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[MA] Animism: Rituals of the Elementals

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The might of the elemental spirits has existed for centuries. Through the workings of past Elementalists, the perversions of dark shamanism, and the invocation of the elemental spirits of the mortal realm, these natural embodiments of mortal elements have forever shaped the world through their wrath and might. It is then that the shamanic descendants, those who have peered into the arts of their ancestors- and the arts of the future, wield the shamanic rituals of the Elemental Spirits.



My thoughts on Elementalism:


Elementalism suffered from its lack of interactivity beyond combat spells and proper interaction with the Spirits. In the past, many problematic shamans ignored the process of worshiping and interacting with the spirits all-together, while gaining all the benefits of the magic.  The purpose of this magic is to reward collaboration and interaction with the spirits, while preserving interaction with the elemental spirits. 


Any Farseer or Witchdoctor would have access to these spells should they form an elemental pact(Requiring 1 magic slot per element) with the corresponding Elemental spirit. Animism is primarily ritual magic. Utilizing these spells are efforts of the Elemental spirits- something Farseers and Witchdoctors both have access to, and thus they may act as teachers for the magic inherently. To teach a prospective student, the Witchdoctor or Farseer would bring their student on a spirit walk to the elemental spirits, where they are able to begin a pact with a lesser elemental spirit. The pacting process would involve a quest or goal bestowed from the teacher to the student, with the teacher roleplaying as the lesser elemental spirit in question. The Farseer or Witchdoctor would also have to be pacted with the Elemental Spirit in order to teach a specific type.


To cast specific spells, one must be pacted with the corresponding spirit.  Once an Animist reaches Tier 5, they are able to teach Animism to other students. Note that Animism does not have the ability to spirit walk, but animists are still able to teach the magic, and allow other students to pact to other subtypes through a specific Pacting Ritual.





TLDR: Witchdoctors and Farseers can teach and make Animists, but Animists cannot spirit walk on their own. Animists can also make more animists by teaching and pacting students through their own ritual. Witchdoctors and Farseers still begin at Tier 1.


General Mechanics




To begin, this magic is focused and enhanced through group practice. Animists are those with magic; Their spells are listed below. Adherents must be other non-animist members of the faith, or sacrifices by other means (animal,descendant, etc). Adherents may be any non-spectral entity so long as they have a greater soul and aren’t maligned with the spirits(void magic, other deity magics, herald, etc).  ALL spells have some kind of drawback, using the body as a resource. It’s an inclusive magic that rewards collaboration, rather than offering blind power. The drawbacks (banes) prevent Animism from being just Evocation or Old Elementalism with extra steps, and “boons” force interaction with the Spirits beyond combat.


Animist: The chosen person pacted with specific elemental spirits.

Elemental Spirit: Distinguished by their greater power from Immortal Spirits, they control the natural elements and order of the world.

Adherent: Someone engaging with the spells the Animist casts, but does not possess the magic. They are spirit worshipers, and generally not shamans themselves.

Fruum: The cost of casting spells. Every spell adds a certain amount of Fruum. Once a character accrues too much Fruum, they are rendered unconscious, or forced to PK in extreme situations. This resource is a representation of the chaotic power and harm the Elemental Spirits bestow when an Animist establishes a magical connection

Bane: Negative effects from pacting with the spirits.

Boon: The way in which Fruum damage is undone from the user.

Lesser and Greater: Lesser Spirits are the spirits shamans are pacted to. Greater Spirits are Spirits that rule over all of one “dominion” with a host of lessers beneath them.

Animism is only compatible with other shamanic-compabitible feats and magics. 





Element Specific Mechanics


The art of Animism physically and magically wounds the body as a resource for spells. This is measured through Fruum, which increases every time an Animist casts a spell. Fruum is essentially how much tolerance one has to channel the raw, primal powers of the Elemental Spirits. Using any spell that relates to Animism will cause the user to suffer both mental and physical conditions. Time and training are required to endure the physical and mental demands of the magic, increasing the Fruum tolerance of the Animist.


The effects of gaining Fruum can range in many ways, but is always painful and reflective of the spirit. For example, a fire animist that casts a spell will receive painful burns across their body as they cast. Another example, a water animist may receive scald burns upon completion of a spell. The more Fruum one gains, the more serious the effects until rendering the Animist unconscious from the pain.  If Fruum is not healed after the encounter, the mental effects worsens over the course of an OOC week; obsession with the chosen element, hallucinations, and finally madness. 


This damage cannot be healed through physical or mundane means, and will continue to last and reappear until the user performs the correct Boons to undo or mitigate the damage. If the animist has gained too much Fruum and is close to death, they may be stabilized by mundane means, however this will leave the Animist still in great pain and trauma until the Boons are applied. Fruum cannot be healed by other magics, and doing so would cause further pain to the user. 


