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  1. Yesterday
  2. Loremaster

    Celestial

    - Celestial - The Otherworldly Path Realm: The realm of Celestial is the stars and skies above. This realm is similar to that of Aversia's Spirits in the fact that they have no connection to the Vaya Lords. As of current, there are only two spirits who call the otherworldly realm of the sky above, that of the Sun and Moon Ghatha who only appear during their respective time of day. Spirit: Sun Ghatha Domains: Sun, Healing, Spirit Description: This Ghatha is a four legged beast with masculine features, a broad chest, shorter snout and a furry mane like that of the sun. Ghatha of the sun are more likely to bond to shaman who exhibit traits of ferocity, passion and tenacity. Both Moon and Sun Ghatha spirits are known for their kindness and their leadership. Universal Passive: The shaman is immune to effects or injuries which result from sunlight (sunburns, heat exhaustion, etc.). Bond: A shaman of the day in their merge becomes incredibly bright, making the area five meters around them unbearable bright for the duration of the merge. This makes them unable to be seen properly or have actions taken that require looking in their direction with eyes open. The shaman will only be granted this merge ability at its respective time of day. Harmony: The shaman creates a field which heals minor wounds around them for the duration of their moon as celestial light surrounds them in a three meter radius. Those within this field are prevented from death though would they die are instead knocked unconscious or otherwise immobile. When the merge ends those with grievous wounds will die at the same rate as they would otherwise. Enlightenment: The shaman during this stage when merged with their spirit can change into a large spectral beast, this being around the size of a large bear. They inherit this strength and while in this form can still speak and think as if they were not a beast as well as do all of their other merge abilities. Spirit: Moon Ghatha Domains: Moon, Healing, Spirit Description: Moon Ghatha is a feminine spirit in appearance, its body lean and agile with a longer snout. These Ghatha are known to be more willing to bond to the calmer shaman, those who exhibit patience, thoughtfulness, and stoicism. Both Moon and Sun Ghatha spirits are known for their kindness and their leadership. Universal Passive: The shaman is granted dark vision. Bond: As a shaman of the night, the shaman becomes translucent during the night time, making them near impossible to be seen, but those with advanced hearing or smell can still figure out their location a turn after they were there. The shaman will only be granted this merge ability at its respective time of day. Harmony: The shaman creates a field which heals minor wounds around them for the duration of their moon as celestial light surrounds them in a three meter radius. Those within this field are prevented from death though would they die are instead knocked unconscious or otherwise immobile. When the merge ends those with grievous wounds will die at the same rate as they would otherwise. Enlightenment: The shaman during this stage when merged with their spirit can change into a large spectral beast, this being around the size of a large bear. They inherit this strength and while in this form can still speak and think as if they were not a beast as well as do all of their other merge abilities.
  3. Last week
  4. Crimson_Wolfe_

    Finding a dragon to simp for

    until
    https://www.aethier.co.uk/IPS/index.php?/forums/topic/54467-9192020-4-pm-cst-finding-a-dragon-to-simp-for-exploration/
  5. Loremaster

    Decay

    Decay The ability to manipulate toxins and diseases. Spell Name: Inflict Disease Shakti: Two Domain: Decay Concentration: Medium Cast Time: Three Turn Duration: See Effect Range: Five Meters Effect: The shaman creates a toxin spore that is capable of inflicting Bog Fever, Whitebone Virus, or any common non-magical disease onto another person by sprinkling spores over them in a typical rain like fashion. The target must roll three times to see if their body will fight off the disease naturally before they’re infected. On the first turn, they must roll a DC 16 or higher to reject the disease. Second turn they must roll a DC 13 or higher to reject the disease. Third turn they must roll a DC 10 or higher to reject the disease. Spell Name: Toxic Stun Shakti: Two Domain: Decay Concentration: Medium Cast Time: Two Turns Duration: Instantaneous. Range: Eight Meters Effect: The shaman erupts a toxic cloud around another person within range in order to stun them, the toxins being inhaled by them and causing their muscles to become paralysed for a singular turn. Should they be wearing something over their mouth and nose that would protect them that is not a helmet, this will have no effect. Spell Name: Accelerate Disease Shakti: Two Domain: Decay Concentration: Medium Cast Time: Three Turns Duration: Instant Range: Touch Effect: The shaman accelerates a disease inside of another person, pushing them forwards to the next stage of infection. Spell Name: Toxic Breath Shakti: Two Domain: Decay Concentration: Medium Cast Time: Two Turns Duration: Three Turns Range: Five Meters Effect: The shaman takes in a large breath and creates toxins inside of their own lungs. The shaman will expel these toxins into the air in a green mist-like cloud that spread five meters forwards and two meters wide in front of them. Upon contact with bare flesh, they will experience first degree acid burns and for each turn past the first they will get second degree acid burns on flesh. On the last turn those inside the area must roll a DC 12 check or they will feel fatigued for a singular turn. This can move with the shamans head, but can only change to one cardinal direction at a time. Spell Name: Sleep Spores Shakti: Two Domain: Decay Concentration: Medium Cast Time: Three Turns Duration: Ten Turns Range: Eight Meters Effect: The shaman creates a set of spores that cause another to become drowsy and surround their target with them. The target must roll a DC 14 to resist this spell effect or they will fall over and remain asleep for ten turns. The target will wake up if any violent or otherwise harmful attack is made against them or if someone has the intent to do so to them. Spell Name: Bolt of Weakness Shakti: Two Domain: Decay Concentration: Medium Cast Time: Two Turns Duration: Five Turns Range: Ten Meters Effect: The shaman fires a projectile of decay matter, a sickly green bolt, towards an organic target in range. The area that is struck is heavily rotted and aged causing extreme fatigue and weakness in that area rendering it useless for the duration. Should this strike the chest, they will be unable to properly breathe to fight. This follows projectile standards. Spell Name: Rot Shakti: Two Domain: Decay Concentration: Medium Cast Time: Two Turns Duration: Instant Range: Touch Effect: The shaman puts their hand on any sort of organic material that is not currently alive and causes it to rot. This will weaken wood to the point of it being easily breakable or cause plantlife to die. This can only affect a 3x3 meter area. Spell Name: Fog of Repulsion Shakti: Two Domain: Decay Concentration: Medium Cast Time: Two Turns Duration: Five Turns Range: Eight Meters; Four Meter AoE Effect: The shaman creates a cloud of fog that smells absolutely horrid, repelling all creatures inside to force them out of the air. This will also cause difficulty of breathing, making fighting inside this fog extremely difficult.
  6. Loremaster

    Storms

    Storms The ability to manipulate storms, including hail, rain, tornadoes, lightning, thunder, etc. This does not include sandstorms or firestorms on its own. Spell Name: Lightning Blast Shakti: Three Domain: Storms Concentration: Medium Cast Time: Two Turns Duration: Instant Range: Ten Meters Effect: The shaman sends a blast of lightning out from their idol or appendage. The 1 meter diameter ball of lightning is flung towards its target. The ball of lightning when connecting with its target will shock them, giving second degree burns and stunning them for a single turn. Should the target be near others within 3 meters, the lightning will chain, striking each target possible within 3 meters each, applying the same effects. The spell will not return to those it has already affected. This spell follows projectile rules to hit the first target. Spell Name: Thunder’s Voice Shakti: Three Domain: Storms Concentration: Medium Cast Time: Three Turns Duration: Instant Range: Ten Meters Effect: The shaman echoes thunder in their lungs and throat, reverberating it outwards in front of them. The thunder is astounding; knocking over everyone within three meters and staggering everyone in the next several, in a 3x10 area, along with deafening everyone in the range for two emotes. Spell Name: Spark Shakti: Two Domain: Storms Concentration: Low Cast Time: Two Turns Duration: Two Turns Range: Two Meters Effect: The shaman sends electricity coursing through their idol or hands outwards to shock somebody. These shocks are enough to seize the muscles in a single limb, causing it to stiffen to the point of unusability. Spell Name: Flash of Lightning Shakti: One Domain: Storms Concentration: Lows Cast Time: One Turn Duration: Instant Range: Self. Effect: The shaman channels lightning in their form and dashes with it. In a blink, they appear elsewhere within a range determined by shaman level. At bond they can dash three meters, harmony five, enlightenment eight. Passing through people will stun them for a turn, however the shaman cannot attack or make another action in the same turn they cast this spell. The shaman cannot pass through terrain. Spell Name: Thunderstruck Shakti: Two Domain: Storms Concentration: Medium Cast Time: Two Turns Duration: Instant Range: Touch Effect: The shaman impacts someone with their idol or hand, sending the person flying backwards with concussive force as well as a loud clap of lightning about several meters varying on terrain (flat terrain five, upwards terrain three, downwards seven). They will be dazed if they slam into an object or wall of sorts. The initial impact causes the normal harm the hand or idol would bring, the real danger is what they are pushed into. Spell Name: Call of the Storm Shakti: Three Domain: Storms Concentration: High Cast Time: Two OOC Hours / DM Event Discretion. Duration: Event (See Effect) Range: Fifteen MEters Effect: For usage in or prior to events, the shaman calls to the skies and storms and brings forth torrents and downpours of rain, thunder, lightning and sometimes even hail. The shaman can control the degree of the storm at will during its duration. This spell requires a DM present. Spell Name: Discharge Shakti: Two Domain: Storms Concentration: Low Cast Time: One Turn Duration: Instant Range: Self Effect: Should a storms or otherwise lightning based attack be made at the shaman, they may choose to be unaffected by it by discharging it into the ground.
  7. Loremaster

