Difference between revisions of "Yeyeres"

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(Created page with "Path of The Vagabond ==Realm== An everlasting cloud, stretching an unfathomable distance both horizontally and vertically. Nothing in this realm sits still, though it is not...")
 
 
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'''Universal Passive'''
 
'''Universal Passive'''
  
The shaman is able to descend from great heights as though it were a flight of stairs, gently and slowly. The shaman also does not suffer from altitude sickness. All falls the shaman would endure are also cushioned. This does include being shoved against surfaces, etc. This passive is essentially feather falling.
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The shaman is able to descend from great heights as though it were a flight of stairs, gently and slowly, moving at a constant rate of three meters per turn when falling. The shaman also does not suffer from altitude sickness. All falls the shaman would endure are also cushioned. This does include being shoved against surfaces, etc. This passive is essentially feather falling.
  
 
==Spirits==
 
==Spirits==
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Domains: Wind, Ice, Storms
 
Domains: Wind, Ice, Storms
  
Description: Aeboras is a long pale blue colored serpent, which is curved in an infinity symbol eating its own tail. It boasts wings which spread back, giving it the vague appearance of being related to some form of dragon. It is rather solitary, and exists almost as a vortex of ice and wind, similar to a maelstrom. Aeboras represents the circle of life, how it is violent and how some find themselves more self destructive than passionate like the storm.
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Description: Aeboras is a long pale blue colored serpent, which is curved in an infinity symbol eating its own tail. It boasts wings which spread back, giving it the vague appearance of being related to some form of dragon. It is rather solitary, and exists almost as a vortex of ice and wind, similar to a maelstrom. Aeboras represents the circle of life, how it is violent and how some find themselves more self destructive than passionate like the storm. Shaman bonded with the Aeboras tend to act in self destructive mannerisms, more often than not these being more mental than physical, yet their passion is always rather apparent.
  
Bond: The shaman is capable of creating a sphere of wind around themselves that blocks any projectile. It is three meters around the shaman, and blocks people from passing through it easily, giving them resistance as they get close to the shaman. This wind sphere will dampen blows from physical non-ranged strikes but not stop them entirely.
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Bond: The shaman is capable of creating a sphere of wind around themselves that blocks any projectile. It is three meters around the shaman, and blocks people from passing through it easily, requiring a full action to pass through the shield. This wind sphere will dampen blows from physical non-ranged strikes but not stop them entirely, lowering the effect of blunt, piercing and slashing damage by one wound tier. Whilst within this sphere, anyone other than the shaman loses the ability to concentrate as the winds howl past their ears.
  
Harmony: The shaman is capable of altering the temperature around them as large disks of ice whisk about their form. The area around them will passively get colder and colder until it reaches temperatures that would cause frostbite with prolonged exposure at the end of the merge for those not bound to Aeboras. Alternatively, they can use this as an active ability and hurl a flurry of ice and snow in front of them. This can stretch as far as ten meters, but covers a 3x3x3 meter area. The activated ability may only be used once per merge.
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Harmony: Passively the shaman lowers the temperature in a three meter radius around them, causing a single degree of frostbite to occur on targets for as long as they are within this radius. This will cap at third degree frostbite, and armored targets start their first turn with no frostbite, with their second being first degree. In addition they may take a turn to create a flurry of ice and snow forwards to freeze ten meters forwards, three meters wide in front of them. Anyone caught within this freeze will be considered rooted for three turns, as well as gain second degree frostbite on their legs. This will be first degree for armored targets. The shaman may cause this flurry to occur twice twice at harmony and four times at enlightenment.
  
Enlightenment: The shaman is capable of darkening the area around them as if they were in a thunderstorm, this doesn’t prevent those within the area from seeing. They then can make rain beat down from the storm clouds above within a 3x3x3 meter area around them. They can turn the rain into hail that is the size of golf balls after the storm has been raging for three turns, and can keep the hail raining for as long as the merge is active. This will slow people to move at a meter per turn while inside the storm except for the shaman.
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Enlightenment: The shaman creates a thick snowstorm around them for a three meter radius that makes vision obscured, granting a -4 to projectile rolls on the shaman. Anyone caught within this storm will have their speed reduced by one tier per turn they are within the snowstorm, capping at two tiers lost. This ability takes one turn to activate and lasts for the entirety of the merge. In addition to this, once the snowstorm has been activated the shaman is capable of throwing large shards of ice, akin mechanically to a crossbow bolt, at targets. This will apply second degree frostbite upon hit, piercing through armors. In addition, for concentration only this frostbite will be treated as if it were third degree, where in reality it is only second degree on the body. The shaman will have five ice bolts that they can use and they may shoot off as many of them at once as they want, however it takes a turn to do and follows projectile rules.
  
