Guardian Spirit

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Guardian Spirit Cyclic spell
Abbreviation: GS
Prerequisites: circle 20, Innocence and Compel or Paralysis
Signature: Yes
Spell Slots: 2
Mana Type: Unknown
Spell Type: cyclic / utility
Difficulty: esoteric
Prep (min/max): 5 / 40
Skill Range (min/max): Unknown / Unknown
Valid Spell Target: none/custom
Duration (min/max): Indefinite
Pulse Timing: 10 seconds
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.]

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: +{{{buffs}}}, -{{{debuffs}}}, {{{dtype}}}, {{{htype}}}, 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.

Notes

  • Strength varies with the amount of mana used per cyclic pulse (what you prep the spell at). The GS's defensive skills can be between 110-125% Empath's TM and its offense 95-105%.
  • Looking at or describing 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 (Avengers, 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 state shock. However, if cast before the null state is reached, the spell can be maintained. Cast difficulty is increased by shock level.
  • It is possible to give "mundane" (non-verby, non-gore, non-swappable, etc) one-handed blades or edged weapons to a warrior (LE/ME/HE). 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.
    • A bonded weapons cannot be held by a warrior.
  • 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 train a small amount with each hit, and a larger amount if 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.
  • Having a GS set to aggressive behavior will cause it to attack any creature in the room, including other GS. For this reason, it is better to use defensive or passive in crowded areas or in town. Note that attacking another player's summoned or owned creature may grant them consent on you.

Commands

Alfar may be commanded to tell you about about their NAME, for their STANCE or BEHAVIOR, or to ATTACK, ATTACK STOP, or to TAUNT your enemies to make them attack it instead of you. The alfar may be asked to TAUNT generally (it will try to attract everything that is attacking you), or told to taunt a specific target (TAUNT [TARGET]). You may also command the alfar to RELEASE or LEAVE, to DROP (to drop their weapon) to or TAKE (to take a small or large edged mundane, non-swappable weapon from your left hand).

  • Stances control your alfar's combat capabilities.
    • Options (BALANCED | OFFENSE | DEFENSE)
  • Behaviors control what enemies your creature will attack. A warrior in a passive stance will not attack anyone or anything (by default they are summoned in PASSIVE).
    • Options (PASSIVE | DEFENSIVE | AGGRESSIVE)

EXAMPLES:
COMMAND WARRIOR TO NAME
COMMAND WARRIOR TO STANCE DEFENSE
COMMAND WARRIOR TO BEHAVIOR AGGRESSIVE
COMMAND WARRIOR TO ATTACK GOBLIN
COMMAND WARRIOR TO ATTACK STOP
COMMAND WARRIOR TO TAUNT
COMMAND WARRIOR TO TAUNT GOBLIN
COMMAND WARRIOR TO DROP
COMMAND WARRIOR TO TAKE

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

RP Verbs

  • Dance: A sedate alfar warrior frees its hands for a moment, grasping yours with the tips of its long, slender fingers. Nodding solemnly at you, the sedate 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: The sedate alfar warrior gravely returns your gesture with a respectful bow of equal depth.
  • Describe (will also tell you who it belongs to): A sedate 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 sedate 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.
  • Smooch: As you move toward a sedate 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 sedate alfar warrior's arm.

You sense a successful empathic link has been forged between you and a sedate 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 sedate alfar warrior in a sense, peculiar sensations begin to overwhelm you and you feel your control of the empathic link slip away.
It is not possible to heal a warrior via empathy.


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