Guardian Spirit: Difference between revisions

From Elanthipedia
Jump to navigation Jump to search
(Created page with "{{Spell |name=Guardian Spirit |minprep=8 |castcap=61 |abbrev=GS |validtarget=Avenger, Colepexy, Dirnel, Guardian, Narmorbreth, Woodwisp |guild=Empath |spellbook=Protection |pr...")
 
(Added an altered Warrior (my own))
 
(99 intermediate revisions by 30 users not shown)
Line 1: Line 1:
{{Spell
{{Spell
|abbrev=gs
|name=Guardian Spirit
|minprep=8
|minprep=5
|castcap=61
|castcap=25
|minskill=250
|abbrev=GS
|maxskill=1000
|validtarget=Avenger, Colepexy, Dirnel, Guardian, Narmorbreth, Woodwisp
|minduration=999
|validtarget=Special
|guild=Empath
|guild=Empath
|magic=Life Magic
|spellbook=Protection
|spellbook=Protection
|prereqs=[[Innocence]]
|prereqs=Circle 20, [[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.
|pulse=10
|messaging=Your heart skips a beat as your spell sends a subtle jingling call outward from you in all directions.
|illegal=no
|corrupt=no
|desc=The Guardian Spirit spell summons a warrior of the [[:Category:Fae|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.]
With a warrior's calm, a pure white alfar avenger steps in and surveys the area.


While this spell is available to Empaths 20th circle and above, the majority will find that they must be magical adepts before they can successfully form the pattern.
The alfar avenger protects you from being engaged.<br>
|buffs=No buffs
As the cougar advances, a pure white alfar avenger successfully moves away.
|debuffs=No debuffs
|spelltype=Defensive
|dtype=No damage
|spelltype2=Utility
|htype=No heal
|spelltype3=Offensive
|poststring=No
|tier=third
|effect=summons combat "pet"
|scroll=No
|messaging=Your heart skips a beat as your spell sends a subtle jingling call outward from you in all directions.
|target=No
|held=No
|sig=Yes
|diff=advanced
|planned=No
|source=standard
|type=utility
|ctype=cyclic
}}
}}
==Notes==
==Casting==
* Successfully cast with 150 utility, +20 buff from SAP, +30 PM buff from link, and a level 1 astrolabe (+1 luck).
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.
* Successfully cast with 182 utility and utility mastery spell feat. Had two failures then succeeded.
* Cannot be cast when completely insensitive to empathy ("perma-[[Empathic_Shock|shock]]"), but if it is case before complete insensitivity is reached, the spell can be maintained. As with other Empathy-dependent spells, shock increases the difficulty of casting.
* It is highly recommended that Empaths learn the [[Magical feats|magical feat]] of Raw Channeling (allows the powering of cyclic spells from raw attunement) and Efficient Channeling (mana cost of channeling cyclic spells is reduced). These feats are recommended for anyone who routinely uses cyclic spells.
* Guardian Spirit 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 train a small amount with each hit, and a larger amount if the warrior kills creatures or uses special attacks (throwing star).
* {{com|Look}} or {{com|describe}} will tell you who summoned a Guardian Spirit.