    Portal

    Portal The ability to make portals to other places within the same realm or others. Spell Name: Summon Creature Shakti: Three Domain: Portal Concentration: Medium Cast Time: Three Turns Duration: Ten Turns Range: Ten Meters Effect: The shaman conjures a creature rare or below to loyally fight for them. It may listen to basic commands such as attack or stay. It disappears upon the end of the spell duration and a DM is required to play the summoned creature. Spell Name: Teleport Shakti: Three Domain: Portal Concentration: Medium Cast Time: Three Turns Duration: Instant; Three Turns. Range: Line of Sight. Effect: The caster opens a portal to any place that they are familiar with. Whilst the portal opens within line of sight, the exit portal may lead to anywhere within the continent. This portal is only able to be sustained for three turns. They are unable to pinpoint a precise location to teleport to nor can this portal travel interdimensionally. Spell Name: Redirection Shakti: Two Domain: Portal Concentration: Medium Cast Time: One Turn Duration: Instant Range: Ten Meters Effect: The shaman opens up a portal within range and takes any projectile within range. With a second portal, the shaman redirects it back to the person who originally shot or otherwise casted the projectile. The projectile roll remains the same as the original. Spell Name: Portal Hop Shakti: Two Domain: Portal Concentration: Low Cast Time: Two Turns Duration: Instantaneous. Range: Ten Meters Effect: The shaman opens up a portal at their feet and another within ten meters, causing them to pop up out at the second portal when the spell casts. While they are popped up at the second portal, they are fully able to take an action and once that turn is over, they will return back to the original portal they were at by falling back down the second portal.
  8. Loremaster

    Spirit

    Spirit The ability to manipulate the spirit of others. This is not the soul but rather one's entire essence. Spell Name: Form of the Tiger Shakti: Two Domain: Spirit Concentration: Low Cast Time: Two Turns Duration: Five Turns Range: Self Effect: The shaman’s speed is temporarily increased by one on the appropriate chart. On top of this, their hands will grow ethereal-like claws akin to a tiger that do damage akin to normal steel, however the wound level is increased by one degree for every hit. They also gain more tiger-like features over their body. Spell Name: Form of the Turtle Shakti: One Domain: Spirit Concentration: Low Cast Time: One Turn Duration: Three Turns Range: Self Effect: The shaman is granted an ethereal shield around themself that appears like the shell of a turtle, blocking three hits before dissipating. Spell Name: Form of the Hare Shakti: Two Domain: Spirit Concentration: Low Cast Time: Two Turns Duration: Instantaneous Range: Self; See Effect. Effect: The shaman takes on appearances similar to that of a hare, forming ethereal ears atop of their head and a hare’s tail. The shaman will then leap forwards twenty meters horizontally or ten meters vertically. Spell Name: Spirit Form Shakti: Three Domain: Spirit Concentration: Low Cast Time: Two Turns Duration: Fifteen Turns Range: Self Effect: The shaman releases themselves into the spiritual world, making themselves incorporeal and unable to be targeted. The shaman cannot interact with the world while in this state and is unable to be affected by things that affect incorporeals due to the nature of their displacement disallowing them from interacting with anything. The shaman is able to move at standard speeds and can move through one meter of solid material per turn, however for each meter of solid material they move through, a turn of the spell's duration is sacrificed. Spell Name: Spirit Shock Shakti: Two Domain: Spirit Concentration: Medium Cast Time: Two Turns Duration: Instantaneous Range: Touch Effect: The shaman touches another person and shocks their spirit, stunning them for one turn. The person who is shocked cannot be shocked again by any spirit spells for four turns after they’re shocked. Spell Name: Focus Break Shakti: Two Domain: Spirit Concentration: Medium Cast Time: One Turn Duration: Instantaneous Range: Fifteen Meters Effect: The shaman manipulates another spirit of a shakti user in range and breaks their concentration by gripping onto their spirit for a moment to jostle them. This does not physically move the target but simply breaks concentration. Spell Name: Spirit Wall Shakti: One Domain: Spirit Concentration: Low Cast Time: One Turn Duration: Two Turns Range: Five Meters Effect: The shaman projects a wall forwards of their own spirit, mocking the shaman’s spirit’s image in a protective stance. If the shaman is the bond level, the wall is three meters in width. If the shaman is harmony level, the wall is six meters in width. If the shaman is enlightenment level, the wall is nine meters in width. This wall can block up to two attacks before it disappears. Spell Name: Voodoo Doll Shakti: Three Domain: Spirit Concentration: Medium Cast Time: Three Turns Duration: Permanent Range: Touch Effect: The shaman uses a piece of another’s physical body and binds their spirit to a doll. This doll should resemble the person that it’s intended to be bound to and have the piece taken sewn into it. After their spirit is imbued into it, it’s bound to that person only. Any damage inflicted on the doll is also inflicted on the person’s body. These injuries can never be lethal. Each doll can only be used to inflict five injuries on the individual before the doll loses its effect, however it can only affect one severe injury and the uses will be all expended.
  9. Loremaster

    Sound

    Sound The ability to manipulate sound. Spell Name: Silence, All of you! Shakti: Two Domain: Sound Concentration: Medium Cast Time: Two Turns Duration: Instantaneous; Three Turns. Range: Eight Meters around self. Effect: The shaman creates a loud roar of sound around them from deep within their lungs and sends everything within range flying backwards by one meter at bond, two meters at harmony, and three meters at enlightenment. Those who are within five meters of the shaman from casting are deafened, and those within three meters of the shaman are both deafened and incapable of speech for the duration. Spell Name: Mute Shakti: One Domain: Sound Concentration: Low Cast Time: Two Turns Duration: Five Turns Range: Fifteen Meters Effect: The shaman targets anyone within range and silences all of their sound, including their voice and otherwise movements or actions that would produce sound. They are still able to hear while under this spell. Spell Name: Echolocate Shakti: One Domain: Sound Concentration: Low Cast Time: Two Turns Duration: Ten Turns Range: Fifteen Meters Effect: The shaman sends out small waves of sound that are inaudible to the human ear, using these waves in order to echolocate things within range, allowing them to perceive the area around them for the duration that they otherwise wouldn’t be able to see. Spell Name: Imitate Voice Shakti: One Domain: Sound Concentration: Low Cast Time: Two Turns Duration: Five Turns Range: Self Effect: The shaman imitates the voice of another person that they’ve heard. They cab imitate any accent or level of speech with this ability, however the caster cannot understand or speak foreign languages this way. Spell Name: Concentration Break Shakti: Two Domain: Sound Concentration: Medium Cast Time: Two Turns Duration: Instant Range: Fifteen Meters Effect: The caster releases a loud shockwave of piercing sound that will deafen everyone within range and stun them for a singular turn as well as break concentration of all concentration-based casters. Spell Name: Audio Illusion Shakti: One Domain: Sound Concentration: Medium Cast Time: Two Turns Duration: Five Turns Range: Fifteen Meters Effect: The shaman creates a false sound heard in a fifteen meter radius. It can sound like anything the shaman wishes, for example they may mimic the sound of a lion’s roar or a landslide. Spell Name: Enhance Hearing Shakti: Two Domain: Sound Concentration: Low Cast Time: One Turn Duration: Eight Turns Range: Fifteen Meters Effect: The shaman imbues their own ears with shakti and improves their hearing. This allows them to hear even the quietest of sounds accurately within range. However, this does make them weak to loud noises.
  10. Loremaster

