Guardian Spirit: Difference between revisions

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{{Spell
{{Spell
|name=Guardian Spirit
|name=Guardian Spirit
|minprep=8
|minprep=5
|castcap=61
|castcap=20
|abbrev=GS
|abbrev=GS
|validtarget=Avenger, Colepexy, Dirnel, Guardian, Narmorbreth, Woodwisp
|validtarget=none, or CUSTOM
|guild=Empath
|guild=Empath
|spellbook=Protection
|spellbook=Protection
|prereqs=[[Innocence]]
|prereqs=[[Innocence]] and [[Compel]] or [[Paralysis]]
|slot=2
|desc=The Guardian Spirit spell summons a protective spirit of the land or a flighty warrior of the Fae to keep you safe from hostility. No matter what arrives, they are all quite particular and peculiar creatures, though a person with stronger charisma will draw a more capable entity. When your protector arrives, it will follow you no matter where you may go. The more mana the initial spell has, the longer it will remain with you.
|desc=The Guardian Spirit spell summons a warrior of the [[Fae]] -- an alfar -- to keep you safe from hostility and be your champion in combat. In some ways, the creature mirrors the caster, as [[Empath]]s with greater skill at [[targeted magic skill|targeting magic]] summon more powerful warriors. This spell requires constant upkeep and vigilance on the part of the caster. An Empath who fails to maintain the pattern will lose his hold on this creature of Fae, and it will abandon him to return whence it came. [Can be cast CUSTOM if you wish to establish a special relationship with a specific Fae or simply CAST to get a random alfar.]
|messaging=Your heart skips a beat as your spell sends a subtle jingling call outward from you in all directions.
|messaging=Your heart skips a beat as your spell sends a subtle jingling call outward from you in all directions.
|diff=basic

|source=standard
With a warrior's calm, a pure white alfar avenger steps in and surveys the area.
|type=utility

|ctype=cyclic
The alfar avenger protects you from being engaged.<br>
As the cougar advances, a pure white alfar avenger successfully moves away.
|spelltype=Defensive
|spelltype=Defensive
|spelltype2=Utility
|spelltype2=Utility
Line 25: Line 25:
}}
}}
==Notes==
==Notes==
*Looking at a warrior (or 'GS') will tell you who it belongs to.
The Guardian Spirit will push your foe to missile range if one advances to melee on you and you are not already at melee with another creature or player. Avengers will actively attack on your behalf. The other GS generally avoid fighting, but on rare occasion, they will engage your enemies.
*Prior to 3.0 there were several types of fae that could be summoned (Warriors, Guardians, Narmobreths, Woodwisps, Colepexies, Dirnels) however at this time in 3.0 only warriors can be summoned.

*Warriors while have a random name (when asked for name) and description (such as calm, serene) if the spell is cast normally. If CAST CUSTOM the Empath will get the same warrior every time, allowing the Empath to "establish a relationship" with the warrior for RP or other reasons.
Cannot be cast when [[Empathic_Shock|shocked]].
*Cannot be cast when at null state[[Empathic_Shock|shock]]. However, if cast before the null state is reached, the spell can be maintained.

*It is possible to give "mundane" (non-verby, non-gore, non-swappable, etc) blades or edged weapons to a warrior. This is primarily to assist a Empath in fighting an undead to allow blessed weapons to be given to the warrior.
===Types of Guardian Spirits===
**Similar to necromancer pets, any precious weapons should not be given to a warrior. Item loss may occur due to the dropping of the weapon when the warrior despawns, is lost, killed, etc.
The different GS types are essentially identical. Narmobreths can only be summoned if you are in a watery area, and will not follow you onto dry land. Woodwisps will only appear if you are on dry land, and will not follow you into wet areas.
*It is highly recommended that Empaths pick up the [[magic feats]] Raw Channeling (allows the powering of cyclic spells from attunement) and Efficient Channeling (mana cost of channeling cyclic spells is reduced) if they intend to frequently make use of the GS spell. These feats are recommended for anyone investing a lot of time on cyclic spells.

