Guardians

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Guardians Spells And Abilities

Guardians are a mix between:  Warrior, cleric and psion.  Any class may be a guardian.  Guardians are good to good/neutral align'd.  Because of this is they were to turn evil they would loose their psionic abilities like psions.  Guardians train and mostly live in Adonia.  There is a temple of the Gods in the Sacred Lands where a group of guardians that work to help keep Rydion safe life and train as well.  This temple is lead by Samuel.

Guardian Spells

All Detection Spells

Call Lightning

Lightning Storm

Create Fire/Create Water (spring)

Fireball/Wall of Fire/Waterball/Wall of Water

Tk Minor

Tk Moderate

Tk Major

Teleport

Earthquake

Heal Minor

Heal Moderate

Heal Major

Haste (gives two attacks per round for two rounds=two separate posts)

Create Food (simple bread)

Create Rose (edible as well as nice -cheeses-)

Cure Poison/Cursed/Blindness

Refresh (helps ease exhaustion from fighting)

Sleep

Charm

Poison

Curse

Blindness

Fairy Fire (ball of light that follows the character)

 

 

Guardian Psionics

Once again, Guardians may do only limited psionics.  Do not vary from the list below.

Psionics

Protective:

Tower of Iron Will - prevents people from invading your mind also will repel minor magical attacks back to sender if you get a 9, 0, 00 time stamp.

Telespeak - allows you to speak and receive telepathic messages.

Remote Viewing - allows you to see far and detect/see if anyone may be spying on you.

Psionic Blast -sends mental attack comparable to a migrane, if time stamp is high (7 or above) enough the target will be blinded for two rounds and dizzy

Headache/Migrane- gives target a headache or migrane, the migrane having the affects of one.  ie:  light sensitive, dizzy, nausea

Scan thoughts- scans the surface thoughts of a person

Deep Scan- Scans blocked or hidden thoughts/memories of a person

Block Memory- can cause temporary amnesia or permanant to hide a memory

Remove Block- removes the 'block memory' ends the amnesia

Control Actions- can force target to do the will of the psionic, must be repeated every four rounds, High level psions can control a person for days only having to repeat a key word to continue the mind control

Summon - brings and object in or out of the room to you as if teleporting it to you

Energy blast- sends a mental energy blast to target comparable to being electricuted, (if 5 or above) target is unable to move for two rounds

Illusion- puts a realistic thought or vision into targets mind.  (5 or higher lasts three rounds)

Energy Drain- will drain the mental energy of a target refilling or combining the energy with the psion

Mental Stability- eases the mind of the insane, calms people, helps on get clear thoughts

Aura Scan- scans targets aura to detect negative spells/curses/injuries, can be used like diagnosis

Cleansing- heals the mind after attacks good for use when begining meditation

Etheral Travel- psions can travel to the spiritual and etheral planes to battle or find others.  They are fully protected while they are doing so.  Their mental defenses are on high at all times. 

Sleep walk- A psion can enter a sleeping persons mind and make them do their will in a sleep walking state.  They will have no knowledge of doing so when they wake up.

Force Wall - Psionic Major Spell available to Guardians.  Puts a wall of non disruptive energy around you that will prevent you from taking full affects of any spell or attack.  You will only take 1/4 damage.  This MUST be done at the beginning of the fight.  And must be done again every three posts unless you get a 0 or 00 then you have to redo ever six posts.

A psion can soar.  Which is advanced flying.  They can naturally spider walk.  Their stealth skills are amazing.  Guardians also have these abilities.

Divine Light - Good to neutral-good characters only.  If you get a 11, 1, or 8 while using this the amulet will break. 
-keeps character under the following spells at all times:  Bless, Protect Good, Detect Evil, Force Wall (Spell that protects good to neutral-good chars from evil magic attacks.  They will take only half damage.)

Heaven's Gates -
When used it will weaken/blind/ and slow the target and leave them in a state of confusion for three rounds.  The confusion disrupts use of magic abilities and the target will have to get a 9, 0, 00 to make any attack hits.  If the time stamp is 9, 0, or 00 the target will be completely unable to move for two rounds.  If used on an evil to neutral evil char it will also emit a Holy Light around the user protecting the user from magic and magically enhanced weapons used by the target.  If used by a Guardian or Cleric this can be an area attack.  Up to three NPC's or two char's can be affected by it.  Target must heal blindness and regain strength before fully healing.