For the use of the Malachite Wizard, four sylphs (wind spirits) you can summon with the following spell:
Windward Evocation
R: 0 T: summon D: 1 day
Summon a wind spirit to your bidding, depending on the number of dice: 1(Sylphs) 2(Unseen Servant) 3(Velkeres) 4(A Great Wind)
Sylphs
HD 1 HP 6 DEF 14 ATK 10 MOV 2x flight MOR 8 SAV 8
Minuscule sprites, winged and armored as dragonflies, beetles and wasps. They are responsible for a variety of local phenomena, including dust devils. Alone, they are cowardly, but can spy and carry messages. In a swarm, they grow emboldened and will often launch skirmishes against creatures that offend them.
Unseen Servant
HD 3 HP 20 DEF 10 (16 when invisible) ATK 12 MOV standard flight MOR 12 SAV 15
A conjured spirit of air, a sentient extension of the caster's desire. Can listen and communicate, carry aloft light items (single inventory slot) and manipulate the environment. Very difficult to hit unless it is manipulated into revealing its location (covered in dust, dye, or some other such solution).
Velkeres
HD 5 HP 30 DEF 14 ATK 14 MOV 2x (5x flight on mounts) MOR 10 SAV 12
Cloud elementals, hunters and warriors upon horse-sized hummingbirds, bearing bow and icy breath. Their feet hover over the ground and they can walk and climb on cloud and mist. Proud and energetic creatures which are loathe to carry out tasks outside their nature.
A Great Wind
One of the Thirteen Winds, each unique. A detailed post on these is upcoming.
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