Difference between revisions of "Nemita"

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==Realm==
 
==Realm==
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Nemita is a realm full of life, flora and fauna living naturally together. This is not perfectly sweet and kind, with animals living mutually with one another when they would rather be hunting one another. They most certainly do hunt one another when they should, as this is the natural order of life. Nemita is consistent, as this is how Aisha loves all things.
 
 
Nemita: Nemita is a realm full of life, flora and fauna living naturally together. This is not perfectly sweet and kind, with animals living mutually with one another when they would rather be hunting one another. They most certainly do hunt one another when they should, as this is the natural order of life. Nemita is consistent, as this is how Aisha loves all things.
 
 
 
 
  
Universal Passive: The shaman is capable of speaking to any plants and animals. These creatures are not required to reply and act as NPC’s. Plants and animals spoken to in this way are not required to adhere to commands of the shaman.
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'''Universal Passive'''
  
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The shaman is capable of speaking to any plants and animals. These creatures are not required to reply and act as NPC’s. Plants and animals spoken to in this way are not required to adhere to commands of the shaman.
 
   
 
   
  
 
==Spirits==
 
==Spirits==
  
 
  
 
Spirit: Daureet
 
Spirit: Daureet
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Description: Daureet is seen as a treent, a strange tree-like creature. They walk around on their roots, and seem rather peaceful. They are sensitive creatures, offering their help with joy and open arms, but the second even a semi-offensive or off comment is made to them, they will start weeping and flee. It takes a gentle soul to be able to bond with a Daureet, as they aren’t made for everyone.
 
Description: Daureet is seen as a treent, a strange tree-like creature. They walk around on their roots, and seem rather peaceful. They are sensitive creatures, offering their help with joy and open arms, but the second even a semi-offensive or off comment is made to them, they will start weeping and flee. It takes a gentle soul to be able to bond with a Daureet, as they aren’t made for everyone.
  
Bond: The shaman is capable of transforming their body so that they too become like a tree-person. Their skin turns to bark, and serves as a form of rudimentary armor for the duration of their merge.
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Bond: The shaman is capable of transforming their body so that they too become like a tree-person. Their skin turns to bark which is as hard as steel, able to withstand blows as if they were wearing armor. In addition to this, so long as the merge remains, the Shaman may choose to grow branches onto their body which are capable of being snapped off and used as weapons, shaped like rudimentary bats, maces, or even piercing weapons like spears, but not anything with an edge. It takes one turn to create and snap off one of these creations. Finally, the shaman will regenerate wounds up to Moderate Tier whilst directly under sunlight, decreasing one wound tier per two turns of exposure to sunlight. This also applies during combat. Healing rules will apply, however only take effect on the shaman once their merge is over.
  
Harmony: The shaman is capable of creating roots that will entangle targets within a 3 meter area that is up to eight meters away from the shaman. This will root everyone inside the area for two turns by their legs, and is extremely difficult to cut with mundane weapons.
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Harmony: The shaman is capable of creating roots that will entangle targets within a six meter area that is up to twelve meters away from the shaman. This will root everyone inside the area for two turns by their legs, and is extremely difficult to cut with mundane weapons. These roots are also thorned and extremely sharp, meaning that every turn whilst the targets are rooted, they must roll a DC14 saving throw or suffer from mild lacerations, that increase with every consecutive failed saving throw up to Moderate-tier injury at the second turn. In addition, the Shaman may use these roots to generate a wall of intertwined vines that appears in front of themselves that is three meters wide and three-inches thick and can withstand up to four substantial blows before shattering, and is impervious to blunt and piercing damage, but not slashing. Those who strike these vines with a melee weapon must roll a DC14 saving throw or have the vines lash out at them, dealing moderate lacerations that can go up to Severe-tier injury. This wall lasts three turns. This ability can be used twice at Harmony and four times at Enlightenment, and the shaman may only expend one use to either make a shield or root their enemies. They cannot activate both at the same time and each ability consumes a use upon activation.
  
