Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (2) AC, Jilladilla
Runes of the Voiceguard: (0)
o apothēkē: (0)
Windward Imprisioners: (2) Madman, TricMagic
Add Wind of Cold To Our Smithing Process: (1) TricMagic
Eh..
To note, Discord Discussion. Solution-
Chants
Shape(Air), Ward(Air), Attack(Air) - Wind
An expulsion of wind directly away from the chanter. The wind generated is quite strong and grows more powerful the more mana is used to empower the chanter.
(Air Mastery) Our Chanters may direct the Wind as they will.
Shape(Air), Attack(Earth), Ward(Fire) - Wind of Embers
This chant transmutes the wind into embers like the sparks escaping a bonfire directed forward away from the speaker. If these embers land upon suitable kindling they can start fires, but they do not seem overly harmful on their own.
(Air Mastery) Our Chanters may direct the Wind as they will.
Shape(Air) Attack(Air) Ward(Fire) - Wind of Flame
This chant transmutes the wind into fire directed forward away from the speaker. The flames burn hot, charing meat and setting fires. When blocked the advancing wall of flame will expand outwards sideways in a spiral curl before going out.
(Air Mastery) Our Chanters may direct the Wind as they will.
Shape(Earth), Attack(Fire), Ward(Air) - Spike of Smoke
A chant that concentrates smoke into a spike before projecting it forwards away from the speaker. The smoke does not disperse nor does it cause much damage on impact, instead forming into a cloud. It is possible to choke on it if the target remains within the effect for long enough.
Shape(Water) Ward(Wood) Attack(Air) - Gathering of Poison
Draws poison from the environment into a single mass. The effect of the poison depends on what is gathered, but usually only results in rashes or other minor side effects.
Shape(Air) Attack(Air) Ward(Earth) - Wind of Stillness
Transmutes the wind to paradoxical stillness directed away from the speaker. The stillness created is not complete, slowing an arrow or turning a walk into a slog as the air seems to gain the consistency of mud. It seems to have little effect on those who choose to remain unmoving in the face of it and they will have difficulty detecting the wind as it does not buffet them as it should.
(Air Mastery) Our Chanters may direct the Wind as they will.
The Loji's Voiceguard, as part of an ongoing initiative to bring the effects of chants to all, have requested help in the Logistics of offerring Basic Training to everyone.
In this, our Metalsmiths pitch in to work the Rune Vessels. The Voiceguard have begun a Training Initiative for Ritual Overseers and Ritual Assistants to speed the process.
We, meanwhile, build buildings of Wood and Stone. These Buildings will serve as the area for the Ritual Overseers and their assistants to quickly gather the Mana needed to fill these Runic Vessels, and complete each Ritual.
Put simply, each building is dedicated to one of the Chants we have discovered. Multiple Plazas surrounding a Records Building is used to offer basic training to everyone in the Basic Styles each Chant grants. It is extremely basic training, true, but each Chant has it's own uses to offer our troops, and they can be trained quickly, so they may keep up in their own Martial Training.
Shape(Air), Ward(Air), Attack(Air) - Wind
An expulsion of wind directly away from the chanter. The wind generated is quite strong and grows more powerful the more mana is used to empower the chanter.
One of the most Basic of Chants on offer, the Wind Chant let's our troops dispel smoke and dust. They can also power our Sails if needed, though their lack of training means they can not do so well. Just as well this Chant always works in numbers, and they will have numbers.
Due to it's ease, most who take this mostly take it to gain the immunity to Suffocation. All Chants offer that.
Shape(Air), Attack(Earth), Ward(Fire) - Wind of Embers
This chant transmutes the wind into embers like the sparks escaping a bonfire directed forward away from the speaker. If these embers land upon suitable kindling they can start fires, but they do not seem overly harmful on their own.
Also a basic chant, used to start campfires. It can also start fires as well. Those who take this always serve as support in camp, in the Enkindlers old place actually. Like Wind, an easy Chant to get a hold of, if of limited use. Works well though.