==Combat==
* The strength of the Guardian varies with the amount of mana used per cyclic pulse (what you prep the spell at). The warrior's defensive skills can be between 110-125% Empath's TM and its offense 95-105%.
* It is possible to give "mundane" (non-verby, non-gore, non-swappable, non-bonded) one-handed edged weapons (light, medium, or heavy) to a warrior (see commands below). A common reason for doing this is to give the warrior a blessed weapon for hunting undead. Precious weapons should not be given to a warrior as item loss may occur when a warrior despawns or is killed and it drops the weapon.
* Special attack (stun) - ''A(n) <adjective> alfar warrior reaches into a small pouch at its belt, drawing forth a small, light-drinking star of unusual design. Pirouetting balletically, it throws the star with astonishing force directly at <target>!''
* It's advised that you set your Guardian to defensive or passive stance while in crowded areas or in town, as they will attack other players, Guardian Spirits, etc. (Note that attacking another player's summoned or owned creature may grant them consent on you.)
* Having a Guardian Spirit set to aggressive behavior will cause it to attack any creature in the room, including other warriors, and enable a special attack.
* Guardians are considered holy beings. However, their attacks do not deal holy damage. They will perform their special attack (throwing star for stun), but do not other attacks against an Undead creature until/unless you give them a blessed weapon.
* Guardian Spirit now leave bodies or drop ammo and lodged items, whereas as in 2.0 any lodged items could disappear with them.
* You cannot heal a Guardian Spirit, but if you release and then recast they will return with full health.
* The Guardian Spirits taunt ability is a charm vs. will contest. It does not move them directly to melee, but moves them to pole and sets them to be advancing on the spirit. If they are sitting or standing, it will make them stand up. If they are hiding/invis it will bring them out of hiding/invis (assuming the Empath can see them).

==Recall==
Bards can use [[recall]] to see the following information:

Fair and pale, the alfar are tall and willowy creatures that greatly resemble nyads and dryads. The alfar can be mischevious as the rest of the fae, and alternately aid and hurt mortals, as pleases their current mood. A few alfar are servants to the gods, although these are few and far between. Some alfar are willing to aid Empaths these individuals tend to be more serious and warlike, protecting their charges with single-minded ferocity.

Alfar have long been associated with Empaths, though the exact relationship between the guild and the fae remains murky. Whatever their reasons, alfar continue to heed the call, serving Empaths as guardians in times of peril and avengers when all else seems lost. Some stories say that long ago a great Empath rendered the fae a service that could never be repaid. Though time seems to have forgotten the tale, the fae apparently have not.

==Commands==
* {{com|command}} {{tt|warrior to name}}: The Warrior will whisper you it's name and make a statement about the weather. Names are always tied to the adjective of the Guardian that is summoned.
* {{com|command}} {{tt|warrior to stance}} <defense/balanced/offense>: Change the Warriors combat stance.
* {{com|command}} {{tt|warrior to behavior}} <defensive/passive/aggressive>: Change the Warriors behavior. By default, they are summoned in passive mode and will not attack anyone or anything unless told to.
* {{com|command}} {{tt|warrior to attack}} <creature/name/stop>: Direct your warrior to attack something or someone specifically, or to stop combat completely.
* {{com|command}} {{tt|warrior to taunt}} <creature>: An opposed ability that forces something engaged with you to turn to instead face your Guardian. This can be resisted. If you do not specify a creature, it will target everything facing you.
* {{com|command}} {{tt|warrior to}} <take/drop>: Command your Guardian to take a weapon from your left hand, or drop a weapon they are holding.


==Verbs==
Cannot be cast when [[Empathic_Shock|shocked]].
Some of the RP verbs have an "Easter Egg" version where they do something other than what is listed here. These have a very small chance of occurring on any use of the verbs that have the "Easter Eggs".