    Ice

    Ice The ability to manipulate ice or other frozen objects. Spell Name: Ice Wall Shakti: Two Domain: Ice Concentration: Low Cast Time: One Turn Duration: Four Turns Range: Five Meters Effect: The shaman creates a ice wall in front of them. If the shaman is the bond level, the wall is three meters in width. If the shaman is harmony level, the wall is six meters in width. If the shaman is enlightenment level, the wall is nine meters in width. The wall acts as sheer and jagged ice, too slippery to climb over. The wall will break with two hits from blunt weaponry but otherwise will leave after its duration. Spell Name: Ice Blast Shakti: Two Domain: Ice Concentration: Medium Cast Time: Two Turn Duration: Instant Range: Ten Meters Effect: The shaman sends a blast of ice out from their idol or appendage. The 1 meter diameter ball of ice is flung towards its target. The ball of ice is sharp, jagged, and has a great deal of blunt force behind it. This will knock those hit to the ground and leave puncture wounds should they not be adorned in metal armor or have a tough hide. The ice shatters on impact, melting into the ground below. This follows projectile rules. Spell Name: Ice Root Shakti: One Domain: Ice Concentration: Medium Cast Time: Two Turns Duration: Three Turns Range: Ten Meters Effect: The shaman freezes the ground in a certain direction, rooting the feet of their target. The ice can be broken free from early should a blunt weapon do damage to it, though this takes a turn on its own with no other actions to accomplish. If the shaman is of the bond level, they can freeze one target. If the shaman is of the harmony level, they can freeze two targets. If the shaman is of the enlightenment level, they can freeze three targets. Spell Name: Flash Freeze Shakti: Two Domain: Ice Concentration: Medium Cast Time: Two Turns Duration: Five Turns Range: Fifteen Meters; Eight Meter AoE Effect: The shaman creates a ball of ice in their hands that they then send forwards up to fifteen meters away. This will create an eight meter diameter AoE on the ground where the ice ball lands, covering it with thick ice that causes anything to step on it to go prone and slip. Should someone be standing on the area when it’s casted, they will go prone on their next turn. After they are prone for one turn, movement speed on the ice is halved. Spell Name: Ring of Frost Shakti: Two Domain: Ice Concentration: Medium Cast Time: Two Turns Duration: Instant Range: Five Meters Effect: The shaman creates a wave of frost around them that will effect everyone within range. Those inside will experience second degree frostbite on bare skin and must roll a DC 12 to avoid getting stunned in place for a singular turn. Spell Name: Glacial Storm Shakti: One Domain: Ice Concentration: Medium Cast Time: Two Turns Duration: Three Turns Range: Ten Meters: Four Meter AoE Effect: The shaman creates a rain of ice, snow and hail down within range as a four meter AoE. This will slow everyone inside the range by one speed tier for as long as they’re inside.
  11. Loremaster

    Healing

    Healing The ability to heal others. Spell Name: Lay on Hands Shakti: Three Domain: Healing Concentration: Medium Cast Time: Four Turns Duration: Instantaneous Range: Touch Effect: The shaman lays their hands on another and begins to heal over their wounds. The shaman may cancel the spell at any point however will always spend three shakti. The amount that is done depends on how many turns the shaman takes to cast the spell, described as below. One turn - Minor wounds, such as scratches and bruises will heal over. Two turns - Deeper venous cuts and bruises will heal. Three turns - Bones, arterial bleeding and cuts, and other severe injuries are healed. Four turns - Heavy injuries that would normally be lethal, such as internal bleeding or a bad concussion. This cannot bring someone back from death, but can stabilize them from an otherwise lethal injury. Spell Name: Healer’s Sight Shakti: One Domain: Healing Concentration: Low Cast Time: One Turn Duration: Until Dispelled Range: Self Effect: The shaman changes their vision in order to be able to see the injuries or otherwise ailments of others including diseases, essentially seeing with ‘x-ray’ vision. They are unable to see properly in one eye while the other turns a vibrant green to indicate they’re looking for ailments. Spell Name: Heart Restarter Shakti: One Domain: Healing Concentration: Low Cast Time: One Turn Duration: Instantaneous Range: Touch Effect: The shaman sends a jolt of energy through the target's body and resurges energy to their heart after it’s just stopped. The caster must roll a d20 with a dc of 14 per cast to successfully restart the heart. Spell Name: Redemption Shakti: Two Domain: Healing Concentration: Medium Cast Time: Three Turns Duration: Four Turns. Range: Ten Meters; Five Meter AoE Effect: The shaman creates an AoE within range that is capable of passively regenerating wounds at a rate of one tier per turn. At most, the field can only heal up to moderate wounds. One turn inside will heal minor wounds. Two turns will heal mild wounds. Three turns and onwards will heal moderate wounds. Spell Name: Compression Shakti: One Domain: Healing Concentration: Medium Cast Time: Two Turns Duration: Instantaneous Range: Touch Effect: The shaman surges shakti into the lungs of a target and instantaneously compresses their lungs in order to force anything inside of them outside of their lungs, including liquids, heavy gases, or even objects. This hurts the target and results in heavy coughing and sore lungs. Spell Name: Cure Toxins Shakti: Two Domain: Healing Concentration: Medium Cast Time: Two Turns Duration: Instant Range: Touch Effect: The shaman places their hands on another and heals them of all toxins and diseases inside of their body. This cannot cure things that are created by divine means or the void.
  12. Loremaster

    Emotion

    Emotion The ability to manipulate the emotions of sentient things. Spell Name: Emotional Tweak Shakti: One Domain: Emotion Concentration: Low Cast Time: Two Turns Duration: Three Turns Range: Ten Meters Effect: The shaman picks a target and chooses one of the primary emotions (anger, sadness, joy, curiosity, calmness or fear) that they subtly influence upon the target. This effect is rather moderate, and cannot force someone who was previously calm and was influenced towards anger to suddenly snap to attack their nearby friend, however if used on an already angered person, their anger will be much more intense. Spell Name: Taunt Shakti: Two Domain: Emotions Concentration: Low Cast Time: Three Turns Duration: Eight Turns Range: Eight Meters Effect: The shaman focuses on the area around them and causes everyone and or thing within range to focus on them. This can be any kind of focus, be it protective, aggressive, or neutral depending on their current state of being prior to the spell being casted. Everyone within range must roll a d20 with a dc of 12 in order to resist this effect. Spell Name: Speak the Truth Shakti: Two Domain: Emotions Concentration: Medium Cast Time: Two Turns Duration: Five Turns Range: Five Meters Effect: The shaman focuses on the targets feelings of guilt and anxiety and brings them to the surface, compelling the target to tell the truth to the best of their ability. While the target may not speak around the truth, they can not speak at all. However, should they speak, they cannot tell a lie. The target must roll a d20 with a DC 14 to resist. Spell Name: Guilt Trip Shakti: Two Domain: Emotions Concentration: Low Cast Time: Two Turns Duration: Two Turns Range: Five Meters Effect: The shaman creates a cloud of shining dust and throws it forth to a singular target within range. The target is then swarmed with a mass of negative or otherwise saddening emotions that breaks their concentration for the duration, disallowing concentration-based casters from casting. Spell Name: Be Calm Shakti: Two Domain: Emotions Concentration: Low Cast Time: One Turn Duration: Five Turns Range: Ten Meters Effect: The shaman imbues up to three individuals within range with a feeling of calm and serene emotions. This serves as a protective layer over the mind that temporarily prevents anyone from messing with their mind directly for the duration. Should someone have a threat to their life or other situations where they would not normally be able to be calmed down, this spell will have no effect. Spell Name: Command Shakti: Two Domain: Emotions Concentration: Medium Cast Time: Two Turns Duration: Instantaneous Range: Eight Meters Effect: The shaman creates a temporary but extremely potent empathetic bond between themselves and a target, forcing them to listen to the shaman and perform a single word command. This command can be interpreted by the target however they desire and if the shaman says more than one word when commanding them, the spell will not work. This word must be in a common language, and the target cannot do anything until they complete their command. The target must roll a 1d20 and beat a dc 14 to resist this effect. Spell Name: Fascinate Shakti: Two Domain: Emotions Concentration: Medium Cast Time: Two Turns Duration: Five Turns Range: Ten Meters Effect: The shaman targets an object, creating a powerful emotional parasyte of sorts around it. When a person gazes upon the object the effect takes place, and they become enamored with it. At bond only one being may be affected, at harmony it may affect two, and enlightenment extends it to three. Fascination may be overcome with a DC 14 check. If the object or people being affected are harmed it ends the effect. Spell Name: Dreamcatcher Shakti: Three Domain: Emotions Concentration: Medium Cast Time: Three Turns Duration: Permanent Range: Touch Effect: The shaman weaves a dreamcatcher together out of raw materials such as feather and twine and other types of small amounts of wood or fiber. This dreamcatcher can be placed above a spot where a person rests or sleeps and their nightmares are captured by the dreamcatcher to give them pleasant dreams. On top of this, characters who rest under this dreamcatcher are granted immunity to all mind-affecting spells (except for this one) for the duration of their rest. It also neutralizes those that are already affecting them for the period of their rest. Aura abilities are not affected.
  13. Loremaster

