rdCouplet
This rare magical creature lives within a container with a lid such as a bottle, lamp, jar, or even a sippy cup. Couplets fall under the classification of a djinn, an ancestor of a lost race in ancient times. Once plentiful in Outerah, these beings mysteriously vanished one by one long ago, but have been found within the Spirit Realm possibly taken by the fairies to have their magic used. Most couplets are found in the first layer of the Spirit World.

The Cup of Life:

Couplets are not only tethered to their container at all times, able to infuse into or leave it at a moment’s notice, but are also able to manipulate it, making their container their physical vessel.  When outside their container, their spirit acts like an unbound.  The container itself is invulnerable to damage.  It is your spirit whether outside or infused into it which is the being that takes all damage.  Your container can be picked up by you or another unit of Medium-size or larger.  A Small-sized unit can lift it if their Strength score is above 70.

When Spirit Release activates, your connection to the container is completely lost at a 20% chance, and all magical properties of it ceases to exist.  If revived before the timer reaches 0, the couplet becomes container-less, losing all Container Mode abilities.  An Outeran Guide may know of a way to recover the lost power…

Couplet Skills

A Coupet has the power to grant a minor miracle which pertains to your Element.  Your powers can be used once per day to do one of the following examples or other, depending on your Outeran Scholar’s judgment.

Earth Affinity: Grow any type of plants within a 3×3 Cell area, purify a 5×5 Earthen Zone, materialize up to 3 plant materials such as leaves, vines, and wood, or resurrect a rotting small plant, or otherwise any nearing death to full health, including a Botanya.  You can also use the ability to fill your container up with an arrangement of tea.

Fire Affinity: Create an instant flame from a torch to a small campfire which can last up to 8 hours, remove Burn or Severe Burn status, create a flare which lasts an hour, or create a firework up to 30 Cells in the air.  You can also use the ability to fill your container up with lava.

Spirit Affinity: Detect any Spirits within a 7 by 7 area which can be casted 3 Cells away, remove a soul from a body, allowing any unit to enter spirit mode, able to lock out a unit already within Spirit Mode from their body for 2 minutes (multiplied per your level), or flow into the Spirit World with all within a 3×3 area around you.  You can also use the ability to fill your container up with a concoction of a regular Health Potion.

Water Affinity: Allows for a 101×101 cell area around you to rain for an hour, the ability to turn water in a 9×9 area into ice, evaporate water in a 3x3x3 cube, or shoots water like a jet up to 10 Cells high from a large body of water like a fountain for 2 minutes (multiplied per your level).  You can also use the ability to fill your container up with water.

Wind Affinity: Creates a gust of wind to seek all within a 9×9 area for 10 minutes, create a mild breeze for 2 minutes (multiplied per your level), or create a lightning storm in a 101×101 Cell area.  You can also use the ability to fill your container up with a concoction of a regular Mana Potion.




A Couplet is tethered to their container like a rope.  Once per turn a Couplet can either teleport to their container, or exit 1 Cell adjacent from it by using their Specialty Action.

When out of your container, you are able to punt it up to 6 Cells away.  Level 8, 15, 21, 28, and 34 increases the Cell Range by 1 Cell each.  The container itself, if hitting into a unit, deals damage equal to a similar ball of a tier based off your level.

When in Container Mode, your container can become frictionless upon your command.  Your container can roll in a direction of choice.  A constant Movement in 1 direction increases your Movement Cell Range by 2 every Round, capping at 10 Cells.  If you crash into something or someone above your Jump, Falling Damage is factored in for both you and the unit crashed into.

Your container is able to hold any liquid Item within it.  At level 1 you can hold 1 of the same item, level 10 holds 2 of the same item, level 20 holds 3 doses, and level 30 can hold 4. Only 1 dose can be chugged each Turn using their Offhand action.  This skill can only be used by other units when in Container Mode.  Otherwise the container is locked and invulnerable.  Poison, lava, water, green tea, and other liquids can also be placed within it.