectively communicate, they may begin to influence the world around them. Greater and Lesser Elemental Spirits The elemental plane is divided by realms and sub-realms akin to territories that are owned by Elemental Spirits, who are constantly fighting for power over each other. The greater water Spirit, for example, has its realm within the elemental plane, which contains hundreds of lesser water spirits. These water Spirits are fighting one another in the elemental realm for more “territory”, but these spirits have never grown too powerful. If a spirit grows too powerful, be that lesser or greater Spirit, the consequences may prove disastrous. A shaman cannot make a pact with a greater spirit due to its overwhelming power. What exists in the habitat of the Elemental Plane? The Elemental Planes consist of the many elements that form the base of everything. Many elements range within the realm, from the known basic Elements to the universal Elements that are beyond comprehension. Just like in any other plane of the Spirit Realm the Elementals are always allying, scheming, and battling other Spirits of the plane. Tier 1 - Minor Influence On Tier 1, the Elementalist is still learning the ropes and can’t manipulate any elements. They have recently formed a pact with their spirit and are still trying to perfect their knowledge of Old Blah and develop a relationship with their pacted Spirit. Tier 2 At Tier 2, an Elementalist can manipulate a very small amount of an element with a lot of effort. Tier 3 The shaman can move a considerable amount of an element and change its shape. At this point, if the Elementalist wishes, he can make an additional pact with a spirit of a different element (although this still requires another MA and a teacher). At this point, the shaman is expected to have mastered the Old Blah and got to know his spirit already. A shaman at this point still cannot make a pact with a metal spirit. Tier 4 At this point, the shaman can make another additional pact with one spirit of a different type (although this still requires another MA and a teacher) for a total of three pacts. They may now make pacts with metal spirits. Multiple pacts with spirits of the same element can’t be made. Any element can be shaped. An earth Elementalist can move around lava at this point due to its earthy nature if it’s present, but it takes a larger amount of effort and becomes more exhausting the longer the shaman controls it. A shaman also can’t create lava out of the earth. A fire Elementalist can create more fire using nothing but a torch by using the air as fuel, but this will exhaust the shaman a great deal, meaning that if the shaman creates too much fire, they can easily end up exhausted before actually moving the fire. Doubling the size of the fire will render them unable to move it. Tier 5 The shaman abilities improve even further at this point. They may make two additional pacts with spirits of different elements (although this still requires another MA and a teacher). Having five separate pacts takes up all five spell slots on a character. Redlines A connection must be roleplayed before manipulating any element of choice. A T5 Elementalist that has two pacts may manipulate them at the same time, but it will be done at the rate of a T3 Shaman for both elements. A Shaman must role-play any interference of concentration as well as fatigue from connecting. Elementalism is purely altering said element, you can neither add nor subtract that of a substance, only change what is present. The only exclusions are spells that explicitly state such. An Elementalist needs to be aware of where the element is in order to manipulate it. If an Elementalist is blind and isn’t aware of the physical element, he can’t influence it, but it can also be perceived by the crackling of a fire, the sound of an ocean wave, or the feeling of the dirt on your feet. Being an Elementalist doesn’t provide you extra natural resistance to any element. Channeling an Element In order to channel a spell, the Shaman must have a direct line of sight to the element they wish to manipulate. The farther distant from the Shaman, the weaker the control over that selective element. Chanting must be done BEFORE channeling; channeling a spell means the actual acts of movement. Chanting is done in the form of Old Blah, in which the Shaman will be expected to become fluent; a great boon in the spirit realm negotiations. In addition to serving as the catalyst for channeling the spirit, shamans use the inherent mana in their own bodies when they chant. This expires the natural pool of mana and gives fatigue while chanting. Different volume chants yield different effects. A chant done in #S will be louder, giving more notice of your intent to channel a spell in a wide area. The sheer volume of your voice pleases the pacted spirit, which will return with a favor. This allows you to channel it one emote longer than described. A chant done in #RP will gain no boon or negative effects. A chant done in #Q will require two additional emotes of channeling before you can manipulate the element. Upsetting the spirit requires more chanting to offer its strength. You cannot chant in #W. This will displease the spirit, who will then withhold their strength. Most subtypes have a basic movement spell that can be used both in