Celestial

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The Otherworldly Path

Realm

The realm of the Celestials is the stars and skies above. This realm is unique in that it spans the areas of the multiverse that are not the mortal world of Aethius, and thus the spirits are often rare to find and slow to bond with shamans. They exist between both night and day, save for one who holds the features of both.

Universal Passive for Sun Spirits: The shaman is capable of summoning a small sun within their hand that can levitate around themselves. This takes one turn to summon. This does not cause any damage but it does light up a ten meter radius around them (this does not affect vallah). During a stressful scenario the shaman metaphorically embodies a quickly burning sun, every two spells that the shaman casts grants them an additional speed tier, capping at two. Upon hitting two speed tiers, they may take a full turn in order to dash ten meters at the cost of consuming all speed tiers they have gained.

Universal Passive for Moon Spirits: The shaman is capable of summoning a small moon within their hand that can levitate around themselves. This takes one turn to summon. This does not cause damage but it does darken a ten meter radius around them (this does not affect vallah). Through the grace of the moon, the shaman will, once per stressful scenario, instantly negate the first attack against them as long as the shaman did not strike first. This consumes the shaman’s turn, preventing them from making other actions.

Spirits

Spirit: Sun Ghatha

Domains: Sun, Healing, Spirit

Description: This Ghatha is a four legged beast with masculine features, a broad chest, shorter snout and a furry mane like that of the sun. Ghatha of the sun are more likely to bond to shamans who exhibit traits of ferocity, passion and tenacity. Both Moon and Sun Ghatha spirits are known for their kindness and their leadership.

Bond: Upon entering their merge, the shaman passively gains a mane around their neck that looks and glows like a sun, causing a five meter radius around them to be unbearably bright. This will blind everyone who looks at the shaman. Those who stand within this bright area will receive first degree burns for every turn that they remain within the area on all exposed flesh. Should they be within the area for more than two turns, this light will pierce through armors and begin to apply additional burns, starting at second degree for the burns that would have previously been negated by armor. These burns cap at third degree. Upon having their burns capped, they will experience heat exhaustion by continuing to stay within range of the shaman. They will be stunned the turn after their burns are capped for the full turn, and following the stun they will lose speed tiers. One speed tier will be negated each turn following the stun, capping at two. They cannot be stunned again by this ability for the stressful scenario.

Harmony: The shaman summons continuous rays of light down around them within a six meter radius, preventing all wounds from worsening and creatures from dying from lethal wounds. This AoE affects everyone, friend or foe. This will reduce all wounds by one degree per turn for the duration of the merge unless it is lethal, in which it will stop at severe and remain there. This takes one turn to activate or deactivate and can be deactivated/reactivated up to two times at harmony and three times at enlightenment. The shaman may also additionally place their hand upon one target at harmony and two targets at enlightenment and negate all of their wounds in one turn, except for lethal which will be reduced to moderate. This will apply healing debuffs, however these healing debuffs will only kick in after the shamans merge is completed.

Enlightenment: The shaman is capable of becoming a large spectral lion, or a humanoid with lion-like features, two meters taller than they normally are. This will give them an additional strength and speed tier. They are capable of extending their claws or teeth and using them as weapons that will stun a target once per stressful scenario upon contact, disallowing them from being stunned again and applying appropriate damage to the attack itself. They may still cast and talk whilst in this form, and it takes one turn to activate. In addition they are capable of phasing through three meters of solid surfaces passively, but may still be harmed as if they were physical. Twice during the merge, the shaman is capable of creating a large slash with their hand that will affect everyone within a five meter area within line of sight, applying second degree burns through all armor over all of their chests in the shape of four large claw marks. The shaman can choose to use both slashes at once to enlarge this area of effect to ten meters.


Spirit: Cantare

Domains: Sun, Emotion, Sound

Description: Cantare are very social spirits that most often exist in trees where the sun easily reaches the leaves they bask upon. They appear like small mammals, most closely related to the meerkat, though hold many bright spots in their fur, most notably around both eyes with a glistening shimmer to them. Cantare are known for being very talkative and social, finding their best choice in shamans being those who are up for the task of meeting and mingling with so many others in the world with them.

Bond: Upon entering the merge, the shaman’s fingers and toes are imbued with gleaming claws, which shift right through their clothing. These allow them to climb upon and cling to any surface with extreme ease. Passively, these claws will apply second degree burns to any creature they make contact with, phasing through armor unless it is cindium or root of the mountain. Additionally, the shaman may choose one target in the scenario, regardless of range, per turn that will be made to suddenly speak about any random topic, which negates the target's ability to attack or make action on that particular turn. The target may still defend, however. The target cannot be picked more than once per stressful scenario.