*{{com|Bow}}: The <adjective> alfar warrior gravely returns your gesture with a respectful bow of equal depth.
===Types of Guardian Spirits===
*{{com|Curtsy}}: The <adjective> alfar warrior gravely returns your gesture with a respectful bow of equal depth.
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.
*{{com|Dance}}: A <adjective> alfar warrior frees its hands for a moment, grasping yours with the tips of its long, slender fingers. Nodding solemnly at you, the <adjective> 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.
*{{com|Describe}} (third parties see who summoned it): An <adjective> alfar warrior is tall and fair of face, with clear eyes and white skin that gleams like ceramic. Its features are all sharp angles, with oblique cat-slitted eyes that survey its surroundings with an untouchable serenity. Its pointed ears sweep upward, accentuating the eagle-like hauteur of its mien. Its lips are tinted blue, the color of a bruise, and are set in a grim line. Flat black clasps gather its colorless hair, binding it into a severe, warlike queue that brushes its waist. Thin and attenuated, though with a wiry strength, this warrior of the alfar is not obviously male or female.
:The warrior hovers near you protectively, smiling briefly at you when it notices you looking its way.
*{{com|Hug}}: The warrior returns your hug gingerly, being careful not to hurt you with its weapons or armor.
*{{com|Kiss}}: As you move toward a <adjective> alfar warrior, it gathers you close, crushing you uncomfortably against its lacquered armor. It grins at you fiercely, then taking your hands firmly, dips you low to the ground and hoists you high into the air in an exhilarating whirling lift. The world spins around you, then it lowers you carefully to the ground, adjusting its armor nonchalantly as if nothing had happened.
*{{com|Lick}}: A <adjective> alfar warrior frees its hands for a moment, grasping yours with the tips of its long, slender fingers. It steps through a few spritely turns of an exuberant gavotte, giving you a fey smile before releasing your hand and taking up a guard position at your side once more.
*{{com|Smooch}}: As you move toward a <adjective> alfar warrior, it gravely takes you by the hand and leads you through a few turns of a delicate minuet. As you dance, the air seems to grow crisper around you, with a sharp, cool scent of autumn. The warrior smiles at you as it releases your hand, the tips of its ears coloring slightly.
*{{com|Touch}}: You reach out and lay your hand on the <adjective> alfar warrior's arm.<br />
:You sense a successful empathic link has been forged between you and a <adjective> alfar warrior.<br />
:You feel the burning fire of pain and suffering slowly building as you begin to draw out the truth of the warrior's injuries.<br>
:The creature's life force is alien to you. Though you can empathize with a <adjective> alfar warrior in a sense, peculiar sensations begin to overwhelm you and you feel your control of the empathic link slip away.


====Avenger====
==Equipment==
The quality of equipment is determined by the caster's skill (which seems to be purely [[Targeted Magic]]) and the amount of mana channeled into the spell. Here are some possibilities:
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.


===Weapons===
* 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.
*{{sloot|w|unusual black blade}} (medium edged weapon)
* 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====
===Shields===
*{{sloot|s|spiked black shield}} (large shield)
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====
===Armor===
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.


{|class="wikitable sortable"
====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.
!Armor!!Type!!Effective TM Requirement*
|-
|{{sloot|a|lacquered black leathers}}||light armor||minimum casting skill
|-
|{{sloot|a|lacquered black chainmail}}||chain armor||300 ranks
|-
|{{sloot|a|lacquered black light plate}}||brigandine||500 ranks
|-
|{{sloot|a|lacquered black heavy plate}}||plate armor||600 ranks
|}
<nowiki>*</nowiki>Effective TM means your spell stance and spell mana will influence your results.


==List of Possible Warriors==
====Narmorbreth====
Prior to 3.0 there were several types of fae that could be summoned (avengers, colepexies, dirnels, guardians, narmobreths, and woodwisps). However, only warriors can be summoned now.
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.


Casting the spell normally will summon a random warrior from the list below. If you CAST CUSTOM, you will summon the same warrior every time. The IC justification for this is that the Empath has established a special relationship with a particular warrior.
====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.


