ShamanPaths

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Anarchy[edit]

Some shamans are gifted with the power of randomness and chaos. These priests afflict their enemies and the battlefield in ways that may surprise even them.
Regardless of their deity, only chaotic shamans can walk the Path of Anarchy.

22 Sicken

Striking a group of targets or similar creatures, the shaman calls forth a chaotic haze that deals minor disease damage and possible afflicts each target with a random disease. Characters who are already so afflicted are more resistant to further applications of this commune.

27 Chromatic Fire

This single-target offensive commune has unpredictable effects. It usually targets the shaman's chosen target, but sometimes the shaman instead. It usually has bad effects, but sometimes good ones instead.

33 Disorient

The shaman fills the room with a entropic air, causing things to be able to go more wrong than usual amidst the chaos of group battles. This affect can spread to nearby rooms as well.

40 Ethos Protection

A number of protective effects exist within Thera, but are not taught formally by an adventuring guild. The exact properties of these esoteric enchantments are not well-documented, and would have to be determined by careful observation. By reputation, they seem to be favorable.

45 Havoc

A shaman may unleash chaos in the mind of an enemy, muddling their thoughts, confounding their speech, shattering their mind, and more... or none of these. More threatening mental afflictions are less likely to appear.

Archon's Choir[edit]

Some shamans are favored by the archons of the heavens. These priests possess benevolent gifts beyond those of most shamans, as well as abilities that punish the wicked and unreliable.
Regardless of their deity, only non-chaotic good shamans can walk the Path of the Archon's Choir.

21 Charity of the Archons

This supplication allows a shaman to mend the wounds of an ally. This can be done only periodically, and the archons look on virtuous targets with more favor.

25 Holy Justice

This offensive supplication is most effective on the criminal and lawless, who suffer significant mental damage from it. Good-aligned characters suffer no damage from it, and those who are neutral, lack a criminal past, or who are not currently wanted for crimes will suffer less from it.

33 Emblaze

The shaman strikes their chosen target with a twisting stream of radiance. Armor, particularly heavy armor, is useful in absorbing the brunt of the beam -- but this is a mixed blessing, as the burning light will cling to the armor for a time.

37 Sermon of Censure

Reciting a compelling sermon about the dangers of unharmonious individuals, the shaman reveals these chaotic souls to be untrustworthy. They become more difficult to trust, especially by those who are not themselves chaotic. They struggle to be part of team-oriented abilities such as rescue, intercept, distract, and pack sense. Others may have second thoughts about offering them beneficial spells and supplications, and shopkeepers will hesitate to do business with them. The shaman also enjoys a small damage boost when striking down a censured individual.

43 Majesty

This tiring supplication temporarily imbues the shaman with the majesty of the archons, cloaking them in an undispellable sanctuary and providing them with enormous resistances to blinding attacks, paralytic attacks, lightning damage, and holy damage, as well as boosting their fortitude and charisma. Enemies also find it demoralizing to face the majestic shaman in battle.
Using this ability is draining, and can only be done periodically.

Breaker[edit]

Some shamans seek to demoralize the enemies of their faith and are gifted with the power to cause doubt and break wills.

22 Questioning Thoughts

The faith of a shaman is such that it can break the spirit and will of opponents. By asking their deity to strike the mind of a foe, the shaman can deal some small damage and potentially shake an opponent to the point that they will occasionally doubt their choice of actions.

29 Fearful Mind

Further attempting to break the will of opponents, a shaman may attempt to instill pure fear into the mind of their foe. This inflicts moderate damage as well as a chance to leave them truly and deeply afraid.

32 Devalue Life

The shaman asks their deity to show the unimportance of any life not spent in service to their lord. If successful, the victim will take some small mental damage and potentially feel less the desire to escape battle, knowing that life is futile already.

39 Harrowing Visage

Taking on a more intimidating air, the shaman becomes more frightening to those who are demoralized. They gain minor damage reduction against such opponents, who will also sometimes lose their nerve and fail to assail the shaman with a skill, spell, supplication, or power. While imbued with the harrowing visage, the shaman also gains some resistance to mental damage.

