Difference between revisions of "Shamanism"

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updated to use AB template and links
(full update)
(updated to use AB template and links)
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| style="background:lightyellow"|During the Era of the Wounded Sky, the Great Spirit known as the Tree of Trees gave a seed of itself which became the Ail'an Gloria, also known as the Giving Tree, which helped protect the forests from the perverted weather. When the Soulless God Zenos was released, the Ail'an Gloria sought aid from the druids. Answering the call were Sondayga Zayah from Hartstone and Vadi Stormcrow and Kylsiu from Blacktalon. The druids joined their spirits with the Ail'an Gloria as it sacrificed itself and healed the sky.
| style="background:lightyellow"|During the [[Era of the Wounded Sky]], the [[Great Spirit]] known as the [[Tree of Trees]] gave a seed of itself which became the [[Ail'an Gloria]], also known as the Giving Tree, which helped protect the forests from the perverted weather. When the [[Soulless God]] [[Zenos]] was released, the Ail'an Gloria sought aid from the [[druid]]s. Answering the call were Sondayga Zayah from [[Hartstone]] and Vadi Stormcrow and Kylsiu from [[Blacktalon]]. The druids joined their spirits with the Ail'an Gloria as it sacrificed itself and healed the sky.


The trio of druids carried with them a portion of the essence of the Ail'an Gloria, which was its final gift. They found they were able to manipulate the weather and tap into the rhythms of nature itself, which translated into visions of the past, present and future.
The trio of druids carried with them a portion of the essence of the Ail'an Gloria, which was its final gift. They found they were able to manipulate the weather and tap into the rhythms of nature itself, which translated into visions of the past, present and future.
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{{SkillTableRow|CeremonialFire|Inept|66|Light a ceremonial fire.}}
{{SkillTableRow|CeremonialFire|Inept|66|Light a ceremonial fire.}}
{{SkillTableRow|Trance|Novice|0|Fall into a deep trance.}}
{{SkillTableRow|Trance|Novice|0|Fall into a deep trance.}}
{{SkillTableRow|CloudBurst|Apprentice|0|Coerce the weather into releasing a light drizzle.}}
{{SkillTableRow|CloudBurst|Novice|50|Coerce the weather into releasing a light drizzle.}}
{{SkillTableRow|MicroPrecip|Apprentice|33|Adjust the precipitation in your room.}}
{{SkillTableRow|MicroPrecip|Apprentice|0|Adjust the precipitation in your room.}}
{{SkillTableRow|WeatherGuard|Apprentice|66|Sheathe yourself in an ethereal weather cloak.}}
{{SkillTableRow|WeatherGuard|Apprentice|50|Sheathe yourself in an ethereal weather cloak.}}
{{SkillTableRow|Sky|Capable|0|Trance upon the sky.}}
{{SkillTableRow|Sky|Capable|0|Trance upon the sky.}}
{{SkillTableRow|MicroTemp|Capable|33|Adjust the temperature in your room.}}
{{SkillTableRow|MicroTemp|Capable|33|Adjust the temperature in your room.}}
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|}
|}


{{AB
|skillname = Forecast
|syntax = FORECAST<br>
FORECAST [UPPER{{!}}LOWER] LIMITS
|description = You can now determine the state of the weather. Furthermore, if you combine this knowledge with that of the [[Environment#Forecast|forecast ability in Environment]], you will be able to determine a far greater level of detail.
}}


==Forecast==
{{AB
|skillname = LightBurst
|syntax = MANIPULATE LIGHTBURST<br>
MANIPULATE LIGHTBURST <person>
|cost = Power: 1 (targeted)
|description = If it is daytime and there is little cloud cover, you can magnify the sun's presence in the room. The untargeted version will melt a few [[Elementalism#Icewall|icewall]]s and clear [[Elementalism#Freeze|ice from the ground]]. The targeted version will clear all freeze effects from a player and give the fire defence.
}}


