Tirips are spirits living in another dimension and can only be summoned if the conjuror knows the Chant of Life and has the proper components to contain the spirit.
-Tirips can understand simple request like guard, kill, seek, protect, etc.
-All Tirips take on the same alignment of the caster unless influenced by certain areas like a cemetery.
-Tirips will immediately attack their natural enemy.
-If the conjurer does summon a Tirip of a different alignment, they could try to control the creature, but if they are not powerful enough, the entity will turn on them and then the only way to save themselves would be to switch alignments and pledge your life, or they will have to destroy the Tirip. Lesser conjurers can control just one Tirip at a time, if he or she tries to conjure another one; the first Tirip will turn them.
-Each Tirip has their strengths and weaknesses and can be defeated by other Tirips. For instance, Wood Tirips can defeat Water Tirips, but has no effect on Air, Fire, Stone, Vacuum or Metal Tirips.
Void or sometimes called Vacuum Tirips (Pure Evil)
- Void Tirips do not have any shape or form and can only be detected when they move.
- Place of summoning: A large cave or some other type of hole. The deeper the chasm, the deadlier the being will become.
- They attack by removing the air from their victims and suffocate them.
- Weaknesses: Find a way to seal the Vacuum Tirips' place of summoning. (ie. cave or bottomless pit).
- Void Tirips must stay within two miles of their origination otherwise they grow smaller and weaker until they disappear.
- Void Tirips can only live up to a week.
- Conjurer: Greater Demons.
- Void can defeat Air and Fire Tirips, but have no effect on Wood, Stone, Metal or Water Tirips.
- Natural Enemy: All other Tirips.
Stone Tirips (Evil)
- Stone Tirips will normally be in the shape of boulders stacked on top of each other.
- They move slowly, but their attacks are very powerful.
- They attack with their stone arms or by throwing boulders.
- They can reduce a three-story building to ruble within two hours.
- Enchanted Hammers and Maces are the only weapons that will affect this Entity.
- Normal Blunt & slashing weapons have no effect on them.
- Weaknesses: Deep Water or Enchanted Smashing Weapons.
- Material Needed: At least 6 different size boulders are used to construct the Stone Tirips. The bigger the boulders the more powerful the Tirip is.
- Conjurer: Greater Demons, Lesser Demons, and High Priest.
- Stone Tirips can defeat Wood, Metal and Vacuum Tirips, but have no effect on Air, Fire or Water Tirips.
- Natural Enemy: Vacuum and Wood Tirips.
Fire Tirips (Evil)
- Fire Tirips will normally be in the shape of dancing flames.
- Once the Fire Tirips touches an individual's armor there is a good chance it will heat up causing painful damage to the victim.
- They can also attack by sending balls of fires at their enemy.
- Weaknesses: Water is the best way to fight these beings and will do the most damage. If you can contain the Fire Tirips in an area without oxygen, they will dissipate after a few hours.
- Fire Tirips must stay within three miles of their origination, the further they travel away the smaller and weaker they'll become.
- Fire Tirips can live up to two weeks.
- Material Needed: A fire. The bigger the blaze the deadlier the being will become.
- Conjurer: Greater Demons, Lesser Demons, and High Priest
- Fire Tirips can defeat Metal and Wood Tirips, but have no effect on Stone, Vacuum, Air or Water Tirips (*)
- Natural Enemy: Vacuum, Metal, Air and Wood Tirip.
Metal Tirips (Evil)
- Metal Tirips will have plate armor for their bodies and swords for arms.
- They move fast and will strike with pin point accuracy.
- Blunt weapons have little effect on them.
- Weaknesses: Sharp weapons and intense heat (equivalent to twenty oil flasks burning at once)
- Material Needed: Two full suits of Plate Armor & two bastard swords.
- Conjurer: Greater Demons, Lesser Demons, and High Priest.
- Metal Tirips can defeat Stone and Wood Tirips, but have no effect on Air, Fire, Vacuum or Water Tirips.
- Natural Enemy: Vacuum and Stone Tirips.
Air Tirips (Good or Evil)
- Air Tirips will normally be in the shape of swirling air with two dark spots representing eyes.
- They attack by taking the air away from their victims or by sending pockets of air at their enemy (winds up to 5-10 miles per hour),
- Immune to blunt and sharp weapons.
- Weaknesses: Containment in some kind of area or exposure to deadly gasses will cause them to dissipate and die.
- Air Tirips must stay within three miles of their origination. The further they travel away the smaller and weaker they'll become.
- Air Tirips can live up to two weeks.
- Material Needed: An open area with a radius of 30 feet.
- Conjurer: Greater Demons, Lesser Demons, High Priest, and anyone else with the know how.
- Air Tirips can defeat Fire Tirips, but have no effect on Wood, Metal, Vacuum, or Stone Tirips. It can hold back a Water Tirip, but for only a few minutes before the Water Tirip gathers more strength to destroy the Air Tirip.
- Natural Enemy: Vacuum and Fire Tirips.
Water Tirips (Good or Evil)
- Water Tirips will normally be in the shape of a small pond until they attack and form a rolling wave.
- They attack with balls of water or by sending waves of water 6ft to 8 ft high, which depends on the amount of water the Tirip originates from.
- Weaknesses: Contain them in a big dry hole or deep trench (they won't be able to get out).
- Water Tirips must stay within one mile of their origination. The further they travel away the smaller and weaker they'll become.
- Water Tirips can live up to two weeks.
- Materials Needed: A pond or another water source like a lake or even an ocean. The deeper the source the deadlier the being will become.
- Conjurer: Greater Demons, Lesser Demons, High Priest, and anyone else with the know how.
- Water Tirips can defeat Fire, Air and Metal Tirips, but have no effect on Stone, Vacuum or Wood Tirips.
- Natural Enemy: Vacuum, Stone, Wood and Fire Tirips.
Wood Tirips (Good or Evil)
- Wood Tirips will normally be around 6ft - 8ft tall.
- They move slowly, but deliver a powerful and accurate attack with their limbs.
- Blunt weapons have no effect on them unless it's a boulder. Arrows, Swords, Spears and any other slashing weapons have no effect as well.
- Weaknesses: Chopping weapons and fire, with the latter doing the most damage.
- Wood Tirips are created and used primary as stationary guardians and will last about a year.
- Materials Needed: A thick log for the body and tree limbs for the arms and legs.
- Conjurer: Greater Demons, Lesser Demons, High Priest, and anyone else with the know how.
- Wood Tirips can defeat Water Tirips, but have no effect on Air, Fire, Stone, Vacuum or Metal Tirips.
- Natural Enemy: Vacuum and Water Tirips
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