Difference between revisions of "Animism"

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Animism: Draws on ancient compacts with the forces of nature. It is a collective name for a variety of traditions. The Caster must have their entire body free and the ability to speak to be able to cast.   
 
Animism: Draws on ancient compacts with the forces of nature. It is a collective name for a variety of traditions. The Caster must have their entire body free and the ability to speak to be able to cast.   
 
Animist traditions draw on the power of nature and on ancient compacts with spirits to fuel their magic. Many animists have formed a group called The Communion in recent nights to advance their goals. The organization has its members undergo spiritual trials to enhance their status in the organization and to unlock greater mysteries as to what ancient covenants they are tapping into. Each circle of the The Communion must have a local “totem” spirit and access to a node if they wish to perform the trials.  
 
Animist traditions draw on the power of nature and on ancient compacts with spirits to fuel their magic. Many animists have formed a group called The Communion in recent nights to advance their goals. The organization has its members undergo spiritual trials to enhance their status in the organization and to unlock greater mysteries as to what ancient covenants they are tapping into. Each circle of the The Communion must have a local “totem” spirit and access to a node if they wish to perform the trials.  
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==Paths==
  
 
Animists can cast the following paths. It may be possible to cast others.  
 
Animists can cast the following paths. It may be possible to cast others.  
  
[[The Lure of Flames]]: Fire magic   
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[[Fire and the Flames]]: Fire magic   
  
 
[[Elemental Mastery]]:Limited control over and communion with inanimate objects and elemental forms
 
[[Elemental Mastery]]:Limited control over and communion with inanimate objects and elemental forms
  
[[The Green Path]]:Plant magic  
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[[Path of the Dark Forest]]: Plant magic  
  
[[Neptune's Might]]:Water Magic
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[[The Doom Tide]]: Water Magic
  
 
[[Spirit Manipulation]]:Magic for Dealing with spirits
 
[[Spirit Manipulation]]:Magic for Dealing with spirits
  
[[Weather Control]]:Weather magic
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[[StormCaller]]: Weather magic
  
 
[[Winter's Bite]] Cold Magic
 
[[Winter's Bite]] Cold Magic
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==Defuncted Paths==
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[[The Green Path]]
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[[Neptune's Might]]
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[[Weather Control]]
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[[The Lure of Flames]]

Latest revision as of 07:07, 13 June 2023

Animism: Draws on ancient compacts with the forces of nature. It is a collective name for a variety of traditions. The Caster must have their entire body free and the ability to speak to be able to cast. Animist traditions draw on the power of nature and on ancient compacts with spirits to fuel their magic. Many animists have formed a group called The Communion in recent nights to advance their goals. The organization has its members undergo spiritual trials to enhance their status in the organization and to unlock greater mysteries as to what ancient covenants they are tapping into. Each circle of the The Communion must have a local “totem” spirit and access to a node if they wish to perform the trials.

Paths

Animists can cast the following paths. It may be possible to cast others.

Fire and the Flames: Fire magic

Elemental Mastery:Limited control over and communion with inanimate objects and elemental forms

Path of the Dark Forest: Plant magic

The Doom Tide: Water Magic

Spirit Manipulation:Magic for Dealing with spirits

StormCaller: Weather magic

Winter's Bite Cold Magic


Defuncted Paths

The Green Path

Neptune's Might

Weather Control

The Lure of Flames