Difference between revisions of "Spiritlore"
Line 256: | Line 256: | ||
To carve a totem, you will require 20 wood, 10 leather, and 2 silver commodities. Once you have obtained and implanted one into the ground, you may draw either a circle of binding or pain about its base. When an unfortunate enemy looks upon the totem empowered by such a circle, he shall find himself either bound in place or struck down by great pain, | To carve a totem, you will require 20 wood, 10 leather, and 2 silver commodities. Once you have obtained and implanted one into the ground, you may draw either a circle of binding or pain about its base. When an unfortunate enemy looks upon the totem empowered by such a circle, he shall find himself either bound in place or struck down by great pain, | ||
dependent on which circle has been drawn. | |||
Drawing a circle requires two black inks. | Drawing a circle requires two black inks. |
Revision as of 03:07, 31 March 2015
Spiritlore is the shamanic art of binding ancient spirits to oneself in order to tap into powers of the Spirit Realm. Upon entering a trance, spirits may be bound, augmenting the Shaman's already impressive arsenal of abilities with new features, may of which echo abilities of other classes. Additionally, Shamans may invest a tribal totem (which is different from a runic totem) with a spiritual power to harm their foes.
Abilities in Spiritlore
Ability | Description |
Commune | Commune with the spirits |
By communing with a spirit, you may bind it to yourself. This will grant you some of the powers that that particular spirit possessed during its life. You may bind up to five spirits at once. You may also attune yourself completely to a spirit. This will grant additional benefits, although you may only attune one spirit at a time. Communing requires a ritual drum, which can be purchased from most general stores around Sapience. | |
Daina | Daina, the Viridian |
By channeling the power of nature, you are able to drive diseases from your body with greatly increased efficiency. | |
Jhulian | Jhulian the Nomad |
The spirit of Jhulian, The Nomad will allow you to travel to a mutual ally, given a short delay. | |
Arius | Arius, the Hermit |
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. | |
Silvanix | Silvanix, the Fool |
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. | |
Ri'shen | Ri'Shen, the Master |
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. | |
Maligus | Maligus, the Cleric |
The practitioners of Apostasy have long been feared for their mastery of unholy powers, and Maligus in life was no exception. Upon binding his spirit, you will gain the ability to forceably attune a vodun doll to the soul of an unfortunate subject, improving its detail potentially far quicker than would normally be possible. This ability will be more effective against those who lack mental fortitude. This ability can be combined with curses. | |
Aspar | Aspar, the Iron Handed |
Alchemists know more about how to turn a body against itself than perhaps anyone else in Sapience. In life, Aspar was most feared for his ability to manipulate the sanguine humours of his enemies. By binding his spirit, you will be able to infect open wounds with disease, forcing the blood to clot but doing far more harm than good. Diseases which may be inflicted in this way are impatience, paralysis, asthma, slickness, anorexia, weariness, lethargy, and clumsiness. This ability is combinable with curses. | |
Aelkesh | Aelkesh, the Faceless |
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. | |
Teraile | Teraile, the Swordsman |
The skill of the practitioners of the legendary Two Arts can not be overstated. By binding the spirit of one of the long dead masters of this art, you will be able to lacerate the flesh of your enemies. This ability requires your victim suffer from afflictions of the blood by targeting these impurities, you will be able to focus your spiritual assault for maximum potency. Be warned that this will remove said afflictions. | |
Arcanor | Arcanor, the Sorcerer |
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. | |
Syvis | Syvis, the Venomous |
The masters of venom have long been feared for their deception and cunning when it comes to the elimination of those that would cross them. By binding the spirit of this ancient assassin, you will be capable of causing diseases that your victim believes they have cured to relapse shortly there after. Be warned, you are no true master of the art. You may only perform this ability every so often. This ability must be combined with curses. | |
Marak | Marak, the Eviscerator |
This ability will allow you to destroy a vodun doll to balancelessly activate one of the following vodun-based abilities on the target: confusion, dizzy, sleep, strip, paralyse, break, throttle, reckless, bleed, cripple, bind, imbibe. The doll must be fashioned to twice the extent that the ability used would normally require. This ability must be comboed with curses. | |
Anthius | Anthuis, the Crusader |
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. | |
Garon | Garon, the Knight |
While this spirit gives you sufficient knowledge to craft magical totems, you lack the knowledge required to etch them with runes of power. To this end, a different medium is required. To carve a totem, you will require 20 wood, 10 leather, and 2 silver commodities. Once you have obtained and implanted one into the ground, you may draw either a circle of binding or pain about its base. When an unfortunate enemy looks upon the totem empowered by such a circle, he shall find himself either bound in place or struck down by great pain, dependent on which circle has been drawn. Drawing a circle requires two black inks. | |
Designate | Designate the owners of your tribal totem |
With this ability you may designate an owner for a specific totem. Only the crafter of the totem may use this ability. The totem remains owned by the crafter until the designated owner (or a member of the designated owner organisation) CLAIMs the totem. If the totem is claimed, then the designated owner becomes the true owner. If the totem is rejected, then the crafter remains the owner. At that point the crafter may attempt another designation as desired. Houses, Cities, Orders, Oakstone, and individuals may own totems - clans may not. When you designate a totem, its tuning is automatically set against the enemies of the new owner. | |
Tarnel | Tarnel, the Walker |
The walkers of the forest know the value in snaring an unsuspecting victim. The prey that doesn't see the trap coming has its throat cut first. At the cost of your bond with Tarnel, The Walker, you may bind an enemy. This invokation is very fast. | |
Arayan | Arayan, the Healer |
The power of priests to heal their fortunate allies is legendary. 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. | |
Spiritwalk | Walk free of the confines of mortal flesh. |
This greatest of the spiritual arts allows you to leave your body and walk as a spirit about the land. The further from your body you stray, the faster your willpower shall drain. If you run out of willpower, your spiritual form shall fade and your body will die. 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. | |
Mastery | Mastery of the spiritual arts. |
Now that you have mastered the spiritual arts in their entirety, you will be able to attune up to two spirits at a time. |