{|class="wikitable sortable"
===Commands===
|-
There are a number of commands that can be used with the Guardian Spirits:
!Name!!Adjective!!Notes
|-
|Al||gracile||
|-
|Amyigi||ethereal||
|-
|Apreekdin||tall||
|-
|Arnalde||lean||
|-
|Arturae||slim||
|-
|Blink||graceful||
|-
|Bluemoon||trim||
|-
|Cordy||alert||
|-
|Dillka||serene||
|-
|Fred||delicate||
|-
|Furle||trim||
|-
|Grimley||slender||
|-
|Hornet||stoic||
|-
|Igley||athletic||
|-
|Kar||lithe||
|-
|Lecibre, Anthari||lissome||
|-
|Paloorna||solemn||
|-
|Rolth||sedate||
|-
|Soone||tranquil||
|-
|Yovzaz||wiry||
|-
|ZerraZap||svelte||
|-
|Genvi||imposing||only gets chosen if an error happens
|-
|Ashpool||savage||from {{ilink|i|tarnished silver spike (1)}}
|-
|Cayce||savage||from {{ilink|i|tarnished silver spike (1)}}
|-
|Ell-Lee||savage||from {{ilink|i|tarnished silver spike (1)}}
|-
|Kolodny||savage||from {{ilink|i|tarnished silver spike (1)}}
|-
|Rivett||savage||from {{ilink|i|tarnished silver spike (1)}}
|-
|Steppen||savage||from {{ilink|i|tarnished silver spike (1)}}
|-
|Steppen||savage||from {{ilink|i|tarnished silver spike (1)}}
|-
|Unknown||rugged||from {{ilink|i|tarnished silver spike (2)}}
|-
|Vingussi||vigilant||from {{ilink|i|tarnished gold badge}}
|}


===Altered Warriors===
*<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.


The following Empaths have established special relationships with these warriors (aka, they have custom altered descriptions). Guidelines for altering your warrior can be found [[Alteration/Guardian Spirit|here]].
Examples: <tt>ASK DIRNEL FOR NAME</tt>, <tt>ASK COLEP ABOUT QUIET</tt>


{|class="wikitable sortable"
In addition, you can use a handful of RP verbs with certain Guardian Spirits eg. <tt>HUG</tt>, <tt>PET</tt>, etc.
|-
!Empath's Name!!Warrior's Name!!Appearance
|-
|[[Dianelle]]||Bannin||imposing alfar warrior with a stern countenance
|-
|[[Sukidesu]]||Ivarichi||immense alfar warrior wearing a blue sapphire icesilk cloak
|-
|[[Kaelie]]||Cathaoir||athletic alfar warrior with an aloof gaze
|-
|[[Morvetan]]||Lucifer||imposing alfar warrior with a tenebrous aura
|-
|[[Sarkranis]]||Muffet||spindly alfar warrior with tenebrous eyes
|-
|[[Zamara]]||R'lyeh||macabre alfar warrior with fierce crimson eyes
|-
|[[Rebecka]]||Hiro||majestic alfar warrior with strange sparkling patterns covering its skin
|-
|[[Kalinandra]]||Charone||cranky alfar warrior with blood-red glittering symbols traced up both forearms
|-
|[[Dantia]]||Ahven||towering alfar warrior with a small pink dahlia tucked behind one ear
|-
|[[Medikaus]]|| Sanguinus || muscular alfar warrior with merciless eyes
|-
|[[Allye]]|| Arna || hulking alfar warrior sporting smears of glittery amethyst war paint
|-
|[[Aislynn]]|| Albriel || childlike alfar warrior with an awe-struck expression
|-
|[[Cote]]|| Ipomoea || harried-looking alfar warrior covered in flowering vines
|-
|[[Nemy]]|| Nilakadi || tenacious alfar warrior with dramatic icesteel piercings
|-
|[[Melindrha]]|| Ismat || imperious alfar warrior overrun with intricate tattoos
|-
|[[Kethrai]]|| Pilaila || spritely alfar warrior wearing a jaunty thornweave scarf
|-
|[[Ameline]]|| Zendil || serene alfar warrior with an imposing demeanor
|-
|[[Seltzer]]|| Agustee || muscular alfar warrior wearing a wreath of Healing Heart orchids
|-
|[[Rizzoli]]|| Glimmersteel || barbaric alfar warrior wearing a pleated war-kilt of ice-veined leather
|-
|Salubrie
|Sylens
|malefic alfar warrior wearing a frame of electrified goldfyre and electroweave
|}