 
  
 
Spirit: Zeffir
 
Spirit: Zeffir
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Domains: Wind, Storms, Water
 
Domains: Wind, Storms, Water
  
Description: Zeffir is a swallow made entirely out of wind, the swallows body constantly moving and flowing even while in place. It appears just like a blur when it moves, and is known for being feisty and impulsive. They are at times known to have electricity swirling around their wind-bound bodies.
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Description: Zeffir is a swallow made entirely out of wind, the swallows body constantly moving and flowing even while in place. It appears just like a blur when it moves, and is known for being feisty and impulsive. They are at times known to have water swirling around their wind-bound bodies, as they embody the element of a rainstorm within Orono’s domain. Zeffir spirits are likely to make bonds with shaman who can be just as feisty as they are, seeking someone who is able to constantly grow as a person and adapt even in the face of adversity. These shaman tend to be fast-paced, wanting to get things done as quickly as possible.
  
Bond: The shaman is capable of increasing their speed immensely. They passively will move an extra two meters per turn from their base speed, however can activate an ability in order to dash forwards in a singular direction. They can move fifteen meters forward in a singular turn with this dash, however can still be hurt by running into something. The activated ability may only be used once per merge.
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Bond: The shaman passively is granted two tiers higher in speed. During their merge they are able to activate an ability in one turn to dash forwards at supernatural speeds by fifteen meters in a singular direction. They will knock back everyone to the side by five meters if they were within the shaman's path and cause moderate laceration wounds onto unarmored targets, mild on armored targets. On the turn that the shaman takes their dash, everyone within a five meter radius of the shaman, during, before and after their dash, will have their concentration broken for a turn. They are capable of activating this dash twice at bond, four times at harmony and six times at enlightenment. The shaman may decide to use two of their charges in order to dash thirty meters in one turn, knocking back targets to the side by ten meters instead of five and applying the same damages, including the concentration break. This however prevents the shaman from taking an action on their next turn.
  
Harmony: The shaman’s body is capable of turning into lightning for a single turn, zapping anything that it comes into contact with and inflicting second degree burns on contact. They will also dash fifteen meters forwards in a singular direction simultaneously, capable of catching many things in this dash. The shaman cannot redash this way as this ability is only able to be used once per merge.
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Harmony: The shaman may decide to envelop themselves in water and lightning, causing them to, when activated, apply second degree electrical burns on contact to armored targets, first degree on unarmored, and a stun for a singular turn. This applies to their entire body and objects that they hold. If a target has already been stunned once by this ability, they are instead rooted for two turns. This will also cause their concentration to be broken for two turns due to the electricity and water running over their bodies, regardless of if they’re stunned or rooted. This takes one turn to activate and will last for the entirety of the merge. In addition, this lightning effect also applies to all of their bond dashes, meaning that in addition to the bonds standard damage, they will also experience electrical burns and a stun or root.
  
Enlightenment: The shaman is capable of creating a volley of arrows that rain down from the sky in a 3 meter radius around themselves, being just as deadly as regular arrows, and as plentiful as rain. These arrows will not pierce helmets or armor. These rain arrows will last for the entirety of the merge.
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Enlightenment: The shaman is capable of creating a volley of arrows created from water around them in a three meter radius, dealing moderate piercing damage to unarmored targets and mild to armored targets. This will last for the entirety of the merge and takes one turn to activate. Whilst in this volley of water, those inside will have their wounds worsened by one tier for each turn of exposure, with no cap to the degree. The shaman may elect to condense the water around them in order to create a tidal wave forwards in front of them fifteen meters long, five meters wide and three meters tall, displacing targets inside by knocking them prone and pushing them to the very end of the wave. This will also apply moderate blunt damage, regardless of armors. The shaman is capable of creating two of these tidal waves per merge.
  
 
  
 
Spirit: Raijith
 
Spirit: Raijith
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Description: Raijith is a strong and fierce tiger that radiates lightning around its form. Its eyes are an electrifying yellow, and Raijith boasts a strong and imposing presence. Raijith is very stubborn, talkative and determined. It is rare that the spirit is tempted away from their task, finishing it with the utmost of confidence.
 