{|
{{AB
|-
|skillname = CeremonialFire
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = LIGHT CEREMONIAL FIRE<br>
|-
SPRINKLE SALT AROUND FIRE<br>
| style="background:lightblue"|<tt>FORECAST<br/>FORECAST [UPPER|LOWER] LIMITS</tt>
SPRINKLE SULFUR AROUND FIRE
|-
|cost = Outlay: 5 wood
|}
|description = You may now light sacred ceremonial fires which will facilitate your ability to [[#Trance|trance]]. These will crackle merrily for a good few days and can be used by any Shaman. You cannot trance upon a ceremonial fire without first sanctifying and purifying it with [[Alchemy#Salt|magical salt]] and [[Alchemy#Sulfer|sulfur]].
You can now determine the state of the weather. Furthermore, if you combine this knowledge with that of the forecast ability in Environment, you will be able to determine a far greater level of detail.
}}


==LightBurst==
{{AB
|skillname = Trance
|syntax = TRANCE<br>TRANCES<br>TRANCE END
|description = Fall into a trance. While in a trance you will regenerate health, mana and ego (1/7), and later will be able to use this state to receive visions.
}}


{|
{{AB
|-
|skillname = CloudBurst
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MANIPULATE CLOUDBURST
|-
|description = Put out fires in your room and all adjacent rooms. Must have at least light drizzle.
| style="background:lightblue"|<tt>MANIPULATE LIGHTBURST [<target>]</tt>
}}
|-
|style="background:pink"|Power: 1 (Any) - to target
|-
|}
If it is daytime and there is little cloud cover, you can magnify the sun's presence in the room. The untargeted version will melt a few icewalls and clear ice from the ground. The targeted version will clear all freeze effects from a player and give the fire defence.


==CeremonialFire==
{{AB
|skillname = MicroPrecip
|syntax = MANIPULATE PRECIPITATION <UP{{!}}DOWN> [1-5]
|description = You may now manipulate the cloud and precipitation in your immediate vicinity, though you will find it impossible to go beyond the limits of the natural climate.
}}


{|
{{AB
|-
|skillname = WeatherGuard
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MANIPULATE WEATHERGUARD
|-
|description = By carefully surrounding yourself with strands of ethereal energy, you can protect yourself from the worst of the weather.
| style="background:lightblue"|<tt>LIGHT CEREMONIAL FIRE<br/>SPRINKLE <SALT|SULFUR> AROUND FIRE</tt>
}}
|-
|}
You may now light sacred ceremonial fires which will facilitate your ability to trance. These will crackle merrily for a good few days and can be used by any Shaman. You cannot trance upon a ceremonial fire without first sanctifying and purifying it with salt and sulfur.


Commodities: wood 5


==Trance==
{{AB
|skillname = Sky
|syntax = TRANCE SKY [PAST{{!}}PRESENT{{!}}FUTURE] [INSTANT]<br>
ENVISION SKY
|cost = Power: 4 (to envision sky (any)
::2 (to gain trance instantly (Commune)
|description = Trances are one of the main areas of expertise for any competent Shaman. Your mind can simultaneously hold three different trances, one each for the past, present, and future. A trance will stay with you until the next month arrives, lasting even through death or departure from the realm. Each vision will grant some powerful defensive, offensive, and curative abilities. Past visions will boost the defensive aspect, present visions the offensive aspect, and future visions the curative aspect.<br><br>
Defence: 2/8 electricity resistance in Past trance
::1/8 electricity resistance otherwise.<br>
Offence: Throw your enemies to the sky.<br>
Healing: Regenerate under the open sky.
}}


{|
{{AB
|-
|skillname = MicroTemp
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MANIPULATE TEMPERATURE <UP{{!}}DOWN> [1-5]
|-
|description = You may now manipulate the temperature in your immediate vicinity, though you will find it impossible to go beyond the limits of the natural climate.
| style="background:lightblue"|<tt>TRANCE<br/>TRANCES<br/>TRANCE END</tt>
}}
|-
|}
Fall into a trance. While in a trance you will regenerate health, mana and ego (1/7), and later will be able to use this state to receive visions.


