Difference between revisions of "Spiritlore"
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===Abilities in Spiritlore=== | ===Abilities in Spiritlore=== | ||
{| border=0 cellpadding=2 cellspacing=2 | {| border=0 cellpadding=2 cellspacing=2 class="wikitable" style=" color: #7a7877;" | ||
| bgcolor=# | | bgcolor=#b1b2bc | '''Ability''' | ||
| bgcolor=# | | bgcolor=#b1b2bc | '''Description''' | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#e3eff9 | Commune | ||
| bgcolor=# | | bgcolor=#e3eff9 | Commune with the spirits | ||
|- | |- | ||
| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Daina | ||
| bgcolor=# | | bgcolor=#e3eff9 | Daina, the Viridian | ||
|- | |- | ||
| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Jhulian | ||
| bgcolor=# | | bgcolor=#e3eff9 | Jhulian the Nomad | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Arius | ||
| bgcolor=# | | bgcolor=#e3eff9 | Arius, the Hermit | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Silvanix | ||
| bgcolor=# | | bgcolor=#e3eff9 | Silvanix, the Fool | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Ri'shen | ||
| bgcolor=# | | bgcolor=#e3eff9 | Ri'Shen, the Master | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Maligus | ||
| bgcolor=# | | bgcolor=#e3eff9 | Maligus, the Cleric | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Aspar | ||
| bgcolor=# | | bgcolor=#e3eff9 | Aspar, the Iron Handed | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Aelkesh | ||
| bgcolor=# | | bgcolor=#e3eff9 | Aelkesh, the Faceless | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Teraile | ||
| bgcolor=# | | bgcolor=#e3eff9 | Teraile, the Swordsman | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Arcanor | ||
| bgcolor=# | | bgcolor=#e3eff9 | Arcanor, the Sorcerer | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Syvis | ||
| bgcolor=# | | bgcolor=#e3eff9 | Syvis, the Venomous | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Marak | ||
| bgcolor=# | | bgcolor=#e3eff9 | Marak, the Eviscerator | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Anthius | ||
| bgcolor=# | | bgcolor=#e3eff9 | Anthuis, the Crusader | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Garon | ||
| bgcolor=# | | bgcolor=#e3eff9 | Garon, the Knight | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''Syntax:''' CARVE totem | : '''Syntax:''' CARVE totem | ||
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Drawing a circle requires two black inks. | Drawing a circle requires two black inks. | ||
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| bgcolor=# | | bgcolor=#e3eff9 | Designate | ||
| bgcolor=# | | bgcolor=#e3eff9 | Designate the owners of your tribal totem | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Tarnel | ||
| bgcolor=# | | bgcolor=#e3eff9 | Tarnel, the Walker | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''Syntax:''' INVOKE SNARE <target> | : '''Syntax:''' INVOKE SNARE <target> | ||
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This invokation is very fast. | This invokation is very fast. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#e3eff9 | Kosuira | ||
| bgcolor=# | | bgcolor=#e3eff9 | Kosuira, the Child Sorceress | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''Syntax:''' INVOKE GLACIATION | : '''Syntax:''' INVOKE GLACIATION | ||
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all adjacent locations. | all adjacent locations. | ||
|- | |- | ||
| bgcolor=# | | bgcolor=#e3eff9 | Arayan | ||
| bgcolor=# | | bgcolor=#e3eff9 | Arayan, the Healer | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Tether | ||
| bgcolor=# | | bgcolor=#e3eff9 | Desperate times lead to temporary measures. | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Spiritwalk | ||
| bgcolor=# | | bgcolor=#e3eff9 | Walk free of the confines of mortal flesh. | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''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=#e3eff9 | Mastery | ||
| bgcolor=# | | bgcolor=#e3eff9 | Mastery of the spiritual arts. | ||
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| colspan=2 bgcolor=# | | colspan=2 bgcolor=#b6cbea | | ||
: '''Details:''' | : '''Details:''' |
Revision as of 05:15, 7 August 2017
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 will cause the victim to gain the haemophilia affliction, there by removing their ability to clot their wounds. If your victim already has haemophilia, they will suffer bleeding. This ability may be combined with curses. | |
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. | |
Kosuira | Kosuira, the Child Sorceress |
A protege in the art of Terminus, Kosuira learned much more of the art than any modern day Depthswalker. Though much of this knowledge is now out of reach, by tapping into her spirit you may bring down an invocation, freezing the ground in your location and doing similarly for all adjacent locations. | |
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. | |
Tether | Desperate times lead to temporary measures. |
For those times when a traditional communion may not be possible, the able practitioner will find himself able to form a makeshift bond with one of the spirits. Tethering is inferior to attunement; it will not permit attunement of said spirit and it will break after a single use of the related spirit's power, but it may be performed outside of any trance. You may also solidify a tether, transforming it into a full binding; though the mental equilibrium cost of doing so is substantial. | |
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 three spirits at a time. |