Difference between revisions of "Aversia (Spirits)"

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==Realm==
 
==Realm==
Some spirits have no external plane to call their own and no Vaya lord that they hold dominion to. This is because of their difference in beliefs as associated with their domains or the irregularity of their domains. These spirits are found in some of the rarer spots in the realm, being some of the most exclusive spirits. Most shamans can spend their entire life seeking one and not discover them. This varies from spirit to spirit but unlike spirits who can return to their home realm when their bond site disappears and they lose strength, these spirits die.
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Some spirits have no external plane to call their own and no Vaya lord that they hold dominion to. This is because of their difference in beliefs as associated with their domains or the irregularity of their domains. These spirits are found in some of the rarer spots in the realm, being some of the most exclusive spirits. Most shamans can spend their entire life seeking one and not discover them.  
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==Primordial Titan==
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<div style="text-align:center;">
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Thanathier
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(Tha-neth-ee-ah)
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The Unaligned Titan
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</div>
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===Description===
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Thanathier is, at first, a completely ordinary mortal-looking individual, though any being capable of noticing their underlying power will realize they are, in terms of Shakti, an utter inconsistency. Only ever discovered by Man after the exodus to Aversia, and only ever noticed because of the emergence of unaligned spirits, Thanatheir walks Aversia completely indistinguishable from other mortals. The only consistency and oddity about their seeming disguise is that they always have pure white eyes, otherwise they may appear female, male, or some mix in between. Their attire and general fashion always change, sometimes appearing completely convoluted at times.
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===Relations with Mortals===
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Thanathier understands they have some kind of obligation to the world, but they don’t quite know why or what it is. Unbeknownst to them, a secret, subconscious voice urges them to appear before shamans bonded with spirits unaligned with the Vaya. When they appear before these shamans, they never name themselves and they try to help understand why they were brought to the individual. They provide what wisdom they can and simply move on, rarely doing anything more than a simple conversation.
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===Relations with the Vaya===
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The Vaya have issues keeping track of Thanathier as they tend to jump from point to point in the world instantly, not even using portals. When noticed among the common rabble, other Primordial Titans and the Vaya themselves will keep a watchful eye to see what the Titan will do, though because they’ve never done anything remotely dangerous, Thanathier has since been left to their own devices in the world, leaving questions abound.
  
 
==Spirits==
 
==Spirits==
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Spirit: Cypreen
 
Spirit: Cypreen
  
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Description: Cypreen are strange cephalopod like creatures which reside near hydrothermal vents or hot springs on the surface. These creatures do not usually like being seen by mortals and thus will use their abilities to hide more thoroughly than some other spirits. The Cypreen are known to be wrathful, manipulative, and yet more patient than other similar spirits. Because of this, Cypreen fits well in neither Aaog or Vuona’s domains, the creature having to do its best to survive on its own regardless of their aid. Though it is said to have tentacles, they often swirl around the base of the spirit like that of a whirlpool.
 
Description: Cypreen are strange cephalopod like creatures which reside near hydrothermal vents or hot springs on the surface. These creatures do not usually like being seen by mortals and thus will use their abilities to hide more thoroughly than some other spirits. The Cypreen are known to be wrathful, manipulative, and yet more patient than other similar spirits. Because of this, Cypreen fits well in neither Aaog or Vuona’s domains, the creature having to do its best to survive on its own regardless of their aid. Though it is said to have tentacles, they often swirl around the base of the spirit like that of a whirlpool.
  
Universal Passive: The shaman is able to breathe underwater and is immune to the effects of their own flames as well as the effects of hot steam or water.
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Universal Passive: The shaman is able to breathe underwater and is resistant to mundane flames as well as damage caused by hot steam or hot water.  
  
Bond: The shaman creates a 5 meter long water tentacle within 15 meters of themselves and can use it like an extension of their arm. This can be used to make melee attacks or grapple things within its radius. Once per merge, the shaman can move the tentacle 10 meters in any direction. Upon being hit by the tentacle, the target's movement speed is halved.
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Bond: The shaman creates a 5 meter long shadow infested water tentacle within 15 meters of themselves and can use it like an extension of their arm. This can be used to make melee attacks or grapple things within its radius. Once per merge at bond, twice at harmony and thrice at enlightenment, the shaman can move the tentacle 10 meters in any direction. This movement can also hit and phase through targets, applying the tentacles standard damage. Upon being hit by the tentacle, the target's movement speed is lowered by one tier, which stacks to two tiers. In addition, this tentacle will apply second degree necrosis upon hit. At bond they can summon one tentacle, harmony two and enlightenment three.  
  
