Difference between revisions of "Shamanism (skill)"

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Inserting AB details.
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{{SkillTableRow |Wyvern | Fabled | 33| A mythical beast, incinerating any in its path. }}
{{SkillTableRow |Wyvern | Fabled | 33| A mythical beast, incinerating any in its path. }}
{{SkillTableRow |Morph | Mythical | 0| Instantly transform the manifestation of your familiar. }}
{{SkillTableRow |Morph | Mythical | 0| Instantly transform the manifestation of your familiar. }}
{{AB
|skillname = Bonecasting
|syntax = SHAMAN BONECASTING <target>
|description = The seers within the depths of Dendara speak highly of this art, passing
it down from one generation to the next as a means of tracking elusive
quarry that would otherwise evade their senses.
Using a bone from the corpses you carry upon you, you may question the
bones as to the location of your target whether they be friend or foe.
If they are within the area with you, you will be able to discern their
current state of health.
}}
{{AB
|skillname = Harrowing
|syntax = SHAMAN HARROW <target>
|description = While many of the spirits of Dendara can be beings of great benevolence,
it is common to encounter the gnarled spirits that care little for the
mortal realms. In binding them to your will, you may turn their very
visage against your foes.
Even some of the greatest beasts cannot help but to be filled with fear
by the creatures that await them for all eternity. It will force the
target to immediately flee from the room, and afflict them with fear.
}}
{{AB
|skillname = Protection
|syntax = SHAMAN PROTECTION
|description = Runes are a common sight in Dendara; strewn amongst the destroyed
shrines and broken cairns, but there are many that are still scratched
into the trees and stone as a means of warding or protection against
evil. One such rune, spoken as 'cethor', can be utilized by a shaman to
protect himself. By calling upon your latent energy, you may channel the
protective spell through your quarterstaff and scribe it into the air
before you.
Your resistance to cutting and blunt damage will increase as long as you
continue to wield your quarterstaff. If you cease to wield your
quarterstaff, the defense shall stay upon you but no longer offer its
protective boon.
}}
{{AB
|skillname = Exorcise
|syntax = SHAMAN EXORCISE <target>
|description = The baleful creatures of Chaos stand outside the Rhythm of Dendara,
skirting the edge of corruption and seething darkness. Cast them back to
the abyss from whence they came by banishing them from the realm of
mortals.
}}
{{AB
|skillname = Spiritmask
|syntax = SHAMAN SPIRITMASK <element>
|description = By harvesting bone, horn, and other objects from your fallen prey, you
may honor them in death by using their leering visage as a spiritmask.
Using colourful inks, the shaman of Dendara create wonderous displays to
the fallen beasts and gain resistances to the elements as they utter a
binding prayer over the mask.
While anyone may wear the mask, the powerful magics within will only
reflect upon the shaman who created it.
Inks:<br>
Fire:        1 red ink, 1 yellow ink.<br>
Magic:        1 red ink, 1 green ink.<br>
Cold:        1 blue ink.<br>
Electric:    1 yellow ink.<br>
Poison:      1 green ink.<br>
Psychic:      1 purple ink.<br>
Asphyxiation: 1 gold ink.<br>
}}
{{AB
|skillname = Warding
|syntax = SHAMAN WARDING
|description = Spirits of the natural world can be encouraged to take on various forms
for the whim of the summoner. Utilizing a lesser spirit of lighting as a
ward, you may command it take on the form of an orb that will encircle
the limb you are currently parrying. If an enemy moves to strike that
limb, the spirit will electrocute the attacker and have a chance of
delivering a mental affliction.
Warding may only fire once every two seconds.
}}
{{AB
|skillname = Spiritsight
|syntax = SHAMAN SPIRITSIGHT <ON/OFF>
|description = By altering your senses to discern subtle fluctuations in vital
energies, you may allow yourself to gather more detailed information on
your other people. While spiritsight is active, any loki effects that
strike your people will report their afflictions to you, while keeping
your victim unaware. In addition to this, the effect of your loki venom
will be much stronger.