Harmony: During their merge, the shaman may send out their passive sun to levitate right where it’s left. It becomes blindingly bright and any who see its direct light are completely dazed on that turn, becoming overwhelmed with joyous emotions as they lose their turn, prodding them to do a dance. This causes their movement speed to be lowered by two tiers and they cannot take an action due to the overwhelming joy. Anyone within a fifteen meter radius will take second degree burns on any exposed skin. This ability lasts for this turn only, afterwards burning out before returning to the shaman. They may activate this ability twice at harmony and three times at enlightenment, however they must take a turn in between using the sun to recharge it. They may move this sun upon activating the ability.

Enlightenment: The shaman passively causes everyone within a five meter radius around them to talk nonstop in a very loud manner. They have five echos of high pitched sound that they can emit, which may all be thrown at once or individually, regardless taking a turn to throw no matter how many they throw at once. Upon using an echo, everyone within a five meter radius has their concentration broken for two turns. Throwing this echo will cause the target to be knocked back by three meters and also have moderate wounds from the condensed sound thrown at them. These echos follow projectile rules when being thrown.


Spirit: Aparator

Domains: Sun, Wind, Earth

Description: Appearing as a brawny rhinoceros, Aparator are self-sufficient spirits who roam the mesas and savannas amongst each other. However, as they become aware of potential shamans, one breaks off from the pack to eagerly move right into a trial. While often seen as being selfish spirits, Aparator are very noble in that they are first to meet a threat, making it so those they care about don’t need to fight in the first place, which calls for their shamans needing to be enduring, self-confident, and utterly independent.

Bond: Breaking into a charge, the shaman raises their speed to reach up to fifteen meters over the one turn. Their arms and head become encased in horned, earthen plate shielding with the durability of steel, which becomes like a descending meteor as a flame erupts from the point directly in front of the shaman. This makes them slightly less accurate in the charge, but their strength rises by two tiers for the charge alone. Upon striking a target, they deal piercing damage with the horn, blunt damage with the rest of their shielding, and burn damage up to 2nd degree burns depending on how precise the strike is. After the charge is concluded, the shaman keeps the shielding for the duration of the merge. They may charge once at bond, twice at harmony and three times at enlightenment.

Harmony: Immediately upon entering the merge, the shaman gains the earthen plate shielding over the head, arms, and now the legs as well. They become empowered with fierce winds, increasing their accuracy that was lost from the meteor flame from before with a more focused charge. Additionally, during either of the two charges, the shaman may invoke their winds to make a sudden three meter burst to change directions, allowing them to better hit targets at the end or completely change targets in the middle of the charge.

Enlightenment: Immediately upon entering the merge, the shaman also adorns earthen plate shielding upon their torso and back, now covering themselves completely aside from typical gaps in plate armor. Empowering themselves with their Earth domain, the shielding negates a single physical attack as well, no matter where it lands on the body. Finally, the shaman may sacrifice one charge turn for a ground-shattering stomp, which will reach outwards in a ten meter cone. Anyone who is on the ground in the cone experiences an earthquake-like sensation, unable to move for the current and following turn. If those affected by the shatter begin to move more than one meter, then they will stumble if they fail to beat a DC12.


Spirit: Suvera

Domains: Sun, Storms, Animals

Description: Suvera are incredibly powerful spirits, the only ones who don’t require direct contact with sunlight to remain sated. This is because they radiate their own, being full-sized griffins capable of producing full beams of light fused with volatile lightning. These spirits command much responsibility out of bonded shamans, requiring them to be level-headed, able to direct and lead, and strong enough in body and spirit to tame such a demanding spirit.

Bond: Embodying the visage of a great commander, the shaman uses a turn to imbue theirs and all of their allies’ weapons with sunlight, which adds second degree burn damage to any strike that pierces flesh; this buff lasts for as long as the merge. For themselves only, the shaman may either buff their weapon or they may create any melee weapon out of pure sunlight, which applies the burn damage only but phases right through armor except for cindium and root of the mountain to pierce flesh on each attack.