{{RefAl}}
{{RefAl}}

Latest revision as of 21:34, 6 April 2024


Empath thumb.jpgEmpathGuild


Guardian Spirit Cyclic spell
Abbreviation: GS
Prerequisites: Circle 20, Innocence, and Compel or Paralysis
Signature: Yes
Spell Slots: 2
Mana Type: Life Magic
Spell Type: cyclic / utility
Difficulty: advanced
Prep (min/max): 5 / 25
Skill Range (min/max): 250 / 1000
Valid Spell Target: Special
Duration (min/max): Indefinite
Pulse Timing: 10 seconds
Justice: This spell is legal to cast in Justice Zones.
Corruption: This spell does not cause Divine Outrage or some other form of Sorcerous Corruption.
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.]

While this spell is available to Empaths 20th circle and above, the majority will find that they must be magical adepts before they can successfully form the pattern.

Effect: summons combat "pet"
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.

Casting

  • Successfully cast with 150 utility, +20 buff from SAP, +30 PM buff from link, and a level 1 astrolabe (+1 luck).
  • Successfully cast with 182 utility and utility mastery spell feat. Had two failures then succeeded.
  • Cannot be cast when completely insensitive to empathy ("perma-shock"), but if it is case before complete insensitivity is reached, the spell can be maintained. As with other Empathy-dependent spells, shock increases the difficulty of casting.
  • It is highly recommended that Empaths learn the magical feat of Raw Channeling (allows the powering of cyclic spells from raw attunement) and Efficient Channeling (mana cost of channeling cyclic spells is reduced). These feats are recommended for anyone who routinely uses cyclic spells.
  • Guardian Spirit 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 train a small amount with each hit, and a larger amount if the warrior kills creatures or uses special attacks (throwing star).
  • LOOK or DESCRIBE will tell you who summoned a Guardian Spirit.

Combat

  • The strength of the Guardian varies with the amount of mana used per cyclic pulse (what you prep the spell at). The warrior's defensive skills can be between 110-125% Empath's TM and its offense 95-105%.
  • It is possible to give "mundane" (non-verby, non-gore, non-swappable, non-bonded) one-handed edged weapons (light, medium, or heavy) to a warrior (see commands below). A common reason for doing this is to give the warrior a blessed weapon for hunting undead. Precious weapons should not be given to a warrior as item loss may occur when a warrior despawns or is killed and it drops the weapon.
  • Special attack (stun) - A(n) <adjective> alfar warrior reaches into a small pouch at its belt, drawing forth a small, light-drinking star of unusual design. Pirouetting balletically, it throws the star with astonishing force directly at <target>!
  • It's advised that you set your Guardian to defensive or passive stance while in crowded areas or in town, as they will attack other players, Guardian Spirits, etc. (Note that attacking another player's summoned or owned creature may grant them consent on you.)
  • Having a Guardian Spirit set to aggressive behavior will cause it to attack any creature in the room, including other warriors, and enable a special attack.
  • Guardians are considered holy beings. However, their attacks do not deal holy damage. They will perform their special attack (throwing star for stun), but do not other attacks against an Undead creature until/unless you give them a blessed weapon.
  • Guardian Spirit now leave bodies or drop ammo and lodged items, whereas as in 2.0 any lodged items could disappear with them.
  • You cannot heal a Guardian Spirit, but if you release and then recast they will return with full health.
  • The Guardian Spirits taunt ability is a charm vs. will contest. It does not move them directly to melee, but moves them to pole and sets them to be advancing on the spirit. If they are sitting or standing, it will make them stand up. If they are hiding/invis it will bring them out of hiding/invis (assuming the Empath can see them).

Recall

Bards can use recall to see the following information:

Fair and pale, the alfar are tall and willowy creatures that greatly resemble nyads and dryads. The alfar can be mischevious as the rest of the fae, and alternately aid and hurt mortals, as pleases their current mood. A few alfar are servants to the gods, although these are few and far between. Some alfar are willing to aid Empaths these individuals tend to be more serious and warlike, protecting their charges with single-minded ferocity.