Enlightenment: The shaman possess healing abilities in this form, capable of healing others with their bare hands. It takes two turns to heal average wounds, and three to heal life threatening vital wounds. They can heal indefinitely over the course of their merge.
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Enlightenment: The shaman is capable of creating a large dome of earth, creating this dome with a five meter radius around them. This dome will last for the entirety of the merge and requires five substantial hits to break, in other words a strike that would cause damage on a target. Those who are within this protective dome, friend or foe, will also undergo healing effects, preventing all wounds from worsening and creatures from dying from lethal wounds. This will reduce all wounds by one degree per turn for the duration that someone is underneath this dome unless it is lethal, in which it will stop at severe and remain there. This will apply supernatural healing rules only once the shamans merge is over. This dome will have the standard lighting of the area outside of the dome, and the shaman is capable of ending it prematurely if they wish. They can only create this dome twice per merge.
  
 
  
 
Spirit: Piard
 
Spirit: Piard
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Description: Piard is seen as a chimera, a being with the body of a goat, the head of a lion, and a serpent's tail. Piard is even tempered, however does not stand for being harassed in any way. He is all bite, no bark. Generally Piard will be passive to those around it, seemingly not having a care in the world.
 
Description: Piard is seen as a chimera, a being with the body of a goat, the head of a lion, and a serpent's tail. Piard is even tempered, however does not stand for being harassed in any way. He is all bite, no bark. Generally Piard will be passive to those around it, seemingly not having a care in the world.
  
Bond: The shaman is capable of shooting out up to four thorn-needles from their palm that act similar to arrows. They can shoot all of them out at once or independently, however each needle needs its own roll on the projectile system. The shaman gets two needles at bond, three at harmony, and four at enlightenment.
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Bond: The shaman is capable of shooting out up to six thorn-needles from their palm that act similar to arrows. They can shoot all of them out at once or independently, however each needle needs its own roll on the projectile system. The shaman gets two needles at bond, four at harmony, and six at enlightenment. These needles target the spirit rather than the body, causing them to ignore armor and embed themselves with Moderate wounds regardless of protection. In addition, creatures struck by these needles with a roll of 18 or above will be stunned for one turn and have their concentration broken for an additional two turns after the stun ends.
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Harmony: The Shaman can choose to take on the characteristics of one of three different animals: the goat, the serpent, or the lion.
  
Harmony: The shaman is capable of commanding a singular nearby creature to do their bidding for the duration of their merge. This is limited though, if the creature is extremely unwilling then it may turn on the shaman, or if the shaman requests it to do something unethical to the specific animal.
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*If they choose the goat, their lower body turns into goat hooves which increases their Speed Tier by one and their jump height to three meters, as well as giving them the ability to kick a target violently, dealing blunt damage equivalent to two strength tiers higher than their own. They also gain horns which they can use to bash or pierce others, as they have the durability of steel.
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*If they choose the serpent, they gain patches of scale-like skin all over their body that allows them to become resistant to slashing and piercing damage, causing all wounds inflicted by such weaponry to be reduced by one degree, and also gain razor-sharp teeth that when embedded onto a target, cause first-degree necrosis on the region of the bite.
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*If they choose the lion, they gain patches of golden fur around their body and a massive mane of golden beard akin to a lion and long flowing golden blonde hair, giving them characteristics akin to a Leonin, regardless of their gender. They gain sharp claws that can cut through flesh, gambeson and cloth armors with ease, and can roll a DC12 saving throw to resist all mind-based abilities and control. If the ability already requires a DC, it will default to the lowest number between the current saving throw and the one specified above.
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The Shaman can use this ability once per merge and shift freely between forms by foregoing their action on their turn to shapeshift, and it will last for the duration of the merge.
  
 
Enlightenment: The shaman is capable of grasping the bond merge abilities from two shaman around them and using them as if they were their own. The other shaman need to be within ten meters in order to take the ability from them. This does not stop the other shaman from using their merge ability.
 