Description: Raijith is a strong and fierce tiger that radiates lightning around its form. Its eyes are an electrifying yellow, and Raijith boasts a strong and imposing presence. Raijith is very stubborn, talkative and determined. It is rare that the spirit is tempted away from their task, finishing it with the utmost of confidence.
  
Bond: The shaman is capable of summoning a cloud that they can stand on. This cloud can fly in the air at 6 meters per turn, and the shaman cannot be thrown off of it unless they wish to leave it.
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Bond: The Shaman is capable of summoning a three-meter radius cloud they can stand on, and this cloud follows standard flight rules, and the shaman cannot be thrown off of it unless they wish to leave it. Anywhere directly below this radius will be overtaken by a miniature storm, causing them to be struck by lightning every two turns that causes 2nd degree burns on armored targets and first-degree on unarmored targets or those wearing armor of low conductivity, for every two turns that they are below the cloud. The damage from this lightning is capped at third degree, and every consecutive hit after the target suffers such wounds will cause them to be stunned for one turn or if they have already been stunned once, rooted for two turns. In addition to this, the powerful winds within the storm make it difficult for others to leave, as their movement speed will be lowered by two tiers and they will be forced to roll a DC14 saving throw if they begin their turn within the radius, or be knocked prone, requiring them to forego their action to stand up, but not their movement.
  
Harmony: The shaman is constantly speaking at the max volume they can muster, almost like a very loud roar similar to Raijith himself. The shaman is capable of roaring and deafening everyone within a 15 meter radius of the shaman. This also makes them muted, their sound being drowned out. The roar can last as long as the shaman is merged. The shaman can be more moderate during this time and use their voice to give clear and loud speech from their voice.
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Harmony: The shaman is constantly speaking at the max volume they can muster, almost like a very loud roar similar to Raijith himself. The shaman is capable of roaring and deafening everyone within a 5 meter radius of the shaman, causing them to be stunned and breaking their concentration for three turns as their ears ring from the impact of such a roar. If they have already been exposed to this roar beforehand, it will not stun them, but their eardrums will rupture, which counts as a moderate wound and deafens them until they are healed, also rendering them immune to this ability as they cannot hear it. This also makes the target muted when the roar is being activated, their sound being drowned out. The roar can be used twice at Harmony, and four times at Enlightenment. The shaman can be more moderate during this time and use their voice to give clear and loud speech from their voice, which will not count as an active use of the roar.
  
Enlightenment: Anything beneath the shaman will be shocked by lightning which stuns them for a turn. The target(s) become(s) temporarily immune to this effect after being shocked for one turn, preventing them from repeatedly being shocked. Should the target be shocked again in the future upon a new merge from the shaman, they would still be able to be shocked. The area of effect is a five meter radius around the shaman.
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Enlightenment: The cloud the Shaman stands on increases in size to become an eight meter radius, however the Shaman is no longer able to stand on top of it as it is now extremely high up in the sky, like an actual storm. Within this radius, all those who stand in it except for the Shaman will be violently thrashed by the winds, their speed tiers reduced by two and they will be forced to roll a DC16 saving throw or be knocked prone, requiring them to forego their action to stand up, but not their movement. Every two turns, those within the radius except for the Shaman will be struck by lightning, which causes 2nd degree burns on armored targets and 1st degree burns on unarmored targets or targets wearing armor of low conductivity. This damage is not capped. Whilst within this radius, the Shaman may fly freely, following standard flight rules, allowing the winds of the storm to carry themselves around. Those attempting to concentrate within the radius of the storm must roll a DC10 saving throw every turn they are concentrating or have their concentration broken. This ability can still be used indoors, and the cloud will merely appear within the ceiling of wherever the user finds themselves in, or the roof, or the tallest point directly above them. This takes a turn to summon the cloud/make it bigger and it is stationary once summoned.
  
