Quinlan63
The Overlord
Path of the Shaman
Shamanism is by far one of the more ancient and primal magics at its core center. For one to even grasp the basics of it you must have a calm mind and patience. As such it is one of the less practiced forms of magic. But for those who put the time and effort into it anything can be done..... Even what is thought to be impossible.
User can perceive, contact, and bargain or control the spiritual world through shamanism.
Even before going into what a shaman is and does, one has to understand shamanistic worldview, which is based on the premise that the visible world is pervaded by invisible forces and/or spirits which affect the lives of the living, the elements and nature in general. Thus everything/anything either has or has potential to gain awareness and/or consciousness. Secondly, there are several levels of existence, worlds of the mortals being one of them. Others include the Underworld, where the dead go, and the Upperworld, where great spirits/gods live.
A shaman is someone who has both ability and training/knowledge to both perceive the spirits and their effects and how to contact and manipulate them, either by bargaining, tricking, or forcing them to abide by the shaman's will. Thus the users main ability is how to contact the spirits and how to send their spirits outside to roam the world or enter other levels of existence. By manipulating the spirit-world, shamans can direct the spirits use of their abilities and powers for their behalf in a vast variety of ways. In fact, there isn't much that a skilled shaman with patience and right contacts in the spirit world can't do, as long as they are willing to pay the price.
Advanced users of this form of magic are capable of utilizing the power of the elements in their most purest of forms.
Magnus himself is in fact not just the most powerful shaman but is the most knowledgeable.
1. The Path of the Spirits
1. Ancestral Evocation- The user is capable of calling upon the spirits of the past to seek guidance and knowledge. The amount of time one is able to keep this spell going is based on how calm the user stays. Warning: Some spirits can be of malevolent beings who wish to trick you.Shamanism is by far one of the more ancient and primal magics at its core center. For one to even grasp the basics of it you must have a calm mind and patience. As such it is one of the less practiced forms of magic. But for those who put the time and effort into it anything can be done..... Even what is thought to be impossible.
User can perceive, contact, and bargain or control the spiritual world through shamanism.
Even before going into what a shaman is and does, one has to understand shamanistic worldview, which is based on the premise that the visible world is pervaded by invisible forces and/or spirits which affect the lives of the living, the elements and nature in general. Thus everything/anything either has or has potential to gain awareness and/or consciousness. Secondly, there are several levels of existence, worlds of the mortals being one of them. Others include the Underworld, where the dead go, and the Upperworld, where great spirits/gods live.
A shaman is someone who has both ability and training/knowledge to both perceive the spirits and their effects and how to contact and manipulate them, either by bargaining, tricking, or forcing them to abide by the shaman's will. Thus the users main ability is how to contact the spirits and how to send their spirits outside to roam the world or enter other levels of existence. By manipulating the spirit-world, shamans can direct the spirits use of their abilities and powers for their behalf in a vast variety of ways. In fact, there isn't much that a skilled shaman with patience and right contacts in the spirit world can't do, as long as they are willing to pay the price.
Advanced users of this form of magic are capable of utilizing the power of the elements in their most purest of forms.
Magnus himself is in fact not just the most powerful shaman but is the most knowledgeable.
1. The Path of the Spirits
2. Sight of the Upper Realms- The user is able to see the spirits that live alongside the physical realm. By extension you are able to read the aura of every living thing; this can be used to see a target’s emotions, health status, power level, or moral alignment. Warning: Some spirits will feel threatened once the know that they can be seen.
3. Walk of the Spirits- The user is able to travel through the spirit realm and appear anywhere else in the physical realm with no limit. WARNING: Improper use of this spell can result in the user materializing inside solid matter resulting in but not limited to: Decapitation, dismemberment, disembowelment, and death.
4. Astral Walking- The user of this spell is able to have their own spirit to leave their body and travel in the physical realm as an invisible spectre. Or it can travel into the spiritual realm and gain audience with spirits of the higher realm. Warning: Use of magic is limited to the strength of the spirit while in spirit form.
5. Sight of the Lower Realms- Despite it's name the user of this spell is able to sense danger, sense when someone has died recently, and see something that you intend to find in a far off distance. Warning: Must be in effect to be effective.
6. Spiritual Banishment- The user of this spell is able to cast out a spirit out of the physical realm into the lower realm/underworld. More powerful users can literally banish the soul of a living being as well trapping them in the lower realm/underworld until the user wishes to bring them back.
7. Spiritual Embodiment- The ultimate spell of the path of spirits allows the user to draw in a spirit gaining the power of the spiritual being that lies within one's body and manipulate it for various effects, including extra physical strength, mental protection, magical powers, more energy, etc. Warning: Channeling a malevolent spirit can harm or possess the caster if not prepared.
2. The Path of Nature
1. Animal Connection- The user of this spell is able to mimic the attributes of their spirit animal. More advanced users are able to take the form of the animal and even command other animals that are the same. Warning: Users can become stuck in animal form without being perfectly prepared.2. The Flames of Phoenix- The user can cast flames that can heal oneself or another upon contact from any physical injury or sickness. Advanced users can use and manipulate the flames as a way to harm others instead of heal and for those who master it can maintain a sort of healing aura around them making it so that they can heal fromany injury at all times. Warning: Some injuries may be impossible or more difficult to heal depending on circumstances.