T1: 2 Fruum (Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold).

T2: 3 Fruum (Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold).

T3: 5 Fruum(Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold).

T4: 6 Fruum(Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold).

T5: 10 Fruum (Upon exceeding, the user is rendered unconscious for 1 hour and unable to cast until healed below threshold).




The Elemental Cycle


To understand the elemental spirits, one must look upon the mortal realm’s laws. Each element has an opposing one, and that one element also has an opposing element. This pattern of distaste continues until the Elemental Cycle is formed, a circle of endless war. This cycle affects the mental state and power of all Animists who walk a path.


The elemental cycle is as follows:


Fire is displeased by Water for extinguishing.

Water is displeased by Fire for evaporating.

Earth is displeased by Storm for eroding.

Storm is displeased by Metal for enduring.

Metal is displeased by Air for rusting.

Air is displeased by Earth for not moving.

Earth is displeased by Fire for burning.







The creation of an Animist is a painful and life-altering process. To be entrenched in the eternal battle of the Elemental Spirits scars the psyche of the individual. A single path is laid before them, servitude. They are wracked with the eternal will of beings beyond the perception of their creation.  They are scions, they are terrorists, they are fury. While each Elemental Spirit causes their own specific effects; all suffer from the same general maladies.  These mental effects extend to: 



    - Fear or anger towards opposing elements, or aspects related to them. An example would be a fire animist holding distaste towards bodies of water.

    - An intense disdain for enemies of pacted spirits. An enemy could be as simple as a fisherman to the Greater elemental of Fire.

    - An intense piety/respect for your spirit(s). This is very wide in the way this can be roleplayed, but usually will result in the Animist being zealous and having disdain over those who insult the spirits.

    - Any mental effects from gaining Fruum. Examples are in the previous section.








Animists gain all the abilities a normal shaman would except the ability to Spirit Walk. 


These abilities include: 


Purify Void

Spiritual Sense

Old Blah


This excludes the ability:

Spirit Walk


Animists can use any of the general spells listed below, provided they have the resources and Animists required. Animists can lead any of the specific Elemental rituals so long as they have a pact to a respective Spirit.




Being covered in opposing elements would greatly wound the Animist, preventing them from casting and would cause physical harm to their body.    










Commune [Non-Combative]


7 Fruum


While animists are but mortal practitioners, they may speak to their pacted Elemental through pagan and occult rituals. While the specific ritual may be different each time, it follows certain criteria. 


-Some forms of sacrifice must be done, whether physical (animal/descendant/offering), verbal (prayer or chanting), spiritual (fasting/bloodletting/etc). This sacrifice ritual must last at least 3 emotes.


-The aspect of the Elemental Spirit is imbued with strength, and revered for at least 5 emotes.  This could involve creating a great flame, or a rain dance, or simply a ritual that takes place during a specific season or time of day/phases of the moon, etc. 


-Then, the Elemental Spirit slowly appears. While this process occurs, the land around them in a 20x20 may be warped slightly to add flavor to the divine experience. Bodies and objects may float, light may bend to form “hallucinations” and the element in question may twist and form to take on the elemental spirit’s shape and likeness.  This appearance will only last for 15 emotes. This will leave remnants of the ritual behind, and such PRO permission is required if the ritual is directly on the tile. It is recommended that these acts are done on unowned tiles as to promote sects forming their own enclaves and ritual sites.


Spirits may be roleplayed by ST, Shamans, and Animists, although the information and dialogue of the spirit is vague and cryptic. They may not reveal information about specifics of the mortal world or its politics unless the information is given clearance by ST before the event is started. 



-Cannot be done in combat

-The Spirit cannot give specific information unless ST consent is obtained. 

-Spirits do not manifest, their icon/symbols are merely shown through the elements and viewers hallucinations.







  Dominion [Ritual Spell] [Non-Combative]


[3 T4s]

25 Fruum


With the use of the Material Alphabet, sigils, or other religious icons, i.e  (shamanic runes, those passed down by the elementalists of old),  Animists are able to create chaotic-spiritually influenced areas. They are able to subvert the land of the mortal realm with their aligned spirit.


This spell requires a great deal of preparation. It is broken into three stages defined by the ritual’s development. Dominion can only be used three times per month, and until the ritual reaches Stage 3, an Animist cannot participate in other Dominion ceremonies.



Stage 1: A ritual site is set. This is when OOC permission is gained from the region owner. At this point runes are drawn and the initial prayer site is laid out. 


