Difference between revisions of "Animism"
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Defuncted Paths | Defuncted Paths | ||
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[[The Green Path]] | [[The Green Path]] | ||
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[[Neptune's Might]] | [[Neptune's Might]] | ||
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[[Weather Control]] | [[Weather Control]] | ||
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[[The Lure of Flames]] | [[The Lure of Flames]] |
Revision as of 13:43, 12 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.
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