}}
{{AB
|skillname = Oaths
|syntax = OATHS
OATH <oath> ACTIVATE
OATH <oath> DISABLE
|description = One of the ways a Druid may unlock their potential is by binding their
service to the many totemic spirits of Dendara. By taking individual
oaths with the spirits within, you will gather numerous boons, ranging
from protection from the elements, to immunity from certain mental
afflictions, to a chance to resist such afflictions in their entirity.
There are seven oaths that you may swear, and once unlocked, each oath
will remain with you permanently. You may activate or disable them at
will - though each active oath presents a cumulative mana and willpower
drain.
The current oaths are:
[Oath of the Forestwalker]
- Grants forestwalking and health regeneration in forest rooms
[Oath of the Elder Shaman]
- Grants foresight to the druid, giving them a 10% chance to resist
mental afflictions
[Oath of Nature's Blade]
- Enhances primality, causing boost to have a 33% chance to not consume
energy
[Oath of Tranquility]
- Enhances healing, causing overgrowth/forest rooms to periodically heal
an affliction
[Oath of the Primeval]
- Enhances spirit animal, causing them to strike more quickly.
[Oath of the Rhythm]
- Causes serene balance in the druid, granting immunity to berserking,
peace and pacifism
[Oath of the Durdalis]
- Causes resistances to shift, granting 60% damage protection from a
rotating magic element (fire, cold, electric, magic, psychic). Shifts
every 30 seconds while active.
Shamanism - Premonition
|syntax = SHAMAN PREMONITION <target>
|description = While a druid is incapable of true clairvoyance, their ability to alter
destiny in the most subtle of fashions can prove to be a powerful tool.
With this simple hex, a druid may place a premonition deep within the
psyche of their victim, foretelling future maledictions and inhibiting
their victim's ability to shake off their effects. While affected by a
premonition, a victim will find themselves unable to cure any
infestation of spiritual parasites or the effects of blighted spines.
The premonition itself may only be removed by leaving the presence of
the druid, or focusing one's mind while unaffected by any other mental
affliction.
}}
{{AB
|skillname = Songlines
|syntax = SHAMAN SONGLINE ERECT<br>
SHAMAN SONGLINE DESTROY<br>
SHAMAN SONGLINE LIST<br>
SHAMAN SONGLINE TRAVEL <area><br>
|description = Upon your journey throughout the land, you will come across many places
of wonder and joy, hardship and sorrow. Remember your tales of the past
in short verse and whispered song by erecting small totems of these
journeys. It is often said that in the depths of Dendara, the whispered
song of ages long past still drifts upon the winds and can be heard as
an echo of the ages.
You may create up to three totems along your travels, binding thought
and memory to the aged wood. Only one totem may stand within an area.
}}
{{AB
|skillname = Voyage
|syntax = SHAMAN VOYAGE <target> <area>
|description = One need not bear all hardships or joys alone as you travel the world
throughout your life. While songlines may only be crafted and bound by
the singer, you may compel one to experience your travels by reciting to
them your song of journey. Let them experience your journey through
whispered song and voice.
}}
{{AB
|skillname = Omen
|syntax = SHAMAN OMEN <target>
|description = Through primal magic of bone and blood, a shaman may string three
fetishes upon his or her quarterstaff and enact a binding hex upon their
foe. A short time later, an omen of malevolence shall descend upon
them, dealing damage and stunning.
The damage and duration of the stun is modified based on how many
of the following afflictions the target has:
Spiritbane.
Infested.
Blighted.
Stormtouched.
}}
You have the following fetish abilities.
{{AB
|skillname = Fetishes
|syntax = FETISH CREATE <fetish>
FETISH LIST
|description = You are now capable of creating mystic fetishes to invoke ancient magics
upon your foe. Once created, you must string the fetishes upon your
quarterstaff and attune your target to unlock their potential. See AB
SHAMANISM STRINGING and AB SHAMANISM ATTUNEMENT for more details.