Harmony: The shaman’s hands become surrounded by large amounts of steam. When hit into an object, it will push person-sized objects up to 5 meters away from the shaman and give light burns if not protected for flesh.
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Harmony: Passively the shaman’s hands and arms become surrounded by large amounts of hot steam. When they make an attack onto another, be it by their arm/hand or by an object they’re holding, the target will be seared by hot steam and be granted second degree burns upon touch, if wearing armor they find that their armor melts and sticks to their flesh, causing a concentration break for as long as they keep the piece of armor on their body. In addition they are also able to send large blasts of hot steam forwards from their hands, granting four blasts at harmony and six at enlightenment. This hot steam will push targets and person-sized objects back by eight meters and apply second degree burns to unarmored targets. However armored targets will experience their armor stuck to their skin in the same mechanic as above, in addition to the burns. This blast follows projectile rules and can target anyone within fifteen meters. The blasts may be thrown all at once or individually or any amount in between.
  
Enlightenment: The shaman obscures the vision of up to four targets around them, becoming hidden visually from them for the duration of the merge. They can still be detected in other ways should the original targets have the ability to do so.
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Enlightenment: The shaman obscures the vision of up to four targets around them, rendering them blind for the duration of the merge. If those who are blind wave a bright light or flame in front of their eyes, they may roll a DC 14 to attempt to wave the shadows away from their face. The targets must forego their action to perform this. In addition this empowers their harmony merge, granting their hot steam to be enveloped by darkness. They are capable of using two of their blast charges from harmony to launch a wave of shadows ten meters forwards, five meters wide, two meters tall, forwards from where they stand. This will apply second degree necrosis to unarmored targets and first degree to armored targets who are within, but it will blind everyone for the turn. This also applies the damages from the harmony ability. This wave takes one turn to activate and only lasts a single turn.
  
 
   
 
   
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Description: Validor are a large bird spirit found within the desert sands. These spirits tend to reside in places which have frequent and only the most deadly of sandstorms. Usually Validor are found to be the cause of these storms, whipping the dust or sand into the air and into the eyes of potential threats. Validor are known to bond with shaman of stubborn wills but not unreasonably so and those who are innovative and hold a passion for progressing history. Validor also have a constant struggle between adventure and complacency. Because of this, neither Thairr or Orono lines up with their beliefs, making it another spirit lacking a Vaya Lord.
 
Description: Validor are a large bird spirit found within the desert sands. These spirits tend to reside in places which have frequent and only the most deadly of sandstorms. Usually Validor are found to be the cause of these storms, whipping the dust or sand into the air and into the eyes of potential threats. Validor are known to bond with shaman of stubborn wills but not unreasonably so and those who are innovative and hold a passion for progressing history. Validor also have a constant struggle between adventure and complacency. Because of this, neither Thairr or Orono lines up with their beliefs, making it another spirit lacking a Vaya Lord.
  
Universal Passive: The shaman does not take fall damage and is immune to the effects of sandstorms.
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Universal Passive: The shaman has feather falling, causing them to fall at three meters per turn at all times. In addition, they are granted resistance to damage that originates from sandstorms.
  
Bond: The shaman is able to blow away loose objects away from them, moving them as rolling projectiles of up to 15 feet.
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Bond: The shaman is capable of creating small sandstorms around a target within fifteen meters that will throw them into the air for two turns. This will effectively stun them for one turn however prevent anyone from targeting them as they are levitated five meters in the air, protected from attacks by the torrent of sand around them. On the second turn the shaman then decides to launch them ten meters away in any direction. The sandstorm itself will apply mild lacerations over exposed flesh upon being thrown. This will apply at least mild fall damage to whomever is thrown this way, though if thrown on abnormal surfaces their damages will vary. This can only be done to the same target once per merge. At bond they can create one sandstorm, harmony two and enlightenment three.  
  
Harmony: The shaman is able to make a copy of themselves out of sand to take their place. They can do this two times at strength level, the three times at enlightenment level. This prevents the shaman from being harmed by non-magical attacks.
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Harmony: The shaman is capable of rendering their body entirely out of sand, effectively swapping places with it. This will prevent the shaman from being harmed by anything as the attack phases through them. They are able to reappear anywhere within a five meter radius of their original position. It takes one full action to be able to activate this effect. At harmony the shaman can do this three times and enlightenment four.
  