Enlightenment: The shaman is capable of grasping the bond merge abilities from two shaman around them and using them as if they were their own. The other shaman need to be within ten meters in order to take the ability from them. This does not stop the other shaman from using their merge ability.
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Spirit: Indril
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Domains: Animals, Spirit, Fire
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Description: Indril is a white colored winged unicorn, otherwise known as an alicorn, with its tail and mane being the light oranges and yellows of the rainbow. Indril’s wings are rainbow, though lack the light oranges and yellows that are in its mane. Indril is strong willed, however believes that all creatures, animals or man, should be treated equally in human and animal society. Known to be very heroic, Indril will go out of their way to pursue their wants for true equality throughout the realm.
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Bond: The Shaman is capable of summoning Indril in one turn. Indril can be ridden like a horse and is equal to a Griffin in its movement speed, flight speed, and all other attributes except for the concentration-breaking feathers. Instead, when dive bombing or when galloping if it wishes to dash, Indril will generate velocity and coat itself in flame, becoming unstoppable and dashing forward at twice its movement speed and stopping only when it strikes a creature or the shaman tells it to stop. If a creature is struck by this ability, they will suffer from 2nd-degree burns and be stunned for one turn, regardless of whether they wear armor or not as the impact will shatter the protection of their gear. Neither Indril or the Shaman will be wounded by this impact in any way, and this dash will eventually stop after four turns or prematurely if it strikes a target. The shaman can use this ability once at bond, twice at harmony and three times at enlightenment. Indril can also be used as a standard combat pet comparable to a Griffin in that regard. Upon stunning a target this way they cannot be stunned again for the rest of the merge by this ability.
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Harmony: The shaman is capable of creating a dome of light that protects a 5x5x5 meter area of the shamans choosing. Creatures cannot leave or enter this dome once it is created, however the shaman may dismiss it at any time, otherwise the dome lasts for the entire merge. This will keep it safe from danger, preventing people from harming one another inside of it, as any attack made to another being is simply blocked by bright orbs of light. This also applies to attacks made at the dome, making it impenetrable. While within the dome, illusions of light portraying the absolute and complete equality of all living creatures will appear, taking the manifestation of many different animals and humans alike. Should someone outside of the dome attempt to attack it, a creature that resembles a bear made out of light will appear out of the dome. Should it be a melee attack against the dome, the bear will swipe at the target attempting to harm it and apply second degree burns to them regardless of protection, if they are unarmored they will also experience lacerations. Should it have been a ranged attack, the bear will throw a ball of light at the person having thrown the projectile, causing the shaman to make a projectile roll to hit. This will do second degree burns on wherever the bear(decided by the shaman oocly) aimed for, regardless of protection. This bear attack is separate from the shaman’s action as it cannot be controlled by the shaman and simply acts upon interaction with the dome. If the shaman tries to attack the dome for whatever reason, the bear will also attack the shaman.
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Enlightenment: The Shaman chooses a target within a fifteen meter range, and both themselves and the target are completely equalized. They both cannot access any of their abilities, including merge abilities, no matter the Aurum, and their Strength and Speed Tiers are also made the same. For the duration of the merge, the Shaman may dismiss this ability at any point, or else it will otherwise last until the duration of the merge. This also ends if one of the targets die. If the Shaman decides to end it prematurely, they can choose a different creature and apply the effects onto them as well. However they cannot retarget the same creature that they have used this on in the same merge.
  
 
   
 
   