Fetishes are powerful tools that are activated by an attuned target (or
the druid themselves) meeting specific criteria (known as trigger
conditions). When the threshold is passed, the fetish will become
active, and will enact a persistent effect. When the same criteria is
met, the fetish will be rendered inactive. Careful consideration of
fetish effects is important, as you are only capable of using three
fetishes at a given time.
The creation of fetishes differs according to what fetish you are
attemping to create. Some fetishes require you to be standing in a
certain environment type, others will require a raw material for you to
refine. The list is as follows:
Bark:    Ancient forest environ.<br>
Shell:    Beach environ.<br>
Stone:    Hills or mountains environ.<br>
Feather:  1x eagle's Feather.<br>
Horn:    1x piece of stag's horn.<br>
Ice:      1x elemental ice.<br>
Bone:    1x animal corpse.<br>
Tooth:    1x animal corpse.<br>
Claw:    1x animal corpse.<br>
Eye:      1x animal corpse.<br>
}}
{{AB
|skillname = Stringing
|syntax = FETISH STRING <fetish> [<fetish> <fetish>]
|description = Using a length of corded leather you may string up to three fetishes on
your quarterstaff at once. You can only string fetishes that you have
personally created, and only one of a type of fetish can be on your
quarterstaff at once. Fetishes are consumed once they are tethered to
your quarterstaff.
}}
{{AB
|skillname = Attunement
|syntax = FETISH ATTUNE <target>
FETISH UNATTUNE <target>
|description = To most observers, the rattling of druidic fetishes proves to be little
more than noise. By attuning a target to the effects of your magic, you
may draw out the true power of your fetishes - allowing their energies
to affect your foe.
}}
{{AB
|skillname = Horn
|description =  The horn fetish is activated by passing the threshold
of 3 natural energy - this can be done by gaining energy, or by
depleting it past that mark.
Activation effect: A portion of the energy around you will be converted
into mental fortitude, restoring a small amount of mana to the user.
}}
{{AB
|skillname = Ice
|description =  The ice fetish is activated by the druid dropping
below 50% of their maximum health. This can be done both by being
damaged or using the effusion ability (AB PRIMALITY EFFUSION) to harm
oneself.
Activation effect: The magics of the ice fetish will chill the very soul
of your target - giving them the spiritbane affliction for as long as
the fetish is active, and generating double the normal amount of energy
whenever you commune nature upon them.
}}
{{AB
|skillname = Tooth
|description =  The tooth fetish is activated by the druid being
affected by at least two broken limbs. This will only fire if the druid
reached two broken limbs through gaining the afflictions, not by curing
additional broken limbs.
Activation effect; While active, the tooth fetish will empower a druid's
connection to nature, allowing them to use any primality abilities
without the requirement of working arms.
}}
{{AB
|skillname = Bone
|description =  The bone fetish is activated by an attuned target
using a shield tattoo or any other means of forming a temporary barrier.
This does not apply to the prismatic barrier generated by using a lyre.
Activation effect: The next time your opponent attempts to form a
shield, the fetish will lash out and destroy it, delivering a mental
affliction in the process.
}}
{{AB
|skillname = Claw
|description =  The claw fetish is activated by an attuned foe who is
greatly bleeding - achieving at least 200 bleeding will activate the
effect. This effect can only be triggered once each time the opponent
passes 200 bleeding, not if they continue to bleed.
Activation effect: While active, thorns will hold with greater force -
preventing them from being removed from your victim by any means.
}}
{{AB
|skillname = Eye
|description =  The eye fetish is activated whenever the attuned
target uses diagnose to check their afflictions.
Activation effect: Gain one energy when the fetish activates.
}}
{{AB
|skillname = Bark
|description =  The bark fetish is activated by the druid receiving a
moderate amount of damage - roughly 2000 health.
Activation effect: The protective magics of the bark fetish will envelop
you in a shell, deflecting a portion of all damage received.
}}
{{AB
|skillname = Stone
|description =  The stone fetish is activated by an attuned target
completing a writhe action. Note that this will only affect the fetish
if the opponent is either bound or affected by druidic thorns when they
attempt to writhe.