Harmony: With one hand, the shaman calls down a sunlight bolt that strikes in a three meter radius area. This bolt will initially stun all struck, cause second degree burns across their whole bodies, and lower speed tiers by two for the following two turns. On the following turn, the bolt creates a rippling effect outwards towards two targets of the shaman’s choice as long as they are within three meters of the targets originally affected, which applies the same effects as the initial strike, though no one target may be affected twice by this ability. The shaman can call down one bolt at harmony and two at enlightenment, but the same target cannot be stunned more than once by this ability.

Enlightenment: Upon entering the merge, the shaman adorns themselves with griffin talons, wings, and a set of gleaming feathers on the neck like a mane. The three talons on each foot are made of pure sunlight and shift through boots or whatever other footwear, inflicting second degree burns if striking a target as they also phase through armor except cindium and root of the mountain. The wings allow the shaman to fly in accordance with Standard Flight rules and are ethereal as they are made of sunlight, so they cannot be touched or used to attack with. The mane covers the neck and protects it during the merge, taking three hits before they fall away. In addition to this, three times per merge they may dash in flight fifteen meters straight in any direction, sending down rays of light underneath their dash and applying second degree burns to anyone underneath them, first degree if armored.


Spirit: Kheppa

Domains: Sun, Moon, Emotion

Description: Kheppa were the first spirits formed in the image of the celestial Primordial Titan, Khepelika, and thus appear in some kind of cervine shape. They, however, are fully animalistic despite their similarities to their satyr-like superior. Kheppa are fractured spirits in that they tend to swing between the brilliance and power of the day and the subtleness and serenity of the night. Because of this, they require a very supportive shaman, often seeking out those who are able to provide the spirit with consistency. Finally, Kheppa seek out those who have more wholeness of self, finding it incredibly difficult to bond with those who have unresolved trauma or similar issues. They will try to pull such things from the potential shaman by looking into the deepest parts of their mind for hidden skeletons in the closet, per se.

Universal Passive: Kheppa-bonded shamans are incredibly empathetic because of their bond, allowing them to understand the current feelings of any person or fauna they look at by being able to observe their body’s spirit (not their shamanistic spirit, should they have one). In addition, they are able to see through any form of weather or darkness, be it fog, a storm, etc. Kheppa shamans do not get the universal sun or moon passive as they receive this one instead.

Bond: Upon entering the merge, the shaman passively tethers themselves to up to five targets involved in the situation regardless of range but within line of sight. They may cause these individuals to glow with sunlight or be veiled with moonlight, and they may choose some targets to be glowing and others to be veiled or use just one of the aspects on all targets as they wish. Those glowing with sunlight are illuminated, easily seen even through mana based or shakti based shadows. Those veiled with moonlight are hidden and camouflaged, unable to be seen even within mana based or shakti based light, though the camouflage goes only as far as sight. The tether lasts as long as the merge and these tethers are unable to be detected. In addition to the passive tethering, at bond, the shaman is capable of influencing the emotions of all they tether to, but only targeting one per turn like this. By influencing their emotions, the shaman may pacify a target or enrage them to attack the closest individual to them. If a target is initially calm, they may roll to beat a DC14 to resist, though if they were already angered or aggravated, they cannot roll to resist. No single target may have their emotions influenced on two consecutive turns, but may be targeted two or more separate times throughout the merge.

Harmony: As the bond gets more powerful, the Kheppa spirit becomes more willing to lose stability in their torn emotions, empowering the tethers the shaman forms. The shaman is now capable of understanding all current emotions of those they are tethered to and who/what in the area those emotions are directed at. In addition to this, the shaman may, once per following emotion per stressful situation, cast a mass fear and a mass charm on all that are tethered. Neither may be resisted; the mass fear forces all tethered to use all of their movement for their turn to flee from the shaman, while the mass charm does the opposite. If the targets would run into the shaman by the charm, they instead halt two meters away. All targets may still defend themselves, though they may not attack.

Enlightenment: The Kheppa spirit has become whole, no longer fractured as they have mastered with their shaman the differing pulls of both sun and moon. This causes the shaman to become a star themselves, able to passively do everything they could at bond and harmony, though they are now completely aware of the positioning and intended actions of all they are tethered to with superior understanding of their emotions. In addition to this, the shaman may forgo their own offensive actions by, for every target each turn of the merge, shift the targets away from or closer to the shaman by two meters. The shaman commands advantage of the battle, always going first in turn order and this ability is unable to be resisted, though it otherwise doesn’t affect the actions of those tethered aside from initially displacing them. It manifests in the form of a gravitational pull or push. Opting to use this gravitational ability still allows the shaman to defend each turn.