*GS does train the [[targeted magic skill]], however the creature being fought must be of appropriate level to otherwise teach the Empath TM. TM will not go up out of combat. TM will only train as the warrior kills creatures or uses special attacks (throwing star).
====Avenger====
*GS now leave bodies or drop ammo and lodged items, where as in 2.0 they did not and could destroy items when killed.
Though her skin glistens with the purest of white, this particular alfar avenger appears much like an emaciated, clean-shaven Gnome. In one hand, she grips a sharp blade of unusual design while her immense, pitch-black eyes unblinkingly watch for threats.

* Avengers will now attack targets engaged with the Empath. The creature does not defend itself it will only defend you. So if the target is no longer engaged with you the avenger will not attack.
* An Empath's circle is the primary factor in determining the level of the pet. [[Charisma]] is still a major contributing factor. (In the future, avenger power will be determined by the caster's [[Targeted Magic skill|Targeted Magic]].)
* Stat assignment of Guardian Spirits are inline with the caster's stats (particularly in the case of mentals). Mentals have a direct impact on perception scores.
* You can now use the <tt>COMMAND</tt> verb to trigger the same commands via <tt>ASK</tt>. Command is usable in combat.
* You can now command avengers to <tt>HALT</tt> to stop attacking or <tt>ATTACK</tt> to commence attacking.
* Casting [[Sphere of Protection]] on your GS will aid it immensely. If your avenger is having trouble hitting a target, cast [[Lethargy]] on the foe.

====Colepexy====
One could almost describe the fungus colepexy as a living set of wings, such is the size of the dragonfly-like pairs this one exhibits. The tiny body he has is reminscent of a ladybird, complete with black spots dappled along his red shell. Rather than a bug's head, however, he has a bizarre, Human-like face that smiles pleasantly at anyone he notices.

====Dirnel====
Slickened hair, pulled back in a long ponytail, trails behind the dog-faced dirnel like a serpent. Though tossing the occasional playful snap at this makeshift-tail with a set of sharp, yellow teeth, he seems otherwise friendly enough. An adoring pair of eyes gleam from his Rakash-like face, dissolving any doubts of this protector's loyalities.

====Guardian====
Small vestigal wings sprout from the alfar guardian, appearing completely out of place with their softness in direct contrast to her ceramic-like skin. Otherwise looking much like a thin, hairless Gnome, she exhibits another harshness in the blackened, spine-covered shield she grips white-knuckled in both hands.

====Narmorbreth====
Covered in blue and grey scales instead of skin, the bulbous-eyed narmorbreth unblinkingly stares at anyone who gazes upon him. The distinctive shine of slime and water coats his fish-like body with a healthy moisture, though his bloated belly implies that of a sickly perch. Still, his face belies an intellect that would not be out of place in Merelew society.

====Woodwisp====
Few creatures could be as thin and frail as the forest woodwisp appears. Wearing a crown of thorns and clothing of dry, patchwork leaves, he appears not so comforting as he does foreboding, but the delicate smile etched upon his Elf-like face claims otherwise.

===Commands===
There are a number of commands that can be used with the Guardian Spirits:

*<tt>'''ASK <GS> ABOUT{{!}}FOR NAME'''</tt> will give the fae's personal name. [[Guardian Spirit Names]]
*<tt>'''ASK <GS> ABOUT{{!}}FOR GUARD'''</tt> or <tt>'''SUMMON <GS>'''</tt> will make the GS start guarding you, in case he/she has stopped doing so.
*<tt>'''ASK <GS> ABOUT{{!}}FOR STOP'''</tt> stops the GS from guarding you.
*<tt>'''ASK <GS> ABOUT{{!}}FOR QUIET'''</tt> will squelch environmental messaging from the GS.
*<tt>'''ASK <GS> ABOUT{{!}}FOR TIME'''</tt> or <tt>'''POKE <GS>'''</tt> will tell you how much longer the GS will remain at your side.
*<tt>'''ASK <GS> ABOUT{{!}}FOR COMMAND'''</tt> tells you which commands can be used with the GS.
*<tt>'''ASK <GS> ABOUT{{!}}FOR LEAVE'''</tt> will dismiss the GS.