Stage 2: The symbols are infused via ritual and The Blood of Two.  It is at this point a 10x10 area of influence may slowly begin to manifest over the course of 2 OOC days. A 5x5 region on the first day, and a 10x10 on the second. The symbols must be charged with spiritual energy on two separate occasions. This practice takes a total of 6 Emotes. 


- Two Emotes of Chanting/Meditation

- Two Emotes of Sacrifice

- Two emotes of the symbols becoming empowered. 


Stage 3: The ritual site exists as a foci of power for the surrounding area. It is completely engulfed by spiritual presence. To reach stage three, Animists construct three Totems within the same tile.  Totems serve to harness the initial ritual sites’ power and are tethered to it.  Totems themselves offer no regional effects, but extend the powers of the ritual site by 20 blocks. Each totem must be recharged with 15 Fruum every month. Totems must be placed in accessible areas.


When all totems are active, supernatural aspects can be taken to showcase the element’s dominance within a tile. Examples include floating rocks, geysers of fire, or ceaseless storms are all acceptable. The spiritual area will reflect the realm of the elemental spirit, creating miraculous environments of fire, water, air, metal, and earth.


If enough a tile is claimed (To the discretion of ST, affected players, and the Animists enacting the roleplay), it may be completely terraformed to represent the new transformation. 



-Dominion cannot be used in battle.

-Totems must be Player signed, marking their date and time to recharge.

-Totems must be in an accessible area.

-ST has full discretion on what can and cannot work for supernatural aspects within the area. The ST may approve a floating 10x10 building 8 blocks off the ground but not a 30x30 building 20 blocks off the ground and so forth. 

-Dominion can be undone by other taints/hexes from other Animists and Spirits so long as they have access to the initial ritual site or totem.

-Dominion can be undone by other forms of corruption(voidal tears/necromancy/mysticism)  so long as they have access to the initial ritual site or totem.

-Dominion can be undone by holy magic and forms of natural healing(Paladinism,blight healing, etc). A general rule is magics that affect the soul or can alter flora/fauna  so long as they have access to the initial ritual site or totem.

-In the later stages, as an area begins to develop, proof of roleplay is provided in screenshots for the ST

-Dominion’s supernatural effects can be undone by destroying the totems or any of the magical means provided.

-Dominion’s supernatural aesthetic features cannot be used in combat.





Dissipate [Ritual Spell] [Combative / Non-Combative]

At least 3 T3

8 Fruum

 Animists have the ability to halt and lessen storms and other environmental disasters invoked by blood mages and with ST discretion, other elemental storms and disasters. When approaching these natural disasters, Animists spend 6 emotes to attempt wresting control over the storm.  Four emotes channeling to their Elemental Spirit, speaking in Old Blah as aesthetic elemental features begin to build around the caster(i.e wind blowing, rain avoiding the caster, pebbles beginning to levitate) in a two block radius. Once the ritual is complete, the Animists roll against the blood mages,  each T5 Animist adding a +3 Modifier.



-ST have discretion on when storms can and cannot be stopped during events.

-Requires at least three T3 Animists of the appropriate type.

-Casting Dissipate prevents the shaman from casting for 1 IRL day.

-Can only be cast once per day.





Prayer [Boon] [Combative / Non-Combative]


A simple prayer removes one Fruum. This prayer involves at least four emotes of some ritual or utterance. This prayer can be done alone to remove 1 Fruum. If the prayer is done with other Animists or Adherents (3 Maximum) another additional Fruum is removed (Up to 3 maximum Fruum removed). Note that this can be done in battle. 



-Being interrupted, like any combat mage would have you forced to return back to the beginning. 

-Cannot be cast while severely wounded/impared.

-Can only be cast twice per OOC day.

-Prayer only works on those who participate through all 7 emotes, those who do not chant/pause whatever they are doing for all 7 emotes do not gain any effects from the spell.

-Prayer cannot be cast while moving.






Absolution [Combative Spell] [Boon]

[3 T4 Animists]


Sacrificing the enemies of the spirits; undead, Azdrazi and their heralds, siliti, and other aengudaemonic magics removes 5 Fruum from all users. Absolution must take place in the respective biome of the element’s type, or the target in question must be completely encased in the element (with specific exceptions).  Absolution will not work unless the material is present. Absolution can only be cast on the already captured or incapacitated.


Execution Requirements


Air: This cannot just be air, and instead must be another gas,or a place with extremely strong winds (think mountaintops, valleys, etc).
Water: The target must fully be submerged for the entire duration of the 7 emotes. (Oceans, Lakes, Rivers, Large Bodies of Water, the Tundra, Any elemental area of water/ice present in abundance).
Earth: The target must be in a pit or completely covered (buried alive) within rock/dirt/sand/etc.
Storm: A rainstorm, being trapped in highly conductive material, or other forms of aggressive, unnatural weather. This weather can be evoked in conjunction with the ritual for an additional 4 emotes, or done before the ritual takes place.
Fire: The target must be completely doused in fire or a flammable substance.
Metal: The target must be either encased or buried with ore or metal. 


