Aversia (Spirits)

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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. 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.

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 immune to the effects of their own flames as well as the effects of hot steam or 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.

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.

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.


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 does not take fall damage and is immune to the effects of sandstorms.

Bond: The shaman is able to blow away loose objects away from them, moving them as rolling projectiles of up to 15 feet.

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.

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.


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 unable to become diseased themself but is able to carry various diseases within their body should they acquire 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.

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:

  • Fire: the wall of flames is hot and unable to be extinguished.
  • 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.


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