| Essence and Fiend Guide | |
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| Tweet Topic Started: Sep 21 2013, 10:52 AM (134 Views) | |
| BurningBright | Sep 21 2013, 10:52 AM Post #1 |
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Elements Knights may focus their Essence into spells, each of which can apply to one or more elements. Each element has different specialties, and some are better suited for certain tasks than others, and may even have an advantage over some of the others. Keep in mind, a more powerful spell will defeat a weaker spell regardless of elemental advantage. All Knights start with one element. Those who obtain two Magical Knightly Brands may take advantage of a second element, and those with four Magical Knightly Brands may possess three. The following are the most common elements. Other elements can be created by a Knight, but each truly new element takes an element slot. Ignis (Fire) – Ignis spells allow the manipulation of fire. The majority of these spells include production of the flames as well, but they can also be used on pre-existing flames. While Ignis is a powerful offensive element, it lacks considerably in any kind of defense, excepting counterattacks. Lignus and Ventus fiends are extra susceptible to Ignis spells, while Aqua, Terrae, Metallum, and Ignis fiends can more easily resist them. All others are affected normally. Aqua (Water) – Aqua spells allow the manipulation of water in all of its states. While most Aqua spells require water to be nearby, some Aqua spells allow for the production of water as well. Aqua spells come in a vast quantity of forms, allowing for a wide variety of applications. Ignis and Terrae fiends are extra susceptible to Aqua spells, while Lignum, Fulmen, and Aqua fiends can more easily resist them. All others are affected normally. Terrae (Earth) – Terrae spells allow the manipulation of dirt, stone, and other earthen materials. This can be used to move the ground itself to create shields, projectiles, and other types of weapons, or can even be produced from the body. Terrae is a very durable element, and is commonly used defensively. Ignis and Fulmen fiends are more susceptible to Terrae spells, while Aqua, Lignum, and Terrae fiends can more easily resist them. All others are affected normally. Ventus (Wind) – Ventus spells allow for the manipulation of wind and air. This can be from the Knight’s own body, or can be used in order to take control of wind currents. These spells can be used to enhance speed, to cut more efficiently, or to apply a huge amount of force to an object. Terrae and Aqua fiends are more susceptible to Ventus spells, while Ignis, Lignus, and Ventus fiends can more easily resist them. All others are affected normally. Fulmen (Lightning) – Fulmen spells allow the production and direction of electricity from within a Knight’s own body. Fulmen spells are slower than true lightning, and are not as powerful either, but still can strike hard enough to cause severe damage to anything they strike. Aqua and Metallum fiends are more susceptible to Fulmen spells, while Terrae, Ignis, and Fulmen fiends can more easily resist them. All others are affected normally. Lignum (Wood) – Lignum spells, contrary to their name, are capable of manipulating plants of all types, not just those with wood within them. Lignum spells allow the user to grow and control plants at will, usually from the ground, but sometimes even from their bodies. Aqua and Terrae fiends are more susceptible to Lignum spells, while Ignis, Fulmen, and Lignum fiends can more easily resist them. All others are affected normally. Metallum (Metal) – Metallum spells allow the manipulation of metals, which allow the user to bend, soften, and harden metal easily. Metallum spells can be used to create metal as well, but this is more difficult. Metallum spells are very difficult to use at a range, and nearly impossible to use on metal that is being used by someone else. Lignum and Ignis fiends are more susceptible to Metallum spells, while Aqua, Terrae, and Metallum fiends can more easily resist them. All others are affected normally. Lux (Light) – Lux spells allow the manipulation of light itself. Lux spells can make light tangible, as well as simply produce light, along with a wide range of other abilities. Lux spells are also unique in that they can be used to heal, as well as to attack. While the Lux element is not inherently “good”, it is often characterized as such, and viewed as a particularly heroic element by society. Tenebrae fiends are especially susceptible to Lux spells, while all other fiends can more easily resist them. Tenebrae (Darkness) – Tenebrae spells allow the manipulation of darkness and shadow. Tenebrae spells can make shadow tangible, block light, hide objects, among other abilities. Tenebrae spells are quite varied in nature, allowing those who use it great variety. The use of Tenebrae is looked down upon in most societies, though the element is not evil in and of itself. Lux fiends are especially susceptible to Tenebrae spells, while all other fiends can more easily resist them. Nilum (Nothing) – Nilum spells are the power of nothingness. Nilum spells allow the erasure of matter itself and the manipulation of space itself, making it a very dangerous element. However, use of the Nilum element poisons a person’s Essence, making them incapable of using anything other than Nilum and Merus elements, as well as being damaging to the user’s health, as well as more costly than other elements. Use of Nilum is even more reviled than the use of Tenebrae, and unlike Tenebrae, is actually highly illegal. Nothing can resist the effects of Nilum. Merus (Pure) – Spells that do not belong to any particular element. Any Knight can use a Merus spell-it is the pure use of Essence, which allows any being able to use Essence to use it. Merus Spells have no special qualities to them, and can do a huge variety of things. Merus is not especially effective against any element of fiend, and no fiend can easily resist Merus. Essence and Fiends Essence is an energy source found in a tenth of Orisend's population. Those born with Essence are able to channel Essence in their bodies into magical creations called Spells. Spells come in many different forms, and serve many different purposes. Most Spells belong to one of the elements, though some can belong to multiple ones. There is a finite amount of Essence that can be focused through a person’s body. Overuse of Essence can turn a Knight into a Fiend, a creature of half flesh and half Essence. To prevent this, while allowing greater usage of Essence, upon every promotion to the next rank, a Knight is branded with a special symbol allowing him or her to draw more Essence through their body. Every day, a Knight’s Essence is renewed through rest. A Fiend is formed when a Knight uses too much Essence for his body to handle-the Knight will become the Fiend, a creature of anger and hatred. A Fiend will be composed of whatever element of Essence last was focused into a Knight’s body at the time of creation. It is possible for a Fiend to be made of more than one element, if more than one element was being used at the time. Fiends will attempt to kill anything they see, except for other Fiends. For this reason, Fiends are hunted constantly to keep their populations down. Most are weak-created when someone taps into Essence unknowingly and ends up using more than they intended. Very few are created intentionally, though these tend to be more powerful. As a general rule, the more powerful the Spell was that the Knight lost his life for, the more powerful the Fiend will be after its creation, hence the need to limit the brands-giving brands to inexperienced Knights can too easily lead to incredibly powerful Fiends. A Fiend is capable of using a spell of their level roughly 10 times more often than a human of their level, making them especially dangerous at higher levels. Should a Fiend lose all of it's Essence, however, it will die immediately. Fiends can take on any form, but typically resemble creatures of some sort, be they natural or supernatural creatures. Typically, the creatures are larger as they get more powerful, but this is not necessarily true. Most fiends, the weaker sort created accidentally, are mindless beasts, bent on destruction-but, while ALWAYS evil, fiends created as a result of a failed 2nd Tier spell retain some form of intelligence-1st Tier Fiends are as intelligent as they were in life. Mythical Fiends are especially dangerous because they possess the power to routinely use Mythical Spells, and are more intelligent than they were as a human. |
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8:33 AM Jul 11