Once the conditions are met for the execution, theAnimists present spend 3 Fruum, and may emote a great elemental act in an attempt to purge soul corruption, or kill the incapacitated.



- This spell is just a fancy form of execution for already captured and consenting players. This ability is already included in spirit walks in which WD and Farseer can purge Soul corruption with Scorthuz. The Elemental Spirits are stronger than Immortal, and thus rather than simply curing their enemies, their power destroys them. 

- This spell cannot be used in any other setting unless allowed by ST during an event.

- This is not a PK unless the target wishes for it.

- Adhere to the material requirements for the ritual of absolution (each element requires a different biome or substance to surround the target).








Pilgrimage [Boon] [Non-Combative]



Piligrimage is the means by which an Animist removes their Fruum. This is the most common way Animists seek to undo their Spiritual damage, by traveling to their respective element and meditating. So long as the Animist is in the correct biome, environment, or weather, they are able to cast this spell. Pilgrimage requires five emotes uninterrupted. This allows the Animist to remove two Fruum.


While the Animist is casting, they may emote aesthetic manipulation of the corresponding element, similar to a Farseer or Witchdoctor using Incitement. This has no effect beyond indicating the Animist is casting Pilgrimage.


Once the Animist reaches Tier three, this aesthetic effect may be expanded to influence the area around it in a 3x3. These would be minor aesthetic elemental effects, like shifting or motion of the corresponding elements.



- Cannot be cast during combat.

- Can only be cast once per day.





Reagents [Non-Combative]


Elementalist Reagents are created by a tedious process of craftsmanship and ritualistic worship, with each item having a distinct purpose behind its creation and ritual; However, the methods to reach the ends vary from shaman to shaman. As such, the reagents listed below are examples able to be crafted, with more unique reagents being allowed on a case-by-case basis with ST Approval. Reagents may  serve as a means of raising one’s Fruum threshold during ritual. 1 Reagent is equivalent to 1 Fruum.  This is to say that a T3 Animist using 3 Reagents within a ritual would have 8 total Fruum before collapsing.   An Animist may carry a maximum of four reagents on them at a time, and use a maximum of 4 within a single roleplay instance.  Reagents only work for one specific element and cannot be used to fuel other elemental spells. Utilizing Reagents within spells still invokes the negative effects of Fruum, merely a way for Animists to extend their power.




Effigy - Reagent used in most forms of Elementalism. These effigies are crafted by ritualistic means with the aid of an Animist,  calling upon the Elementalist’s patron to grant power within such. An Effigy is any living sacrifice or offering made in likeness to the Spirit. The Effigy must be chanted over for 6 emotes in order to grant 1 Fruum during the ritual.


[Fire] Blessed Oil / Shimmering Ashes - Reagents used in Flamecalling, these materials are formed by a ritualistic blood-sacrifice of an animal, or living being, within flames. These ashes are then mixed with smithing oil, or collected in their burning state and mixed with coal dust within a glass vial and kept until required.


[Water] Slurry / Steaming Mists - Reagents used in Watercalling, these materials are formed by ritualistic blood-sacrifice of an animal, or living being, via water-borne death. These states affect the rituals in which they can be used in, with slurry working on freezing attempts, and boiling water or mists affecting more heat-based watery casts.


[Air] Unpunctured Lungs - Reagents used in Windcalling, these materials are formed by ritualistic blood-sacrifices of a living creature capable of drawing breath. The creature slain must have their mouth and nose sealed prior to suffocation, in order to hold the most amount of air possible within their lungs, to be sewn shut and bound until required for casting.


[Storm] Fulgur Leaf- In places where lightning has struck, this plant thrives and flourishes. Useful in Stormcalling. The lightning must be evoked though events, evoked weather through spiritualism, or other compatible magics.


[Earth] Dust / Bone Dust - Reagent used in Earthcalling, these dusts are captured in a local terrain, or by the sacrifice of a living creature, by ritualistic means, grinding the terrain or bone into a thin dust-like state and collecting it within vials or clay pots for later usage in casting.


[Metal] Metallic Dusts / Metallic Shards - Reagents used in Metalcalling, these dusts or fragments are created by binding a spirits preferred metal into a collection of shards or dusts for later use in casting.


The Blood of Two [Reagent] [Non-Combative]


2 Fruum


This spell allows for T2 Animists to create a special kind of reagent. Through the mixture of blood, oil, spiritual blessings, and other aspects of their element,  Animists are able to create a substance that serves as an Elemental attractor. The elements are drawn to this substance, and serve purpose in the greater rituals; creating sigils for Creation, Evoke, Dominion, Sacred Flame. These sigils do not possess any powers beyond the ones described below. 