44 Forbidden Thoughts

The Shaman can further break the will of opponents, by attempting to take from them their ability to cast or call upon other deities. This power fades quickly if they escape the surroundings of the Shaman. While all spells and prayers may be lost to the foe, they may retain some abilities even if this prayer is successful.

Desolation[edit]

Some shamans are gifted with the power of nature's destructive aspects. Level Ability

21 Lava Fountain

Lava erupts from cracks in the ground, spraying everyone nearby with molten rock. Lava will continue to erupt for a time, as long as the shaman remains nearby and conscious.
Earthshield and fireshield are useful in resisting lava fountain, though neither provides a complete immunity. Similarly, resistance or immunity to fire is helpful but does not provide immunity, and fire vulnerability increases the damage dealt by lava fountain, even though it does not deal fire damage directly.

30 Earthrend

Similar in some ways to the earthquake commune, this more violent cousin tears the earth asunder, opening fissures and showering the area with rock and soil. Characters in the area of an earthrend might be thrown off balance, fall into a fissure, or suffer more serious misfortunes.
Earthrend is ineffective in the air or on the water's surface; it can be used underwater only if ground is below. It is usable, but somewhat less effective, in a swamp.
Flying characters are less effected by earthrend, and a mundunugu skilled in gravesleep has a chance to ignore it entirely.

33 Locust Plague

A starving horde of locusts descend, devouring all in their wake. Locust plague may only be communed in forests, fields, and hills, where sufficient vegetation exists for the locusts to devour. This leaves the area temporarily barren.
The locusts linger a short time, and may move to devour other nearby forests, fields, and hills.

36 Storm Cloak

Similar in some ways to a Shield of Electricity, this supplication is mutally exclusive with the shaman's protective shield.
While clad in a storm cloak, weather near the shaman will tend to turn stormier. Additionally, lightning may randomly strike a nearby person.

45 Typhoon

Calling up a surge of gale-force winds, the shaman buffets the area. Those struck by the typhoon may be flung and dragged in the direction chosen by the shaman.
Typhoon is most effective on the water, effective underwater, and least effective on land. It cannot be used in climates that are too dry.
If on water, a heavy boat is useful in riding out the storm.

Divine Anger[edit]

Some shamans embody the divine anger of their god and make of that holy rage a weapon, raining inescapable wrath down upon their god's enemies.

21 Shield of Retributive Rage

Similar in many ways to Protective Shield (which it is mutually exclusive with), the Shield of Retributive Rage causes ever-increasing damage to those foolish enough to strike it.

27 Amplified Affliction

Shamans who know the skill of amplified affliction deal additional damage with the afflict commune. They are also more likely to leave lasting effects from their afflictions, and these effects are longer lasting and more potent if so. This is an automatic skill.

32 Instrument of Judgment

Forging divine anger into a weapon, the shaman creates one of two exotic weapons only they can wield which last for a limited time. Each of the weapons has different effects as it strikes opponents in battle.

36 All Seeing Eye

Focusing their fury and boundless sight on a single opponent, the shaman will retain the ability to see that opponent regardless of other factors.
This is an offensive commune.

47 Unerring Smite

Unleashing a bolt of divine energy into the ether, the shaman strikes an enemy at long distance. The enemy need not be in the same room or even area as the shaman, though there are some limitations upon distance.
Unerring smite deals less damage to victims who have fought people other than the shaman recently. It deals holy damage for good shamans and unholy damage for evil shamans. It does not play well with other abilities that can strike at extreme range, including other unerring smites. A shaman can only unleash an unerring smite once per day.

Demonspawn[edit]

Some shamans are favored by the demons of the Abyss. They can mimic some of the abilities of such demons, and possess other destructive talents.

27 Demonic Summons

Shamans with ties to the demonic planes often draw the attention of demonkind. When such a shaman summons someone, there is a chance that one of these demons will seize an opportunity and assault the summoned party.

38 Abyssal Flame

Shamans who follow the path of the Demonspawn may occasionally inflict further suffering on their victims.

45 Acid Spray

Calling on their ties to the demonic planes, some shamans have learned how to bring forth a spray of corrosive acid to splash all those in the room. Enemies and friends alike are likely to feel the pain of this demonic torment.