  
Spirit: Indril
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Spirit: Culuhe
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Domains: Plants, Emotion, Wind
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Description: Culuhe is an empathetic spirit that boasts great wisdom and patience. They take the form of an owl of sorts, made out of flora that blends in with their surroundings in order to keep a watchful eye on nature around them. They are focused on ensuring the natural order is fulfilled and in the case where this order is disturbed they often insert themselves forwards to correct the issue. Culuhe is most likely to bond with a shaman who shows lots of the same traits, never wanting to bond with a shaman without a backbone. They expect their shaman to keep order, only interfering when necessary.
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Bond: The Shaman can passively sense the surface thoughts of creatures within a one-meter radius around them, capable of reading their minds to a level in which they can spot whether they are lying or telling the truth, and whether they have any harmful intent towards the Shaman. In addition, the Shaman can speak one suggestion that may be worded in such a way that appears to be reasonable towards a creature within range, who must roll a DC16 saving throw or be forced to complete it. Whether this ability succeeds or not, the target is not aware they were charmed in this manner. This ability can be done once at bond, twice at harmony, and thrice at enlightenment.
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Harmony: The Shaman is capable of manipulating the winds around them in order to levitate and fly at standard flight speed. Whilst flying, the Shaman creates a bubble of air around them that is resistant to any ranged attack, or capable of deflecting a mana-based or Shakti-based ability, able to withstand three of such blows before shattering, but is extremely vulnerable to melee attacks of any sort and will shatter in a singular hit from a melee blow. In addition, the Shaman can choose a target within range that is flying and disable their ability to fly by creating a powerful burst of wind that generates on top of them and throws them off-course, requiring them to roll a DC14 saving throw or be knocked prone onto the ground. If they are knocked prone, they must forego their action to stand up and will take fall damage in accordance to their flying height if they have no way to mitigate it. Targets with Aura-based flight have advantage on the roll.
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Enlightenment: The Shaman plants their hands firmly on the ground and generates a massive uprooting of trees around them, and if there are no trees nearby, they merely grow from the ground, generating a ten-meter-radius arena in which all those caught within a circle made from intertwined roots and trees cannot leave for the duration of the merge and cannot concentrate whilst within the arena, as it is entirely imbued with pollen and shrubbery that stops those from casting, essentially creating a forest arena. Should a creature attempt to fly out of the arena they are swatted down to the ground by a tree and are knocked prone, taking their action to get up as well as suffering mild blunt damage from hitting the ground. The Shaman may also elect to use their turn in order to manipulate the roots created on the edges of the arena, which can be used to restrain a single target with a DC14 saving throw. Should the target fail their save, they will suffer from moderate blunt damage as they are violently squeezed and unable to move or attack for two turns before the roots crumble into nothingness. This however prevents others within the arena, including the shaman, from targeting them while they are squeezed by the roots. The Shaman may only use this restraining once per target per merge. They can manipulate the roots as long as their merge is active, but may only target one creature per turn.
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Domains: Plants, Animals, Fire
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Spirit: Inghemata
  
Description: Indril is a white colored winged unicorn, with its tail and mane being the light oranges and yellows of the rainbow. Indril’s wings are rainbow, though lack the light oranges and yellows that are in its mane. Indril is strong willed, however believes that all creatures, animals or man, should be treated equally in human and animal society. Known to be very heroic, Indril will go out of their way to pursue their wants for true equality throughout the realm.
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Domains: Animals, Earth, Ice
  
Bond: The shaman is capable of summoning Indril in one turn and riding on its back like a horse. This steed lasts for the entirety of the merge and can go as fast as a unicorn normally does. It is capable of telepathically communicating with the shaman and even attacking.
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Description: Inghemata is a listless, mysterious spirit, often considered to be stern and silent to those very few who have caught sightings of it. They take the form of a large feline lynx, with a mane of white fur that is reinforced with a carapace of True Ice armor. Their piercing, dull icy blue visage portrays a sense of wisdom beyond any comprehensible age for mortals, and they are considered to fully embody the aspect of order present within the realm of Nemita, valuing the preservation of its principles above all else. This spirit enforces a sense of lawfulness and bonds only with those who have the willpower to do what must be done to ensure peace and prosperity, no matter the cost.
  
Harmony: The shaman is able to create new plant life within a 5 meter radius around themselves. They cannot create rare plants or higher, but may manipulate any plant within this area freely. This includes trees, bushes, vines and including but not limited to grass.
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Bond: The Shaman is capable of actively manipulating refined metals that are within a five meter radius of themselves. As long as their bond is active, arrows or bolts or projectiles in general with metallic tips will swerve off course and potentially miss the shaman, and must be rolled at disadvantage as a result, and swords and other metal weapons will bend away from hitting them as well, glancing off slightly meaning that all melee attacks done against the shaman with a melee weapon require a DC10 saving throw to hit. In addition, the Shaman can actively move an object made out of metal predominantly of up to 75lbs (roughly 34kg), such as a sword or a metal ball, at a rate of nine meters per turn. The Shaman may move this object in any way they want, and may use this ability in combat. This will do damage accordingly to whatever shape the object being moved is. They may also hurl these metal objects like projectiles, sending them forward at roughly the same speed as a thrown object would be and cause them to follow Projectile Rules to hit.
  