Spirit: Moon Ghatha

Domains: Moon, Healing, Spirit

Description: Moon Ghatha is a feminine spirit in appearance, its body lean and agile with a longer snout. These Ghatha are known to be more willing to bond to the calmer shaman, those who exhibit patience, thoughtfulness, and stoicism. Both Moon and Sun Ghatha spirits are known for their kindness and their leadership.

Bond: Upon entering their merge, the shaman passively gains a silvery moonlight glow around them that resembles the moon, causing a five meter radius around them to suck in light and create a field of darkness. This will blind everyone who looks at the shaman as there is no light for them to be able to perceive with. Those who stand within this area of overwhelming darkness will receive first degree frostbite for every turn that they remain within the area on all exposed flesh. Should they be within the area for more than two turns, this darkness will pierce through armors and begin to apply additional frostbite, starting at second degree for the frostbite that would have previously been negated by armor. This frostbite caps at third degree. Upon having their frostbite capped, they will experience hypothermia by continuing to stay within range of the shaman. They will be stunned the turn after their burns are capped for the full turn, and following the stun they will lose speed tiers. One speed tier will be negated each turn following the stun, capping at two. They cannot be stunned again by this ability for the stressful scenario.

Harmony: The shaman summons continuous rays of moonlight and stars down around them within a six meter radius, preventing all wounds from worsening and creatures from dying from lethal wounds. This AoE affects everyone, friend or foe. This will reduce all wounds by one degree per turn for the duration of the merge unless it is lethal, in which it will stop at severe and remain there. This takes one turn to activate or deactivate and can be deactivated/reactivated up to two times at harmony and three times at enlightenment. The shaman may also additionally place their hand upon one target at harmony and two targets at enlightenment and negate all of their wounds in one turn, except for lethal which will be reduced to moderate. This will apply healing debuffs, however these healing debuffs will only kick in after the shamans merge is completed.

Enlightenment: The shaman is capable of becoming a large spectral wolf, or a humanoid with lion-like features, two meters taller than they normally are. This will give them an additional strength and speed tier. They are capable of extending their claws or teeth and using them as weapons that will stun a target once per stressful scenario upon contact, disallowing them from being stunned again and applying appropriate damage to the attack itself. They may still cast and talk whilst in this form, and it takes one turn to activate. In addition they are capable of phasing through three meters of solid surfaces passively, but may still be harmed as if they were physical. Twice during the merge, the shaman is capable of creating a large slash with their hand that will affect everyone within a five meter area within line of sight, applying second degree frostbite through all armor over all of their chests in the shape of four large claw marks. The shaman can choose to use both slashes at once to enlarge this area of effect to ten meters.


Spirit: Mironih

Domains: Moon, Decay, Ice

Description: Mironih are lackadaisical, rigid spirits who don’t normally care to move about that often. They take the form of sloths, normally found to be floating on ice, of all things, in the middle of lakes or rivers. Anyone hoping to bond with them will need to coax the lazy spirit into action and must fit such ideals Mironih value, such as the worth in laying about and taking stock in one’s life. While often relaxing, if these spirits are threatened, they can become aggressive quickly, but must be pushed to use the power they wield.

Bond: A cosmos passively surrounds the shaman in a five meter radius, causing everyone inside to a speed tier lowered by one, except for the shaman. The shaman can use these stars to blind two targets at bond, three at harmony, and four at enlightenment by taking one turn to activate. They can choose to target their total limit all at once, or any number at once, but they must decide how many they wish to do in that turn. They will blind these targets for three turns. In addition upon activating this star blind on another, the target will experience second degree frostbite on exposed skin.

Harmony: The shaman can create a cosmic cloud that is a six meter AoE, focusing it on one stationary location. They may create one cloud at harmony and two at enlightenment. This cosmic cloud will remain for one turn however its effects persist throughout the entirety of the merge on the targets affected. Any creature within this cloud will get a layer of toxin over their body, applying first degree acid burns on armored targets and second degree on unarmored. For each attempt at movement that the creatures take, be it by making an action or moving from where they stand, they must roll a DC 14 saving throw or they will have their acid burns increased by one and a speed tier will be lost. This will cap at third degree acid burns and two tiers of speed lost. Should they cap out on acid burns and speed loss, they will be unable to move and will be considered rooted for the rest of the merge. This will not prevent them from making attacks as they will no longer have to roll for the DC, due to them being rooted because of their persistent failure.