To make the ritual fluid, an Animist utilizes a large amount of blood, or symbolic ichor associated with the Element. The prospective Animist mixes the ritual fluid with 2 other ingredients attributed to their element. Normal reagents may be given the same properties as The Blood of Two, so long as the ritual takes place and the item is edited to describe its transformation.  These reagents would be player signed, and marked to only last for one IRL month. Any of the aesthetic effects described below are unusable within combat, and serve as ritual aesthetic.



Blood Like Air

Air animists are able to create a liquid which will rapidly evaporate upon contact with a surface. Air and other gasses are attracted to the liquid, which can cool hot surfaces. If added to other liquids, the substance will cause them to evaporate as well. The liquid can also be used in rituals to pull in additional air, creating a forceful wind current.

Blood Like Fire

Fire Animists are able to create a substance that serves as a fire starter. Fire easily spreads  to this substance, but it is NOT a molotov. It is simply a means of creating a volatile substance. 

This fluid serves purpose in greater rituals. This substance looks and smells like ash, though is viscous enough to spread like tar and paint. It would attract fire in a two block radius, before staying lit for 6 emotes or 6 narrative hours.

Blood Like Water 

Water Animists are able to create a fluid that serves as an attractor to other fluids. If prayed over for three emotes, it would be able to pull a maximum of 3 gallons of natural water from other inert liquids to use for ritual ceremonies in a three block radius. This water would be purified. Blood Like Water has little smell, save for the blood used in its instrumentation. 



Blood Like Iron 

Metal Animists would create a weak magnetic gel that serves in the creation and structure of their rituals. It cannot be used to produce or smith tools, and the magnetic effects wear off within 6 emotes of application. It would be able to pull small rock sized objects from a single block away.


Blood Like Storm

Storm Animists are able to create a fluid that reacts to the presence of storms. In the presence of an upcoming storm, the fluid would be attracted to the strongest point of the storm.  When soaked by rain (not water) the fluid will change color and mix accordingly.


Blood Like Earth

Earth Animists create an ink that serves within the rituals and rites with minor earthen effects. They make the ground tremble gently in a three block radius, as well as attracting small pebbles within a single block.




-Reagents are player signed, labeling their process and that they are worth 1 Fruum in rituals.

-Blood of Two's aesthetic effects have no use in combat.

-Utilizing Reagents within rituals still invokes the negative effects of Fruum.

-Any Reagent must be dated, and expires in 1 month.

-Reagents serve no combative purpose and cannot be used to harm others.

-As Reagents require either blood or great sacrifice, only 2 can be made per day per Animist.

-While an Animist can make an infinite number of Reagents, only 4 can be used at 1 time per shaman, invalidating hoarding them. Regardless, if you use a reagent, dispose of it after.






Evoke [Combative / Non-Combative]

[3 T5 + 2 T4]

40 Fruum


Animists are able to evoke the fantastical elements of their shamanic forefathers. Great feats marked the Elementalists of old, and so those adept in their arts sought to recreate their esoteric power.  Evoke must be led by a T5 Animist with at least two other  T5 Animists and T4 Animists present. These actions are a mere channeling of Elemental Spirits, and not their manipulation.  Instead, an effigy is empowered and channels the wrath of the Spirits, destroying the land around the ritual site.


 The abounding greed of the Elemental Spirits is capable of transforming the realm, but in doing so, avoids killing potential followers. Structures, flora, fauna, and land may succumb to the wrath of the Elemental Spirits, but not their followers. The dangers of Evoke harmlessly pass around the living.


To prove their worth to the Elemental in question, the Animists must continue to keep the ritual alive through their own Fruum.  To perform the ritual, Animists use the Blood of Two- miming a summoning ritual through the use of sacrifices, sigils, symbols and religious and icons. A ritual circle is drawn with the Blood of Two around the Effigy with respective Element they wish to use.


Once this circle is drawn, the Animists may choose to offer 40 Fruum to the effigy in whatever representative means(a mix of prayer, sacrifices, reagents, etc). They then roll a D20 to determine the ritual's success.


For Every:

T3 Animist: +1

T4 Animist: +2

T5 Animist: +3

Descendant Sacrifice: + 1

Enemies of the Spirits: +3


The group must roll a 13+ for the ritual to be successful. The Effigy would transform into an elemental representation of the Lesser Elemental Spirit and destroy the area.


If the group fails, a horrible reaction occurs causing an elemental catastrophe on the ritual participants. Generally. some form of permanent elemental damage, Remnant Hex or misfortune lasting 1 month.(A rain cloud following them). 


