To be bonded to a Spiritual Wisp generally means that you have a strong, unbreakable spirit, drive to survive, and a desire to bring forth life where there was previously none. While some members of this order are in some ways religious, it would be foolish to assume that every holder of a Spiritual Wisp is.
Spiritual Wisps grant a large number of different life-giving and affirming powers including command over nature, and the power to animate previously lifeless building blocks such as wood or stone (among others).
The overall thought process of a Spiritual Wisp holder is to always strive to be a better person today than they were yesterday. They are always looking for new ways that they can achieve a higher level of consciousness and understanding of the world. They give life rather than take it. They nurture peace rather than war. And above all, they seek the hidden truths of life. Spiritual is wholesome, positive, clean, and gains power through order and understanding. It is tranquil, patient, taking it’s time and yearning for equality, equilibrium with itself and the universe.
It is in tune with its surroundings, thus being able to feel what is happening, rather than just seeing what is happening. It deflects, rather than cause damage. The methods of Spiritual are of defensive tactics, and healing itself. Those who are blessed with a Spiritual Wisp are oftentimes drawn to the spiritual side of life. They are interested in the other realms of existence and how to preserve life as opposed to how to take it from others.
Spiritual Order General Spell Types
- Damage prevention
- Protection from others
- Banishment of negative
- Healing wounds
- Tranquility over others
Golem Wisp
Animator
Golem Creation Magic
Animators are able to create and breath life in to large bipedal creatures known as Golems, which are completely subservient to the Animator and must do as they are commanded. These Golems are usually hulking, very strong, very tough, and very hard to kill. They lack any form of free thought, language, or emotions; they are mindless beings. Golems are completely subservient to their creator, and will do as they are commanded and will never stop doing as they were told, not until they are completely destroyed. The four main types of Golems that can be created include (but are not limited to) Rock, Clay, Iron, and Wood, but the Spell Caster must have enough material in hand to create them. The size and general shape of each Golem are completely up to the decision of the Animator, as these creatures are literally constructed by them, so their size, strength, and general shape, completely depend on the amount of raw materials the Animator was able to collect, because in addition to the specific material each Golem type is made from, various additional materials are needed in order so successfully create a Golem. Golem creation is time consuming, but well worth the wait, as Golems are extremely loyal to their creator and are exceptionally strong compared to other creatures found throughout the world. Each Golem has its strengths and weaknesses over the other Golem types, depending on what situation they are being used in (A Stone Golem would be excellent in a hot environment for example, while a Wood Golem would be terrible in that same hot area). With a first stage Wisp, Animators can create up to 10 various Golem types at a time. These Golems can last up to a few hours per day, and have a limit on how big and tall they can get. With a second stage Wisp, the Animator’s powers are amplified, and they can now create up to 50 various Golems at a time. The construction time needed for each Golem is lessened, the Golems themselves can be made taller and thicker, and they can last up until an entire day, before crumbling into a pile and losing their life force. With a third stage Wisp, the Animator reaches extreme power, and can now create up to 100 various Golems. These Golems can be constructed to be the tallest and thickest. In addition, an Animator at this level can construct a monstrous giant Golem, and they can even animate existing statues! Golem constructed at this level can last upwards to a week before they crumble.
Holy Wisp
Cleric
Healing Magic
The Cleric’s main role is that of a healer. They are capable of reaching such high levels of positive energy, that the positivity emanates from them, causing good fortune within their vicinity. Clerics worship the various orders of the Wisps, and are thus divine. They follow the rules of each order immaculately and to the letter, with the exception of the Dark order, as that order represents negative energy, and Clerics have no desire to come into contact with such foul things. Their magical abilities deal with positive uses of energy, such as lifting curses, healing the sick or injured, purifying water, detecting the alignment of creatures, curing the loss of senses, and even banishing demons into the abyss. Because of these attributes, Clerics prove to be all around very useful and their services are highly sought after by various people. Clerics usually fill the roles of doctors, and spiritual consultants to those who seek divine guidance. When in combat, Clerics take on a more defensive approach as opposed to an offensive approach, as they posses many protection type spells, and they are able to soothe their opponents rage. With a first stage Wisp, the Cleric is able to perform minor healing, curse lifting, and banishment spells. With a second stage Wisp, the Cleric becomes more divine, and they are able to conduct more powerful healing spells, with a larger range of effect, and they can heal multiple people at once. With a third stage Wisp, Clerics become their most pious, and are capable of massively healing individual,s and entire groups of people at once. All of their spells are enhanced, as does the range of their various spell effects. At this level, a Cleric is capable of even reviving a dead corpse, though the Cleric can only do this up to an hour after the person’s death. When the person is revived, their soul is returned in to them, so that they don’t come back as mindless zombies.
