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message 1: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (last edited Mar 05, 2013 06:31PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 19 comments Mod
Start of the Path
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Air - Must have a Sword or Incense to summon Air.
Simple Air-Bending can be done after 2 years of conectration on The Words of Air, 2 months of fasting, and 2 hours of daily prayer.
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Breeze - Able to summon gentle winds.
Achieved after having some Air-Bending for a couple months with more Meditiation/Prayer for 4 years.
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Wind - Able to summon harsh wind and gusts of air as an offensive power.
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Whirlwind - Being able to summon a swirling force of air.
Often used as a 'Cloak' around the Caster.
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CROSSROAD Good or Bad

CHOOSE ONCE CHOOSEN, YOU CAN NEVER GO BACK, AND YOU CAN ONLY LEARN THOSE POWERS


message 2: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (last edited Mar 05, 2013 07:12PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 19 comments Mod
Good
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Air-Fordge(Armor) - Fordge armor(Shield, Chestplate, Guantlet, Boot, Helm) from Air. Etheric-like armor made of swirling air/wind, has a smokey look to it.
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Air-Fordge(Arms) - Fordge arms(Dagger, Sword, Greatsword, Warhammer, Battleaxe, Bow/Arrow) from Air. Etheric-like weapons made of swirling air/wind, has a smokey look to it.
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AirFordge(Unque) - Throwing Stars, Throwing Axes, Boomerang, Darts(throw), Blowdart.
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Air-Healing - Use air to heal yourself only.
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Air-Healing Other - Use air to heal allies.
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Telekinetic-Wind - Has a telekinetic-like power over wind, can move objects with wind, but not plasma(fire or electricty) or liquids, or objects within the earth/under stuff or attached to a surface.
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The Force - Basicaly the 'Force' from Star Wars, but drains your Magicka quickly.
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Wards - Summon a spectral shield infront of you that doesnt block physical attacks, but magical attacks(Spells that fire at you, spells that make things[lighting, objects they conjure, object under a telekinetic spell, a curse being fired]) from harming you. Does NOT stop spells that effect your mental state, such as Fear, Frenzy, and the such. It is a Holding-Spell, you have to keep it up, the longer you hold it, the more Magicka it uses up.
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Aura - Conjures an aura around one's self. This is similar to the Whirlwind spell, but unlike the Whirlwind, which can be sent out as a small tornado, the Aura spell only acts as a Cloak. It pushes enemies and allies near you away, to enemies, it knocks them off their feet and sends them flying.
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Breath-into-Me - A reverse Breath of Life, which the Bad's have, it allows you to harness the power of a part of your soul and give it to another. This will heal them and bring them back from the brink of death. Doing this too often or giving too much will kill you.
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The Spoken Words of Air - Allows you to breath powerful winds(Fus-Ro-Dah like)
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ULT


message 3: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (last edited Mar 05, 2013 07:13PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 19 comments Mod
Bad
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Air-Fordge(Armor) - Fordge armor(Shield, Chestplate, Guantlet, Boot, Helm) from Air. Etheric-like armor made of swirling air/wind, has a smokey look to it.
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Air-Fordge(Arms) - Fordge arms(Dagger, Sword, Greatsword, Warhammer, Battleaxe, Bow/Arrow) from Air. Etheric-like weapons made of swirling air/wind, has a smokey look to it.
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AirFordge(Unque) - Throwing Stars, Throwing Axes, Boomerang, Darts(throw), Blowdart. ALSO has Guns(single handed[single shot, reload] and two handed[more bullets sprayed out at a time] and crossbows, throwing knives, and nunchucks.
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Air-Drain - Drains enemies health to heal only you.
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Air-Drain Other - Drains enemies health to heal both you and your surrounding allies.
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Telekinetic-Wind - Has a telekinetic-like power over wind. Can move liquids, but takes up more magicka.
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Poltergeist - Allows you to ove objects around like crazy, sending them flying without having to move a finger. This is an advanced form of Telekinetic-Winds. Can even send liguid flying, moving, but takes up magicka.
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Battering Ram - Can knock down Wards. They however, are a time-charging spell. It takes time to fully charge it, once fully charged, it can knock down a powerful Ward.
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Aura - Conjure an aura around one's self to harm those around you. This is a Cloak spell and suffocates those within its range. It sucks the air out of them and sends this air into you, giving you more Magic-Air to fuel your next spell.
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Breath of Life - Drain someone's Breath of Life. This is part of the Soul and also makes yo take their Magicka, and their limited reservoir of magic within them, taking away their abilities to use any form of magic. This can also be used to kill someone by devouring their soul's energy, sending their soul tinto the after life and the body is already cold and pale.
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The Spoken Words of Air - Allows you to breath powerful winds(Fus-Ro-Dah like)
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ULT


『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 19 comments Mod
ULT.

An affinity over air-based weapons, such as sling-shots, bows & arrows, darts. Your eyes now have a yellow color, the color of air. As you have advanced through your Path, you came to your First Crossroad, whether you should serve the 'Bad or Good' of Magick.

The following explains how your body now chnages once you Claim the Ult. Air is a low-power Element, and so your physical body doesnt change as much as other Paths do.

Good
Your eyes turn yellow. An aura now permantently surrounds you. You can call wind to you, summon tornadoes and cyclones.

Bad
Your voice is fatal, a simple shout can tear someone appart. A more eerie aura surrounds you. You have super-speed and can disapat like some, becoming unseen.


message 5: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (last edited Mar 05, 2013 07:12PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 19 comments Mod
Air, unlike other Paths, do not have the option to choose other spells over another, atleast not so far. Suggest where we should CROSSROAD again , this means you can choose one spell(with other spells after it) or another spell(with more spell following it), but once you choose, you can't learn the other spells.

Air is the 'weakest' Path there is.

After getting high enough to CLAIM THE ULT, you can NOT claim it and choose a 2nd path to follow, it isnt as strong as a Wizard who studied the Path before, because you already have Air. Say...Fire, you learn it and master it, now a new element is avalable: Lighting/Electricty, which, in tern, can be mixed with the Element of Metal, a Sub-group of Earth, to get Technology.

TECHNOLOGY thus removes all your spells from the Paths prior and grants you more powerful spells. Technology, however, is for BAD only. It is a corrupt version of Earth, Technology is the destruction of wildlife and a man-made. This adds a Futuristic-feel into a mideavle era.


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