To reiterate, Animists perform a ritual upon an effigy. The ritual  requires the Blood of Two to indicate the elemental type, channeling their wrath into an effigy that destroys the surrounding area. This destruction will take the shape of the Lesser Elemental Spirit in question (i.e a wolf of fire burning down a forest).




Wildfire [Fire]

At the cost of animal fats and their own bodies, a group of Fire Animists are able to create an empowered effigy of their patron spirit to enact a wildfire. This wildfire is a mindless force that spreads fire for as long as the fats and their bodies (or sacrifices) are able to hold. 


Flood [Water]

At the cost of shells, other aquatic ornaments, and their own bodies, a group of Water Animists are able to create an empowered effigy of their patron spirit to enact a flood. This flood is a mindless force that spreads water for as long as the shells and their bodies(or sacrifices) are able to hold. 


Sculpt [Earth]

At the cost of gems, exotic ores, earth and their own bodies, a group of Earth Animists are able to create an empowered effigy of their patron spirit to create an elevation in topography. 


Fissure [Earth]

At the cost of gems, exotic ores, earth and their own bodies, a group of Earth Animists are able to create an empowered effigy of their patron spirit to create a fissure within the ground. 


Drought [Storm]

At the cost of reagents, sacrifice and their own bodies, a group of Storm Animists are able to create an empowered effigy of their patron spirit to banish the clouds from an area for a prolonged period of time. In this drought, crops may fail, fauna may die, and commonplace life may become difficult at the discretion of the PRO. 


Deluge [Storm]

At the cost of reagents, sacrifice and their own bodies, a group of Storm Animists are able to create an empowered effigy of their patron spirit to entice the clouds to an area for a prolonged period of time. In this deluge, clothes will always be damp, food and flora will rot, and the water may erode the landscape at the discretion of the PRO.


Corrode [Metal]

At the cost of weapons, armor, smithed tools, and their own bodies, a group of Metal Animists are able to create an empowered effigy of their patron spirit to infest the metal within a surrounding area. In this corruption, tools may dull or degrade and rust away entirely at the discretion of the PRO.


Tornado [Air]

At the cost of feathers,insect wings, and their own bodies, a group of Air Animists are able to create an empowered effigy of their patron spirit to create a twister, flinging whatever doesn’t have its roots firmly in the ground and ripping through structures with ease.




-Evoke may only be cast once a month, lest the damage burns them from the inside out.

-The evocation dies out once the group runs out of sacrifices/Fruum.

-This is a natural elemental evocation, there is no spiritual presence beyond the depiction of the Lesser Spirit.

-The evocation cannot be controlled, randomly lashing out at whatever fuel available.

-Evoke requires PRO consent or majority RO consent.

-Builds are not a mandated ST responsibility, and should be left up to the players affected by the roleplay.





Creation [Non-Combative]



The mortal makings of an Animist is a tricky process. To summon and bind the powers of the spirits to a mortal’s soul is to fundamentally change the way in which they see and perceive the world. Animists who are made through Creation are pacted to one spirit, but can undergo this difficult process multiple times for other pacts.  The teacher may begin with utilizing the Blood of Two to form the respective elemental sigils.


In this introductory phase the prospective student is placed within a circle of sigils and symbols - whether alchemical, religious, or shamanic, the intent is the important part. They would commit to performing a communion-like ritual; the teacher does not necessarily need to pact the Animist with the same lesser spirit they are pacted with. They merely must imbue the sigils with the element in question, whether physically, or metaphorically.


In a four emote chant to the Spirit, the elemental aesthetic twists the land around the teacher and their prospective student, a chance for them to peer into the divine. This encounter, a conflagration of power often ends with a large explosion or eruption of energy. This process is extremely painful, forever cutting open the student’s mind and body. They are made into occultic servants of the Spirits. This same process would be done for Animists to create Adherents, marking their non-shamanic brethren as scions of the Spirits.


Should someone betray the Spirits, disconnecting from Animism would result in permanent scars correlating to the Spirit they wronged. These marks would be unable to be removed, a scar placed on their soul by an Elemental Spirit.



-Cannot be done if the user already possesses a magic or CA incompatible with shamanism.

-This is an aesthetic ritual simply to begin teaching a student. Afterwards they can put up an MA.

-Cannot be done in combat.







Mental State

Air Animists are aloof and withdrawn. Their desire to spread the influence of their elemental spirit leaves them listless and wanderlust. In open areas or areas with great wind they are finally aroused from their general malaise. The winds guide them, leading them onto new places or into performing ascetic acts to further isolate themselves from the mortal realm. Air abandons the earthly tether, and becomes wind.



Cannot cast if covered in earth.