==CloudBurst==
{{AB
|skillname = MicroWind
|syntax = MANIPULATE WIND <UP{{!}}DOWN> [1-5]
|description = You may now manipulate the wind in your immediate vicinity, though you will find it impossible to go beyond the limits of the natural climate.
}}


{|
{{AB
|-
|skillname = Bloom
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = TRANCE BLOOM [PAST|PRESENT|FUTURE] [INSTANT]<br>
|-
ENVISION BLOOM <target>
| style="background:lightblue"|<tt>MANIPULATE CLOUDBURST</tt>
|cost = Power: 1 (to envision bloom) (any)
|-
::2 (to gain trance instantly) (Commune)
|}
|description = See [[Shamanism#Sky|AB SHAMANISM SKY]] for details.<br><br>
Put out fires in your room and all adjacent rooms. There must be at least a light drizzle.
Defence: 2/8 magic resistance in Past trance
::1/8 magic resistance otherwise.<br>
Offence: Envelop a target with a heady fragrance.<br>
Healing: Increase the effect of your healing potions.
}}


==MicroPrecip==
{{AB
|skillname = MicroQuake
|syntax = MANIPULATE QUAKE
|cost = Power: 1 (commune)
|description = Knock down your personal enemies in the room with a small [[stun]]. Those with an affinity to the earth will be immune.
}}


{|
{{AB
|-
|skillname = Mudslick
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MANIPULATE MUDSLICK
|-
|description = If it is raining, you can encourage a powerful deluge that will turn the mud in any natural, soily environment into a slippery slick. Anyone trying to enter or leave the room may [[sprawled|fall over]].
| style="background:lightblue"|<tt>MANIPULATE PRECIP[ITATION] <UP|DOWN> [1-5] </tt>
}}
|-
|}
You may now manipulate the clouds and precipitation in your immediate vicinity, though you will find it impossible to go beyond the limits of the natural climate.


==WeatherGuard==
{{AB
|skillname = ControlPrecip
|syntax = MANIPULATE PRECIPITATION AREA <UP{{!}}DOWN> [1-5]
|cost = Power: 1-5 (commune)
|description = You are now so powerful that you can control the clouds and precipitation over whole weather systems. You will not be able to alter
the weather beyond the natural climate levels.
}}


{|
{{AB
|-
|skillname = Bone
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = TRANCE BONE [PAST{{!}}PRESENT{{!}}FUTURE] [INSTANT]<br>
|-
ENVISION BONE <target>
| style="background:lightblue"|<tt>MANIPULATE WEATHERGUARD</tt>
|cost = Power: 1 in present/2 otherwise (to envision bone) (any)
|-
::2 (to gain trance instantly) (Commune)
|}
|description = See [[Shamanism#Sky|AB SHAMANISM SKY]] for details.<br><br>
By carefully surrounding yourself with strands of ethereal energy, you can protect yourself from the worst of the weather.
Defence: 2/8 blunt resistance in Past trance
::1/8 blunt resistance otherwise.<br>
Offence: Weaken the bones of your opponent and snap them.<br>
Healing: Your bones have a chance to heal themselves.
}}


==Sky==
{{AB
|skillname = ControlTemp
|syntax = MANIPULATE TEMPERATURE AREA <UP{{!}}DOWN> [1-5]
|cost = Power: 1-5 (commune)
|description = You are now so powerful that you can control the temperature over whole weather systems. You will not be able to alter the weather beyond the natural climate levels.
}}


{|
{{AB
|-
|skillname = ControlWind
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MANIPULATE WIND AREA <UP{{!}}DOWN> [1-5]
|-
|cost = Power: 1-5 (commune)
| style="background:lightblue"|<tt>TRANCE SKY [PAST|PRESENT|FUTURE] [INSTANT]<br/>ENVISION SKY</tt>
|description = You are now so powerful that you can control the wind over whole weather systems. You will not be able to alter the weather beyond the natural climate levels.
|-
}}
|style="background:pink"|Power: 4 (Any) - to envision sky<br/>Power: 2 (Commune Nexus) - to gain trance instantly
|-
|}
Trances are one of the main areas of expertise for any competent Shaman. Your mind can simultaneously hold three difference trances, one each for the past, present, and future. A trance will stay with you until the next month arrives, lasting even through death or departure from the realm. Each vision will grant some powerful defensive, offensive, and curative abilities. Past visions will boost the defensive aspect, present visions the offensive aspect, and future visions the curative aspect.


