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    Corentine Noirette


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    Fooldude
    Posted (edited)


     

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    Character Name: Corentine

    Spirit: Vapascur

    Bond Type: Bond

    Bondsite: Around the fire lands near Lucienne.

    Shakti: 10/10

    Spells: 10/10

    Idols: Body-Runes, Bovine Totem

     

     

    Universal Passive: The shaman has a natural resistance to normal fires, meaning that any mundane fire is reduced by one degree upon making contact with the shaman. This also applies to their own fire once it’s cast. Should a flame be present within a ten meter radius of them, they are able to detect its presence but not what type of fire it is, however they will be able to sense it beginning to be casted if applicable.

     

    Merges:

    Bond; Three turns duration

    Harmony; Five turns duration

    Enlighement; Ten turns duration

     

     

    Spoiler

    Bond: The Shaman can mark a solid surface with a mark made out of shadows, and these marks require one turn to create. Once it is embedded into a solid surface of their choice, they can do the following things with it as a single turn action:

    • The Shaman can teleport to the mark, appearing within a one-meter radius of the mark regardless of distance. This cannot be used to travel across continents. The Shaman can trigger the mark through a vocal command, causing it to erupt in a mass of spikes made out of solid shadow that cause 2nd degree necrosis and lacerations onto those who pass through it. This cannot be used if the mark is embedded into an object that can be moved, such as a dagger or a ball. It must be done on a wall or a floor.

    Additionally, these marks can remain after their Merge duration is over, however cannot be used in any way unless the Shaman is currently in their Merge in order to activate them. Whilst merged, the Shaman can take a turn, foregoing their action and becoming unable to defend themselves, to see the surrounding area of the mark in a three-meter radius.

     

    Harmony: The Shaman generates a large recurve bow made out of pure black flame, though it behaves as a normal bow. When the bowstring is pulled back, an arrow made out of flame is generated onto the nock of the bow and it is able to be shot as normal with bow mechanics. Each arrow follows Projectile Rules, and upon contact with another person, will cause 2nd degree burns upon a successful strike. These arrows also penetrate armor, able to pierce clean through all lore materials except Cindium and Root of the Mountain. On a hit of 18 and above, the arrow will also cause a fiery explosion, engulfing all those within a five meter area of effect radius around the target with 2nd degree burns if unarmored or wearing armor of Average or High Conductivity, or 1st degree burns if wearing armor which is of Low Conductivity. This bow can be summoned to the shaman in one turn and disappears in one turn as well.

     

    Enlightenment: The Shaman grows up to two feet taller than their current height, as well as gaining the muscle mass to match, and their head turns into a boar head, with black flames seeping from their mouth and engulfing their jagged tusks. Their strength tier is increased by one, but what is truly impressive is the extent in which their speed is increased: they gain a walking speed of six meters and a running speed of ten, and a jump height of three meters. In addition to this, their skin becomes resistant to piercing, slashing and blunt damage, requiring two full contact blows in order to break through the defenses and allow them to be harmed. Even if a Shaman in this Merge is attacked with a thrust powerful enough to impale them cleanly, the blow will merely glance off, and even if they are struck with it again using the same force, it will glance off once more, with only the third attack actually impaling them. This also only applies if they are attacked in the same area, as the skin is extremely resistant all over their body. Their jaw strength is also extremely strong, and if they bite another creature, this will cause 2nd degree burns and stun them for one turn, as well as the normal damage from the bite. However, the stun effect can only apply once per stressful scenario per target.

     

    Concentration/wounds:

    Spoiler

     

    Concentration

    The ability to focus in order to cast spells or abilities.

    Low Concentration

    A spell or ability which can be cast during full mobility such as running or flying. The caster may be wounded and will only be unable to cast while having taken a Severe tier wound or above.

    Demonbranded and Divine Blessed always cast at Low Concentration.

    Medium Concentration

    A spell or ability which can be cast during combat or walking, but not while running or flying. Surprises such as large explosions, random obscenely loud noises, and greater than minor injuries will prevent casting.

    Runesmiths can write while not in direct combat. All writing otherwise is considered at Medium Concentration.

    High Concentration

    A spell or ability which cannot be casted during combat scenarios or while moving.

    Feyspeakers do not have High Concentration spells.

     

    Minor

    Minor cuts, scrapes, and bruises.

    Mild

    Lacerations, minor (hairline) fractures, punctures, and gashes requiring sutures.

    Moderate

    Broken bones, minor blood loss, second degree burns, minor appendages (fingers, toes, etc.)

    Severe

    Third degree burns, major blood loss, major lacerations, large gashes, large/deep puncture wounds, etc.