Must sing to the Air Spirits once a week.

Cannot cast while muted, or struggling to breathe.





Vent [Combative]


3 Fruum


An Air Animist can expunge fogs and airborne materials so long as a place to “vent” these substances exists(i.e they are not in a closed room). They must take two emotes to channel and connect with their Elemental Spirit after a third emote of chanting, and then a fourth emote of the substance in the air beginning to dissipate.  Two emotes later, and the volume of a small room (3x3) would be cleared. This technique would be effective in bringing forth new and fresh air into the area surrounding the shaman. This venting only lasts for four emotes, and will eventually return the air within the area to whatever was contained within it before. It is capable of expelling natural and magical toxins in the air, but the force of the wind itself is harmless. Vent does not displace oxygen, and cannot be used to extinguish fires, merely manipulate gasses away from the caster.



-Until the fourth emote, the air will not begin to clear up. Effects will still be present until the fifth emote.

-Cannot be used while moving.

-Vent has no actual harm to those around it. 

-Vent does not remove air from an area, it merely displaces the air around a shaman and immediately replaces it with new air. This cannot be used to suffocate people or extinguish fires.

-Whatever was displaced by the air spell will immediately return once the spell is finished should their effects remain after the venting.





Mental State


Once someone becomes a Fire Animist, their emotions are amplified by the flame itself. They are wild, fervent, and eternally passionate. In the presence of flame their pupils dilate and they are drawn into intense trances and euphoric states. This however, leads to pyromaniacs and manic folk, keen on casting the earth into fire. Their emotions control them far greater, a mental affliction that must guide their actions and cause them to pursue and protect flame.



No uncooked food. 

Flame Animists are forbidden to put out fires and cannot cast if soaking wet.

Unable to cast in adverse weather conditions like high winds, rain, snow, etc




Hot Hands [Non-Combative]




After pacting with the Elemental Spirit of Fire one is able to heat objects through touch. It heats up too slowly for use in combat, but can serve a cook or nomad. This spell does not work on anything magical, save for spiritual items of the same elemental subtype. To utilize the spell, the animist must contact the Elemental Spirits through prayer and worship. Like shamans past, it involves chanting in Old Blah or other derivatives of spiritual tongues. The shaman must touch the object and continue a chant for 3 emotes. Once the chant is completed, the shaman's hands would remain warm indefinitely.  This allows for heat to be transferred but does not allow any direct flame to be invoked from the spell. For example,  wood could be turned into a hot bed of coals or a kettle of water boiled. 



-This spell is non combative and does not produce any direct flame. 

-This spell is the equivalent of using a magnifying glass to light something and would not produce burns or harm nearby observers.

-Hot Hands alone does not generate enough Heat for the user to resist the cold or inclement weather.

-Hot Hands can only heat materials to smoldering, it will never burn unless non-magical means are taken

-Hot Hands can only heat up items contained within or no larger than 1 cubic meter.

-Hot Hands cannot superheat  thick metals or other heat conductive materials. It is limited to  objects as thin or thinner than an average knife. 


Sacred Flame [Non-combative]

[2 T4 Animists]

6 Fruum and 6 Blood Like Fire


Bless an individual to be unharmed by mundane flames and fires. To do so, two T4 Animists would begin a ritual ordaining the participant with symbols of fire. This could be symbolic- ashen sigils, or literal, with brands. After 3 emotes of this initial inscription, the Animists utilize the Blood of Two to empower their target. After 3 emotes of chanting in Old Blah, the target is blessed for 10 emotes. They gain a slight tolerance to fire in which mundane heat and flame does not sear the flesh. The inscription used on the target will glow for as long as the blessing is active.  This spell cannot be used in combat, and will immediately deactivate once combat begins.



-This cannot be used in combat by any means and simply serves as a way for Fire Animists to be more in tune with their Spirit. 

-Anything hotter than a campfire would still bring pain and injury, although the degrees of the burn itself are reduced by 1(i.e a second degree burn to a normal person would only be a first degree burn while this blessing was active).

-If combat is to start the blessing deactivates immediately.








Mental State

The mind of a metal animist is one driven by industry and constant refining. They are guided by obsessive compulsive disorder. Metal animists are often characterized with obsessive behaviors that guide them in different areas of life. For example, some metal animists may be obsessed with organization while another may be obsessed with cleanliness. These themes vary from individual to individual, however when disrupted, any metal animist may be emotionally triggered.



-Must forge, repair or cast a tool once a week.

-Cannot cast if in a storm or adverse weather.