Activation effect: While active, the stone fetish will occasionally
prevent your victim from leaving the room - knocking them prone and off
balance in the process.
}}
{{AB
|skillname = Shell
|description = Trigger condition: The shell fetish is activated by an attuned target
attempting to focus their mind to cure mental maladies. The condition
will only be achieved if the opponent is both capable of focusing and
consumes the proper balance.
Activation effect: While the shell fetish is active, your victim will
find that the magics empowering their tree tattoo have been rendered
inactive.
}}
{{AB
|skillname = Feather
|description = Trigger condition: The feather fetish is activated by an attuned target
attempting to cure two afflictions from the same curing tree in a row.
Consult HELP CURES CONCOCTIONS or HELP CURES REANIMATION to learn the
various curative trees. This effect only applies to herbal/slice
afflictions.
Activation effect: The might of the storm will be imposed upon your
target - afflicting them with the stormtouched affliction and causing
them to take greater damage from any electric source.
}}
You have the following familiar abilities:
{{AB
|skillname = Familiar
|syntax = FAMILIAR SUMMON <type><br>
FAMILIAR DISMISS<br>
FAMILIAR RECALL
}}
{{AB
|skillname = Cougar
|syntax = FAMILIAR SUMMON COUGAR
|description = The jaguar spirit will deal physical damage to your enemies and
occassionally cause one of sensitivity, blurry vision and clumsiness.
}}
{{AB
|skillname = Invigorate
|syntax = FAMILIAR INVIGORATE
|description = At a nominal cost to your own health, you may regenerate your familiar's
physical form, repairing any damage they may have taken in battle.
}}
{{AB
|skillname = Raven
|syntax = FAMILIAR SUMMON RAVEN
|description = The raven spirit will either drain the target's mana and deliver a
hidden anxiety, or deal psychic damage to the target.
}}
{{AB
|skillname = Serpent
|syntax = FAMILIAR SUMMON SERPENT
|description = The form of a serpent will allow your familiar to coil around your
victim, choking the life from them and disrupting their mind with a bout
of amnesia. Occassionally, the serpent will land a particularly nasty
bite, inducing one of lethargy or weariness alongside the effects of
loki.
}}
{{AB
|skillname = Tethering
|syntax = FAMILIAR TETHER <ON{{!}}OFF>
|description = Tether your familiar to this realm, making it immune to the effects of
orb sigils at the cost of a small willpower drain to yourself.
Furthermore, if the familiar is attacked when not within your presence,
it will instantly return to your side.
}}
{{AB
|skillname = Voice
|syntax = FAMILIAR VOICE <message>
|description = With a simple link from your mind to your familiar's, you may project
your voice through their form, regardless of your respective locations.
}}
{{AB
|skillname = Glance
|syntax = FAMILIAR GLANCE
|description = You may quickly glance through the eyes of your familiar, allowing you
discern all in their location at no cost.
}}
{{AB
|skillname = Spider
|syntax = FAMILIAR SUMMON SPIDER
|description = By taking the form of a spider, your familiar will pierce your enemy
with venomous fangs, causing periodic poison damage. Occassionally, it
will spot an opportunity to cover your unlucky foe in sticky webs,
entangling them.
}}
{{AB
|skillname = Spiritbond
|syntax = FAMILIAR SPIRITBOND <ON{{!}}OFF>
|description = Mitigates 10% of damage you take over to your familiar, at the expense
of a slight willpower drain.
{{AB
|syntax = FAMILIAR SUMMON BEAR
|description = The bear spirit will can cause heavy bleeding with its swipes, or maul
the target's limbs and break them.
}}
{{AB
|skillname = Wyvern
|syntax = FAMILIAR SUMMON WYVERN
|description = The wyvern spirit is the most fierce of all the familiars. Its attacks
have a chance to stun the target and set them on fire.
}}
{{AB
|skillname = Morph
|syntax = FAMILIAR MORPH <form>
|description = This command will allow your familiar to quickly change forms, allowing
you to alter its physical body without dismissing it outright. There is
a small equilibrium cost associated with this ability.
}}
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