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. |
Forecast | Inept | 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 | Fall into a deep trance. |
CloudBurst | Apprentice | 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 | Trance upon the sky. |
Microtemp | Capable +33% | Adjust the temperature in your room. |
Microwind | Capable +66% | Adjust the wind in your room. |
Bloom | Adept | Allow your sight to bloom. |
MicroQuake | Adept +33% | Generate a slight tremor. |
Mudslick | Adept +66% | Slick the ground with a heavy deluge. |
ControlPrecip | Master | 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 | 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 | Peer into the roots of the First World. |
Pressure | Expert +33% | Increase the pressure in the air around you to cause pain. |
DemensePrecip | Expert +66% | Completely control the precipitation around you. |
WalkingTrance | Virtuoso | Maintain a constant state of trance. |
DemesneTemp | 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 | 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 | 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. |
Death | Transcendent | Bring down your deathly vision upon a foe. |
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.
Defense: Gives 10 resistance DMP to magic. Offense: 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, trees, or sky.
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.