ASPECTS

A shaman who follows the path of the demonspawn may channel the aspect of one type of demon for a time. All aspects grant the shaman demon-infused blood, as well as traits often associated with the type of demon.

21 Challegha Aspect

This aspect will alter the shaman physically - an elongated demonic tongue, a thickened hide, and a newfound vulnerability to light are some of the effects.

23 Mors-gravis Aspect

This aspect will alter the shaman physically and mentally - a resistance to damage all damage, and especially fire and mental damage, as well as a deep hatred for the Paladin guild, causing them to attack any paladin on sight.

31 Harmentia Aspect

This aspect will alter the shaman physically, granting them an immunity to poison and some toxic spittle of their own, as well as enhanced fighting capabilities.

39 Morosa Aspect

This aspect will alter the shaman physically and mentally, increasing their ability to absorb pain and enjoyment of feasting on the flesh of their fallen enemies, as well as granting them the ability to levitate via demonic power.

Hell's Pact[edit]

Some shamans are favored by the devils of the Hells. By calling upon the power of sin they triumph over their enemies.
Regardless of their deity, only non-chaotic evil shamans can walk the Path of Demonspawn.

21 Covetousness

Shaman who have embraced the sin of Covetousness are very protective of their belongings. Often, their sheer greed will force a would-be thief from the shadows upon a failed theft attempt.

27 Heresy

Those accused of Heresy are tormented by their own sins. The further they have strayed from the Orderly path, and the more blinded they are by their own self-absorbed righteousness, the more painful the torments are likely to be.

33 Gluttony

This offensive supplication evokes the victim's sin of gluttony, causing them to feel bloated and overly full. This manifests as a penalty to dexterity, and a difficulty eating and drinking further. The victim also suffers some damage periodically from their uncomfortable bloating, which increases considerably should they manage to force down more food or drink.
Gluttony is incompatible with famish, and can override it and other affects which would cause the victim to become hungry again quickly.

34 Hellfire

This single-target offensive commune burns the victim with the flames of Hell, dealing significant fire damage.

40 Betrayal

This offensive commune attempts to awaken the sin of betrayal in its victim, turning them against a former ally.
Good characters are less likely to betray others than evil ones. Similarly, orderly characters are inherently less inclined to betrayal than chaotic ones.

45 Aspect of the Devil

This taxing supplication fills the shaman with a devil's unholy power. This removes any sanctuary they possess and renders them immune to fire, unholy damage, sleep and knockout attacks, and transportation magic (including their own). The shaman also gains a resistant to weapon, disease, cold, and drowning damage, but gains a vulnerability to holy attacks.
A significant time must pass before a shaman can again evoke the aspect of the devil.

Life's Champion[edit]

Embodying the forces of life, shamans of this Path bear a special enmity for the creatures of the undead and their dark masters.
Regardless of their deity, only good shamans can walk the Path of Life's Champion.

Level Ability

23 Lifebind

This offensive supplication attempts to sever the victim from drawing upon the negative energy plane. Victims so afflicted cannot heal by stealing the life of others and cannot create undead. They also will struggle somewhat to harm others with negative or unholy damage at all. Creatures who depend on the negative energy plane's power to sustain them, such as undead, take continual damage from being lifebound.

31 Searing Ward

Creating a vivimantic ward, a shaman can make a room unhospitable to the undead as well as evil extraplanar creatures. Such creatures will find themselves continually hampered and damaged while remaining within the searing ward.

32 Soul Citadel

By calling upon their deity to form a spiritual citadel around their sense of spiritual and physical awareness, a healer may commune powerful supplication to render the priest resistant to all attempts to make him or her slip from consciousness.

37 Vivimantic Aura

A shaman enshrouded in a vivimantic aura gains a resistance to negative damage as well as any damage caused by undead.

47 Luminous Assault

This offensive area-affecting spell sears the shaman's surroundings with a powerful burst of light. This may blind living targets and deals additional damage to undead.

Pain[edit]

Some shamans are gifted with the ability to afflict the enemies of their faith with great suffering. These priests are also gifted with exceptional abilities to embrace or ignore their own pain as they see fit.