Enlightenment: The shaman surrounds themselves in a sandstorm of up to 5 meters in radius from them, obscuring them from vision on the outside. This acts abrasive to the skin of others as if it were sandpaper and dulls weapons brought inside of its range.
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Enlightenment: The shaman surrounds themselves or a target with a raging swirling sandstorm that covers a three meter radius around them, granting the shaman/target safety in the eye of the storm. This obscures vision around the shaman or target and thus grants any projectiles attempting to shoot at them a -4 to hit. Upon entering the sandstorm or starting a turn inside it, mild lacerations are applied to exposed skin, going up by one degree on the wound chart for each turn that someone stays inside it, capping at severe. The shaman may create two of these storms, which last for the entirety of the merge, requiring one turn to activate for each storm. Twice per merge, the shaman can decide to expand the storm around them or their target with the storm to an eight meter radius instead, throwing everyone not in the center of the storm out of the storm and away from its perimeter by five meters, knocking them prone and breaking concentration, dealing moderate blunt damage upon contact with the ground due to the force of the storm. This can also circumstantially cause greater damage depending on what they are being thrown into. This will require them to consume their next action to stand up from their state of being prone.
  
 
   
 
   
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Description: Trolke is a strange, lanky rat-like spirit with many fungi which seem to hang off of its flesh. Trolke are found in places which have a lot of fungal growth or decay, often feeding off the energies that come with this cycle. Trolke are spirits who seek shaman that value the cycle of life and death and are willing to adhere to systems only to the point of furthering themselves and their allies’ goals. Because of this, neither Aisha or Magu align with their beliefs as they lack the order that Aisha demands but are too selfless and lack the ambition that those of Magu usually adhere to.
 
Description: Trolke is a strange, lanky rat-like spirit with many fungi which seem to hang off of its flesh. Trolke are found in places which have a lot of fungal growth or decay, often feeding off the energies that come with this cycle. Trolke are spirits who seek shaman that value the cycle of life and death and are willing to adhere to systems only to the point of furthering themselves and their allies’ goals. Because of this, neither Aisha or Magu align with their beliefs as they lack the order that Aisha demands but are too selfless and lack the ambition that those of Magu usually adhere to.
  
Universal Passive: The shaman is unable to become diseased themself but is able to carry various diseases within their body should they acquire them.
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Universal Passive: The shaman is resistant to diseases, making all diseases they might catch take twice as long to affect them. In addition they can only be infected by one disease at a time. In the case that they would get a disease, the Trolke shaman must roll a DC 12 in order to resist the disease from infecting them.
 
 
Bond: The shaman is capable of creating acidic poison that seeps out from the palms of their hands. This poison is capable of sticking onto others and will burn the flesh to the second degree upon contact as well as burn through cloth. This is a toggleable ability, and can be turned on and off at any point during the merge.
 
 
 
Harmony: The shaman is capable of creating a fungus in their hand the size of an apple that is able to heal internal wounds and organs upon consumption for only the shaman. Upon consumption with anyone not immune to diseases will be wracked with illness upon eating it, likely to vomit.
 
 
 
Enlightenment: The shaman summons mushrooms at their feet which emit a noxious gas. For the duration of this merge, should enemies enter the mushrooms which sprout begin to gag, have difficulty breathing, etc. These mushrooms spawn in a 2 meter radius around the shaman and return for the duration of the merge.
 
 
 
 
 
 
Spirit: Qitla
 
 
 
Domains: Variable.
 
 
 
Descriptions: Qitla are a variable but very proud spirit. Qitla are strange and only converge in the most rare of bondsites. Qitla appear as four legged spirits with a long tail and short snouts, different elements swirling around them depending on their location. Qitla are strange in the sense that unlike many other spirits, they have no consistent domain or Vaya lord they oppose. Their nature and general personality tends to be made from the strange amalgam of 3 different primal domains they have: (Fire, Earth, Air, Water, Plants, or Shadow.) with their tenants following suit. As such, they are exceedingly rare as finding a site which exhibits all of these things is near impossible.
 
 
 
Universal Passive: Like all other spirits, Qitla may only be in possession of three domains, though they remain those domains for the entirety of their life, unable to switch.
 
 
 
Bond: The shaman imbues themself with one of their three primal domains at the start of their merge for their bond ability, depending on which domain, they are imbued with a different effect to their attacks. The effects for the domains are as follows:
 
 
 
*Fire: allows the shaman’s hands to become molten, burning flammable materials.
 