Defence: 2/8 electricity resistance in Past trance | 1/8 electricity resistance otherwise<br>
{{AB
Offence: Throw your enemies to the sky<br>
|skillname = Quake
Healing: Regenerate under the open sky
|syntax = MANIPULATE QUAKE DEMESNE
|cost = Power: 3
|description = Cause an earthquake throughout the entire demesne.
}}


==MicroTemp==
{{AB
|skillname = Frogs
|syntax = MANIPULATE FROGS
|description = If there is at least a light drizzle, you can call down a rain of poisonous frogs that will hit your enemies on the ground and in the trees or sky. The fewer people in the room, the more likely it is for each individual to be hit by multiple frogs.<br><br>
Frogs will afflict with one of [[Paralysis]], [[Haemophilia]], [[Dysentery]], [[Sickening]] or [[Relapsing]]
}}


{|
{{AB
|-
|skillname = Root
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = TRANCE ROOT [PAST{{!}}PRESENT{{!}}FUTURE] [INSTANT]<br>
|-
ENVISION ROOT
| style="background:lightblue"|<tt>MANIPULATE TEMP[ERATURE] <UP|DOWN> [1-5]</tt>
|cost = Power: 5 (to envision root) (any)
|-
::2 (to gain trance instantly) (Commune)
|}
|description = See [[Shamanism#Sky|AB SHAMANISM SKY]] for details.<br><br>
You may now manipulate the temperature in your immediate vicinity, though you will find it impossible to go beyond the limits of the natural climate.
Defence: Writhe faster from [[:Category:Restrictive Afflictions|bonds]].<br>
Offense: Summon a powerful root golem.<br>
Healing: Consume purity dust wafers faster.
}}


==MicroWind==
{{AB
|skillname = Pressure
|syntax = MANIPULATE PRESSURE
|cost = Damage Type: 100% Blunt
|description = Increase the pressure in the room, causing pain and severe nosebleeds to your enemies.
}}


{|
{{AB
|-
|skillname = DemsenePrecip
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MANIPULATE PRECIPITATION DEMESNE <UP{{!}}DOWN> [1-5]
|-
|cost = Power: 1-5 (commune)
| style="background:lightblue"|<tt>MANIPULATE WIND <UP|DOWN> [1-5]</tt>
|description = Your knowledge and wisdom as a Shaman is such that you can create a personal microclimate covering your entire demesne. Since it is a climate of your own creation, the limits of the natural weather system in the area will no longer apply. You can part the clouds completely or
|-
call upon a torrential storm.
|}
}}
You may now manipulate the wind in your immediate vicinity, though you will find it impossible to go beyond the limits of the natural climate.


==Bloom==
{{AB
|skillname = WalkingTrance
|syntax = WALKINGTRANCE [ON{{!}}OFF]
|description = In the presence of a ceremonial fire, you can start a subconscious trance that will allow you to receive visions wherever you may go. You can continue your life as normal without interrupting the process. You will also continuously regenerate health and ego (2/6), at the cost of an ongoing mental drain.
}}


{|
{{AB
|-
|skillname = DemesneTemp
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MANIPULATE TEMPERATURE DEMESNE <UP{{!}}DOWN> [1-5]
|-
|cost = Power: 1-5 (commune)
| style="background:lightblue"|<tt>TRANCE BLOOM [PAST|PRESENT|FUTURE] [INSTANT]<br/>ENVISION BLOOM <target></tt>
|description = Manipulate the temperature in your demesne microclimate to arctic cold or blistering heat.
|-
}}
|style="background:pink"|Power: 1 (any) - to envision<br/>Power: 2 (Commune Nexus) - to gain trance instantly
|-
|}
See AB SHAMANISM SKY for details.