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Spirit: Tarabece
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Domains: Wind, Decay, Storms
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Description: Tarabece is a ram-like spirit that encompasses a tornado, its form constantly shifting with volatile winds that cause decay and destruction wherever it travels. They tend to be very bold and fearless, though are known to be defiant even in the face of sound logic, believing everything but themselves to be wrong. This tends to emphasize their destructive nature, making them one of the most dangerous yeyeres spirits to bond with. They tend to bond with shaman who possess these same traits, always looking to bounce into a situation without second thought to go above and beyond.
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Bond: The shaman’s lower body shifts into a massive tornado, elevating them ten meters into the air with a radius of three-meters around them, engulfing all those below the shaman in a vortex of winds that causes mild lacerations upon exposed flesh if someone begins their turn within this radius which increase by one tier of severity for every additional turn of exposure, capping at severe. The shaman is also capable of moving at higher speed, their speed tier increased by one passively. These winds are infused with necrosis, meaning the wounds inflicted count as one degree higher when it comes to the efforts required to heal them, such as alchemicals, spells or abilities. This in of itself doesn’t apply necrotic damage and neither does it affect concentration. In addition they are able to pick a target within the three meter radius in order to swirl them up higher into the tornado, effectively stunning them and throwing them five meters into the air and dropping them on the next turn to inflict mild blunt damage upon hitting the ground. They cannot affect the same target more than once per merge, however may affect one target at bond, two at harmony and three at enlightenment. If they have the uses for it, they can affect multiple targets at the same time.
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Harmony: The shaman now finds that they are capable of creating a tornado that they can hurl in any direction. This tornado is three meters tall and two meters in length and width. It will travel five meters per turn up to ten meters, lasting for two turns in total. It will apply moderate laceration damage to exposed flesh as well as cause second degree acid damage on unarmored individuals, whilst first degree to those in metal armors. This will also throw anyone within its path five meters in any direction, upon being caught in the way of this tornado, those caught must roll a 1d4 to determine which direction. Objects that are not tightly attached to the ground will also be thrown as long as they can fit entirely in the tornado. With 1 being north, 2 south, 3 east, 4 west. The shaman can create two of these tornadoes at harmony and three at enlightenment.
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Enlightenment: The shaman enfuses themselves with the spirit of the ram, taking on characteristics similar to a lightning ram with swirling torrents of violent wind. At this stage they are capable of charging themselves forwards by ten meters, causing the first person they come in contact with to be stunned by electricity as well as thrown backwards by five meters in a torrent of violent wind. This will grant the target moderate laceration wounds on exposed flesh as well as first degree acid burns to those in metal armor and second degree acid burns to unarmored targets. Once a target is stunned by this ability they cannot be stunned by it again for the merge. This ability can be cast up to four times.
  
 
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Latest revision as of 02:08, 17 April 2021

Path of The Vagabond

Realm

An everlasting cloud, stretching an unfathomable distance both horizontally and vertically. Nothing in this realm sits still, though it is not inherently chaotic - merely unpredictable in nature. The spirits swirl and rampage, playing and exploring every inch of sky the near infinite realm has to offer. The winds are so strong, it is said that people without wings could even fly there by merely using their arms for direction!

Universal Passive

The shaman is able to descend from great heights as though it were a flight of stairs, gently and slowly, moving at a constant rate of three meters per turn when falling. The shaman also does not suffer from altitude sickness. All falls the shaman would endure are also cushioned. This does include being shoved against surfaces, etc. This passive is essentially feather falling.

Spirits

Spirit: Aeboras

Domains: Wind, Ice, Storms

Description: Aeboras is a long pale blue colored serpent, which is curved in an infinity symbol eating its own tail. It boasts wings which spread back, giving it the vague appearance of being related to some form of dragon. It is rather solitary, and exists almost as a vortex of ice and wind, similar to a maelstrom. Aeboras represents the circle of life, how it is violent and how some find themselves more self destructive than passionate like the storm. Shaman bonded with the Aeboras tend to act in self destructive mannerisms, more often than not these being more mental than physical, yet their passion is always rather apparent.

Bond: The shaman is capable of creating a sphere of wind around themselves that blocks any projectile. It is three meters around the shaman, and blocks people from passing through it easily, requiring a full action to pass through the shield. This wind sphere will dampen blows from physical non-ranged strikes but not stop them entirely, lowering the effect of blunt, piercing and slashing damage by one wound tier. Whilst within this sphere, anyone other than the shaman loses the ability to concentrate as the winds howl past their ears.

Harmony: Passively the shaman lowers the temperature in a three meter radius around them, causing a single degree of frostbite to occur on targets for as long as they are within this radius. This will cap at third degree frostbite, and armored targets start their first turn with no frostbite, with their second being first degree. In addition they may take a turn to create a flurry of ice and snow forwards to freeze ten meters forwards, three meters wide in front of them. Anyone caught within this freeze will be considered rooted for three turns, as well as gain second degree frostbite on their legs. This will be first degree for armored targets. The shaman may cause this flurry to occur twice twice at harmony and four times at enlightenment.