*Earth: allows the shaman to cover their forearms in flat stones which act like shields. These cannot be penetrated but are susceptible to blunt weaponry.
 
*Wind: allows the shaman to deliver two punches in a single turn rather than merely one.
 
*Water: allows the shaman’s hands to become covered in water, protecting them and making them similar to a mace in ability and strength.
 
*Plants: allows the shaman to use their hands like whips which can grapple opponents a meter further than usual.
 
*Shadow: blinds the target for a single turn when hit, the target thereafter becomes immune to this effect for the rest of the shaman’s merge.
 
 
  
Harmony: The shaman uses shakti to push or pull all living beings 15 meters away from them towards or away from them at a rapid pace and up to 15 meters in total.
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Bond: Passively the shaman has an acidic poison seep out of the palm of their hands and their fingers, which burns flesh with second degree acid burns upon contact. This will burn through cloth and takes two turns to melt away metal armors. This can be toggled on and off by taking a turn during the merge to do so. Once at bond, twice at harmony and three times at enlightenment, the shaman is capable of creating a spray of decay in a five meter radius around them, similar to a fog of sorts. This will apply second degree acid burns to unarmored targets and first degree acid burns to armored targets, however over the course of three turns their armor will deteriorate away into disrepair if they don’t douse themselves in water to remove the acid.  
  
Enlightenment: The shaman picks an domain which they did not select for this merge for their bond. Having done so, the shaman then creates a wall of this domain 10 meters wide, 5 meters tall and a meter in depth up to 30 feet away from the shaman in line of sight. Once the merge ends this wall crumbles. The effects for the domains are as follows:
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Harmony: The shaman is able to create a multitude of fungi in their hand the size of an apple that is able to heal up to severe wounds. This will additionally save someone from death by lowering their lethal wound to severe. It takes three turns for someone to heal their wounds after consumption, on turn one moderate and below will be healed and on turn two severe will be healed. On turn three, Lethal wounds will be reduced to severe however this wound will no longer go down. This fungus will apply supernatural healing rules however only after the shamans merge is complete. At harmony they can create two fungi and at enlightenment they can create four. This fungus will cause those who eat it other than a Trolke shaman to feel weak on their first turn of healing, causing their concentration to be broken as they have to hold themselves back from throwing up.
  
*Fire: the wall of flames is hot and unable to be extinguished.
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Enlightenment: The shaman summons mushrooms within fifteen meters, each mushroom takes up a whole meter of space. Around this poisonous mushroom, a three meter radius will be affected as the terrain deteriorates with poison ivy. Anyone who steps foot within this area will immediately have the intensive urge to itch themselves, breaking concentration for as long as they are within it. For each turn they are inside, they must beat a DC 12 in order to make an action, should they be able to make an action whilst in this poison ivy field, the target will experience mild piercing damage along their legs as the poison ivy vines reach up to slap them, minor damage if in armor. Each time they take an action whilst in one of these areas they will take an additional wound tier of damage along their legs from this vine. The shaman is granted four total mushrooms to summon. It takes one turn to summon each mushroom, which last for the entirety of the merge and are stationary.
*Earth: the wall of earth is made of jagged stones and is dense.
 
*Wind: the wall of wind stops all projectiles and slows the movement of whatever passes through it to half the turn it moves through.
 
*Water: the wall of water is unable to be breathed in by those who cannot breath in water and difficult to escape from without outside help.
 
*Plants: the wall of plants is dense, blocking line of sight and ensnaring those who touch it.
 
*Shadow: the wall of shadows is impossible to see through or in for those without darkvision, those inside lose all sense of direction and are trapped without outside help.
 
  
  

Latest revision as of 05:14, 17 April 2021

The Undefined Path

Realm

Some spirits have no external plane to call their own and no Vaya lord that they hold dominion to. This is because of their difference in beliefs as associated with their domains or the irregularity of their domains. These spirits are found in some of the rarer spots in the realm, being some of the most exclusive spirits. Most shamans can spend their entire life seeking one and not discover them.

Primordial Titan

Thanathier

(Tha-neth-ee-ah)

The Unaligned Titan

Description

Thanathier is, at first, a completely ordinary mortal-looking individual, though any being capable of noticing their underlying power will realize they are, in terms of Shakti, an utter inconsistency. Only ever discovered by Man after the exodus to Aversia, and only ever noticed because of the emergence of unaligned spirits, Thanatheir walks Aversia completely indistinguishable from other mortals. The only consistency and oddity about their seeming disguise is that they always have pure white eyes, otherwise they may appear female, male, or some mix in between. Their attire and general fashion always change, sometimes appearing completely convoluted at times.