Defence: 2/8 magic resistance in Past trance | 1/8 magic resistance otherwise<br>
{{AB
Offence: Envelop a target with a heady fragrance<br>
|skillname = Claw
Healing: Increase the effect of your healing potions
|syntax = TRANCE CLAW [PAST{{!}}PRESENT{{!}}FUTURE] [INSTANT]<br>
ENVISION CLAW <target><br>
ENVISION SHEATHECLAW
|cost = Power: 1 (to envision claw) (any)<br>
::1 (to envision sheatheclaw) (any)<br>
::2 (to gain trance instantly) (Commune)<br>
Damage Type: 100% Cutting
|description = See [[Shamanism#Sky|AB SHAMANISM SKY]].<br><br>
Defense: 2/8 cutting resistance in Past trance
::1/8 cutting resistance otherwise.<br>
Offence: Summon powerful claws to rend your opponent.<br>
Healing: Seal your wounds and heal your body.
}}


==MicroQuake==
{{AB
|skillname = FierceWeather
|description = Your affinity with the weather is now such that any effects within your demesne's weather system will be greatly magnified.
}}


{|
{{AB
|-
|skillname = DemesneWind
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MANIPULATE WIND DEMESNE <UP{{!}}DOWN> [1-5]
|-
|cost = Power: 1-5 (commune)
| style="background:lightblue"|<tt>MANIPULATE QUAKE</tt>
|description = Manipulate the wind in your demesne microclimate to pick up or die down.
|-
}}
|style="background:pink"|Power: 1 (Commune Nexus)
|-
|}
Knock down your personal enemies in the room with a small stun. Those with an affinity to the earth will be immune.


==Mudslick==
{{AB
|skillname = Land
|syntax = TRANCE LAND [PAST{{!}}PRESENT{{!}}FUTURE] [INSTANT]<br>ENVISION LAND
|cost = Power: 5 (to envision land) (any)
::2 (to gain trance instantly) (Commune)
|description = See [[Shamanism#Sky|AB SHAMANISM SKY]] for details.<br><br>
Defence: Increase your resistance against forced movement.<br>
Offence: Send your enemies away through the land.<br>
Healing: Consume lucidity slush potion faster.
}}


{|
{{AB
|-
|skillname = Snowman
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MANIPULATE SNOWMAN<br>ORDER SNOWMAN KILL <target>
|-
|description = If it is snowing, you can call upon an abominable snowman to harass your enemies by throwing snowballs that can [[sprawled|knock them over]] or [[chill]] them.
| style="background:lightblue"|<tt>MANIPULATE MUDSLICK</tt>
}}
|-
|}
If it is raining, you can encourage a powerful deluge that will turn the mud in any natural, soily environment into a slippery slick. Anyone trying to enter or leave the room may fall over.


==ControlPrecip==
{{AB
|skillname = Imprint
|syntax = IMPRINT WEATHER<br>
IMPRINT RECALL<br>
MANIPULATE IMPRINT
|cost = Power: 10% reserves (to imprint)
::3 (to manipulate)
|description = You may open your soul to the improbabilities of the weather, imprinting upon one pattern in particular. You can then call upon this imprint while in your demesne, and draw that weather pattern's current properties over your surroundings. Every month, the natural variations in the weather patterns have a slight chance to shift too far and destroy the integrity of your imprint.
}}


{|
{{AB
|-
|skillname = Tornado
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MANIPULATE TORNADO
|-
|description = If there is a moderate gale in the room you can whip it up into a small tornado. It will randomly toss enemies from the room periodically, except for those with an affinity to the air.
| style="background:lightblue"|<tt>MANIPULATE PRECIP[ITATION] AREA <UP|DOWN> [1-5]</tt>
}}
|-
|style="background:pink"|Power: 1-5 (Commune Nexus)
|-
|}
You are now so powerful that you can control the clouds and precipitation over whole weather systems. You will not be able to alter the weather beyond the natural climate levels.


==Bone==
{{AB
|skillname = Freeze
|syntax = MANIPULATE FREEZE <target>
|description = If the temperature of the climate is freezing or below, you can amplify the cold around an individual.
}}


{|
{{AB
|-
|skillname = Quicksand
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MANIPULATE QUICKSAND
|-
|cost = Power: 5 (commune)
| style="background:lightblue"|<tt>TRANCE BONE [PAST|PRESENT|FUTURE] [INSTANT]<br/>ENVISION BONE <target></tt>
|description = Create quicksand in a natural environment, slowing movement out of the room and making it impossible to [[Environment#Tumbling|tumble]].
|-
}}
| style="background:pink"|Power: 1 present / 2 otherwise (Any) - to envision<br/>Power: 2 (Commune Nexus) - to gain trance instantly
|-
|}
See AB SHAMANISM SKY for details.
 