    Shadow

    Shadow The ability to manipulate darkness. Spell Name: Shadow Clone Shakti: Three Domain: Shadow Concentration: Medium Cast Time: Three Turns Duration: Ten Turns, Unless Dispelled/Destroyed Range: Clones must remain in fifteen meter range of the shaman Effect: The shaman cloaks themselves in a cover of darkness, and whilst hidden they summon two identical clones to their sides. These clones are ethereal and possess weapons identical to the shamans own, with the consistency of iron. They cannot talk by themselves and only mimic the shamans voice. They possess the same intelligence as the shaman however are otherwise commanded or controlled by the shaman. A clone will be destroyed upon taking a hit they cannot parry or block. Depending on how many clones are present, the shaman and clones have respective debuffs. One Clone: The shaman and clone fight at normal capacity. Two Clones: The shaman and clones are slightly sluggish and cannot effectively dodge attacks. Spell Name: Invisibility Shakti: Two Domain: Shadow Concentration: Low Cast Time: Two Turns Duration: Five Turns Range: Self Effect: The shaman cloaks themselves in shadows and renders them entirely invisible, even in broad daylight. Any hostile move or intention makes this dispel immediately. This doesn’t hide any sound that the shaman makes and doesn’t give vallahism benefits. Spell Name: Shadow Blast Shakti: Two Domain: Shadow Concentration: Medium Cast Time: Two Turns Duration: Instantaneous Range: Fifteen Meters Effect: The shaman emits a blast of shadows from the palm of their hand or their idol, covering all exposed skin with first degree necrosis and engulfing them in darkness for one turn, causing them to be unable to see. At bond the shaman has one blast, harmony two, and enlightenment three. These blasts follow projectile rules. Spell Name: Extinguish Shakti: One Domain: Shadow Concentration: Low Cast Time: One Turn Duration: Instantaneous Range: Ten Meters Effect: The shaman extinguishes all fire except for hellfire and holy fire within range by engulfing them in shadows. This includes but is not limited to alchemical fire and magical fire. Spell Name: Shadow Blink Shakti: One Domain: Shadow Concentration: Low Cast Time: Two Turns Duration: Instant Range: Fifteen Meters; Self. Effect: The shaman disappears in a cloak of shadows and reappears within nearby darkness up to fifteen meters away. This darkness needs to be large enough to cover a standing person, but doesn’t need to entirely obscure them. Spell Name: Smoke Cover Shakti: One Domain: Shadow Concentration: Low Cast Time: Two Turns Duration: Three Turns Range: Five meters around self. Effect: The shaman produces a veil of darkness around themselves in a five meter area and causes everyone within unable to see unless they otherwise had supernatural dark vision. Within this dark smoke, their voices are unable to traverse the darkness. This area can stay stationary after cast or move with the shaman at their discretion. Spell Name: Shadow Paralysis Shakti: Two Domain: Shadow Concentration: Medium Cast Time: Two Turns Duration: Four Turns Range: Ten Meters Effect: The shaman extends shadows out from their own shadow towards a singular target within range and goes to grasp onto their shadow. Once this spell is cast and the target's shadow is grasped, the target is unable to move in any manner and is considered stunned. Should any acts be made towards the target who is paralysed with intents to harm them, the spell will immediately end.
  14. Loremaster

    Animals

    Animals The ability to manipulate and control animals. Spell Name: Creature Command Shakti: Two Domain: Animals Concentration: Medium Cast Time: Two Turns Duration: Instantaneous Range: Ten Meters Effect: The shaman focuses on a nearby creature and commands them to do any action to which they must fulfill. This action cannot directly harm themselves. Should the creature be sentient, it must roll a 1d20 and beat a d12 to resist. Spell Name: Insect Swarm Shakti: One Domain: Animals Concentration: Medium Cast Time: Two Turns Duration: Three Turns Range: Ten Meters; Two meter AoE Effect: The shaman conjures up a swarm of any insects with a stinger and causes them to follow after a primary target. These insects will then mass-sting any open flesh on the target and cause general stinging injuries as well as swelling. This swarm of insects will also obscure vision around the target and a two meter radius around them. The insects will attack anything else also within this two meter AoE. Spell Name: Calm Creature Shakti: Two Domain: Animals Concentration: Medium Cast Time: Two Turns Duration: Instantaneous Range: Ten Meters Effect: The shaman focuses on a creature within range and calms them down to being passive where it normally wouldn’t’ve, however will become aggressive if directly threatened. Spell Name: Communicate with Animals Shakti: Two Domain: Animals Concentration: Low Cast Time: Two Turns Duration: Ten Turns Range: Self; Ten Meters Effect: The shaman opens up communication between themselves and all creatures within range allowing for them to communicate with them. If the creature had minimal intelligence, they will only be able to respond with basic phrases or sentences. While this spell allows for the creature to understand the shaman, it doesn’t force them to respond. Spell Name: Form of the Animal Shakti: Three Domain: Animals Concentration: Medium Cast Time: Three Turns Duration: Fifteen Turns Range: Self Effect: The shaman is capable of turning into any creature they’ve seen before that is rare or below. Upon this form, they are capable of speech where a creature may have not been, and retain their normal sentience. They also gain full mechanics of the animal. They cannot cast any more spells in this form. Spell Name: In their eyes Shakti: Two Domain: Animals Concentration: Medium Cast Time: Three Duration: Ten Turns Range: Fifteen Meters; Line of Sight. Effect: The shaman puts their own mind into that of an animal within fifteen meters, causing their own body to fall over if standing upright as it goes limp. This allows for the shaman to see through the animals eyes and to guide them where the shaman wants them to go. This cannot force the animal to go somewhere it wouldn’t want to go, such as into a dangerous situation. Should the shaman or the animal be hurt during this spell, it will end prematurely and the shaman will be shot back to their own body. Spell Name: Selective Animal Forms Shakti: Three Domain: Animals Concentration: Medium Cast Time: Three Turns Duration: Ten Turns Range: Self Effect: The shaman is capable of temporarily replicating the limbs of a known animal onto themselves and replacing their own limbs with it. For example, the shaman may give themselves the legs of a goat, the gills of a fish, or even wings. However should they give themselves wings, they are only capable of extended gliding and not full-fledged flight. This cannot be used to replicate creatures parts of a higher rarity than common. Spell Name: Animals, to me! Shakti: Three Domain: Animals Concentration: Medium Cast Time: Three Turns Duration: Ten turns Range: Ten Meters Effect: The shaman calls all creatures within range to come towards them, and then may pick two animals to fight alongside them. These creatures will act independently however will respect basic commands such as attack and defend. This requires a DM present to summon animals. Should there be no animals realistically in range, nothing will be summoned.
  15. Loremaster