Enlightenment: The shaman creates a thick snowstorm around them for a three meter radius that makes vision obscured, granting a -4 to projectile rolls on the shaman. Anyone caught within this storm will have their speed reduced by one tier per turn they are within the snowstorm, capping at two tiers lost. This ability takes one turn to activate and lasts for the entirety of the merge. In addition to this, once the snowstorm has been activated the shaman is capable of throwing large shards of ice, akin mechanically to a crossbow bolt, at targets. This will apply second degree frostbite upon hit, piercing through armors. In addition, for concentration only this frostbite will be treated as if it were third degree, where in reality it is only second degree on the body. The shaman will have five ice bolts that they can use and they may shoot off as many of them at once as they want, however it takes a turn to do and follows projectile rules.


Spirit: Zeffir

Domains: Wind, Storms, Water

Description: Zeffir is a swallow made entirely out of wind, the swallows body constantly moving and flowing even while in place. It appears just like a blur when it moves, and is known for being feisty and impulsive. They are at times known to have water swirling around their wind-bound bodies, as they embody the element of a rainstorm within Orono’s domain. Zeffir spirits are likely to make bonds with shaman who can be just as feisty as they are, seeking someone who is able to constantly grow as a person and adapt even in the face of adversity. These shaman tend to be fast-paced, wanting to get things done as quickly as possible.

Bond: The shaman passively is granted two tiers higher in speed. During their merge they are able to activate an ability in one turn to dash forwards at supernatural speeds by fifteen meters in a singular direction. They will knock back everyone to the side by five meters if they were within the shaman's path and cause moderate laceration wounds onto unarmored targets, mild on armored targets. On the turn that the shaman takes their dash, everyone within a five meter radius of the shaman, during, before and after their dash, will have their concentration broken for a turn. They are capable of activating this dash twice at bond, four times at harmony and six times at enlightenment. The shaman may decide to use two of their charges in order to dash thirty meters in one turn, knocking back targets to the side by ten meters instead of five and applying the same damages, including the concentration break. This however prevents the shaman from taking an action on their next turn.

Harmony: The shaman may decide to envelop themselves in water and lightning, causing them to, when activated, apply second degree electrical burns on contact to armored targets, first degree on unarmored, and a stun for a singular turn. This applies to their entire body and objects that they hold. If a target has already been stunned once by this ability, they are instead rooted for two turns. This will also cause their concentration to be broken for two turns due to the electricity and water running over their bodies, regardless of if they’re stunned or rooted. This takes one turn to activate and will last for the entirety of the merge. In addition, this lightning effect also applies to all of their bond dashes, meaning that in addition to the bonds standard damage, they will also experience electrical burns and a stun or root.

Enlightenment: The shaman is capable of creating a volley of arrows created from water around them in a three meter radius, dealing moderate piercing damage to unarmored targets and mild to armored targets. This will last for the entirety of the merge and takes one turn to activate. Whilst in this volley of water, those inside will have their wounds worsened by one tier for each turn of exposure, with no cap to the degree. The shaman may elect to condense the water around them in order to create a tidal wave forwards in front of them fifteen meters long, five meters wide and three meters tall, displacing targets inside by knocking them prone and pushing them to the very end of the wave. This will also apply moderate blunt damage, regardless of armors. The shaman is capable of creating two of these tidal waves per merge.


Spirit: Raijith

Domains: Wind, Sound, Storms

Description: Raijith is a strong and fierce tiger that radiates lightning around its form. Its eyes are an electrifying yellow, and Raijith boasts a strong and imposing presence. Raijith is very stubborn, talkative and determined. It is rare that the spirit is tempted away from their task, finishing it with the utmost of confidence.

Bond: The Shaman is capable of summoning a three-meter radius cloud they can stand on, and this cloud follows standard flight rules, and the shaman cannot be thrown off of it unless they wish to leave it. Anywhere directly below this radius will be overtaken by a miniature storm, causing them to be struck by lightning every two turns that causes 2nd degree burns on armored targets and first-degree on unarmored targets or those wearing armor of low conductivity, for every two turns that they are below the cloud. The damage from this lightning is capped at third degree, and every consecutive hit after the target suffers such wounds will cause them to be stunned for one turn or if they have already been stunned once, rooted for two turns. In addition to this, the powerful winds within the storm make it difficult for others to leave, as their movement speed will be lowered by two tiers and they will be forced to roll a DC14 saving throw if they begin their turn within the radius, or be knocked prone, requiring them to forego their action to stand up, but not their movement.