Enlightenment: The shaman is capable of creating a dome of light that protects a 5x5x5 meter area of the shamans choosing. This will keep it safe from danger, preventing people from harming one another inside of it, as any attack made to another being is simply blocked by bright orbs of light. This can last for the entirety of the merge.
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Harmony: The Shaman gains the cunning and predatory instinct of a feline, and some of their physical characteristics. If they so desire, they may manifest physical traits more pronounced, such as whiskers, pupil slits, tail and ears, any combination of the listed attributes or none. They are passively aware of a one-meter radius around them with a sixth sense of sorts, allowing them to sense anyone sneaking up on them or trying to ambush them. In addition to this, they gain sharp retractable claws that come from their fingertips that can cut through cloth armors and gambeson with ease. Their Speed Tier is increased by one, or two if they run on all fours, and they gain a jump of height of three meters in order to pounce. Two times at harmony and four times at enlightenment, a Shaman can choose a projectile roll that would hit them and roll a DC12 to dodge the projectile in mid-air regardless of its size. This movement, however, is entirely instinctual, and does not imply the Shaman possesses the reaction speed to react to anything that has arrow or cannonball velocity.
  
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Enlightenment: The Shaman generates a massive blizzard centered around their location that moves with them and remains for the duration of the merge, extending in a five meter radius around themselves in which anyone who is within the radius except for the shaman will suffer from two degrees of frostbite at first turn of exposure and then increasing by one per turn of exposure if unarmored or wearing cloth armors, and if wearing armor their movement speed is reduced by half and their frostbite increases by one degree per turn of exposure, starting at first-degree. Both are capped at third-degree. In addition to this, the Shaman can create icicles from the moisture in the cooled air around the blizzard and fire them in volleys towards creatures within a range of fifteen meters. These icicles will root those wearing armor for one turn and cause 1st-degree frostbite on those unarmored or wearing cloth armors, and follow Projectile Rules. Those unarmored will also be rooted for a turn. A shaman can fire these icicles in one turn, and can do so four times per merge.
  
 
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Latest revision as of 02:04, 17 April 2021

Path of The Vital


Realm

Nemita is a realm full of life, flora and fauna living naturally together. This is not perfectly sweet and kind, with animals living mutually with one another when they would rather be hunting one another. They most certainly do hunt one another when they should, as this is the natural order of life. Nemita is consistent, as this is how Aisha loves all things.

Universal Passive

The shaman is capable of speaking to any plants and animals. These creatures are not required to reply and act as NPC’s. Plants and animals spoken to in this way are not required to adhere to commands of the shaman.


Spirits

Spirit: Daureet

Domains: Plants, Earth, Healing

Description: Daureet is seen as a treent, a strange tree-like creature. They walk around on their roots, and seem rather peaceful. They are sensitive creatures, offering their help with joy and open arms, but the second even a semi-offensive or off comment is made to them, they will start weeping and flee. It takes a gentle soul to be able to bond with a Daureet, as they aren’t made for everyone.

Bond: The shaman is capable of transforming their body so that they too become like a tree-person. Their skin turns to bark which is as hard as steel, able to withstand blows as if they were wearing armor. In addition to this, so long as the merge remains, the Shaman may choose to grow branches onto their body which are capable of being snapped off and used as weapons, shaped like rudimentary bats, maces, or even piercing weapons like spears, but not anything with an edge. It takes one turn to create and snap off one of these creations. Finally, the shaman will regenerate wounds up to Moderate Tier whilst directly under sunlight, decreasing one wound tier per two turns of exposure to sunlight. This also applies during combat. Healing rules will apply, however only take effect on the shaman once their merge is over.

Harmony: The shaman is capable of creating roots that will entangle targets within a six meter area that is up to twelve meters away from the shaman. This will root everyone inside the area for two turns by their legs, and is extremely difficult to cut with mundane weapons. These roots are also thorned and extremely sharp, meaning that every turn whilst the targets are rooted, they must roll a DC14 saving throw or suffer from mild lacerations, that increase with every consecutive failed saving throw up to Moderate-tier injury at the second turn. In addition, the Shaman may use these roots to generate a wall of intertwined vines that appears in front of themselves that is three meters wide and three-inches thick and can withstand up to four substantial blows before shattering, and is impervious to blunt and piercing damage, but not slashing. Those who strike these vines with a melee weapon must roll a DC14 saving throw or have the vines lash out at them, dealing moderate lacerations that can go up to Severe-tier injury. This wall lasts three turns. This ability can be used twice at Harmony and four times at Enlightenment, and the shaman may only expend one use to either make a shield or root their enemies. They cannot activate both at the same time and each ability consumes a use upon activation.

