Difference between revisions of "Shamanism"

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See AB SHAMANISM SKY for details.
See AB SHAMANISM SKY for details.


Defense: Defence: 1/3 magic resistance.<br>
Defence: 1/3 magic resistance.<br>
Offense: Envelop a target with a heady fragrance.
<br>
Offence: Envelop a target with a heady fragrance.
<br>
Healing: Increase the effect of your healing potions.
Healing: Increase the effect of your healing potions.



Revision as of 20:16, 21 July 2015

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.

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.


Skill Learned At Description
Forecast Inept+0% Determine the exact state of the weather.
LightBurst Inept+33% Magnify the sunlight and warm your surroundings.
CeremonialFire Inept+66% Light a ceremonial fire.
Trance Novice+0% Fall into a deep trance.
CloudBurst Apprentice+0% Coerce the weather into releasing a light drizzle.
MicroPrecip Apprentice+33% Adjust the precipitation in your room.
WeatherGuard Apprentice+66% Sheathe yourself in an ethereal weather cloak.
Sky Capable+0% Trance upon the sky.
MicroTemp Capable+33% Adjust the temperature in your room.
MicroWind Capable+66% Adjust the wind in your room.
Bloom Adept+0% Allow your sight to bloom.
MicroQuake Adept+33% Generate a slight tremor.
Mudslick Adept+66% Slick the ground with a heavy deluge.
ControlPrecip Master+0% Control the precipitation over large areas.
Bone Master+33% See the bones of those past, present, and future.
ControlTemp Master+66% Control the temperature over large areas.
ControlWind Gifted+0% Control the wind over large areas.
Quake Gifted+33% Rock the ground with a powerful quake through your demesne.
Frogs Gifted+66% Call down a poisonous rain of frogs.
Root Expert+0% Peer into the roots of the First World.
Pressure Expert+33% Increase the pressure in the air around you to cause pain.
DemesnePrecip Expert+66% Completely control the precipitation around you.
WalkingTrance Virtuoso+0% Maintain a constant state of trance.
DemenseTemp Virtuoso+25% Completely control the temperature around you.
Claw Virtuoso+50% View the claws wrapped around your threads.
FierceWeather Virtuoso+75% Nature shall blow hard and strong for you, Shaman.
DemesneWind Fabled+0% Completely control the wind around you.
Land Fabled+25% Sense the will of the land with this powerful vision.
Snowman Fabled+50% Summon an abominable snowman to assault your enemies.
Imprint Fabled+75% Imprint upon a specific weather pattern, recalling it at will.
Tornado Mythical+0% Whip up a tornado.
Freeze Mythical+25% Direct the air to leech warmth from your foes.
Quicksand Mythical+50% Create a deadly trap for those passing through.
Lightning Mythical+75% Direct the raw power of nature to sizzle something.


Forecast

Syntax:
FORECAST

Your skill as a Shaman allows you to determine the exact state of the weather.

LightBurst

Syntax:
MANIPULATE LIGHTBURST [<target>]
Power: 1 (Any) - targetted

If it is daytime and there is little cloud cover, you can magnify the sun's presence in the room. The untargetted version will melt a few icewalls and clear ice from the ground. The targetted version will clear all freeze effects from a target and give the fire defense.


CeremonialFire

Syntax:
LIGHT CEREMONIAL FIRE
SPRINKLE <SALT|SULFUR> AROUND FIRE

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

Syntax:
TRANCE<br\>TRANCE END

Fall into a trance. While in a trance, you will regenerate health, mana and ego extremely quickly, and later will be able to use this state to receive visions.

CloudBurst

Syntax:
MANIPULATE CLOUDBURST

Put out fires in your room and all adjacent rooms. There must be at least a light drizzle.

MicroPrecip

Syntax:
MANIPULATE PRECIP[ITATION] <UP|DOWN> [1-5]

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

Syntax:
MANIPULATE WEATHERGUARD

By carefully surrounding yourself with strands of ethereal energy, you can protect yourself from the worst of the weather.

Sky

Syntax:
TRANCE SKY <PAST|PRESENT|FUTURE><br\>ENVISION SKY
Power: 5 (Any) - to envision

Trances are one of the main areas of expertise for any competent Shaman. Your mind can simultaneously hold three different trances for the past, present, or future. Each vision will grant some powerful defensive, offensive, and curative abilities. Past visions will boost the defensive aspect, present futures the offensive aspect, and future visions the curative aspect.



Defense: Gives 10 resistance DMP to electricity. 
Offense: Throw your enemies to the sky. 
Healing: Regenerate under the open sky.

MicroTemp

Syntax:
MANIPULATE TEMP[ERATURE] <UP|DOWN> [1-5]

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.

MicroWind

Syntax:
MANIPULATE WIND <UP|DOWN> [1-5]

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

Syntax:
TRANCE BLOOM <PAST|PRESENT|FUTURE>
<br\>ENVISION BLOOM <target>
Power: 1 (Commune Nexus) - to envision

See AB SHAMANISM SKY for details.