Harmony: The shaman is constantly speaking at the max volume they can muster, almost like a very loud roar similar to Raijith himself. The shaman is capable of roaring and deafening everyone within a 5 meter radius of the shaman, causing them to be stunned and breaking their concentration for three turns as their ears ring from the impact of such a roar. If they have already been exposed to this roar beforehand, it will not stun them, but their eardrums will rupture, which counts as a moderate wound and deafens them until they are healed, also rendering them immune to this ability as they cannot hear it. This also makes the target muted when the roar is being activated, their sound being drowned out. The roar can be used twice at Harmony, and four times at Enlightenment. The shaman can be more moderate during this time and use their voice to give clear and loud speech from their voice, which will not count as an active use of the roar.

Enlightenment: The cloud the Shaman stands on increases in size to become an eight meter radius, however the Shaman is no longer able to stand on top of it as it is now extremely high up in the sky, like an actual storm. Within this radius, all those who stand in it except for the Shaman will be violently thrashed by the winds, their speed tiers reduced by two and they will be forced to roll a DC16 saving throw or be knocked prone, requiring them to forego their action to stand up, but not their movement. Every two turns, those within the radius except for the Shaman will be struck by lightning, which causes 2nd degree burns on armored targets and 1st degree burns on unarmored targets or targets wearing armor of low conductivity. This damage is not capped. Whilst within this radius, the Shaman may fly freely, following standard flight rules, allowing the winds of the storm to carry themselves around. Those attempting to concentrate within the radius of the storm must roll a DC10 saving throw every turn they are concentrating or have their concentration broken. This ability can still be used indoors, and the cloud will merely appear within the ceiling of wherever the user finds themselves in, or the roof, or the tallest point directly above them. This takes a turn to summon the cloud/make it bigger and it is stationary once summoned.


Spirit: Tarabece

Domains: Wind, Decay, Storms

Description: Tarabece is a ram-like spirit that encompasses a tornado, its form constantly shifting with volatile winds that cause decay and destruction wherever it travels. They tend to be very bold and fearless, though are known to be defiant even in the face of sound logic, believing everything but themselves to be wrong. This tends to emphasize their destructive nature, making them one of the most dangerous yeyeres spirits to bond with. They tend to bond with shaman who possess these same traits, always looking to bounce into a situation without second thought to go above and beyond.

Bond: The shaman’s lower body shifts into a massive tornado, elevating them ten meters into the air with a radius of three-meters around them, engulfing all those below the shaman in a vortex of winds that causes mild lacerations upon exposed flesh if someone begins their turn within this radius which increase by one tier of severity for every additional turn of exposure, capping at severe. The shaman is also capable of moving at higher speed, their speed tier increased by one passively. These winds are infused with necrosis, meaning the wounds inflicted count as one degree higher when it comes to the efforts required to heal them, such as alchemicals, spells or abilities. This in of itself doesn’t apply necrotic damage and neither does it affect concentration. In addition they are able to pick a target within the three meter radius in order to swirl them up higher into the tornado, effectively stunning them and throwing them five meters into the air and dropping them on the next turn to inflict mild blunt damage upon hitting the ground. They cannot affect the same target more than once per merge, however may affect one target at bond, two at harmony and three at enlightenment. If they have the uses for it, they can affect multiple targets at the same time.

Harmony: The shaman now finds that they are capable of creating a tornado that they can hurl in any direction. This tornado is three meters tall and two meters in length and width. It will travel five meters per turn up to ten meters, lasting for two turns in total. It will apply moderate laceration damage to exposed flesh as well as cause second degree acid damage on unarmored individuals, whilst first degree to those in metal armors. This will also throw anyone within its path five meters in any direction, upon being caught in the way of this tornado, those caught must roll a 1d4 to determine which direction. Objects that are not tightly attached to the ground will also be thrown as long as they can fit entirely in the tornado. With 1 being north, 2 south, 3 east, 4 west. The shaman can create two of these tornadoes at harmony and three at enlightenment.

Enlightenment: The shaman enfuses themselves with the spirit of the ram, taking on characteristics similar to a lightning ram with swirling torrents of violent wind. At this stage they are capable of charging themselves forwards by ten meters, causing the first person they come in contact with to be stunned by electricity as well as thrown backwards by five meters in a torrent of violent wind. This will grant the target moderate laceration wounds on exposed flesh as well as first degree acid burns to those in metal armor and second degree acid burns to unarmored targets. Once a target is stunned by this ability they cannot be stunned by it again for the merge. This ability can be cast up to four times.

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