21 Dolorous Coil

This supplication enchants a weapon with the ability to inflict greater pain. This results in a small boost to its direct damaging ability.
In the hands of a pain shaman, a weapon enwrapped in a dolorous coil has additional abilities. This is most effective with a flail and when lashing opponents.

28 Anguish

Praying for an enemy of their faith to suffer, a shaman inflicts mental damage and sometimes drains a bit of their mental reserves.

33 Spasms

The victim of this supplication suffers debilitating spasms, reducing their strength and dexterity somewhat and also rendering it difficult to perform actions that require exceptional precision or focus, such as those that normally are difficult or impossible to perform while fighting.

38 Embrace Pain

Whether because of masochistic desires or a spirit fueled by adversity, a shaman can choose to embrace their suffering and be driven harder by painful blows.
Embrace pain is mutually exclusive with reject pain; a shaman can only do one or the other at any given time.

38 Reject Pain

Praying for relief from pain, a shaman shrugs off blows much more ably and suffers less damage from most attacks. Abilities meant to cause them suffering are especially less effective. As a consequence, however, the shaman is also less able to discern their physical condition.
Reject pain is mutually exclusive with embrace pain; a shaman can only do one or the other at any given time.

43 Wrack

Wracking an enemy with epic suffering, a shaman can cripple them with considerable dexterity loss and other difficulties.

Revelation[edit]

Gifted with divine precognition and foretelling, shamans of this path foretell the doom of their enemies.

21 Sanctimonious Sight

Shamans with this skill enjoy longer lasting and harder to resist illuminate and unveiling supplications. Their illumination also deals damage. Their ability to cure blindness is dramatically improved. The shaman is also very effective at tracking the movements of those they have illuminated; such victims find it harder to dodge the shaman's blows and very difficult to confound them via distortion or displacement. This is an automatic skill.

30 Dire Omens

This offensive supplication reveals visions of future pain and misery to the victim, dealing mental damage and sapping their wisdom. Repeated use of this supplication in a short period of time grows less and less effective as the victim gradually becomes numbed to the foretelling.

33 Oracle

A shaman uses this supplication to focus their divine foresight, granting them a number of benefits. They have a chance to have visions of the location of enemies who have recently escaped them and a sixth sense that warns of potential danger or imminent doom.

39 Miraculous Foresight

A healer in dire need may pray for the ability to foresee grievous harm. This supplication is extremely taxing, but while under its protection a healer will have great fortune in avoiding sudden death.

48 Seal Fate

With a pronouncement of doom, a shaman may attempt to seal the fate of their enemy. This requires that the shaman be able to speak clearly and that the victim be able to hear, although simple tricks such as quiet mode will not render one proof against the sealing of fate. The victim may be anywhere in the world that the shaman's voice can find them.
While their fate is sealed, the victim is more susceptible to some kinds of magic. Their natural regeneration is greatly reduced, and magical healing is less effective upon them as well. Even healing sleep cannot help one with sealed fate. Additionally, skills that are prone to critical successes and luck are much more so when used against them.
This ability has a long reuse timer, although should the shaman's prediction come true and the victim die while their fate is still sealed, it ends immediately.
Minotaurs are less adept at this prayer than other shamans due to their difficulties with normal speech.

Seraph's Wing[edit]

Some shamans are favored by the angels of Elysium. These holy soldiers in the war against evil call forth the power of angels and even angels themselves.
Regardless of their deity, only non-orderly good shamans can walk the Path of Seraph's Wing.

21 Soldier of the Light

Shamans of the Path of the Seraph's Wing enjoy several advantages in their war against the wicked. Their dispel evil supplications can drain a small amount of mana and movement from its targets. Damage that they deal is less blunted than normal by protection from good, especially when that protection comes from a device rather than a class ability. Offensive spells, supplications, and powers used against them by evil characters are slightly less powerful than normal as well. This is an automatic skill.

28 Shadowbane

This offensive commune burns the wicked with holy light.

34 Celestial Choir

Calling out to the heavens, a shaman can summon one or more angels to Thera to fight alongside them in the war against evil. These angels do not obey the shaman's commands, but have an interest in helping the shaman. The angels also enjoy smiting evil (and particularly naughty neutral) characters.