3. Call of the Storm- Channel the forces around you the user can generate lightning bolts from their hands. Advanced users can absorb lightning from other sources increasing their own power for a short time. Masters of this spell are capable of firing a stream of lightning so great that it turns whatever it strikes into dust.
4. Zephyr- The user of this spell can control the air around the causing gust of air that can push someone or something at least up to 30 ft away. Advanced users can shape the air into whatever suits their needs, but are limited in this. Masters as capable of literally riding the air allowing the user to fly as long as there is air.
5. Nature's Domain- The user of this spell can connect with the earth itself and feel all of nature as if they were one with it. Doing so gives you the ability to know almost anything and everything that is happening in nature. This also allows the user to have limited control over nature such as controlling plants. Advanced users can grow new plants and manipulate their shape and form. Maststers can draw from the power of nature to increase their own strength. Warning: Drawing on too much of the power of nature can have adverse effects to nature.
6. Call of the Sea- The user of this spell can be connected to any water source they are in contact with. Doing so gives you knowledge of what lies deep inside it from what creatures are there to possible hidden locations. The user also has the ability to manipulate water based on the casters strength. Unlike the other elements water is considered the easiest to control but lacks in the fact that you may be limited in the need to actually have water on hand.
7. Summon Golem- This is the most powerful spell in the path of nature, the caster can summon a golem made from the element of choice. It takes on all the properties of said element with it varying in sizes based on the strength of the caster. As you progressively get better with this spell you are able to summon golems that have a mixture of the elements. This spell has almost limitless potential that many have yet to fully grasp.
3. The Path of the Trickster
1. Fool's Folly- The user of this spell cast an illusion that tricks the target into believing what they are seeing and experiencing is real. To those not under the spell the victim just looks as if they are standing still with a blank face. The only way for someone to break the spell is to truly believe what they are seeing is not real or the caster has to break the effects of the illusion there self.2. Dream Stride- The user of this spell is able to travel into the dreams of others while the target is asleep. Once inside the dream the caster can manipulate it to suit their desires. This also can be used to wake a victim up who is suffering from a sleeping curse. More power users can trap someone so deep in a dream that the cannot be saved without assistance. This spell can be negated entirely by the victim waking from sleep or possessing an item that protects their mind while they sleep.
3. Contract of The Trickster- The caster of this spell forces the target into a contract in which the victim must fulfill the conditions of the contract. But as a counter balance while the spell is in effect the caster is owed to grant one favor to the victim (as long as it doesn't counter your conditions). A counter balance to this spell makes it so that neither the caster nor the victim can do harm to the other lest they hurt themself in the process. The only way to end the effects of this spell is both parties must fulfill their part of the deal.
4. Trickster's Needle- The cast launches a bolt of light the size of a needle that when striking the victim with make them feel excruciating pain while leaving the body completely intact. The length of the effect is limited to no longer than 3 hours. Warning: Beware anything that might be capable of turning this spell on the user.
5. Trickster's Revenge- The moment the user cast this spell any harm the the user might suffer is negated entirely for a short time. Once the effects of the spell is done any harm the caster would have suffered would be redirected to the aggressor. Unfortunately, this spell is limited in use due to the fact that there is a strain on the casters mind as this spell does not remove any mental trauma. Warning: Continuous use of this spell can rip the mind to shreds.
6. The Great Trick- By far most power spell in the path of the trickster, the user manipulates forces around the target making it so that the next spell the cast does not just fail but gives a feedback effect hurting them based on how strong the spell would be. Unfortunately, only a master shaman is capable of casting this spell as it requires a great connection to the cosmic forces around them.
4. Path of the Higher and Lower Realms
Unlike the other paths which have specific spells, the path of the Higher and Lower Realms allows the caster to summon spirits into the physical realm to perform any number of things. These spirits can be from anything like a fire spirit, spirit of healing, or a spirit of fear. Now discovering each spirit you can summon is part of the journey as a shaman. In all fairness if all the spirits out there were list out this section would be so large you might never finish reading it. All that can be said is that spirits can be fickle and will not always assist you for free. Some may need convincing other might require a form of tribute or sacrifice. You can even for a contract with a spirit so that they may serve you for however long you may need them. Although more powerful shaman are respected by the spirits and tend to be able to summon any spirit with no effort at all but until then use whatever means deemed necessary to use those spirits.
Warning: Forcing a spirit to serve you may result in you making an enemy out of the spirit.
5. The Path of Magnus
Soul Resonation- After years of study, practice, and train a new path of magic was created by Magnus the world's oldest shaman. It was learned that with the proper training and focus of two or more individuals they could combine there spiritual strength together becoming far more power than ever imagined. Luckily it was learned that this requires only limited knowledge of shamanism by the users so it can be used by those who do not dedicate their lives to the Path of the shaman. It has even been shown to temporarily while in effect make it so all parties involved are able to share knowledge. This is due to the fact that to cast this spell each person must be able to open themselves up to each other and allow to show even their own vulnerabilities. it is for this reason that despite the bonuses to using such a spell many fear to let others in to them in such a way.
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