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===Abilities in Spiritlore=== | ===Abilities in Spiritlore=== | ||
{| border=0 cellpadding=2 cellspacing=2 | {| border=0 cellpadding=2 cellspacing=2 | ||
| bgcolor=# | | bgcolor=#f7cd96 | '''Ability''' | ||
| bgcolor=# | | bgcolor=#f7cd96 | '''Description''' | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Commune | ||
| bgcolor=# | | bgcolor=#6674e8 | Commune with the spirits | ||
|- | |- | ||
| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' COMMUNE | : '''Syntax:''' COMMUNE | ||
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Communing requires a ritual drum, which can be purchased from most general stores around Sapience. | Communing requires a ritual drum, which can be purchased from most general stores around Sapience. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Daina | ||
| bgcolor=# | | bgcolor=#6674e8 | Daina, the Viridian | ||
|- | |- | ||
| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE PURIFICATION | : '''Syntax:''' INVOKE PURIFICATION | ||
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By channeling the power of nature, you are able to drive diseases from your body with greatly increased efficiency. | By channeling the power of nature, you are able to drive diseases from your body with greatly increased efficiency. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Jhulian | ||
| bgcolor=# | | bgcolor=#6674e8 | Jhulian the Nomad | ||
|- | |- | ||
| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE WAYFARE <target> | : '''Syntax:''' INVOKE WAYFARE <target> | ||
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The spirit of Jhulian, The Nomad will allow you to travel to a mutual ally, given a short delay. | The spirit of Jhulian, The Nomad will allow you to travel to a mutual ally, given a short delay. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Arius | ||
| bgcolor=# | | bgcolor=#6674e8 | Arius, the Hermit | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE ROAR <target> | : '''Syntax:''' INVOKE ROAR <target> | ||
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Once you have bound the spirit of Arius, The Druid, you will be able to channel the mighty power of the hydra to unleash a terrible roar at your opponent, disrupting their mental equilibrium. | Once you have bound the spirit of Arius, The Druid, you will be able to channel the mighty power of the hydra to unleash a terrible roar at your opponent, disrupting their mental equilibrium. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Silvanix | ||
| bgcolor=# | | bgcolor=#6674e8 | Silvanix, the Fool | ||
|- | |- | ||
| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE ARROWCATCHING ON|OFF | : '''Syntax:''' INVOKE ARROWCATCHING ON|OFF | ||
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The skilled jester has deft wits and defter hands, and Silvanix was no exception. By binding his spirit, you will be able to snatch arrows from the very air. | The skilled jester has deft wits and defter hands, and Silvanix was no exception. By binding his spirit, you will be able to snatch arrows from the very air. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Ri'shen | ||
| bgcolor=# | | bgcolor=#6674e8 | Ri'Shen, the Master | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE REGENERATION | : '''Syntax:''' INVOKE REGENERATION | ||
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One who has mastered the practices of kaido is able to restore their body from almost any injury. While the power granted to you through the connection with Ri'Shen is not to that level, it will allow you to perform lesser feats of regeneration. | One who has mastered the practices of kaido is able to restore their body from almost any injury. While the power granted to you through the connection with Ri'Shen is not to that level, it will allow you to perform lesser feats of regeneration. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Maligus | ||
| bgcolor=# | | bgcolor=#6674e8 | Maligus, the Cleric | ||
|- | |- | ||
| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE SOULREND <target> | : '''Syntax:''' INVOKE SOULREND <target> | ||
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This ability can be combined with curses. | This ability can be combined with curses. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Aspar | ||
| bgcolor=# | | bgcolor=#6674e8 | Aspar, the Iron Handed | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE COAGULATION <target> <affliction> | : '''Syntax:''' INVOKE COAGULATION <target> <affliction> | ||
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This ability is combinable with curses. | This ability is combinable with curses. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Aelkesh | ||
| bgcolor=# | | bgcolor=#6674e8 | Aelkesh, the Faceless | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE PROJECTION | : '''Syntax:''' INVOKE PROJECTION | ||
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Aelkesh was an Occultist who lived during the period of heightened strife with the Church. He developed an ability to allow him to travel great distances to facilitate his escape in the event of danger, and while binding his spirit will not grant such mastery, it will allow you to fling yourself out of potentially fatal situations. Be warned, however it is far from accurate. | Aelkesh was an Occultist who lived during the period of heightened strife with the Church. He developed an ability to allow him to travel great distances to facilitate his escape in the event of danger, and while binding his spirit will not grant such mastery, it will allow you to fling yourself out of potentially fatal situations. Be warned, however it is far from accurate. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Teraile | ||
| bgcolor=# | | bgcolor=#6674e8 | Teraile, the Swordsman | ||
|- | |- | ||
| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE BLOODLET <target> | : '''Syntax:''' INVOKE BLOODLET <target> | ||
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This ability may be combined with curses. | This ability may be combined with curses. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Arcanor | ||
| bgcolor=# | | bgcolor=#6674e8 | Arcanor, the Sorcerer | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE ICEFORT | : '''Syntax:''' INVOKE ICEFORT | ||
