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Each type of Wisp has the appearance of a tiny woman (but are actually not living beings as we know them at all). It is believed they are formed from the spirits of living things. Wisps are magical and only semi-corporeal, therefore although they are quite weak they are difficult to hit in combat. Wisps do not get along well with Homonculi, another similar form of magical servant. Wisps do not move fast, but they can teleport to the location of their masters and some of his friends at any time.

Unlike most summoned creatures there is no indication that Wisps ‘fade away’ after a period of time.

General Notes
Wisps have Move of 2, defences of 0 for all, and do alchemical damage (though low). Health is typically 10. They can teleport between any characters who are on the same player position (ie; turn number) as the owning character using the order 'U' '1' 'target ID number'. There is no limit to the number of times a Wisp can teleport per turn.

They can pick up, receive, and transfer, and have 2 move, 6 orders and 2 backpack slots. They have an upkeep of 3 GP per turn.  

It should be noted that Wisps cannot fly. Having a Wisp teleport to the location of a character who is flying will result in her plummeting to her destruction.

A strange thing is that a Clover Wisp cannot hunt for food (Y 6 0) but a Thistle Wisp can (presumably because it has a ranged attack).

Clover Wisp
A Clover Wisp can grant luck to her master and friends (same player number), which translates as a bonus of +5 on their magical defence for the duration of the turn. The order to do this is 'U' '2' 'target ID'. Target must be in same square.

Rose Wisp
A Rose Wisp has the power to make their owner or immediate friends (same player number) more attractive for the duration of the turn. This is achieved using the order 'U' '3' 'target ID'. The target must be in the same square.

Weed Wisp
A Weed Wisp attacks in a special way.  At a range of own square +2 they cause an alchemical attack, choking and wretching, upon their enemy.

Thistle Wisp
A Thistle Wisp has a natural ranged attack.  They are able to fire thorns at enemy's at a range of own square +2.

Wisps cannot use Y training orders but they can learn skills available to all character classes (eg; Adventuring).

Submitted by: Sylvester
6 Dec, 03

Magical Fae Wisps are strange beings who can be summoned to aid an enchanter with the necessary knowledge. Only the Assembly presently have this knowledge and it is kept safely at the Assembly guild houses. Therefore, to summon a wisp the Enchanter must be standing on an Assembly guildhall. The order to do this is ‘L 20‘. When a wisp is summoned it costs 190 GPs.

Wisps are sub-characters (and thus have a ‘real-money’ cost to run, presently 10p [GBP 0.10]). They are not very tough at all and are easy to kill, but their defences are quite high. Each type of Wisp is slightly different from the others. Wisps get very few orders, but they can teleport to their master’s location at any  time, so they have a quick means of travel to get where their masters are.

When a Wisp is summoned a random type appears from the basic four types:-

- Thistle Wisp, able to fire thorns at enemies
- Weed Wisp, able to cause an enemy to suffer a choking attack
- Clover Wisp, special order on owner grants temporary +5 magical defence per turn
- Rose Wisp, special order on owner grants temporary +1 appearance
Picture from Madhouse UK
ASSEMBLY LIBRARY - WISPS