Primality (skill)

Revision as of 16:07, 14 July 2020 by Hodral (talk | contribs)

The energy that courses through the veins of all that lives is manifest in the art of Primality, the most direct skill in a Shaman's arsenal. By tapping into the primal energy derived from their natural magics and the bounty of gifts blessed upon them by Dendara, Primality allows the Shaman to shape powerful bursts of lightning, monumental storms of wind, and curses that drain vital forces themselves directly from their foe. Such is their connection to Nature, that they may even command nature around them to grow, lashing their foes with venomous vines and leaving their battered foe to be reclaimed by the Cycle itself.

As a Shaman communes with nature to bombard their foe, they will accrue a measure of natural energy, imbued within their person. While no primal abilities require this energy, a Shaman will find that accumulating natural energy will speed their assault, and allow them to directly boost abilities to add secondary, often dangerous effects to their strikes. Masters of Primality are even capable of quickening their own motions, allowing them to bombard a foe with empowered strikes regardless of their energy state. Directing the ebb and flow of nature through manuevering their quarterstaff, a Shaman versed in Primality is a mighty foe indeed.

Skill Rank Percent Description
Quarterstaff Inept 0% Summon forth a quarterstaff from the forest.
Recall Inept 0% Call your quarterstaff back to you.
Communication Inept 0% Commune with the forces of nature.
Lightning Novice 0% Nature's blade, your will.
Boosting Apprentice 50% Prepare some energy for your next attack.
Leafstorm Capable 0% Shred their defenses with razor-sharp leaves.
Vinelash Capable 50% Whip your enemies with venomous vines.
Slam Adept 0% Batter their limbs with a barrage of natural fury.
Vitiate Adept 33% An ancient curse that saps away their fortitude.
Overload Adept 66% Leave your foes reeling by overloading their nerves.
Discharge Skilled 0% Unleash a concentrated blast of sunlight.
Scourge Skilled 50% Curse your enemy with a bane upon their vital energy.
Reclamation Gifted 0% Grant your foe a swift return to the Rhythm.
Stormbolt Gifted 50% Crush your target with a concussive bolt of lightning.
Sporulation Expert 0% Saturate your target in a cloud of poisonous spores.
Chainlightning Expert 50% Shock multiple enemies with a cascade of electricity.
Staticburst Virtuoso 0% Assault your enemy with a continual shock.
Lifebloom Virtuoso 33% Nature will rescue you when in mortal danger.
Equivalence Virtuoso 66% Punish your victim for their aggression.
Infest Fabled 0% Plague your foe with a spiritual parasite.
Effusion Fabled 33% Turn your life essence into a formidable weapon.
Spines Fabled 66% Conjure numerous diseased spines to blight your victim.
Strangle Mythical 0% Choke the life from your helpless foe.
Quicken Mythical 50% Tap into the might of nature and speed your assault.
Naturaltide Transcendent 0% The Rhythm flows within your being.
Quarterstaff
Syntax: COMMUNE QUARTERSTAFF
Description: While standing within a forest, you may call upon nature itself to lend you a powerful quarterstaff. The shape and condition of the staff itself will depend on which forest you obtain it from.


Recall
Syntax: COMMUNE RECALL
Description: You may recall your quarterstaff to your hand, so long as it lies on your current continent.


Communication
Syntax: {{{syntax}}}
Description: You are capable of interacting with the primal forces of nature, shaping them into the weapons of life itself - you need only commune with them. It should be noted that the undead are incapable of generating primal energy, and thus are restricted to only the most basic of shamanic abilities.


Lightning
Syntax: COMMUNE LIGHTNING <target>
Description: Energy requirement: 0

Generates 1 energy

You may draw upon the natural energy around you to conjure an orb of lightning to strike your foe.

Boosted effect: Reduces the equilibrium cost and increases the damage.



Boosting
Syntax: COMMUNE BOOST
Description: Consumes 1 energy.

You may draw upon your generated primal energy to empower the next commune ability you use, granting it an additional effect. This ability requires equilibrium but does not consume it. The defences will fade after ten seconds if it is not used.

You may refer to the ability's AB file to see additional information.


Leafstorm
Syntax: COMMUNE LEAFSTORM <target>
Description: Energy requirement: 1

Send a flurry of razor-sharp leaves at your target, shredding their defences.

Boosted effect: Knocks the target off of equilibrium and deals bleeding damage.


Vinelash
Syntax: COMMUNE VINELASH <target>
Description: Energy requirement: 1

Generates 1 energy (no energy gained if boosted)

You may scourge your target with a mass of vines, causing poison damage and delivering the loki venom.

Boosted effect: In addition to being faster, vinelash will leave behind a group of thorns, increasing the bleeding damage taken from subsequent vinelashes - if your target manages to accumulate three groups of thorns, vinelash will additionally cause haemophilia.

Thorns may be removed by attempting to PULL THORNS FROM BODY or by writhing out of any entanglement.


Slam
Syntax: COMMUNE SLAM <target>
Description: Energy requirement: 3

Energy consumed: 1

This crude blast of sheer force will knock your target to the ground, knocking them off balance.

Boosted effect: Delay the effect of the skill by six seconds.


Vitiate
Syntax: COMMUNE VITIATE <target>
Description: Energy requirement: 2

By channeling primal spiritual energy, you may invoke the curse of life's bane on a target. For a short time, the target will find that elixirs will heal them for far less.

Boosted effect: The impact of the curse will also cause plodding in your target.


Overload
Syntax: COMMUNE OVERLOAD <target>
Description: Energy requirement: 2

Consumes 1 energy

This rapid burst of electrical energy will shock your target's nerves, paralyzing them, and giving them stupidity. A short time later, they'll be shocked again for minor damage if they still remain stupid.