Defence: 2/8 blunt resistance in Past trance | 1/8 blunt resistance otherwise<br>
Offence: Weaken the bones of your opponent and snap them<br>
Healing: Your bones have a chance to heal themselves


==ControlTemp==
{{AB
 
|skillname = Lightning
{|
|syntax = MANIPULATE LIGHTNING <target>
|-
|cost = Power: 1 (commune)<br>
| style="background:darkblue; color:white"|'''Syntax:'''
Damage Type: 100% Electric
|-
|description = If the climate is such that lightning strikes may occur, you can direct them to your will and fry your enemy to a crisp.<br><br>
| style="background:lightblue"|<tt>MANIPULATE TEMP[ERATURE] AREA <UP|DOWN> [1-5]</tt>
You can only hit your target if they are in the same local area and each target can only be hit once every three seconds.
|-
}}
|style="background:pink"|Power: 1-5 (Commune Nexus)
|-
|}
You are now so powerful that you can control the temperature over whole weather systems. You will not be able to alter the weather beyond the natural climate levels.


==ControlWind==
{{AB
|skillname = Death
|syntax = TRANCE DEATH<br>POINT FINGER AT <target>
|cost = Power: 7 (to trance) (any)<br>
3 (to point) (any)
|description = The Vision of Death can only occur if you have 3 active visions in the Past, Present and Future slots. It will take some time to build up before you can resolve the vision with perfect clarity, at which point you may point at your target whom will die instantly if their health is below half. If you do not manage to kill your target quickly, the vision will go out of clarity and will take some time to build up again. The Vision of Death can go through its natural cycle of power up to ten times, after which it will permanently fade. A cycle will break instantly if you move rooms, and the vision will fade completely if you successfully use it to kill someone.
}}


{|
[[Category: Class Skills]]
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE WIND AREA <UP|DOWN> [1-5]</tt>
|-
|style="background:pink"|Power: 1-5 (Commune Nexus)
|-
|}
You are now so powerful that you can control the wind over whole weather systems. You will not be able to alter the weather beyond the natural climate levels.
 
==Quake==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE QUAKE DEMESNE</tt>
|-
| style="background:pink"|Power: 3
|-
|}
Cause an earthquake throughout your entire demesne.
 
==Frogs==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE FROGS</tt>
|-
|}
If there is at least a light drizzle, you can call down a rain of poisonous frogs that will hit your enemies on the ground and in the trees or sky. The fewer people in the room, the more likely it is for each individual to be hit by multiple frogs.
 
 
==Root==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>TRANCE ROOT [PAST|PRESENT|FUTURE] [INSTANT]<br/>ENVISION ROOT</tt>
|-
| style="background:pink"|Power: 5 (Any) - to envision<br/>Power: 2 (Commune Nexus) - to gain trance instantly
|-
|}
See AB SHAMANISM SKY for details.
 
Defence: Writhe faster from bonds<br>
Offence: Summon a powerful root golem<br>
Healing: Consume purity dust wafers faster
 
==Pressure==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE PRESSURE</tt>
|-
|style="background:pink"|Damage 100% Blunt<br/>
|-
|}
Increase the pressure in the room, causing pain and severe nosebleeds to your enemies.
 
==DemesnePrecip==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE PRECIP[ITATION] DEMESNE <UP|DOWN> [1-5]</tt>
|-
|style="background:pink"|Power: 1-5 (Commune Nexus)
|-
|}
Your knowledge and wisdom as a Shaman is such that you can create a personal microclimate covering your entire demesne. Since it is a climate of your own creation, the limits of the natural weather system in the area will no longer apply. You can part the clouds completely or call upon a torrential storm.
 
==WalkingTrance==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>WALKINGTRANCE [ON|OFF]</tt>
|-
|}
In the presence of a ceremonial fire, you can start a subconscious trance that will allow you to receive visions wherever you may go. You can continue your life as normal without interrupting the process. You will also continuously regenerate health and ego (2/6), at the cost of an ongoing mental drain.call upon a torrential storm.
 