    Lethal

    Fatal wounds, organ damage, missing limbs, etc.

     

     

     

     

    Created spells:

     

     

    Spoiler

     

     

     

    Spell Name: The Screech

    Shakti: Two

    Domain: Fire, Shadow

    Concentration: Medium

    Cast Time: Two Turns

    Duration: Three Turns

    Range: Eight Meters

    Effect: The shaman gathers a dark black flame within their mouth and erupts it in the form of a yell towards a target location. This will erupt a wave of flame in one set direction in front of them to the full range of the spell, one meter wide. Once cast it cannot change directions, and it will apply a differing effect depending on the outcome of the shaman’s 1d2 roll.

     

    Roll 1; Necrosis: The burns take more of their darker side and apply necrosis to their targets, first degree on the first turn and second degree on the second turn. This is reduced by one for targets in armor.  On the final turn, if they stayed within it for the entirety of the duration, they will find that they are blinded completely by shadows for the turn.

     

    Roll 2; Flame: The burns take on a dark inferno and apply standard burns to their targets, first degree on the first turn and second degree on the second turn. This is reduced by one for targets in armor. On the final turn, if they stayed within it for the entirety of the duration, they will have their speed slowed temporarily by one tier for the turn from heat exhaustion.

     

    Spell Name: The Bull

    Shakti: Three

    Domain: Spirit

    Concentration: Low

    Cast Time: Three Turns

    Duration: Six Turns

    Range: Ten Meters

    Effect: The shaman focuses upon a target's spirit and makes a connection with it, provoking them into looking at the shaman as the shaman gains ethereal bull-like features over their body. The target must roll a dc 14 to resist this effect. Should they fail, they will be provoked onto the shaman, reacting to them as they would standardly, but they are unable to target anyone other than the shaman. Should they have a shakti based aurum, their cast times are increased by one. Regardless of the target's aurum type, the shaman will receive a temporary +1 strength and speed tier increase towards the target alone, not receiving this buff if they are targeting others. 

     

    Spell Name: The Charge

    Shakti: Two

    Domain: Spirit, Fire

    Concentration: Low

    Cast Time: Two Turns

    Duration: One Turn / Instantaneous

    Range: Five | Ten | Fifteen Meters

    Effect: The shaman's body becomes veiled in a fiery and spectral image of a bull, gaining hooves and large horns, as well as a spectral snout. They then charge forwards, [Five Meters Bond, Ten Harmony, Fifteen Enlightenment] and upon impact with a target or object, they erupt in an explosion of flame. This will apply first degree burns to those who have no armor, and no burns to armored targets, however it will apply moderate blunt damage, regardless of armor, as they are forced onto the ground from the charge and knocked prone. Once prone, they must take their next action, but not their movement, to get up. Should the shaman strike a solid surface, they will cause structural damage applicable to the structure they are running into, but they will not be able to break down a cave wall for instance, however they could break through a door.

     

    Spell Name: Untouchable

    Shakti: Two

    Domain: Fire, Spirit

    Concentration: Low

    Cast Time: One Turn

    Duration: One Turn / Instant

    Range: Self

    Effect: The Shaman’s entire body becomes a mass of dark smoke that is unable to be targeted except by wind based abilities. This will keep the shaman in place, and disallows them from moving, but effectively allows them to dodge one attack on them. Should this be used and a wind based ability attacks them, their damage that they would’ve gotten is instead increased by one tier.

     

     

     

     

    Based spells;

     

    Spoiler

     

    Spell Name: Form of the Turtle

    Shakti: Two

    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: Spirit Grasp

    Shakti: Two

    Domain: Spirit

    Concentration: Medium

    Cast Time: Two Turns

    Duration: Three Turns

    Range: Ten meters

    Effect: The shaman targets another within range and summons spectral hands that wrap around their feet. This will root them in place for the duration.

     

     

    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: Flame Shield

    Shakti: Two

    Domain: Fire

    Concentration: Low

    Cast Time: Two Turns

    Duration: Three Turn

    Range: Ten Meters

    Effect: The shaman creates a layer of fire around themselves that serves as a protective shield, capable of nullifying physical strikes against their form. Should a weapon make contact with them, they are pushed back by the fire and the limb used to make the attack is given second degree burns if unarmored and first degree if armored. This does not work on projectiles.

     

     

    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 aura-based fire within range. This includes non-aurum made fires.

     

     

    Spell Name: Focus Break

    Shakti: Two

    Domain: Spirit

    Concentration: Low

    Cast Time: One Turn

    Duration: One Turn

    Range: Ten Meters

    Effect: The shaman manipulates another spirit of an individual 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.

     

     

     

     

     

    Edited by Fooldude
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