37 Aspect of the Angel

This tiring supplication calls forth the holy power of the angels to fill the shaman. While channeling the angels, the shaman can fly, is considerably more durable than normal, and has a chance to manifest a number of brief, beneficial affects while fighting significant forces of evil.
While consumed with the aspect of the angel, a shaman will find it hard to resist striking down blasphemous priests.
A large amount of time must pass before a shaman can again summon the aspect of the angel.

45 Elysian Shower

The shaman unleashes a deluge of righteous punishment upon an enemy, who is struck by multiple bolts of angelic fury. This supplication is markedly more effective against more wicked opponents. Strong armor is the best defense against this smiting.

Vengeance[edit]

Embodying divine justice and retribution, shamans of this Path possess the power to exact fair punishment on those who have wronged them.
Regardless of their deity, only orderly shamans can walk the Path of Vengeance.

21 Tooth for a Tooth

A shaman's prayers for vengeance are answered as their enemy suffers some of the afflictions that they do. Maledictions and conditions originating from the victim of tooth for a tooth are more likely to be bestowed upon them in turn.
If this prayer is answered, the shaman must wait a short time before communing it once more.

27 Bulwark of Faith

So great is the faith of a dedicated healer, that she is able to fortify her protective shield to endure adversities that would render the less faithful incapable of recovery. As blow upon blow of stunning assaults strike the healer's shield, her faith makes manifest a wall of retributive energy that protects her and burns her assailant. The stronger and more frequently stunning attacks are used against her, the more furious the protection, until it grows into an impenetrable bulwark of faith. This supplication must be placed over an existing Protective Shield.

32 Rally the Fallen

With a prayer over the remains of a fallen ally, the shaman rallies their ally and grants them protection from those similar to their killer for a time. The more an enemy is similar to the killer, the more powerful the protection is in thwarting their attacks.

40 Ethos Protection

A number of protective effects exist within Thera, but are not taught formally by an adventuring guild. The exact properties of these esoteric enchantments are not well-documented, and would have to be determined by careful observation. By reputation, they seem to be favorable.

45 Eye for an Eye

This supplication, which may be used at range, deals damage to a victim proportional to the damage that victim has recently dealt to the shaman. It may only be used periodically against the same target.

Venoms[edit]

Poison is a tool in every shaman's arsenal, but those who walk the Path of Venoms have a mastery of toxins well beyond that of others. They both fear poison less than most and make more irresistable use of venom against others.

21 Cataplexy

Similar in many ways to the offensive prayer of poison known to all shamans, the paralytic poison of cataplexy saps agility rather than strength, and can later momentarily paralyze the victim as they fight off the venom. Conventional poison and cataplexy are mutually exclusive; a victim may suffer from one or the other but not both.

28 Miasma

This offensive supplication envelops the victim with a noxious mist, dealing low to moderate poison damage. It also has a chance to afflict the victim with one of a variety of poisons. If the victim should possess a temporary resistance or immunity to poisons, miasma has a chance to end it.

32 Noxious Cloud

This spell allows the caster to invoke a cloud of noxious gases from the Para-Elemental Plane of Smoke. The gases are toxic if inhaled and can only be protected against with an Airshield. Because of large volume of gases invoked, the cloud will spread beyond the point of casting but will dilute its toxicity throughout the area covered. To learn this spell an Invoker must first master Buffet (Elemental Air) and Wall of Fire (Elemental Fire).

37 Avatar of Venom

In answer to their prayers, a shaman is infested by a venomous presence. While acting as the avatar of venom, the shaman enjoys a considerable resistance to poisons, and will tend to shrug off the effects of toxins which do manage to afflict them very quickly. Enemies who make the error of close contact with the shaman while toxin oozes from their pores may suffer accordingly.

45 Malice

ith this offensive supplication, the shaman fills the victim's veins with a powerful poison with a delayed onset time. Only sometime later will the shaman's true malice be known as the virulent venom seeks to end their life, rapidly damaging them and possibly sapping their vitality. This potent poison halts natural regeneration until it is overcome, and should the victim be completely drained of vitality by the progress of the venom, their heart will stop and they will die immediately.