==DemesneTemp==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE TEMEPERATURE DEMESNE <UP|DOWN> [1-5]</tt>
|-
|style="background:pink"|Power: 1-5 (Commune Nexus)
|-
|}
Manipulate the temperature in your demesne microclimate to arctic cold or blistering heat.
 
==Claw==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>TRANCE CLAW [PAST|PRESENT|FUTURE] [INSTANT]<br/>ENVISION CLAW <target><br\>ENVISION SHEATHECLAW</tt>
|-
|style="background:pink"|Power: 1 (Any) - to envision<br\>Power: 1 (Any) - to sheatheclaw<br/>Power: 2 (Commune Nexus) - to gain trance instantly<br/>Damage Type: 100% Cutting
|-
|}
See AB SHAMANISM SKY for details.
 
Defense: 2/8 cutting resistance in Past trance | 1/8 cutting resistance otherwise<br>
Offence: Summon powerful claws to rend your opponent<br>
Healing: Seal your wounds and heal your body
 
==FierceWeather==
 
Your affinity with the weather is now such that any effects within your demesne's weather system will be greatly magnified.
 
==DemesneWind==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE WIND DEMESNE <UP|DOWN> [1-5]</tt>
|-
|style="background:pink"|Power: 1-5 (Commune Nexus)
|-
|}
Manipulate the wind in your demesne microclimate to pick up or die down.
 
==Land==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>TRANCE LAND [PAST|PRESENT|FUTURE] [INSTANT]<br\>ENVISION LAND</tt>
|-
|style="background:pink"|Power: 5 (Any) - to envision land<br/>Power: 2 (Commune Nexus) - to gain trance instantly
|-
|}
See AB SHAMANISM SKY for details.
 
Defence: Increase your resistance against forced movement<br>
Offence: Send your enemies away through the land<br>
Healing: Consume lucidity slush potion faster
 
==Snowman==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE SNOWMAN<br/>ORDER SNOWMAN KILL <target></tt>
|-
|}
If it is snowing, you can call upon an abominable snowman to harass your enemies by throwing snowballs that can knock them over or chill them.
==Imprint==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>IMPRINT WEATHER<br/>IMPRINT RECALL<br\>MANIPULATE IMPRINT</tt>
|-
| style="background:pink"|Power: 10% Reserves (to imprint)<br/>Power: 3 (to manipulate)
|-
|}
You may open your soul to the improbabilities of the weather, imprinting upon one pattern in particular. You can then call upon this imprint while in your demesne, and draw that weather pattern's current properties over your surroundings. Every month, the natural variations in the weather patterns have a slight chance to shift too far and destroy the integrity of your imprint.
 
==Tornado==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE TORNADO</tt>
|-
|}
If there is a moderate gale in the room, you can whip it up into a small tornado. It will randomly toss enemies from the room periodically, except for those with an affinity to the air.
 
==Freeze==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE FREEZE <target></tt>
|-
|}
If the temperature of the climate is freezing or below, you can amplify the cold around an individual.
 
==Quicksand==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE QUICKSAND</tt>
|-
| style="background:pink"|Power: 5 (Commune Nexus)
|-
|}
Create quicksand in a natural environment, slowing movement out of the room and making it impossible to tumble.
 
==Lightning==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>MANIPULATE LIGHTNING <target></tt>
|-
| style="background:pink"|Power: 1 (Commune Nexus)<br/>Damage Type: 100% Electric
|-
|}
If the climate is such that lightning strikes may occur, you can direct them to your will and fry your enemy to a crisp.
 
==Death==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>TRANCE DEATH<br/>POINT FINGER AT <target></tt>
|-
| style="background:pink"|Power: 7 (Any) - to trance<br/>Power: 3 (Any) - to point
|-
|}
The Vision of Death can only occur if you have 3 active visions in the Past, Present and Future slots. It will take some time to build up before you can resolve the vision with perfect clarity, at which point you may point at your target whom will die instantly if their health is below half. If you do not manage to kill your target quickly, the vision will go out of clarity and will take some time to build up again. The Vision of Death can go through its natural cycle of power up to ten times, after which it will permanently fade. A cycle will break instantly if you move rooms, and the vision will fade completely if you successfully use it to kill someone.
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