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To fight on your terms as a mage is the first step toward victory. By binding the spirit of Arcanor, you will be able to invoke his power to summon great walls of ice to block the escape of all those who would flee from your wrath. | To fight on your terms as a mage is the first step toward victory. By binding the spirit of Arcanor, you will be able to invoke his power to summon great walls of ice to block the escape of all those who would flee from your wrath. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Syvis | ||
| bgcolor=# | | bgcolor=#6674e8 | Syvis, the Venomous | ||
|- | |- | ||
| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' CURSE <target> <affliction> INVOKE RELAPSE <affliction> | : '''Syntax:''' CURSE <target> <affliction> INVOKE RELAPSE <affliction> | ||
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This ability must be combined with curses. | This ability must be combined with curses. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Marak | ||
| bgcolor=# | | bgcolor=#6674e8 | Marak, the Eviscerator | ||
|- | |- | ||
| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' CURSE <target> <affliction> INVOKE SOULSCOURGE <ability> | : '''Syntax:''' CURSE <target> <affliction> INVOKE SOULSCOURGE <ability> | ||
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This ability must be comboed with curses. | This ability must be comboed with curses. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Anthius | ||
| bgcolor=# | | bgcolor=#6674e8 | Anthuis, the Crusader | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE JUDGEMENT <target> <direction> | : '''Syntax:''' INVOKE JUDGEMENT <target> <direction> | ||
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Anthius was one of the faithful Templars who sought out and eliminated those that would corrupt the sanctity of Creation. By channeling this spirit, you are able to unleash holy judgement at a heretic in an adjacent location. The spectral fires will scythe past magical defences, and will not be denied. | Anthius was one of the faithful Templars who sought out and eliminated those that would corrupt the sanctity of Creation. By channeling this spirit, you are able to unleash holy judgement at a heretic in an adjacent location. The spectral fires will scythe past magical defences, and will not be denied. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Garon | ||
| bgcolor=# | | bgcolor=#6674e8 | Garon, the Knight | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' CARVE totem | : '''Syntax:''' CARVE totem | ||
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Drawing a circle requires two black inks. | Drawing a circle requires two black inks. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Designate | ||
| bgcolor=# | | bgcolor=#6674e8 | Designate the owners of your tribal totem | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' DESIGNATE <person> AS OWNER OF <totem> | : '''Syntax:''' DESIGNATE <person> AS OWNER OF <totem> | ||
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When you designate a totem, its tuning is automatically set against the enemies of the new owner. | When you designate a totem, its tuning is automatically set against the enemies of the new owner. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Tarnel | ||
| bgcolor=# | | bgcolor=#6674e8 | Tarnel, the Walker | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE SNARE <target> | : '''Syntax:''' INVOKE SNARE <target> | ||
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This invokation is very fast. | This invokation is very fast. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Kosuira | ||
| bgcolor=# | | bgcolor=#6674e8 | Kosuira, the Child Sorceress | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE GLACIATION | : '''Syntax:''' INVOKE GLACIATION | ||
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all adjacent locations. | all adjacent locations. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Arayan | ||
| bgcolor=# | | bgcolor=#6674e8 | Arayan, the Healer | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' INVOKE RESURRECTION <target> | : '''Syntax:''' INVOKE RESURRECTION <target> | ||
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Though you shall require a focus in the form of a vodun doll fashioned to at least 50 times, you will be able to channel this power. By destroying the doll in its entirety, you may drag your comrade back from the very state of death itself, restoring him or her to a physical body. | Though you shall require a focus in the form of a vodun doll fashioned to at least 50 times, you will be able to channel this power. By destroying the doll in its entirety, you may drag your comrade back from the very state of death itself, restoring him or her to a physical body. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Tether | ||
| bgcolor=# | | bgcolor=#6674e8 | Desperate times lead to temporary measures. | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' SPIRIT TETHER <SPIRIT> | : '''Syntax:''' SPIRIT TETHER <SPIRIT> | ||
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You may also solidify a tether, transforming it into a full binding; though the mental equilibrium cost of doing so is substantial. | You may also solidify a tether, transforming it into a full binding; though the mental equilibrium cost of doing so is substantial. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Spiritwalk | ||
| bgcolor=# | | bgcolor=#6674e8 | Walk free of the confines of mortal flesh. | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Syntax:''' SPIRITWALK | : '''Syntax:''' SPIRITWALK | ||
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Be further warned. Leaving your body alone is a terribly dangerous affair. If an enemy were to stumble upon it, they would be able to destroy it, and any hope you have of returning to a physical form. | Be further warned. Leaving your body alone is a terribly dangerous affair. If an enemy were to stumble upon it, they would be able to destroy it, and any hope you have of returning to a physical form. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#6674e8 | Mastery | ||
| bgcolor=# | | bgcolor=#6674e8 | Mastery of the spiritual arts. | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#f7cd96 | | ||
: '''Details:''' | : '''Details:''' |
edits