Nature Wisp
Druid
Nature Magic
Druids dedicate their lives to nature and the preservation of all plant life. They are completely in tune with all aspects of nature, preferring to live as hermits within forests and jungles, tending to the trees, plants, and wildlife. Most Druids have a soothing presence about them, and they exude such natural energy that they are able to revive dead trees and other rotted plants, just by simply touching them, or even just walking by them at higher levels. Druids possess such power, that they are capable of literally talking to trees and plants. In addition to understanding the speech of plants, Druids develop a unique kinship with the forest they lay claim to, and through this kinship, the Druid is able to see, sense, and smell, practically everything that is going on within that forest at that moment. When in the vicinity of plant life, Druids are capable of conducting various nature based spells, including creating and controlling large thick vines that sprout from the ground, and they are also able to meld themselves within trees, becoming giant walking tree hybrids! With a first stage Wisp, The Druid can conduct many spells, but there is a limit on their amount of power, and the Druid can remain in tune with a limited patch of the forest they are in. With a second stage Wisp, the Druid becomes enhanced, and they can conduct more powerful spells that last longer, and they are able to remain in tune with a much larger area of the forest they are in. With a third stage Wisp, Druids become practically demi gods of their forest domains, as they now become completely in tune with the entire forest they reside in. At this level, Druids control all plant life within the forest, can communicate with all its animals, they can morph trees into living walking creatures, and they can do so much more. With level 3 Wisp, a Druid can practically do whatever they desire within a forest or jungle.
Maarose Wisp
Shaman
Spiritual magic
Rare in number, Shamans are the most spiritual of all Spell Casters and will often spend much of their time in deep meditation. Due to this high level of spirituality, Shamans possess the ability to phase in and out of the spiritual realm known as The Maarose. The Maarose is an alternate dimension, existing perpendicular and simultaneously with the physical dimension. Beings within the Maarose can see and interact with people and things in the physical realm, but people of the physical realm cannot see or interact with beings within the Maarose. When a Shaman’s enters the Maarose, they can only do so in spiritual form, thus leaving their physical body susceptible to harm, as they leave their bodies behind in the physical realm. In order to protect their physical bodies while in the Maarose, Shamans are capable of constructing various magical totem wards that create protective barriers around the Shaman’s physical body. While in the Maarose, Shamans can travel freely across the world, as they are doing so within the mystical spiritual realm of the Maarose. They can fly anywhere, go anywhere, be anywhere, as physics do not apply within the Maarose. In addition, Shamans within the Maarose can pass through solid objects, enlarge and shrink their spiritual form into almost any size, and do many other amazing feats. However when back in the physical realm, Shamans can conduct many other spells, including being able to shapeshift into various animals, as long as they are wearing the hide and head of the desired animal. With a first stage Wisp, the amount of time a Shaman can stay within the Maarose is limited, and the duration of time they can remain in animal form in the physical realm is limited as well. With a second stage Wisp, The Shaman’s abilities increase, and they are now able to remain in the Maarose for longer periods of time, and are capable of performing more magical feats within the Maarose. In the physical realm, the amount of time they can remain as an animal increases as well. With a third stage Wisp, the Shaman reaches full consciousness, and gains almost unlimited power. At this level, a Shaman can remain in the Maarose for untold amounts of time, and there is practically no limit to the feats they can perform while in spiritual form. In the physical realm, they are able to remain in animal form for much longer periods of time, and their animal form increases in size and strength as well.