    Plants

    Plants The ability to manipulate plant life. Spell Name: Barkskin Shakti: Three Domain: Plants Concentration: Medium Cast Time: Three Turns Duration: Ten Turns Range: Self Effect: A thick layer of bark forms over the shaman, acting as a second layer of skin and armor making them less susceptible to damage. The wood is normally a simple hardwood, however they may consume a branch that they’re holding in order to take the wood of that substance onto themselves. Spell Name: Wooden Fortifications Shakti: Three Domain: Plants Concentration: High Cast Time: Four Turns Duration: Permanent. Range: Ten meters. Effect: The shaman can summon forth as much wood as they please in order to create simple structures such as bridges, walls, floorings, rooves or otherwise reinforce structures within range. This wood is a simple hardwood. Spell Name: Ensnare Shakti: Two Domain: Plants Concentration: Medium Cast Time: Three Turns Duration: Three Turns Range: Ten Meters Effect: The shaman summons forth a barrage of vines that entangles a target within range and grapples onto their limbs, being their legs, arms, hands and feet. This will restrain the target to the ground and the thorns will apply minor cuts where the vines wrapped around. If someone makes physical contact with the person ensnared, the spell will end prematurely. Spell Name: Thorn Whip Shakti: Two Domain: Plants Concentration: Medium Cast Time: Two Turns Duration: Five Turns Range: Eight Meters Effect: The shaman creates a vine that wraps around their hand and may be used as a whip. This whip is much like a real one however has huge thorns on its tip, causing laceration and mutilation to be greater than normal. Flowers may be grown on the vine in order to reduce its damage, however this whip cannot pierce armored individuals, but may cut up leather. Spell Name: Vine Wall Shakti: Two Domain: Plants Concentration: Low Cast Time: One Turn Duration: Four Turns Range: Five Meters Effect: The shaman creates a wall of vines in front of them. If the shaman is the bond level, the wall is three meters in width. If the shaman is harmony level, the wall is six meters in width. If the shaman is enlightenment level, the wall is nine meters in width. This wall can block up to three hits of any kind before it disappears. It is also too thorny to climb over effectively without getting cut. Spell Name: Regrowth Shakti: One Domain: Plants Concentration: Medium Cast Time: Two Turns Duration: Instantaneous Range: Ten Meters Effect: The shaman regrows all natural plant life within range around themselves, returning the land to its natural ecosystem if it was otherwise previously destroyed. This cannot regrow lore plants. Spell Name: Tree Manipulation Shakti: Three Domain: Plants Concentration: Medium Cast Time: Three Turns Duration: Five Turns Range: Eight Meters Effect: The shaman targets any tree that’s within range and brings it to life temporarily, causing it to uproot itself and act much like a treant would, but they are not actually one and are merely just a tree. The shaman is capable of commanding this tree to do anything they please. After the duration ends, this tree will reroot itself wherever it was standing. This follows combat pet limits. This tree can only be nine meters tall and one meter wide at maximum. Spell Name: Wooden Encasement Shakti: Two Domain: Plants Concentration: Medium Cast Time: Three Turns Duration: Five Turns Range: Ten Meters Effect: The shaman focuses upon a target in range and wraps wood around them in order to encase them in a wooden cage. This cage is a two meter AoE, trapping anyone else within that AoE around the target. This wooden cage is durable akin to hardwood and disallows projectiles or other attacks from entering the cage. Spell Name: Rootish Grasp Shakti: Two Domain: Plants Concentration: Medium Cast Time: Two Turns Duration: Four Turns Range: Ten Meters Effect: The shaman extends roots and vines from the ground to ensnare a singular target within range, rooting their feet to the ground. They’re fully able to move their upper body as their lower legs and feet are the only thing rooted by this spell. The shaman is capable of either pulling the targets closer to them by three meters per turn or the shaman pulls themselves to the target by the same speed for the duration.
  16. Loremaster

    Wind

    Wind The ability to manipulate wind in its purest form. Spell Name: Windwall Shakti: One Domain: Wind Concentration: Low Cast Time: One Turn Duration: Two Turns. Range: Five Meters. Effect: The shaman creates a wall made out of wind in front of them that is capable of blocking all projectiles for the duration it’s up. At bond this wall is three meters in width, harmony six, and enlightenment nine. This wall may be walked through without harm coming to them as it only affects projectiles. Spell Name: Featherfall Shakti: One Domain: Wind Concentration: Low Cast Time: One Turn. Duration: Until Dispelled Range: Three Meters Effect: The shaman may target themselves or anyone within range and cause everyone within three meters of the target to fall at 3 meters per turn, cushioning falls and slowing them to become non-harmful. Spell Name: Airball Shakti: Two Domain: Wind Concentration: Low Cast Time: Two Turns. Duration: Eight Turns. Range: Self. Effect: The shaman creates a sphere of air underneath them that they sit upon, allowing them to travel at six meters per turn normally and still complete actions such as swinging a weapon, or dash at nine meters however disallowing them to take any other action. This airball makes them the same height they are standing up even though they’re sitting atop a ball of swirling wind. Spell Name: Air Slash Shakti: Two. Domain: Wind Concentration: Low Cast Time: One Turn Duration: Instant. Range: Five Meters Effect: The shaman strikes, either with a limb or an item, and uses highly pressurized air to empower their strike to give it an extra range of five meters. This extra slice cannot cut through metal, but can cut through flesh as if it were whatever tool or limb being used (if able to). Spell Name: Wind Blast Shakti: Two. Domain: Wind. Concentration: Medium. Cast Time: Two Turns. Duration: Instantaneous. Range: Fifteen Meters. Effect: The shaman emits a blast of wind from the palm of their hand, forcefully moving people by five meters and displacing larger targets by five meters. This doesn’t bring harm on its own, however the direction in which they’re shoved may cause harm (ex: off a cliff.) At bond level, the shaman gets one blast, harmony two, and enlightenment three. The shaman may decide different targets for each blast. These blasts follow projectile rules. Spell Name: Air Dash Shakti: One Domain: Wind Concentration: Low Cast Time: Two Turns Duration: Instantaneous Range: Self Effect: The shaman accelerates themselves fifteen meters forwards in a dash with wind, however they may only move in one direction. Spell Name: Redirect Shakti: Two Domain: Wind Concentration: Low Cast Time: One Turn Duration: Instant Range: Five Meters Effect: The shaman uses manipulation of wind to alter a projectile within five meters of themselves. They can shoot the projectile back to its original source this way, and the projectile roll remains the same. If they redirect the projectile to a new target, a new projectile roll must be made. Spell Name: Swirling Shield Shakti: Two Domain: Wind Concentration: Low Cast Time: One Turn Duration: Four Turns Range: Self Effect: The shaman creates a moving ball of wind around themselves that resists incoming projectiles. The projectiles are all deflected back in the way they were thrown from for the duration. This ball of air will dampen physical strikes against the shaman for two strikes, however upon a third strike the wall will dissipate whereas it may take any number of projectiles without dissipating. Spell Name: Wind Shuriken Shakti: Two Domain: Wind Concentration: Medium Cast Time: Three Turns Duration: Until Thrown/Used. Range: Ten Meters. Effect: The shaman creates a shuriken in their hand that is a meter in length, hovering above and circling at mass speed. At bond, they can create one shuriken, harmony two, and enlightenment three. Extra shurikens will float around the shaman until used, it takes a turn to take upon a new one. They may all be thrown at once. The shaman may decide to either use this as a projectile, in which it follows projectile rules, or use it in melee. This shuriken upon hit will cut through flesh and leather as if it were steel, likely causing laceration wounds and pushes the target backwards by three meters. Spell Name: Gasp Shakti: Two Domain: Wind Concentration: Medium Cast Time: Three Turns Duration: Four Turns Range: Six Meters Effect: The Shaman quietly envelopes a target in a pocket of air. Once encased by the air it begins to suck all breathable air from the pocket. This causes their breath to be taken from them over the course of the duration and make them struggle to breathe. An attempt can be made to escape by rolling d20 with a dc of 14. At the end of the duration, the target will be rendered unconscious. Targets can attempt to escape multiple times, but must meet the dc to do so.
  17. Loremaster