Enlightenment: The shaman targets three people within line of sight and freezes them over completely in ice, stunning them for the turn. This will then melt away and root them for an additional three turns, however upon the stun melting away, ice will crawl to anyone else within five meters of the original target, and freeze them in a stun, effectively chaining the effects. They will also be rooted for three turns after their stun however they will not chain this ability to others. In addition, anyone targeted by this ability has all of their wounds upped by one for concentration only, meaning that a moderate wound is physically still moderate however for concentration is treated as severe. Anyone that the shaman touches also experiences this effect, manipulating the sense of their wounds by one degree despite not actually worsening the wound itself. This worsening of the wound for concentration will count for the entirety of the merge.


Spirit: Sonos

Domains: Moon, Plants, Portal

Description: In the dark of the forests at night, the rarest of the Moon celestial spirits includes the Sonos, which is a spirit like a firefly with a pale silver flash instead of the typical yellow. However, one huge difference is that they are actually plant-like, taking the form of leaves due to their behavior. These spirits are incredibly shy but possess such a beauty in their bioluminescence, only wishing to show it when in private. Due to this, potential shamans must be subtle and appreciative. Peace within the individual is imperative and they must also be very patient if they wish for a Sonos spirit to warm up to them. Because of their behavior and way of building bonds, there is rarely true trust between the spirit and shaman until harmony, though when there is complete trust, the spirit bestows very powerful and vibrant abilities upon the most trusted individual in their existence.

Bond: The shaman is capable of completely concealing themselves in any setting, blending into nature, a city, or any other place they may be in. Doing so, they have no shadow and no scent, and smaller movements that don’t move them from their spot in a one meter radius have all sounds muffled. If this is begun within a stressful scenario, then the shaman may warp from one spot to another anywhere in a fifteen meter radius, concealing themselves in the new spot directly after. Performing either the conceal or the warp+conceal combination takes up a full turn.

Harmony: Having earned the full trust of the spirit, the shaman unlocks the true beauty of the Sonos spirit. Upon entering the merge, six plants are formed in places the shaman chooses within ten meters of them. These plants immediately bloom to reveal blinding, beautiful star-like bulbs that will snap at anyone within one meter of them at any point in time, forcing the target to beat a DC12. If they fail, they receive second degree frostbite and are ensnared and blinded for their turn, but may still defend. At the end of a successful ensnaring turn, the plant lets go and the star-like bulb disperses. The plants last as long as the merge.

Enlightenment: The shaman may use a turn to form two black hole-like portals per turn that suck in anyone within a three meter radius. These portals can be made anywhere within fifteen meters of the shaman and last for that turn only. Those who fail a DC12 on any turn they are near the portal will be sucked into a frost-like space, receiving second degree frostbite on any exposed skin. They lose their turn but are otherwise untargetable until the end of the turn, where they are deposited anywhere within a five meter radius of the point they were sucked in from, the deposit point being chosen by the shaman. The same target cannot be sucked in again unless they have had a turn of buffering between being pulled.


Spirit: Aki

Domains: Moon, Ice, Water

Description: Aki, aquatic bird-like spirits most closely relating to penguins, reside solely in arctic settings. They are hierarchical and as expressive as they are proud. These spirits are eager to see the entirety of the world, though only with shamans most like them. They look for the more refined individual, those who know how to live like they love themselves while not showing too many distasteful traits. Aki value those who can embody both the rigid beauty of the ice and the smooth fluidity of water.

Bond: The shaman commands the attention of all within the scenario, forming a spotlight of sorts over an individual that bathes them in moonlight, which lasts the entire merge. The shaman may or may not have this beam of light, which only covers the target, cause first degree frostbite on the first turn and second degree on the second turn. The beam dissipates after three turns and may be recast on the following turn. Upon the third turn finishing, as the spotlight disappears, the target is concealed by a cloud of shadows and, if the shaman chooses, stunned for the following turn. The same individual may not be targeted by this ability two consecutive times.

Harmony: The shaman uses a turn to form loyal followers around them, creating up to three soldiers of ice within three meters of them. Only one of them may be actively controlled by the shaman at a time, which leaves the other two in completely defensive, statue-esque positions when not being controlled. The shaman may provide them with any manner of weapons of ice and the soldiers have tier four strength and tier four speed. They will take up to two attacks before falling to mundane ice and they last as long as the merge. The shaman may also take a turn along with commanding the soldier.