==Commands==
Examples: <tt>ASK DIRNEL FOR NAME</tt>, <tt>ASK COLEP ABOUT QUIET</tt>
(DRT is down.)


==RP Verbs==
In addition, you can use a handful of RP verbs with certain Guardian Spirits eg. <tt>HUG</tt>, <tt>PET</tt>, etc.
*Dance: A slim alfar warrior frees its hands for a moment, grasping yours with the tips of its long, slender fingers. Nodding solemnly at you, the slim alfar warrior takes you through a few sedate turns of a stately waltz. The warrior smiles gravely, then bows over your hand, taking up a guard position at your side once more.
*Bow:


{{RefAl}}
{{RefAl}}

Revision as of 13:52, 25 November 2012


Empath thumb.jpgEmpathGuild


Guardian Spirit Cyclic spell
Abbreviation: GS
Prerequisites: Innocence and Compel or Paralysis
Signature: No
Spell Slots: 2
Mana Type: Unknown
Spell Type: cyclic / utility
Difficulty: basic
Prep (min/max): 5 / 20
Skill Range (min/max): Unknown / Unknown
Valid Spell Target: none, or CUSTOM
Duration (min/max): Indefinite
Pulse Timing: Unknown
Justice: Unknown
Corruption: Unknown
Description: The Guardian Spirit spell summons a warrior of the Fae -- an alfar -- to keep you safe from hostility and be your champion in combat. In some ways, the creature mirrors the caster, as Empaths with greater skill at targeting magic summon more powerful warriors. This spell requires constant upkeep and vigilance on the part of the caster. An Empath who fails to maintain the pattern will lose his hold on this creature of Fae, and it will abandon him to return whence it came. [Can be cast CUSTOM if you wish to establish a special relationship with a specific Fae or simply CAST to get a random alfar.]
Effect: Unknown
Example Messaging: Your heart skips a beat as your spell sends a subtle jingling call outward from you in all directions.
Devices/Tattoos: No devices or tattoos documented.

Notes

  • Looking at a warrior (or 'GS') will tell you who it belongs to.
  • Prior to 3.0 there were several types of fae that could be summoned (Warriors, Guardians, Narmobreths, Woodwisps, Colepexies, Dirnels) however at this time in 3.0 only warriors can be summoned.
  • Warriors while have a random name (when asked for name) and description (such as calm, serene) if the spell is cast normally. If CAST CUSTOM the Empath will get the same warrior every time, allowing the Empath to "establish a relationship" with the warrior for RP or other reasons.
  • Cannot be cast when at null stateshock. However, if cast before the null state is reached, the spell can be maintained.
  • It is possible to give "mundane" (non-verby, non-gore, non-swappable, etc) blades or edged weapons to a warrior. This is primarily to assist a Empath in fighting an undead to allow blessed weapons to be given to the warrior.
    • Similar to necromancer pets, any precious weapons should not be given to a warrior. Item loss may occur due to the dropping of the weapon when the warrior despawns, is lost, killed, etc.
  • It is highly recommended that Empaths pick up the magic feats Raw Channeling (allows the powering of cyclic spells from attunement) and Efficient Channeling (mana cost of channeling cyclic spells is reduced) if they intend to frequently make use of the GS spell. These feats are recommended for anyone investing a lot of time on cyclic spells.
  • GS does train the targeted magic skill, however the creature being fought must be of appropriate level to otherwise teach the Empath TM. TM will not go up out of combat. TM will only train as the warrior kills creatures or uses special attacks (throwing star).
  • GS now leave bodies or drop ammo and lodged items, where as in 2.0 they did not and could destroy items when killed.

Commands

(DRT is down.)

RP Verbs

  • Dance: A slim alfar warrior frees its hands for a moment, grasping yours with the tips of its long, slender fingers. Nodding solemnly at you, the slim alfar warrior takes you through a few sedate turns of a stately waltz. The warrior smiles gravely, then bows over your hand, taking up a guard position at your side once more.
  • Bow:


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