    Water

    Water The ability to manipulate water in its purest form. Spell Name: Water Shield Shakti: Two Domain: Water Concentration: Low Cast Time: One Turn Duration: Four Turns Range: One Meter Effect: The shaman creates a wall of water in front of them that moves with them and can be seen through. It’s capable of slowing attacks towards the caster and removing them of half their prievience force. This shield will not deflect projectiles, merely dampen strikes. At bond it will effect two strikes, harmony three, and enlightenment four. Spell Name: Water Blast Shakti: Two Domain: Water Concentration: Medium Cast Time: Two Turns Duration: Instantaneous Range: Fifteen Meters Effect: The shaman sends out a blast of water towards a target that deals moderate blunt damage to a target and causes them to be sent backwards by five meters. This will also soak the target in water which physically clings to the target’s body, slowing their movement speed by half for the next two turns. At bond the shaman will have one blast, harmony two, and enlightenment three. These blasts follow projectile rules. Spell Name: Armor of Water Shakti: Two Domain: Water Concentration: Low Cast Time: One Turn Duration: Four Turns Range: Self Effect: The shaman summons water from the air, compressing it around their body, replicating padded armors. This armor can stop three projectiles, or dampen three physical strikes by half but it can only take three strikes total. Spell Name: Tidal Repositioning Shakti: Two Domain: Water Concentration: Medium Cast Time: Two Turns Duration: Instantaneous Range: Ten Meters Effect: The shaman summons up water beneath the target, pulling them from their feet. This wave can then be used to move the target up to 5 meters in any cardinal direction. Spell Name: Water Whip Shakti: Two Domain: Water Concentration: Medium Cast Time: Two Turns Duration: Five Turns Range: Eight Meters Effect: The Shaman creates a whip of water much akin to a real one that is capable of dealing laceration wounds to a target. On top of this, the whip may be used to wrap around a target’s limb, but doing so follows projectile standards. Spell Name: Sea Sickness Shakti: Two Domain: Water Concentration: Low Cast Time: Two Turns Duration: Four Turns Range: Five Meters Effect: The shaman disrupts the water in the air around them, impacting the sense of direction for all around by disrupting the inner ear. Targets that remain in the area grow nauseous and become off kilter if they remain within the space for more than two turns. Spell Name: Purify Shakti: Two Domain: Water Concentration: Medium Cast Time: Three Turns Duration: Instant Range: Touch Effect: The shaman focuses on any liquid substance that is no larger than three uses and changes it so that the only thing that remains is water. This will remove all alchemical properties from any liquid substance they touch.
  18. Loremaster

    Earth

    Earth The ability to manipulate dirt, stone, or metal in its purest form. Spell Name: Earthen Embrace Shakti: Two Domain: Earth Concentration: Low Cast Time: Two Turns Duration: Ten Turns Range: Self Effect: The shaman rips a pair of large stones from the ground, encasing their hands, wrists, and arms up to the elbow in this stone. Upon the knuckles rest roughly hewn metal pieces, making them powerful weapons, as well as potent pieces of defensive armor. These rocks are susceptible to blunt damage, however the metal over the earthen knuckles acts akin to steel knuckle dusters. Spell Name: Quicksand Shakti: Three Domain: Earth Concentration: Medium Cast Time: Three Turns Duration: Three Turns Range: Five Meters; Three Meters AoE Effect: The shaman places their hand on the ground and both twists and rips at the earth, causing the area they touch to turn into quicksand and extend forwards. This will turn the earth into quicksand in a straight line up to five meters forwards, and at the end of the line a three meter AoE will be made. This will allow the targets to sink down into the sand at a rate shown below, however if they struggle they will take an additional ‘turn’ of sinking. Turn One: Ankles Turn Two: Knees Turn Three: Hips Turn Four: Ribcage Turn Five: Neck Spell Name: Aerial Displacement Shakti: Two Domain: Earth Concentration: Medium Cast Time: Three Turns Duration: Instantaneous Range: Five Meters Effect: The shaman creates a five meter AoE area of disrupted earth around their feet, causing earthen spikes to appear around them, however these spikes posses a flat top, and are generally able to fit an average persons foot atop of it. These spikes will throw everything atop of it upwards by three meters except for the shaman. Those within the AoE must roll a d20 with a dc of 12 to not get thrown up into the air. Spell Name: Earthen Lift Shakti: Two Domain: Earth Concentration: Low Cast Time: Two Turns Duration: Five Turns Range: Touch Effect: The shaman manipulates the stone they touch and enables themselves to lift and move weights far beyond their typical limits as long as the object they’re attempting to lift is made from stone or metal. This allows them to lift and toss large stones or even small boulders. Spell Name: Ground Displacement Shakti: Two Domain: Earth Concentration: Medium Cast Time: Two Turns Duration: Instant Range: Eight Meters Effect: The shaman solidifies the ground beneath another's feet, before violently drawing it in any given direction, allowing them to pull targets off of their feet who occupy the space and knock them prone. Spell Name: Upheaval Shakti: Three Domain: Earth Concentration: Medium Cast Time: Three Turns Duration: Instantaneous Range: Ten Meters Effect: The shaman detects creatures and constructs beneath the surface within range and then uproots them by parting the ground and forcing them upwards on a platform of earth. This does not split the ground in of itself but rather reveals whatever creature or construct was down there before onto the level the shaman is currently at so they may face it themselves. This can only move creatures or constructs upwards as big as a Five Meter AoE in size. Spell Name: Earthen Platform Run Shakti: One Domain: Earth Concentration: Low Cast Time: One Turn Duration: Five Emotes Range: Self Effect: The shaman breaks into a sprint across any earthen or metallic wall regardless of direction and essentially scales it. They form small foot and handholds as they go to move across any of the applicable surfaces. They may ‘walk’ on the wall as well instead of simply sprinting. This follows standard movement rules. Spell Name: Earthquake Shakti: Two Domain: Earth Concentration: Medium Cast Time: Two Turns Duration: Five Turns Range: Eight Meters Effect: The shaman causes the ground to shake around them in range. This will shake the ground and everyone in range must roll a DC 10 to not fall over. For each turn that someone remains in range, a -1 is added to the roll. The shaman is also affected by this AoE. Should someone fall over, they will be stunned for that turn and then otherwise will be allowed to get up or remain on the ground. Should they get back up, they must continue to roll with respective modifiers in place. Spell Name: Heavy Feet Shakti: One Domain: Earth Concentration: Low Cast Time: Two Turns Duration: Three Turns Range: Five Meters Effect: The shaman encases the feet of their target and encases them in rock to lock them in place with the ground, preventing them from moving their feet for the duration.
  19. Loremaster