Enlightenment: The shaman is capable of creating a large dome of earth, creating this dome with a five meter radius around them. This dome will last for the entirety of the merge and requires five substantial hits to break, in other words a strike that would cause damage on a target. Those who are within this protective dome, friend or foe, will also undergo healing effects, preventing all wounds from worsening and creatures from dying from lethal wounds. This will reduce all wounds by one degree per turn for the duration that someone is underneath this dome unless it is lethal, in which it will stop at severe and remain there. This will apply supernatural healing rules only once the shamans merge is over. This dome will have the standard lighting of the area outside of the dome, and the shaman is capable of ending it prematurely if they wish. They can only create this dome twice per merge.


Spirit: Piard

Domains: Plants, Animals, Spirit

Description: Piard is seen as a chimera, a being with the body of a goat, the head of a lion, and a serpent's tail. Piard is even tempered, however does not stand for being harassed in any way. He is all bite, no bark. Generally Piard will be passive to those around it, seemingly not having a care in the world.

Bond: The shaman is capable of shooting out up to six thorn-needles from their palm that act similar to arrows. They can shoot all of them out at once or independently, however each needle needs its own roll on the projectile system. The shaman gets two needles at bond, four at harmony, and six at enlightenment. These needles target the spirit rather than the body, causing them to ignore armor and embed themselves with Moderate wounds regardless of protection. In addition, creatures struck by these needles with a roll of 18 or above will be stunned for one turn and have their concentration broken for an additional two turns after the stun ends.

Harmony: The Shaman can choose to take on the characteristics of one of three different animals: the goat, the serpent, or the lion.

  • If they choose the goat, their lower body turns into goat hooves which increases their Speed Tier by one and their jump height to three meters, as well as giving them the ability to kick a target violently, dealing blunt damage equivalent to two strength tiers higher than their own. They also gain horns which they can use to bash or pierce others, as they have the durability of steel.
  • If they choose the serpent, they gain patches of scale-like skin all over their body that allows them to become resistant to slashing and piercing damage, causing all wounds inflicted by such weaponry to be reduced by one degree, and also gain razor-sharp teeth that when embedded onto a target, cause first-degree necrosis on the region of the bite.
  • If they choose the lion, they gain patches of golden fur around their body and a massive mane of golden beard akin to a lion and long flowing golden blonde hair, giving them characteristics akin to a Leonin, regardless of their gender. They gain sharp claws that can cut through flesh, gambeson and cloth armors with ease, and can roll a DC12 saving throw to resist all mind-based abilities and control. If the ability already requires a DC, it will default to the lowest number between the current saving throw and the one specified above.

The Shaman can use this ability once per merge and shift freely between forms by foregoing their action on their turn to shapeshift, and it will last for the duration of the merge.

Enlightenment: The shaman is capable of grasping the bond merge abilities from two shaman around them and using them as if they were their own. The other shaman need to be within ten meters in order to take the ability from them. This does not stop the other shaman from using their merge ability.


Spirit: Indril

Domains: Animals, Spirit, Fire

Description: Indril is a white colored winged unicorn, otherwise known as an alicorn, with its tail and mane being the light oranges and yellows of the rainbow. Indril’s wings are rainbow, though lack the light oranges and yellows that are in its mane. Indril is strong willed, however believes that all creatures, animals or man, should be treated equally in human and animal society. Known to be very heroic, Indril will go out of their way to pursue their wants for true equality throughout the realm.

Bond: The Shaman is capable of summoning Indril in one turn. Indril can be ridden like a horse and is equal to a Griffin in its movement speed, flight speed, and all other attributes except for the concentration-breaking feathers. Instead, when dive bombing or when galloping if it wishes to dash, Indril will generate velocity and coat itself in flame, becoming unstoppable and dashing forward at twice its movement speed and stopping only when it strikes a creature or the shaman tells it to stop. If a creature is struck by this ability, they will suffer from 2nd-degree burns and be stunned for one turn, regardless of whether they wear armor or not as the impact will shatter the protection of their gear. Neither Indril or the Shaman will be wounded by this impact in any way, and this dash will eventually stop after four turns or prematurely if it strikes a target. The shaman can use this ability once at bond, twice at harmony and three times at enlightenment. Indril can also be used as a standard combat pet comparable to a Griffin in that regard. Upon stunning a target this way they cannot be stunned again for the rest of the merge by this ability.