and out of combat. Elements outside of the area of effect cannot be used, regardless of how much of an element the Elementalist is able to control. Here is a picture to illustrate what’s allowed and what isn’t, using a 4x4x4 allowance as an example. Redlines Elementalists are not able to manipulate magically created elements. This includes voidal made elements or elements created from Runesmithing or Transfiguration. Channeling, or "Chanting" creates fatigue for one emote (unless otherwise specified) after a spell occurs or after its full duration. The Shaman will not be able to channel or connect until this fatigue ends. During fatigue, movement is greatly limited to only four meters per emote. The ability to swing weaponry or draw a bow is comparable to a child until they recover. Hitting someone will still hurt, but cannot deal serious harm. Elemental Companions Starting at T3, elementalists are able to pull together stagnant spirits present in elements around them and form a small companion that will follow them around. This companion is, at most, one block in size. While the Elementalist is able to utilise the element that makes up their companion, they may not enlarge it in size and the companion cannot enter combat against anything other than another companion unless used as a manipulated element. These companions are able to understand speech, but cannot replicate it. They may respond with nods or gestures. The companion is not able to grant access to areas that the player cannot access mechanically. The companion will dissipate if it travels more than fifteen blocks away from the Elementalist. Elementalists are required to chant for two emotes to summon a companion from an element of the same size within a 10x10x10 area around the shaman. This applies fatigue, and cannot be done unless out of combat. These companions are cosmetic, but are made up of the element that the Elementalist controls. Therefore, while there can be any variation in shape and form, they must conform to the traits of their element. Fire companions will always be made of fire, earth companions will always be made of stone or dirt or sand, metal companions will always be made of metal, etc.. The only thing limiting an Elementalist’s number of companions is how many pacts they have, with only one companion permitted per pact. Combining two elements to form one companion is allowed, but may still only reach 1 block in total maximum size. Combined element companions do not merge the two elements unless they are directly compatible, which will be indicated below. Using this cancels the ability to manipulate elements from the companion. Combined companions only requires half the amount of material it would take to create a single non-combined companion, and so allows the Elementalist to create two combined companions. There are no set abilities for companions, as they simply follow the abilities that their element imparts. Fire companions can burn things, water companions can douse flames, air companions can dry wet things, static companions can shock things, etc.. These are all minor effects. If your companion comes to an untimely end, such as your fire companion being doused entirely, it may be resummoned outside of combat. Possible Appearance Ideas for the Lazy While companions can take almost any form, here are a few ideas to grant inspiration. This also lists what certain companions are able to do. Fire = A bouncing fire in the shape of a fox. Can light up areas, and can ignite items such as lanterns, torches, candles, etc.. Water = A blob of water in the shape of a floating fish. Can douse flames. Air = A swirling mini-tornado. Can blow out fires, help with lighting campfires, blow a small breeze, etc. Earth = A walking stone/dirt/sand mass, studded with crystals. Can douse flames. Stone companions can sharpen objects. Dirt companions may have plants growing in them. Metal = An empty suit of armour. Can sharpen objects, and may cut things if it has sharp edges. Storm = A ball of clouds and static electricity. Can light up areas. Fire + water = A watery core surrounded by fire. (Combination allowed; steam) Fire + air = A fiery core surrounded by air currents. Fire + earth = A stone/dirt/sand core surrounded by fire. (Combination allowed; molten rock) Fire + metal = A fiery core surrounded by a metal cage. (Combination allowed; molten metal) Fire + storm = A crackling static core surrounded by fire. Water + air = An air bubble surrounded by water. (Combination allowed; fog/mist) Water + earth = A stone/dirt/sand core surrounded by water. (Combination allowed; mud) Water + metal = A miniature set of armour around a body made of water. Water + storm = A mass of crackling water in the shape of an eel. Air + earth = A sparkling globe of fine sand particles, swirling through the air currents. Air + metal = A metal humanoid figure with holes in it, that air currents zip through to create music. Air + storm = A hawk-shaped mass of static sparks and air currents. Earth + metal = A golem-like form, studded with precious metals. Earth + storm = A cloud of dirt and pebbles orbit a static core. (Combination allowed; glass) Metal + storm = A skeletal metal wolf, whose innards reveal cogs and wheels powered by static. 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.
×
×
  • Create New...