Relations with Mortals

Thanathier understands they have some kind of obligation to the world, but they don’t quite know why or what it is. Unbeknownst to them, a secret, subconscious voice urges them to appear before shamans bonded with spirits unaligned with the Vaya. When they appear before these shamans, they never name themselves and they try to help understand why they were brought to the individual. They provide what wisdom they can and simply move on, rarely doing anything more than a simple conversation.

Relations with the Vaya

The Vaya have issues keeping track of Thanathier as they tend to jump from point to point in the world instantly, not even using portals. When noticed among the common rabble, other Primordial Titans and the Vaya themselves will keep a watchful eye to see what the Titan will do, though because they’ve never done anything remotely dangerous, Thanathier has since been left to their own devices in the world, leaving questions abound.

Spirits

Spirit: Cypreen

Domains: Water, Fire, Shadow

Description: Cypreen are strange cephalopod like creatures which reside near hydrothermal vents or hot springs on the surface. These creatures do not usually like being seen by mortals and thus will use their abilities to hide more thoroughly than some other spirits. The Cypreen are known to be wrathful, manipulative, and yet more patient than other similar spirits. Because of this, Cypreen fits well in neither Aaog or Vuona’s domains, the creature having to do its best to survive on its own regardless of their aid. Though it is said to have tentacles, they often swirl around the base of the spirit like that of a whirlpool.

Universal Passive: The shaman is able to breathe underwater and is resistant to mundane flames as well as damage caused by hot steam or hot water.

Bond: The shaman creates a 5 meter long shadow infested water tentacle within 15 meters of themselves and can use it like an extension of their arm. This can be used to make melee attacks or grapple things within its radius. Once per merge at bond, twice at harmony and thrice at enlightenment, the shaman can move the tentacle 10 meters in any direction. This movement can also hit and phase through targets, applying the tentacles standard damage. Upon being hit by the tentacle, the target's movement speed is lowered by one tier, which stacks to two tiers. In addition, this tentacle will apply second degree necrosis upon hit. At bond they can summon one tentacle, harmony two and enlightenment three.

Harmony: Passively the shaman’s hands and arms become surrounded by large amounts of hot steam. When they make an attack onto another, be it by their arm/hand or by an object they’re holding, the target will be seared by hot steam and be granted second degree burns upon touch, if wearing armor they find that their armor melts and sticks to their flesh, causing a concentration break for as long as they keep the piece of armor on their body. In addition they are also able to send large blasts of hot steam forwards from their hands, granting four blasts at harmony and six at enlightenment. This hot steam will push targets and person-sized objects back by eight meters and apply second degree burns to unarmored targets. However armored targets will experience their armor stuck to their skin in the same mechanic as above, in addition to the burns. This blast follows projectile rules and can target anyone within fifteen meters. The blasts may be thrown all at once or individually or any amount in between.

Enlightenment: The shaman obscures the vision of up to four targets around them, rendering them blind for the duration of the merge. If those who are blind wave a bright light or flame in front of their eyes, they may roll a DC 14 to attempt to wave the shadows away from their face. The targets must forego their action to perform this. In addition this empowers their harmony merge, granting their hot steam to be enveloped by darkness. They are capable of using two of their blast charges from harmony to launch a wave of shadows ten meters forwards, five meters wide, two meters tall, forwards from where they stand. This will apply second degree necrosis to unarmored targets and first degree to armored targets who are within, but it will blind everyone for the turn. This also applies the damages from the harmony ability. This wave takes one turn to activate and only lasts a single turn.


Spirit: Validor

Domains: Wind, Earth, Storms

Description: Validor are a large bird spirit found within the desert sands. These spirits tend to reside in places which have frequent and only the most deadly of sandstorms. Usually Validor are found to be the cause of these storms, whipping the dust or sand into the air and into the eyes of potential threats. Validor are known to bond with shaman of stubborn wills but not unreasonably so and those who are innovative and hold a passion for progressing history. Validor also have a constant struggle between adventure and complacency. Because of this, neither Thairr or Orono lines up with their beliefs, making it another spirit lacking a Vaya Lord.

Universal Passive: The shaman has feather falling, causing them to fall at three meters per turn at all times. In addition, they are granted resistance to damage that originates from sandstorms.