Harmony: The shaman is capable of creating a dome of light that protects a 5x5x5 meter area of the shamans choosing. Creatures cannot leave or enter this dome once it is created, however the shaman may dismiss it at any time, otherwise the dome lasts for the entire merge. This will keep it safe from danger, preventing people from harming one another inside of it, as any attack made to another being is simply blocked by bright orbs of light. This also applies to attacks made at the dome, making it impenetrable. While within the dome, illusions of light portraying the absolute and complete equality of all living creatures will appear, taking the manifestation of many different animals and humans alike. Should someone outside of the dome attempt to attack it, a creature that resembles a bear made out of light will appear out of the dome. Should it be a melee attack against the dome, the bear will swipe at the target attempting to harm it and apply second degree burns to them regardless of protection, if they are unarmored they will also experience lacerations. Should it have been a ranged attack, the bear will throw a ball of light at the person having thrown the projectile, causing the shaman to make a projectile roll to hit. This will do second degree burns on wherever the bear(decided by the shaman oocly) aimed for, regardless of protection. This bear attack is separate from the shaman’s action as it cannot be controlled by the shaman and simply acts upon interaction with the dome. If the shaman tries to attack the dome for whatever reason, the bear will also attack the shaman.

Enlightenment: The Shaman chooses a target within a fifteen meter range, and both themselves and the target are completely equalized. They both cannot access any of their abilities, including merge abilities, no matter the Aurum, and their Strength and Speed Tiers are also made the same. For the duration of the merge, the Shaman may dismiss this ability at any point, or else it will otherwise last until the duration of the merge. This also ends if one of the targets die. If the Shaman decides to end it prematurely, they can choose a different creature and apply the effects onto them as well. However they cannot retarget the same creature that they have used this on in the same merge.


Spirit: Culuhe

Domains: Plants, Emotion, Wind

Description: Culuhe is an empathetic spirit that boasts great wisdom and patience. They take the form of an owl of sorts, made out of flora that blends in with their surroundings in order to keep a watchful eye on nature around them. They are focused on ensuring the natural order is fulfilled and in the case where this order is disturbed they often insert themselves forwards to correct the issue. Culuhe is most likely to bond with a shaman who shows lots of the same traits, never wanting to bond with a shaman without a backbone. They expect their shaman to keep order, only interfering when necessary.

Bond: The Shaman can passively sense the surface thoughts of creatures within a one-meter radius around them, capable of reading their minds to a level in which they can spot whether they are lying or telling the truth, and whether they have any harmful intent towards the Shaman. In addition, the Shaman can speak one suggestion that may be worded in such a way that appears to be reasonable towards a creature within range, who must roll a DC16 saving throw or be forced to complete it. Whether this ability succeeds or not, the target is not aware they were charmed in this manner. This ability can be done once at bond, twice at harmony, and thrice at enlightenment.

Harmony: The Shaman is capable of manipulating the winds around them in order to levitate and fly at standard flight speed. Whilst flying, the Shaman creates a bubble of air around them that is resistant to any ranged attack, or capable of deflecting a mana-based or Shakti-based ability, able to withstand three of such blows before shattering, but is extremely vulnerable to melee attacks of any sort and will shatter in a singular hit from a melee blow. In addition, the Shaman can choose a target within range that is flying and disable their ability to fly by creating a powerful burst of wind that generates on top of them and throws them off-course, requiring them to roll a DC14 saving throw or be knocked prone onto the ground. If they are knocked prone, they must forego their action to stand up and will take fall damage in accordance to their flying height if they have no way to mitigate it. Targets with Aura-based flight have advantage on the roll.