Alfar have long been associated with Empaths, though the exact relationship between the guild and the fae remains murky. Whatever their reasons, alfar continue to heed the call, serving Empaths as guardians in times of peril and avengers when all else seems lost. Some stories say that long ago a great Empath rendered the fae a service that could never be repaid. Though time seems to have forgotten the tale, the fae apparently have not.

Commands

  • COMMAND WARRIOR TO NAME: The Warrior will whisper you it's name and make a statement about the weather. Names are always tied to the adjective of the Guardian that is summoned.
  • COMMAND WARRIOR TO STANCE <defense/balanced/offense>: Change the Warriors combat stance.
  • COMMAND WARRIOR TO BEHAVIOR <defensive/passive/aggressive>: Change the Warriors behavior. By default, they are summoned in passive mode and will not attack anyone or anything unless told to.
  • COMMAND WARRIOR TO ATTACK <creature/name/stop>: Direct your warrior to attack something or someone specifically, or to stop combat completely.
  • COMMAND WARRIOR TO TAUNT <creature>: An opposed ability that forces something engaged with you to turn to instead face your Guardian. This can be resisted. If you do not specify a creature, it will target everything facing you.
  • COMMAND WARRIOR TO <take/drop>: Command your Guardian to take a weapon from your left hand, or drop a weapon they are holding.

Verbs

Some of the RP verbs have an "Easter Egg" version where they do something other than what is listed here. These have a very small chance of occurring on any use of the verbs that have the "Easter Eggs".

  • BOW: The <adjective> alfar warrior gravely returns your gesture with a respectful bow of equal depth.
  • CURTSY: The <adjective> alfar warrior gravely returns your gesture with a respectful bow of equal depth.
  • DANCE: A <adjective> alfar warrior frees its hands for a moment, grasping yours with the tips of its long, slender fingers. Nodding solemnly at you, the <adjective> 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.
  • DESCRIBE (third parties see who summoned it): An <adjective> alfar warrior is tall and fair of face, with clear eyes and white skin that gleams like ceramic. Its features are all sharp angles, with oblique cat-slitted eyes that survey its surroundings with an untouchable serenity. Its pointed ears sweep upward, accentuating the eagle-like hauteur of its mien. Its lips are tinted blue, the color of a bruise, and are set in a grim line. Flat black clasps gather its colorless hair, binding it into a severe, warlike queue that brushes its waist. Thin and attenuated, though with a wiry strength, this warrior of the alfar is not obviously male or female.
The warrior hovers near you protectively, smiling briefly at you when it notices you looking its way.
  • HUG: The warrior returns your hug gingerly, being careful not to hurt you with its weapons or armor.
  • KISS: As you move toward a <adjective> alfar warrior, it gathers you close, crushing you uncomfortably against its lacquered armor. It grins at you fiercely, then taking your hands firmly, dips you low to the ground and hoists you high into the air in an exhilarating whirling lift. The world spins around you, then it lowers you carefully to the ground, adjusting its armor nonchalantly as if nothing had happened.
  • LICK: A <adjective> alfar warrior frees its hands for a moment, grasping yours with the tips of its long, slender fingers. It steps through a few spritely turns of an exuberant gavotte, giving you a fey smile before releasing your hand and taking up a guard position at your side once more.
  • SMOOCH: As you move toward a <adjective> alfar warrior, it gravely takes you by the hand and leads you through a few turns of a delicate minuet. As you dance, the air seems to grow crisper around you, with a sharp, cool scent of autumn. The warrior smiles at you as it releases your hand, the tips of its ears coloring slightly.
  • TOUCH: You reach out and lay your hand on the <adjective> alfar warrior's arm.
You sense a successful empathic link has been forged between you and a <adjective> alfar warrior.
You feel the burning fire of pain and suffering slowly building as you begin to draw out the truth of the warrior's injuries.
The creature's life force is alien to you. Though you can empathize with a <adjective> alfar warrior in a sense, peculiar sensations begin to overwhelm you and you feel your control of the empathic link slip away.