Bond: The shaman is capable of creating small sandstorms around a target within fifteen meters that will throw them into the air for two turns. This will effectively stun them for one turn however prevent anyone from targeting them as they are levitated five meters in the air, protected from attacks by the torrent of sand around them. On the second turn the shaman then decides to launch them ten meters away in any direction. The sandstorm itself will apply mild lacerations over exposed flesh upon being thrown. This will apply at least mild fall damage to whomever is thrown this way, though if thrown on abnormal surfaces their damages will vary. This can only be done to the same target once per merge. At bond they can create one sandstorm, harmony two and enlightenment three.

Harmony: The shaman is capable of rendering their body entirely out of sand, effectively swapping places with it. This will prevent the shaman from being harmed by anything as the attack phases through them. They are able to reappear anywhere within a five meter radius of their original position. It takes one full action to be able to activate this effect. At harmony the shaman can do this three times and enlightenment four.

Enlightenment: The shaman surrounds themselves or a target with a raging swirling sandstorm that covers a three meter radius around them, granting the shaman/target safety in the eye of the storm. This obscures vision around the shaman or target and thus grants any projectiles attempting to shoot at them a -4 to hit. Upon entering the sandstorm or starting a turn inside it, mild lacerations are applied to exposed skin, going up by one degree on the wound chart for each turn that someone stays inside it, capping at severe. The shaman may create two of these storms, which last for the entirety of the merge, requiring one turn to activate for each storm. Twice per merge, the shaman can decide to expand the storm around them or their target with the storm to an eight meter radius instead, throwing everyone not in the center of the storm out of the storm and away from its perimeter by five meters, knocking them prone and breaking concentration, dealing moderate blunt damage upon contact with the ground due to the force of the storm. This can also circumstantially cause greater damage depending on what they are being thrown into. This will require them to consume their next action to stand up from their state of being prone.


Spirit: Trolke

Domains: Decay, Healing, Plants

Description: Trolke is a strange, lanky rat-like spirit with many fungi which seem to hang off of its flesh. Trolke are found in places which have a lot of fungal growth or decay, often feeding off the energies that come with this cycle. Trolke are spirits who seek shaman that value the cycle of life and death and are willing to adhere to systems only to the point of furthering themselves and their allies’ goals. Because of this, neither Aisha or Magu align with their beliefs as they lack the order that Aisha demands but are too selfless and lack the ambition that those of Magu usually adhere to.

Universal Passive: The shaman is resistant to diseases, making all diseases they might catch take twice as long to affect them. In addition they can only be infected by one disease at a time. In the case that they would get a disease, the Trolke shaman must roll a DC 12 in order to resist the disease from infecting them.

Bond: Passively the shaman has an acidic poison seep out of the palm of their hands and their fingers, which burns flesh with second degree acid burns upon contact. This will burn through cloth and takes two turns to melt away metal armors. This can be toggled on and off by taking a turn during the merge to do so. Once at bond, twice at harmony and three times at enlightenment, the shaman is capable of creating a spray of decay in a five meter radius around them, similar to a fog of sorts. This will apply second degree acid burns to unarmored targets and first degree acid burns to armored targets, however over the course of three turns their armor will deteriorate away into disrepair if they don’t douse themselves in water to remove the acid.

Harmony: The shaman is able to create a multitude of fungi in their hand the size of an apple that is able to heal up to severe wounds. This will additionally save someone from death by lowering their lethal wound to severe. It takes three turns for someone to heal their wounds after consumption, on turn one moderate and below will be healed and on turn two severe will be healed. On turn three, Lethal wounds will be reduced to severe however this wound will no longer go down. This fungus will apply supernatural healing rules however only after the shamans merge is complete. At harmony they can create two fungi and at enlightenment they can create four. This fungus will cause those who eat it other than a Trolke shaman to feel weak on their first turn of healing, causing their concentration to be broken as they have to hold themselves back from throwing up.

Enlightenment: The shaman summons mushrooms within fifteen meters, each mushroom takes up a whole meter of space. Around this poisonous mushroom, a three meter radius will be affected as the terrain deteriorates with poison ivy. Anyone who steps foot within this area will immediately have the intensive urge to itch themselves, breaking concentration for as long as they are within it. For each turn they are inside, they must beat a DC 12 in order to make an action, should they be able to make an action whilst in this poison ivy field, the target will experience mild piercing damage along their legs as the poison ivy vines reach up to slap them, minor damage if in armor. Each time they take an action whilst in one of these areas they will take an additional wound tier of damage along their legs from this vine. The shaman is granted four total mushrooms to summon. It takes one turn to summon each mushroom, which last for the entirety of the merge and are stationary.


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