Spirit Guardian
Aug 31, 2022 13:07:45 GMT -5
Post by Admin: Soul on Aug 31, 2022 13:07:45 GMT -5
Spirit Guardian
Those who have tapped into the spirit world and have learned to call on the aid of ancestral spirits have become Spirit Guardians, devout protectors who summon aid from beyond the veil to protect themselves and their allies. Different guardians have been known to summon different ancestors, some taking the form of animal guardians from their past, others brave warriors who fell in ancient battles. Regardless of the form the spirit takes, they are there to defend and protect their summoner and its allies. The Guardian has now bonded their spirit with those they summon, making their physical body a home for their spirits.
- Cannot have any levels in the Fiend or Celestial classes
- Must be master in at least one Skill to obtain level one and two
- Must be Exalted in at least one Skill to obtain level three and four
Level One
50 Solars to purchase level one
Guardian Spirit
The Spirit Guardian summons forth an ancestral spirit beside them to guard and protect them. This Guardian spirit can take on many forms but is no larger then a medium sized creature no matter what form it takes on (a medium sized creature is defined as being between 3 feet and 8 foot tall). The spirit can only be summoned once per topic but has two hit prevention, allowing it to take two strikes from an attack before it vanishes back to the spirit world. This guardian will permanently remain until all of its hit preventions have been consumed. It can not attack or interact with objects and is only able to block and absorb attacks.
Spirit Shroud
When the spirit guardian is summoned it creates a spiritual shroud around it, emanating from its body with the spirit being at its center. The shroud has a ten foot diameter and will move around with the spirit. Any ally inside of the shroud will have their elemental abilities enhanced, increasing the speed and size of an elemental spell that is either ranged or a non controllable summon spell aka a wall (an elemental spell is a spell that deals Fire/Lightning/Ice/Water/Wind/Earth/Light/Dark, only the caster must be within the shroud itself to benefit from this ability, not the effects of the spell being cast, i.e. a wall would be larger if it was outside of the aura as long as the caster of the wall was within the aura). The spell will move twice as fast as it normally would and be twice as big as any spell cast outside of the shroud. This shroud vanishes when the spirit vanishes.
Level Two
75 Solars and level one to purchase level two
Caller of Spirits
The spirit guardian has communed with nature or their ancestors, gaining the ability to call forth a second spirit. They can now summon a second spirit during their topic which follows the same rules as the first, having two hit preventions and vanishing once all hits have been consumed. You can have multiple spirits out at a given time, choosing to summon both at once or splitting them up through out the topic.
Shroud Affliction
The shroud that an individual spirit gives off is now increased to a 15 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy that is inside of the shroud will have their spells adversely affected. An enemies spell will be reduced in level by one, dropping from exalted to master, or master to novice. Any enemy spell that has a duration will have its duration reduced by one and will deal half as much damage while inside the shroud.
Level Three
100 Solars and level two to purchase level three
Devoted SpiritsThe spiritual guardians have now bonded themselves to the summoner even more, dedicating themselves to protecting the summoner and its allies. All of your spiritual guardians now have their hit preventions increased, going from two to four. Now each spirit can absorb four total attacks or strikes before it vanishes into the spirit realm.
Overpowering Presence
The shroud that an individual spirit gives off is now increased to a 20 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy inside of the shroud will find their movements and reactions hindered, making it harder for them to close the gap or flee. Any movement increasing buff from spells, abilities or effects of the enemy will have no effect while inside the shroud. This includes speed buffs or movement enhancements such as dashes, blinks or teleports.
Level Four
125 Solars and level three to purchase level four
Ancestral Fervor
The spirits a guardian can summon have now grown attached, not only wishing to protect but now are able to offensively support their summoner. Summoned spirits can now grapple enemies, using their bodies to restrain an enemy. This can take the form of holding a person with their arms, biting down on someone or just sitting on them. A restrained enemy can not move for their next post and any offensive action must be taken against the spirit holding them. The spirits hold will break after the next post and each spirit can only grapple once per topic.
Spiritual Suppression
The shroud that an individual spirit gives off is now increased to a 25 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy who steps inside of the shroud finds the effectiveness of their physical and martial abilities diminished. Enemy armor loses all current hit preventions (they come back if the enemy leaves the shroud) and all enchantments on enemy weapons will be turned off, being rendered useless and having no effect while inside the shroud (reactivate and come back when the enemy leaves the shroud).