Defence: 1/3 magic resistance.
Offence: Envelop a target with a heady fragrance.

Healing: Increase the effect of your healing potions.

MicroQuake

Syntax:
MANIPULATE QUAKE
Power: 1 (Commune Nexus)

Knock everyone but yourself down in a room with a small stun. Those with an affinity to the earth will be immune.

Mudslick

Syntax:
MANIPULATE MUDSLICK]

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

Syntax:
MANIPULATE PRECIP[ITATION] AREA <UP|DOWN> [1-5]
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

Syntax:
TRANCE BONE <PAST|PRESENT|FUTURE><br\>ENVISION BONE <target>
Power: 1 (Any) - to envision

See AB SHAMANISM SKY for details.

 Defense: Gives 10 resistance DMP to blunt.
 Offense: Weaken the bones of your opponent and snap them.
 Healing: Your bones have a chance to heal themselves.

ControlTemp

Syntax:
MANIPULATE TEMP[ERATURE] AREA <UP|DOWN> [1-5]

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

Syntax:
MANIPULATE WIND AREA <UP|DOWN> [1-5]

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

Syntax:
MANIPULATE QUAKE DEMESNE
Power: 3 (Commune Nexus)

Cause an earthquake throughout your entire demesne.

Frogs

Syntax:
MANIPULATE FROGS

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, th

Root

Syntax:
TRANCE ROOT <PAST|PRESENT|FUTURE>
<br\>ENVISION ROOT
Power: 5 (Any) - to envision

See AB SHAMANISM SKY for details.



Defense: Writhe faster from bonds.
 Offense: Summon a powerful root golem.
 Healing: Consume herbs faster.

Pressure

Syntax:
MANIPULATE PRESSURE
Damage 100% Blunt

Damage Source: Magical

Increase the pressure in the room, causing pain and severe nosebleeds to your enemies.

DemesnePrecip

Syntax:
MANIPULATE PRECIP[ITATION] DEMESNE <UP|DOWN> [1-5]

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

Syntax:
WALKINGTRANCE ON|OFF

In the presence of a ceremonial fire, you can start a subconscious trance that will allow you to receive visions wherever you may go. Though it will take longer to fully manifest a vision, you can continue your life as normal without interrupting the process. You will also continuously regenerate health and ego, at the cost of an ongoing mental drain.

DemesneTemp

Syntax:
MANIPULATE TEMEPERATURE DEMESNE <UP|DOWN> [1-5]
Power: 1-5 (Commune Nexus)

Manipulate the temperature in your demesne microclimate to arctic cold or blistering heat.

Claw

Syntax:
 TRANCE CLAW <PAST|PRESENT|FUTURE>
ENVISION CLAW <target>
<br\>ENVISION SHEATHECLAW
Power: 1 (Any) - to envision <br\>Damage Type: 100% Cutting<br\> Damage Source: Magical

See AB SHAMANISM SKY for details.



Defense: Gives 10 resistance DMP to cutting.
 Offense: Summon powerful claws to rend your opponent.
 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

Syntax:
 MANIPULATE WIND DEMESNE <UP|DOWN> [1-5
Power: 1-5 (Commune Nexus)

Manipulate the wind in your demesne microclimate to pick up or die down.

Land

Syntax:
TRANCE LAND <PAST|PRESENT|FUTURE>
<br\>ENVISION LAND
Power: 5 (Any)

See AB SHAMANISM SKY for details.



Defense: Increase your resistance against forced movement. 
Offense: Send your enemies away through the land.
 Healing: Focusing upon your ailments will be easier and faster.

Snowman

Syntax:
MANIPULATE SNOWMAN

If it is snowing, you can call upon an abominable snowman to harass your enemies by throwing snowballs the can knock them over or chill them.

Imprint

Syntax:
IMPRINT WEATHER
<br\>IMPRINT RECALL
<br\>MANIPULATE IMPRINT
Power: 10% Reserves (to imprint)<br\>5 (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

Syntax:
MANIPULATE TORNADO

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

Syntax:
MANIPULATE FREEZE <target>

If the temperature of the climate is freezing or below, you can amplify the cold around an individual.

Quicksand

Syntax:
MANIPULATE QUICKSAND
Power: 5 (Commune Nexus)

Create quicksand in a natural environment, slowing movement out of the room and making it impossible to tumble.

Lightning

Syntax:
MANIPULATE LIGHTNING <target>
Power: 1 (Commune Nexus)<br\>Damage Type: 100% Electric<br\>Damage Source: Magical

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

Syntax:
TRANCE DEATH
<br\>POINT FINGER AT <target>
Power: 7 (Any) - to trance<br\>3 (Any) - to point

The Vision of Death can only occur if you have three 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.