    Fire

    Fire The ability to manipulate fire and light in its purest form. Spell Name: Fire Spear Shakti: Two Domain: Fire Concentration: Medium Cast Time: Two Turns. Duration: Instant. Range: Fifteen Meters. Effect: The shaman creates a spear of fire four meters long before launching it forwards. It’s capable of piercing light armor with ease and leaves second degree burns on flesh. Against metallic armor this spear cannot pierce and instead combusts on impact, denting plate and creating superficial burns. This follows projectile rules. Spell Name: Fireball Shakti: Two Domain: Fire Concentration: Medium Cast Time: Two Turns Duration: Instant Range: Fifteen Meters Effect: The shaman creates a singular ball of fire at bond, two at harmony, and three at enlightenment. Each ball is the size of one's head. This ball is capable of inflicting second degree burns on impact and sets non-metal armor or other cloth on fire. If made in contact with plate, it will dent it slightly and create superficial burns. This follows projectile rules, and all must be thrown at the same time. Spell Name: Firebolt Shakti: One Domain: Fire Concentration: Low Cast Time: Two Turns Duration: Instantaneous Range: Eight Meters Effect: The shaman creates a small bolt of flame equivalent to a blow dart and shoots it in a straight line in the direction of the shamans choosing. If it strikes a flammable target, it may catch alight. Against people it will cause second degree burns to exposed skin and first degree to covered skin assuming its not blocked by metal armor. This spell follows projectile rules. Spell Name: Extinguish Shakti: One Domain: Fire Concentration: Low Cast Time: One Turn Duration: Instant Range: Ten Meters Effect: The shaman extinguishes all fire except for hellfire and holyfire within range. This includes but is not limited to alchemical fire and magical fire. Spell Name: Hot Hands Shakti: Two Domain: Fire Concentration: Medium Cast Time: Two Turns Duration: Five Turns Range: Self Effect: The shaman creates fire that surrounds their hands, making their hands red hot. Upon using their hands and touching anything except their idol, they inflict first degree burns, however will inflict second degree if held with constant contact for two turns. Upon prolonged contact with metal for three turns or longer, it will heat it up and melt to flesh. Spell Name: Create Light Shakti: One Domain: Fire Concentration: Low Cast Time: One Turn Duration: Fifteen Turns Range: Fifteen Meters Effect: The caster creates an orb of light that hovers at a set point, or in one's palm. It emits a soft amount of heat however cannot cast anything aflame. It allows those to see in a ten meter area in any direction from the center point the light is casted. Spell Name: Flaming Flight Shakti: Two Domain: Fire Concentration: Low Cast Time: Two Turns Duration: Ten Turns Range: Self Effect: The shaman manifests fire underneath their feet and projects themselves into the air. They are capable of flying at four meters per turn and take an action while using this ability, or they may spend their entire action to fly eight meters in any direction instead. Anything underneath their feet will be given very light burns akin to a sunburn. Spell Name: Flame Leap Shakti: One Domain: Fire Concentration: Medium Cast Time: Two Turns Duration: Instant Range: Self Effect: The shaman conjures a mass amount of flame beneath their feet and causes them to rocket upwards into the air to a max height of ten meters. Those beneath the shaman will experience first degree burns. The shaman’s landing will be cushioned by a small burst of flame before they land. Spell Name: Heater Shakti: One Domain: Fire Concentration: Low Cast Time: One Turn Duration: Ten Turns Range: Three Meters Effect: The shaman radiates heat around themselves warming everyone within range. This heat is not dangerous unless also currently exposed to the elements of the desert to which point the users may experience heatstroke. Spell Name: Scorch Shakti: Three Domain: Fire Concentration: Medium Cast Time: Two Turns Duration: Five Turns Range: Six Meters Effect: The shaman starts with fire sprouting around their feet and eventually covers a 6x6x6 area. The flames will crawl up anything it touches, scorching it. For humanoid creatures, at two turns they will experience first degree burns on clothed skins and second on bare skin. By the end of the fifth turn, anyone caught inside for all five turns will experience third degree burns. Ground around the caster will be burned up and remain charred and blackened. Spell Name: Firecracker Shakti: One Domain: Fire Concentration: Low Cast Time: One Turn Duration: Instant Range: Three Meters Effect: The shaman creates a bright flare from their hand, sending out sparks that temporarily stun anyone within three meters in front of them for a singular turn. This spell cannot be used multiple times on the same target on the same day. If a target is blind or cannot see the light, they will not be affected.
  20. NightFlame711

    Hazellyn

    Ritual Knowledge | OOC ~Information | Username: NightFlame711 Character Name: Hazellyn Spirit: Piard Bond Type: Bonded Idols: {Piard Totem} (WIP) {Tattoo} ~ Hazellyn's back is permanently inked with a large tattoo she herself designed. The tattoo depicts a tree in the knot art style, decorated with olive branches. The tree curves in a sort of U shape to nest a symbol Hazellyn had found in a library book. The symbol meaning "Art of Gardens." | Spells | -TBA-
  21. "The realm will either burn or bend, because it will never be me." ~ OOC Information ~ Username: TempestCesare Character Name: Neci Sin Serena Solaray Spirit: Nixis - Fire, Wind, Healing Bond Type: Bonded Idols: N/A ~ Spells ~ N/A Neci is still learning the basis of her abilities, so far she has learned of her attunement to the flames and wind and her immunity to fire.
  22. The Following broadcast will filter down the pipelines of the Azur Legion, specifically those it personally concerns. The Grand Council after much deliberation has found it fitting to award bravery, chivalry, honour and the loyalty of those listed below for their participation in the ‘Battle of Skull Cavern’, the defeat of the Lich itself and the defence of the city and realm earlier in the 8th Tsel. Let this serve as a token of The Grand Council, and in extension to that the King’s appreciation for the continued or former service of these individuals with the presentation of their medals. The Award Ceremony shall span over the period of [22nd of September to 24th of September, 5pm EST] in the halls of Dawnbreak. For those unable to attend or have thus left this world, they may elect to send their kin or close confidant to collect their medal with a formal, consenting letter evidenced in writing. Once more, we thank you for your service. The Awarded: King Rayarch Leoncoeur d’Angouleme ║ @Harry_7 Duke Cahir Lancelyn d’Angouleme ║ @oCoffee Duchess Sinara Quintus Lancelyn ║ @Star Lieutenant-General Florence Lancelyn @Eviscero Archmagus Bryce Eric Quintus ║ @Xio High Priest Edmen Zalevar ║ @DeliciousPiggey Lieutenant Elzbieta Kasperek ║ @Faye <3 Sergeant Robyn de Alixandrus║ @GermanTacos Sergeant Neci Sin Serena Solaray║ @Neci Legionnaire Admar Artois d’Angouleme║ @Skyward Quince Jain║ @Moolight Halford Grey║ @Moncher Khadijah Mahadi║ @Abivi [Reserved]
  23. MCcookie333

    Maisie Bae

    “... Sail on, sail on...” (x) ~ OOC Information ~ Username: MCcookie333 Character Name: Maisie Bae (x) Spirit: Coare - Water, Healing, Animals Bond Type: The Bond Idols: N/A (Yet!) ~ Spells ~ Spell Name: Nacre Embrace Shakti: 3 Domain: Healing, Water Concentration: High Cast Time: 3 Turns Spell Duration: 5 Turns Range: 5x5 Ring Spell Effect: The shaman conjures a small, fragile pearl, that, when crushed, will form a sphere of gentle mist around the user. It creates faint rainbows in any direct light, and moderate wounds of anyone within (broken bones, minor blood loss, 2nd degree burns, minor appendages, etc.) will be healed instantaneously. However, if one leaves the ring surrounding the user before the 5 turns are up, the effects are undone. Spell Name: Peace and Play Shakti: 2 Domain: Animals, Water Concentration: Medium Cast Time: 2 Turns Spell Duration: Instantaneous Range: 10 Meters Spell Effect: The shaman directs bubbles of water to a creature within range and, upon appearing in the creature’s line of sight, will distract and calm them down. If the creature is blind, direct contact with the bubble is required for this spell to work. Depending on the creature’s personality, they will either begin to calmly play with it, or simply be soothed, either way becoming passive where it normally would not have. However, they will still become aggressive if directly threatened. Spell Name: Water Blast Shakti: 2 Domain: Water Concentration: Medium Cast Time: 2 Turns Spell Duration: Instantaneous Range: 15 Meters Spell Effect: The shaman sends out a blast of water towards a target that deals moderate blunt damage and causes the target to be sent backwards by five meters. This will also soak the target in water which physically clings to the target’s body, slowing their movement speed by half for the next two turns. These blasts follow projectile rules. DSpell Name: Water Shield Shakti: 2 Domain: Water Concentration: Low Cast Time: 1 Turn Spell Duration: 4 Turns Range: 1 Meter Spell Effect: The shaman creates a wall of water in front of them that moves with them and can be seen through. It’s capable of slowing attacks towards the caster and removing them of half their prievience force. This shield will not deflect projectiles, merely dampen strikes. Spell Name: Lay On Hands Shakti: 3 Domain: Healing, Water Concentration: Medium Cast Time: 4 Turns Spell Duration: Instantaneous Range: Touch Spell Effect: The shaman projects forth hands of shimmering water, that, when laid upon another, will begin to heal over their wounds. The shaman may cancel the spell at any point however will always spend three shakti. The amount that is done depends on how many turns the shaman takes to cast the spell, described as below. One turn - Minor wounds, such as scratches and bruises will heal over. Two turns - Deeper venous cuts and bruises will heal. Three turns - Bones, arterial bleeding and cuts, and other severe injuries are healed. Four turns - Heavy injuries that would normally be lethal, such as internal bleeding or a bad concussion. This cannot bring someone back from death, but can stabilize them from an otherwise lethal injury.
  24. LordOfTheDank