Enlightenment: The Shaman plants their hands firmly on the ground and generates a massive uprooting of trees around them, and if there are no trees nearby, they merely grow from the ground, generating a ten-meter-radius arena in which all those caught within a circle made from intertwined roots and trees cannot leave for the duration of the merge and cannot concentrate whilst within the arena, as it is entirely imbued with pollen and shrubbery that stops those from casting, essentially creating a forest arena. Should a creature attempt to fly out of the arena they are swatted down to the ground by a tree and are knocked prone, taking their action to get up as well as suffering mild blunt damage from hitting the ground. The Shaman may also elect to use their turn in order to manipulate the roots created on the edges of the arena, which can be used to restrain a single target with a DC14 saving throw. Should the target fail their save, they will suffer from moderate blunt damage as they are violently squeezed and unable to move or attack for two turns before the roots crumble into nothingness. This however prevents others within the arena, including the shaman, from targeting them while they are squeezed by the roots. The Shaman may only use this restraining once per target per merge. They can manipulate the roots as long as their merge is active, but may only target one creature per turn.


Spirit: Inghemata

Domains: Animals, Earth, Ice

Description: Inghemata is a listless, mysterious spirit, often considered to be stern and silent to those very few who have caught sightings of it. They take the form of a large feline lynx, with a mane of white fur that is reinforced with a carapace of True Ice armor. Their piercing, dull icy blue visage portrays a sense of wisdom beyond any comprehensible age for mortals, and they are considered to fully embody the aspect of order present within the realm of Nemita, valuing the preservation of its principles above all else. This spirit enforces a sense of lawfulness and bonds only with those who have the willpower to do what must be done to ensure peace and prosperity, no matter the cost.

Bond: The Shaman is capable of actively manipulating refined metals that are within a five meter radius of themselves. As long as their bond is active, arrows or bolts or projectiles in general with metallic tips will swerve off course and potentially miss the shaman, and must be rolled at disadvantage as a result, and swords and other metal weapons will bend away from hitting them as well, glancing off slightly meaning that all melee attacks done against the shaman with a melee weapon require a DC10 saving throw to hit. In addition, the Shaman can actively move an object made out of metal predominantly of up to 75lbs (roughly 34kg), such as a sword or a metal ball, at a rate of nine meters per turn. The Shaman may move this object in any way they want, and may use this ability in combat. This will do damage accordingly to whatever shape the object being moved is. They may also hurl these metal objects like projectiles, sending them forward at roughly the same speed as a thrown object would be and cause them to follow Projectile Rules to hit.

Harmony: The Shaman gains the cunning and predatory instinct of a feline, and some of their physical characteristics. If they so desire, they may manifest physical traits more pronounced, such as whiskers, pupil slits, tail and ears, any combination of the listed attributes or none. They are passively aware of a one-meter radius around them with a sixth sense of sorts, allowing them to sense anyone sneaking up on them or trying to ambush them. In addition to this, they gain sharp retractable claws that come from their fingertips that can cut through cloth armors and gambeson with ease. Their Speed Tier is increased by one, or two if they run on all fours, and they gain a jump of height of three meters in order to pounce. Two times at harmony and four times at enlightenment, a Shaman can choose a projectile roll that would hit them and roll a DC12 to dodge the projectile in mid-air regardless of its size. This movement, however, is entirely instinctual, and does not imply the Shaman possesses the reaction speed to react to anything that has arrow or cannonball velocity.

Enlightenment: The Shaman generates a massive blizzard centered around their location that moves with them and remains for the duration of the merge, extending in a five meter radius around themselves in which anyone who is within the radius except for the shaman will suffer from two degrees of frostbite at first turn of exposure and then increasing by one per turn of exposure if unarmored or wearing cloth armors, and if wearing armor their movement speed is reduced by half and their frostbite increases by one degree per turn of exposure, starting at first-degree. Both are capped at third-degree. In addition to this, the Shaman can create icicles from the moisture in the cooled air around the blizzard and fire them in volleys towards creatures within a range of fifteen meters. These icicles will root those wearing armor for one turn and cause 1st-degree frostbite on those unarmored or wearing cloth armors, and follow Projectile Rules. Those unarmored will also be rooted for a turn. A shaman can fire these icicles in one turn, and can do so four times per merge.

Spirit Realms
AtlguaAversiaCelestialLoquitiNemitaTletuegoXochorYeyeres
Aurum Types
DivinityDemonbrandsMagecraftRunesmithingFeyspeakShamanismThe Fallen
The World of AethiusThe Multiverse of Aethier