Shape(Air) Attack(Air) Ward(Fire) - Wind of Flame
This chant transmutes the wind into fire directed forward away from the speaker. The flames burn hot, charing meat and setting fires. When blocked the advancing wall of flame will expand outwards sideways in a spiral curl before going out.
Wind of Flame. Those who choose this Chant are of course, immune to it. It takes training though. Those who use it learn to send a cylinder of fire ahead of them from their mouths. The fires it starts can be dangerous to yourself and others, and as such requires good training and oversight. While small, it is a powerful tool. After all, who would wish to stand in front of them when you'll get burned for your trouble.
Shape(Earth), Attack(Fire), Ward(Air) - Spike of Smoke
A chant that concentrates smoke into a spike before projecting it forwards away from the speaker. The smoke does not disperse nor does it cause much damage on impact, instead forming into a cloud. It is possible to choke on it if the target remains within the effect for long enough.
An amazingly simple Chant. It is of limited utility however. Those who choose it, learn to throw it in an orb form. Mostly used Solo, and as such, those who choose it are training in placement in the middle of battle. It can also be used to leave a long-lingering smokescreen to block paths though.
Shape(Water) Ward(Wood) Attack(Air) - Gathering of Poison
Draws poison from the environment into a single mass. The effect of the poison depends on what is gathered, but usually only results in rashes or other minor side effects.
Simple, if delicate. Those who choose this must be ready to gather the poison of their enemies around themselves. Chanters are trained in quick healing on the battlefield, and self-infusion of the Chant itself to negate the effects of the poison on themselves. Since the Poison affected by the Chant does not harm the Chanter, using the Chant on yourself effectively negate the poison, and allows you to turn it on your foes, covering enemy heads or spitting it in their eyes.
Shape(Air) Attack(Air) Ward(Earth) - Wind of Stillness
Transmutes the wind to paradoxical stillness directed away from the speaker. The stillness created is not complete, slowing an arrow or turning a walk into a slog as the air seems to gain the consistency of mud. It seems to have little effect on those who choose to remain unmoving in the face of it and they will have difficulty detecting the wind as it does not buffet them as it should.
Probably the Most Paradoxical on offer, those who choose the Path of Stillness offer up their services in Resistance Training others. The Mud like consistency of the air allows the user to train others through training in it. Ironically, they themselves do not receive such training with it, but there is always next season.
In battle, they always work in small groups, with themselves as the center. By using the stillness, they can slow and trap those in front, while their allies, being used to it, charge ahead, the Chanter being unaffected. Standing in front, is a very good way to die quickly, particularity since a favored tactic is a simple cube of still space around them and ahead.
Shape(Earth) Attack(Earth) Ward(Fire) - Spike of Embers
A chant that concentrates embers into a spike before projecting it forward away from the speaker. The spike of embers is a solid mass capable of inflicting damage on impact. Once it has struck a target the spike breaks showering the area in embers that have the potential to light fires before going out.
Simple Chant, though it requires training to use correctly. Ironically, the Crossbow Divisions are the best with this, as you want to shoot the Spike into enemy ranks, since the sparks can set fire to cloth. As such, Archers are often the ones to use it with minimal training. For melee users, they are trained in opportunity, using the spike from close range, fully aware of the fire it will start, to break open enemy ranks with a spike driven through, and fire from below.
Shape(Air) Attack(Air) Ward(Fate) - Wind of Cold
The wind is transmuted by this chant, chilling all that it brushes against as it is directed away from the speaker. The cold is capable of turning rain to ice and is deeply unpleasant to face without protection from the wintery cold. Such a cold can not truly be blocked, merely endured.
Dangerous. This Chant can be used to cool allies pleasantly. It can also be used as a nasty blast of air to chill those ahead of you. Those who choose it are trained in two methods, a general area Sphere of effect to cool the bodies around you from heat, and a sharp frigid Sphere the size of your head, which gets lobbed at the enemy. During wintertime or cold areas, this is often enough to send an enemy into hypothermia.