Boosted effect: Overload will fry their nerves even further, causing a short blackout.


Discharge
Syntax: COMMUNE DISCHARGE <target>
Description: Unleash a vast blast of primal energy towards any target that is line-of-sight from your current location.

Boosted effect: Causes additional damage, ignites the target and knocks them down.


Scourge
Syntax: COMMUNE SCOURGE <target>
Description: Energy requirement: 2

Generates 1 energy (no energy gained if boosted)

You may inflict the bane of vitality on your target, causing curatives to inflict further illnesses for a short period.

Boosted effect: The impact of the bane will also cause idiocy in your victim.


Reclamation
Syntax: COMMUNE RECLAMATION <target>
Description: Drawing upon the spirit of nature itself, you may commit a target to return to the primal flows of the rhythm - sacrificing their body as a testament to the inevitable call of the Cycle. While you are performing this rite, you may do no other actions - though a target below half their maximum life will fall quicker. If your target has at least four focusable afflictions upon them, your reclamation cannot be stopped by hindering you.


Stormbolt
Syntax: COMMUNE STORMBOLT <target>
Description: Energy requirement: 3

Consumes 2 energy

This powerful blast of lightning will knock an enemy unaware, stunning them while inflicting heavy electric damage.

Boosted effect: A thunderstorm will appear above your target with three charges. Every so often, it will consume a charge and strike your target for minor damage. If you use [Commune - Lightning] while the target is plagued by the thunderstorm, it will boost the damage of the attack, stun the target and consume a charge.


Sporulation
Syntax: COMMUNE SPORULATION <target>
Description: Energy requirement: 3

By inundating your victim in a cloud of toxic spores, you may impair their mental capacity - causing confusion and impatience.

Boosted effect: Your spores are much more toxic, causing hallucinations to your target without their knowledge.


Chainlightning
Syntax: COMMUNE CHAINLIGHTNING <target>
Description: Energy requirement: 3

Consumes 1 energy

Your lightning will bounce from enemy to enemy, giving each a powerful jolt in the process. This ability may strike up to two additional enemies randomly.

Boosted effect: Your foe will share up to two of their afflictions with subsequent targets.


Staticburst
Syntax: COMMUNE STATICBURST <target>
Description: Energy requirement: 3

Consumes 1 energy

This surge of electric energy will not only harm your foe, but will inflict a random mental malady. As the charge accumulates, it will lash out at your foe once more.

Boosted effect: Staticburst will activate one additional time before fading and afflictions will be masked.


Lifebloom
Syntax: COMMUNE LIFEBLOOM
Description: Through your service to the spirits of Dendara, you may be granted a chance at renewal when your body suffers heavy damage. Should you find yourself low on health, life will blossom from within - granting you 60% of your maximum health over a short period. Once activated, this ability has a short cooldown before you may call upon it once more.


Equivalence
Syntax: COMMUNE EQUIVALENCE <target>
Description: Energy requirement: 3

Consumes 1 energy

Nature is swift to correct imbalances - through this ability, you may deal damage equal to the amount of health you are missing. This attack may not exceed 40% of a target's maximum health.

Boosted effect: Equivalence balances afflictions as well - you will transfer up to two afflictions from yourself to your target.


Infest
Syntax: COMMUNE INFEST <target>
Description: Energy requirement: 1

Generates 1 energy

One of the many maladies a Shaman may place on their victim includes a deadly parasitic infestation, that feasts upon the soul. The druid is then able to draw upon this curse, using the energy to empower their own efforts. When attacking an infested target, no energy will be consumed by the abilities used.

Boosted effect: Infest's effects are delayed slightly.


Effusion
Syntax: COMMUNE EFFUSION <target>
Description: Energy requirement: 1

Drawing upon your own vital energy as a source of power, you can compel the life of another to be altered accordingly. When used upon an ally, the effusion will mend their wounds. Used on any other target, the effusion will overwhelm their body - restoring their senses, inducing sensitivity and stunning the victim briefly.

Boosted effect: Effusion will restore a greater amount of health to an ally, or extend the stun duration on any other target.


Spines
Syntax: COMMUNE SPINES <target>
Description: Energy requirement: 1

Generates 1 energy

The malady of blight is a powerful druidic curse - one that may be condensed into a number of sharp spines and released your foe. Infecting your target with a spiritual blight will greatly harm their body if they attempt to move.

Boosted effect: Spines' effects are delayed slightly.


Strangle
Syntax: COMMUNE STRANGLE <target>
Description: Energy requirement: 3

Consumes 1 energy

You may choke a prone enemy with barbed vines, causing persistent asphyxiation damage until they writhe out of it. Thorns present from Vinelash will increase this damage significantly.


Quicken
Syntax: COMMUNE QUICKEN
Description: Energy requirement: 5


Nature will speed your assault, causing the next three Primality abilities used against the specified target to incur their boosted effects and be cast as if at maximum energy. Activating quicken will consume all energy present, and you cannot gain energy while it is in use.

The defence will fade if you are not in the same room as your target for longer than ten seconds.


Naturaltide
Syntax: COMMUNE NATURALTIDE <ability>

COMMUNE RELEASE <target>

Description: Having mastered the forces of nature and the subtle energy that flows throughout the Rhythm, you are now able to tap into this source of power and generate a tide to unleash upon your foe. After being stored, the tide's energy will be at your fingertips, allowing you to release its force upon an enemy at only a slight cost. You may release the natural tide off equilibrium, though a penalty will be applied. Once released, the tide must be stored once more.

The following abilities may be stored within the tide of nature: Lightning, Vinelash, Scourge, Vitiate, Staticburst, Overload, Spines, Infest.