~: Sylph :~
Elemental of Air
Stages: Infant, Youth, Juvenile, Adult, Aged, and Elder.
Habitat: Commonly high in mountain peaks, although they are sighted in flight the peaks are the only areas they will fight.
Neutrality: More inclined towards Holy.
Size: Ranges from 6' to 10' at shoulders
Passive or Aggressive: Passive, they have non-existant aggression, but will defend themselves if attacked.
Common Attacks (Stages have all attacks of previous stages)
Infant (Low threat level)
Physical (Air), with beaming ribbons flowing from their fingertips, they can use them like whips to strike their foes from a distance.
Youth (Below Average threat level)
Basic Air Magic, the magic of Wind, Lightning, and Clouds.
Juvenile (Average threat level)
Advanced Air Magic, the magic of Thunderstorm and Tornado.
Adult (Above Average threat level)
Expert Air Magic, the magic of Hurricane.
Aged (High threat level)
Erosion, the opposing force of Terraform, where changes to Terra's face can be smoothed out with powerful winds or simply to just create as easy passage through the mountains.
Elder (Very high threat level)
Velanortis, deriving its power from the jet stream, a Sylph can use powerful winds to slices through enemy ranks with ease and glide effortlessly at superior speed.
Description
The Sylph is a rather angelic appearing creature, however they are set apart from them by their feathery bodies and long eyebrows much like the gnomes. Their hair flows easily in the winds, and a pair of great wings allows the Sylphs the ability to fly, which no other elemental can do. Their feathered bodies keep them light and warm in the coldness of air. Their feet, feathered like wings, direct them as they soar at high speed, sometimes in excess of 500kph especially in hard dives. They are very mystical in nature and soar through the skies like acrobats, performing manuvers that not even goblin nor dwarf mechanics dare create a machine complex enough to mimic.
Return Link:
Fantasma Summoning Magic
Home Link:
Fantasma