    Prison Logs

    Prisoner Transcript: II Inmate Number: 001 Inmate Name: ‘Tarkik’ Affiliation: Glasgard Terms of imprisonment: [Redacted] Interrogation Method: [Redacted] Date: Third Wensept, Third Mense of Alrina, 9 A.E Fifth Era Key: -Duke General Sigmund var Kolchrave: DG-SK -Inmate #001: Inmate / #001 Transcript: DG-SK: "Now - Lets begins." #001: "Who's Inmate #001?" DG-SK: "Now then, Inmate #001. Earlier I'd asked you if you had been involved or assisted in harming any individuals, directly or indirectly for Entropy. Is this true?" #001: (Subject begins inflicting pain upon themselves) DG-SK: (Controls the subject) #001: (Ceases to harmself) "Indirectly, I suppose? Since you're so hellbent on asking the same questions..." DG-SK: "Do you know of Entropy's safehouses or locations to find her, places she would call home?" #001: "Nyet." DG-SK: "Do you know of any of Entropy's accomplices?" #001: "Da." DG-SK: "List them by name." #001: "That's nyet a da or nyet question, but da. Alison... whomever that is." (Subject appears indifferent) DG-SK: "You may elaborate, who are Entropy's accomplices in Yamashiro?" #001: "A woman named Alison... She suspected her of betraying for those that pursued her." DG-SK: "Ser Halford Grey was a good man, Inmate #001. Although he upset the wrong woman. Where did you stash his (belongings), was it your home? Elaborate - though ultimately a yes or no." #001: "Nyet. Like I said before, if you ask nicely... I have nyet issue sending things back. I do nyet care for Reiklander steel to gather dust wherever I elect to hide it..." DG-SK: "Go on Inmate #001, we both know you put the items of a dead man somewhere. Make it simple and cooperate as so was promised. Where did you put ser Halford Grey's belongings? You can answer that in full." #001: (Unresponsive Silence) DG-SK: "Yes or No, are there any outstanding crimes you've committed in Lucienne and the Kingdom as a whole?" #001: "Nyet. I have done nothing that is explicitly against your written laws or written as a crime; save for bring my animal within your walls... Which I peaceably spoke to your King about altering the laws so I could go through some sort of means of having it be lawful so I don't have to leave my animals in your horse stables that are too small for them… And I paid my fine for that pizdec, as well." DG-SK: "Does Inmate #001 intend to continue working alongside Entropy if given the opportunity to do so?" #001: "Nyet. I never worked alongside her to begin with. I sold alchemicals to someone as an alchemist, and they paid me to courier an item for them as a mercenary. But I suppose regardless of what I say, you'll be holding me until you find that guillotine sharp enough, or, as your King implied, you decide to hand me over to Holmsgard so they too can charge me for crimes that don't exist in their written law. Nyet agreement was pledged to me, whatever agreement Astir Hollowgale apparently made to you, I was nyet told of, and I certainly did nyet agree with." DG-SK: "No further questions. The Inquisition rests.”
  25. LordOfTheDank

    Prison Logs

    Prisoner Transcript: I Inmate Number: 001 Inmate Name: ‘Tarkik’ Affiliation: Glasgard Terms of imprisonment: [Redacted] Interrogation Method: 'Arcane Lie Detector' Date: Third Wensept, Third Mense of Alrina, 9 A.E Fifth Era Key: -'Duke General Sigmund var Kolchrave': DG-SK -'Inmate #001': Inmate / #001 Transcript: DG-SK: "Now then, Inmate #001, tell me precisely, are you working alongside a woman named Entropy considered to be a terrorist within this here Kingdom [of Angoulême]?" #001: "I'm going to need you to be more specific... What does 'working alongside' entail?" DG-SK: "An alternative question, perhaps. What is your relationship with Entropy precisely and to what degree do you 'work alongside them' if you do." #001: "I have sold alchemicals and other goods, as a known merchant; to women who may or may nyet Entropy. Unsure. Polymorphing is a fickle thing. Similarly, I have been paid by a woman that may or may nyet be Entropy. Still unsure. Polymorphing is still fickle to courier a commissioned 'ring of mana willow' from one Noire Black. As a known mercenary. And in both of my aforementioned professions: one that does nyet pry into the personal affairs of my clients." DG-SK: (Beckons #001 to approach) "Present your dominant hand and repeat that. Once more now." #001: (Refuses) DG-SK: "That wasn't a request. I won't repeat myself a second time." #001: (Complies) "Mmh... If you -insist.-" DG-SK: "Now, answer the question again." #001: "I have sold alchemicals and tailored goods to Entropy as a known merchant of Skjoldheim; the only standing master alchemist and tailor, as far as I know... Anyway; I have sold her goods I offer to anyone interested in paying the prices I charge...And at her offering of payment, I agreed to courier a mana willow ring she commissioned from one Noire Black. All done outside Angouleme de jure territory." [Honest] DG-SK: "Have you, Inmate #001, assisted in the harm of another person while under mercenary employ or out of a personal function for Entropy? Have you conspired to harm another person under mercenary employ or personal function for Entropy. Have you knowingly assisted or participated in either of the previously stipulated questions against a citizen of Angouleme?" #001: "Nyet, nyet, and nyet.... And at her offering of payment, I agreed to courier a mana willow ring she commissioned from one Noire Black." [Inconclusive] DG-SK: "Have you, #001, known about Entropy's harmful actions, crimes or plans prior to her committing to the task? This includes foreknowledge or reasonable deduction of the deeds." #001:"As far as my memory serves... Nyet. Though, I suppose you could count her little warning pamphlets that -everyone- got to read." [Honest] DG-SK: "Did you, Inmate #001, know or any harmful acts after they were committed and refused to impart with this knowledge? Scratch that, Did you know of any harmful acts or deeds by Entropy after they were done." #001: "I was -present- when she committed arson on the library, Kolchrave. -You were there with meI helped douse the flames, remember?" DG-SK: "Answer the question." #001: "That was my answer. Da. I know of harmful acts Entropy did after she did them.” [Honest] DG-SK: "Did you, Inmate #001, proceed to assist Entropy knowing these facts with any of her harmful acts?" #001: "I know of no harmful act Entropy did after I figured out she was the one buying from me; but after I figured out it was her was when she paid me to courier the ring for her, from Noire, I assume she had something to do with the disappearance of Cahir, “ [Dishonest] #001: “Well- that and Grey." [Honest] DG-SK: "What was the maximum capacity and role you played in the death of ser Halford Grey?" #001: "I sent Entropy a letter telling her to come to Ora'vea to wipe yours and Grey's memories. She agreed under the stipulation that the Dragon Emperor would sanction her while she was present... She wiped your memory, she wiped Grey's memories. King Azuran asked us to return you and Grey to the Spirit Isles. I said nothing on the matter; I'm nyet the portal mage. In the same vein, Entropy made the portal we took drop us on the Ora'vean coast. I did nyet know of her plans to kill Grey prior, I didn't tell her to do anything more than wipe your memories. I did nothing but stand to the side while she slit your Knight's throat. Given what she said, it seems he aggravated her quite a bit." [Honest] DG-SK: "What became of Ser Halford Grey's corpse? Did you assist in disposing of it?" #001: "His head was cut off, body disposed of in the sea. And, seeing as his blood was doing him nyet good anymore, I took the liberty of feeding myself." [Honest] DG-SK: "Who cut off his head?" #001: (Waves) [Inconclusive] DG-SK: "Who disposed of his body?" #001: (Waves) [Inconclusive] DG-SK: "Where are his belongings?" #001: "I'm nyet sure what Entropy did with what she took from him." [Honest] DG-SK: "Did you take any of his belongings, besides the blood." #001: "I was given some of his belongings by Entropy." [Honest] DG-SK: "Where are those belongings now?" #001: "If you ask nicely, I'm sure I can remember which stones need to be turned up." DG-SK: "No further questions.” @Eviscero@Mana
  26. fantomturtle

    Anu

    Ritualistic Knowledge Username: fantomturtle Character Name: Anu Spirit: Validor Bond Type: Bond Idols: [Body Runes/Tattoos] Anu would have his hands and forearms carved and inked into detailed runes along his fingers just below the knuckles symbolizing the Earth and Wind, whereas along his forearms a raging storm is depicted. This Storm would be made up of sweeping streams of sand and lightning flowing with several feathers that rise up into a wall of clouds that cut off at his elbows. Universal Passive: The shaman does not take fall damage and is immune to the effects of sandstorms. Spells: [Spells Here]
  27. Tigergiri

    lotte1.png

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