Enlightenment: The shaman now commands the ability to shift their ice soldiers between solid and liquid states. They may now control two at a time along with having their own action, but they can use their action for a turn to have a soldier become like water, which cannot attack or be attacked. Instead, the soldier may move to completely absorb a target if they fail to beat a DC12. If the target fails, they are enveloped before the soldier changes back to an ice form, essentially stunning the target for up to the next two turns while also making them untargetable, this includes any form of preemptive actions against them for when they unfreeze. In this ice tomb, they take up to second degree frostbite all over their body depending on how long they remain in the tomb.


Spirit: Metis

Domains: Moon, Wind, Storms

Description: Metis is a twin-headed silver moth that each contains a single glowing eye of differing colors. One which is a bright opalescent blue and the second being a prismatic orange. Many are unsure how this spirit came to be, but it is assumed the spirit formed from the twins Julia and Mulea in the solar system that Aethius presides in. Often seen as a beast with two differing personalities, Metis by nature can be both extremely cool headed and fiery often at the same time due to its dual nature and voices. Alongside this, it is a very large conversationalist and frankly doesn't shut up very often, and seeks a shaman that also finds value in being able to share their stories non stop and is as emotionally unstable as it is.

Bond: The shaman creates a violent flurry of starlight and shadows that intermix with each other, making twin planets of sorts anywhere within fifteen meters. These small planets together take up one meter of space and hover three meters off the ground, lasting for two turns. Every creature within a five meter radius of these planets must make a DC 14 save or they will be immediately forced to stick to the epicenter, dragging them the full distance to make it there. This will prevent them from moving and apply second degree frostbite to their bodies. Should they pass the first dc, they must make a second check and pass a DC 12. If they fail this, they are pushed away from the epicenter by two meters, with first degree frostbite being applied on them. On the second turn, anyone who was pulled in by this ability is suddenly launched by eight meters out in the direction they were pulled from, granting them moderate blunt damage upon contact with the ground and stunning them for a turn. Those who were not pulled inwards must roll a DC 14 check or they will be pushed in unison with those who failed the pull check, granting them moderate blunt damage upon hitting the ground and stunning them as well, though they are pushed four meters instead. If they succeed the DC check, they will only receive an additional degree of frostbite on their wounds and be otherwise unaffected. At bond they can use this ability once, harmony twice, and enlightenment three times. They cannot be stunned more than once by this ability per merge.

Harmony: The shaman can create either a powerful, violent hurricane or a calm, soothing breeze but not both. The hurricane generates a three-meter-wide cone-shaped hurricane with one meter at the base and five meters tall, capable of expanding at a rate of twice its own size per turn up to a total of nine meters wide with a three-meter base and fifteen meters tall. Anyone caught within this hurricane will experience minor lacerations that scale in degree per turn of exposure, and will be thrashed about violently, unable to concentrate or take any actions as long as they remain within the radius of the hurricane. At the start of every turn, a target may make a DC14 saving throw in order to escape the hurricane. The Shaman may not move this hurricane, only increase its size. This hurricane can be created at a point within eyesight of the shaman. Alternatively, the Shaman can create a five-meter radius around themselves in which a soothing wind overtakes any target within the area, increasing their Speed Tier by one and giving them a passive shield that forms around them that blocks a single strike or ability directed at them before shattering. This shield lingers even if they leave the radius of the ability, and lasts until they are hit or the merge ends. Both the hurricane and the soothing wind lasts for four turns, or six at enlightenment.

Enlightenment: The shaman fully embraces the duality of their spirit, embodying the senseless storm and becoming an embodiment of it themselves. Their eyes turn each a different color, one orange and one blue though are a solid color rather than simply pupils, shimmering with power. They are empowered by their own electricity, gaining a surge of energy that warrants them a boost of +2 to Speed Tier, which cannot break the cap, and if they are targeted with any lightning-based ability, they can redirect it back at its caster and deal an additional degree of burns on top of the usual damage of the spell to the caster. In addition, the Shaman’s body is coated in a layer of static electricity that is very unstable and begins discharging onto the ground for the duration of their merge. However, it can be released in a mighty blast of electricity that ends their merge prematurely. For every three turns that they have left in their Merge, their lightning becomes more powerful and can be released in a larger area.

  • 1-3 turns left: 2nd degree burns on armored (high/med conductivity) targets, 1st degree on unarmored(or low conductivity armor), 3-meter AoE
  • 4-6 turns left: 3rd degree burns on armored (high/med conductivity) targets, 2nd degree on unarmored(or low conductivity armor), 6-meter AoE
  • 7-9 turns left: 3rd degree burns on all targets, 9-meter AoE, 1-turn stun plus 2-turn root.


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