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Diamond Bud
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>>278118
>>278191
>Mosslo is marked as one of the main choices. If no one approves of the last three, then Mosslo will be chosen.
Next three then.
>Air Elemental (small)
Air elementals are creatures made of various gases. Air elementals can absorb clouds of gas, vapor, or dust, and duplicate it. It can also absorb similar spells if its power is great enough, such as Stinking Cloud or Solid Fog, or even Cloudkill. It is a favourite of abjurists, who use the winds it can generate to cause an effect similar to Repel Arrows, or to push smaller enemies away.
The Air elemental is not solid, and cannot be struck by normal weapons, though magical weapons and effects will strike true.
In order to ally with this elemental, you must promise to never contaminate the air with vile fumes or smoke. You must also swear to keep your body in contact with the open air at all times. The Elemental will sheild you from the cold.
The Air elemental will boost spells related to flight and haste, doubling their duration. It also boosts spells that are related to the forces of the winds.
>Shocker Lizard
A simple creature with catlike intellect, the shocker lizard is about the size of a small dog. It is capable of producing prodigious amounts of energy that can stun or unsettle most creatures. It is naturally friendly to other lizards. When in a group with other shocker lizards, they can produce truly terrifying blasts of power that even some evokers cannot match, for this reason, swarms of shocker lizards are sometimes used as a weapon of war.
The Shocker lizard will ask that you tolerate a blast from it once a day. It will also ask you to carry it as often as possible. It can hunt and feed itself.
>Sylph
The sylph is a simple fey with power over the winds and sound. It enjoys playing pranks on both its master and his enemies. It has small arrows that it poisons with various concoctions, and is adept at striking with them.
The Sylph will usually carry a sleeping poison, a paralytic, and a damaging poison for hated foes. It is capable of short term, rapid teleportation.
In order to maintain a contract with the Sylph, you must put up with its various pranks without growing enraged. This is the only condition it imposes... For good reason.
The Sylph enhances illusions that utilize sound, as well as teleportation spells with a short range - It allows three of these to be prepared in advance at any time, as opposed to the usual one.
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