Equipment

The quality of equipment is determined by the caster's skill (which seems to be purely Targeted Magic) and the amount of mana channeled into the spell. Here are some possibilities:

Weapons

Shields

Armor

Armor Type Effective TM Requirement*
lacquered black leathers light armor minimum casting skill
lacquered black chainmail chain armor 300 ranks
lacquered black light plate brigandine 500 ranks
lacquered black heavy plate plate armor 600 ranks

*Effective TM means your spell stance and spell mana will influence your results.

List of Possible Warriors

Prior to 3.0 there were several types of fae that could be summoned (avengers, colepexies, dirnels, guardians, narmobreths, and woodwisps). However, only warriors can be summoned now.

Casting the spell normally will summon a random warrior from the list below. If you CAST CUSTOM, you will summon the same warrior every time. The IC justification for this is that the Empath has established a special relationship with a particular warrior.

Name Adjective Notes
Al gracile
Amyigi ethereal
Apreekdin tall
Arnalde lean
Arturae slim
Blink graceful
Bluemoon trim
Cordy alert
Dillka serene
Fred delicate
Furle trim
Grimley slender
Hornet stoic
Igley athletic
Kar lithe
Lecibre, Anthari lissome
Paloorna solemn
Rolth sedate
Soone tranquil
Yovzaz wiry
ZerraZap svelte
Genvi imposing only gets chosen if an error happens
Ashpool savage from tarnished silver spike (1)
Cayce savage from tarnished silver spike (1)
Ell-Lee savage from tarnished silver spike (1)
Kolodny savage from tarnished silver spike (1)
Rivett savage from tarnished silver spike (1)
Steppen savage from tarnished silver spike (1)
Steppen savage from tarnished silver spike (1)
Unknown rugged from tarnished silver spike (2)
Vingussi vigilant from tarnished gold badge

Altered Warriors

The following Empaths have established special relationships with these warriors (aka, they have custom altered descriptions). Guidelines for altering your warrior can be found here.

Empath's Name Warrior's Name Appearance
Dianelle Bannin imposing alfar warrior with a stern countenance
Sukidesu Ivarichi immense alfar warrior wearing a blue sapphire icesilk cloak
Kaelie Cathaoir athletic alfar warrior with an aloof gaze
Morvetan Lucifer imposing alfar warrior with a tenebrous aura
Sarkranis Muffet spindly alfar warrior with tenebrous eyes
Zamara R'lyeh macabre alfar warrior with fierce crimson eyes
Rebecka Hiro majestic alfar warrior with strange sparkling patterns covering its skin
Kalinandra Charone cranky alfar warrior with blood-red glittering symbols traced up both forearms
Dantia Ahven towering alfar warrior with a small pink dahlia tucked behind one ear
Medikaus Sanguinus muscular alfar warrior with merciless eyes
Allye Arna hulking alfar warrior sporting smears of glittery amethyst war paint
Aislynn Albriel childlike alfar warrior with an awe-struck expression
Cote Ipomoea harried-looking alfar warrior covered in flowering vines
Nemy Nilakadi tenacious alfar warrior with dramatic icesteel piercings
Melindrha Ismat imperious alfar warrior overrun with intricate tattoos
Kethrai Pilaila spritely alfar warrior wearing a jaunty thornweave scarf
Ameline Zendil serene alfar warrior with an imposing demeanor
Seltzer Agustee muscular alfar warrior wearing a wreath of Healing Heart orchids
Rizzoli Glimmersteel barbaric alfar warrior wearing a pleated war-kilt of ice-veined leather
Salubrie Sylens malefic alfar warrior wearing a frame of electrified goldfyre and electroweave


Related Forum Posts

Click here to search for related posts.