-You hold forges and other large pieces of metalwork with great reverence





[T2] Metal Stitching [Non-Combative]

3 Fruum

The caster touches a scratched or cracked metal object, concentrating his efforts to repair its form. In the course of three emotes, the metal will slowly shift to repair the damaged portion. Outside of repairs, this ability can be used to resharpen any weapons or objects. To Stitch Metal, the target would take a Metal Elemental Reagent to repair the metal over four emotes of prayer. The actual emote of repair would take place at the end of four emotes, fixing a scratched or cracked metal object.



-Does not work on node/higher tier materials, this includes Thanhium, Carbarum, all densities of Boomsteel, etc

-Cannot fix objects that are substantially damaged or broken into two or more pieces.

-Cannot work on materials that are not metal.

-Cannot sharpen a weapon beyond the capabilities of a whetstone. 

-Cannot be used in player combat, but can be used with ST discretion during events.


 [T3] Iron Arm [Non-Combative]

4 Fruum


One of the caster's arms becomes as hard and durable as iron. It doesn't become any heavier, so it doesn't do any extra damage if you use it for karate chops or punches. You can't bend it, so it's stuck in the same shape as when you cast it. But you can stick it in the fire and it won't burn. Iron Arm lasts as long as the shaman intends to hold their arm out in the same position.

To cast Iron Arm, the caster must soak their hand in Earth Like Blood and cast over it for four emotes. Once they release it from the substance, the hand would be coated in a thin sheet of metal.



-It only weighs as much as your hand, and provides as much strength and your swing- you cannot parry foes stronger than you simply because your arm is made of iron.

-It cannot be used in combat, and would disappear once the combat begins.

-Normal punctures and getting beneath the surface is still possible, and the caster would still feel pain from all of these interactions.

-Provides no immunity or effect to alchemy or magic.






Mental State

Earth Animists are the most steadfast of other Animists. In spending so much time resting upon the Spirit you are pacted with, a deep sense of appreciation and connection with the ground and its depths leads many to reject modernity, or to sculpt a new world of rock and stone in their image.  This facade is easily eroded, and often leads Earth Animists toward compulsive vices far more in order to cope. 



Earth Animists cannot cast if in a storm.

Earth Animists must spend half their time sleeping outside.

Earth Animists have an intense fascination and reverence for jewels and gemstones.




Transmute [Non-Combative]


Earth Animists can transmute mundane forms of Earth with the presence of Earth Like Blood and a ritual that requires them to touch the surface they are manipulating. In inscribing it with simple sigils and symbols, they are able to turn rock into sand, or mud into dirt, and vice versa.  A single Animist may transmute a space of 2 blocks, but each additional Animist may add another two blocks if they work in tandem.



The area or object is soaked in Earth Like Blood

The shaman chants or performs religious action for 4 emotes, Old Blah  is a must.

At the start of the fourth emote, the transmutation begins to occur.



-Cannot be used in combat

-Cannot be used to break into or exploit normal minecraft mechanics.

-Requires build perms or RO permission, ST will not build transmuted objects.

-Transmute cannot be used to sense things around or beneath the Animist.

-Requires proof of Earth Like Blood before use.

-Limited to mundane earthen materials like dirt, mud, sand, etc (Who is sandy loam?)








Mental State

Water Animists, like their element, are malleable.  While the sane may describe their behavior as mood swings, Water Animists flow down the path of singular emotion until something blocks them. This may lead to extended periods of depression, or a torrent of anger.



Cannot cast if on fire or completely dry.

Water Animists must take a pilgrimage once a month to the largest body of water in their area.






[T3] Purify [Non-Combative]

3 Fruum

Purification for Water Animists involves using the elemental spirit of water to rapidly ‘boil’ a liquid, such as water, and to clear impurities from it. It will leave behind minimal minerals and kill any mundane disease inside water or water based drinks. This water, after being purified, will also be devoid of any alcohol, medium strength poison, or otherwise flavor. It will become simple water. 


With three T3 animists, they may purify large lake sized bodies of water- undoing mundane poisons,  filtering undrinkable water and making it potable. First, a ritual circle with Blood Like Water is drawn around the Animists. Over the course of 3 emotes, the Animists incite their Elemental Spirit to cleanse the water in Old Blah. At the end of the emotes, the water is cleansed. 


The removal of magically tainted water would only be possible at Tier 5 and would only affect necromantic and voidal corruption within water. Cleansed water in this way would only provide half the potable water normal purify would provide.  



Cannot be used in combat 

Magical purification is limited to T5, as well as voidal and necromantic corruption. 


[T5] Preserve [Non-Combative]

8 Fruum

An Animist is able to preserve living animals/plants within blocks of ice so long as they perform the ritual once every OOC month. The item is unnaturally preserved by ice and maintains its natural functions for the duration. This does not work on any Descendants, beings with greater souls, or interact with any magics incompatible with shamanism. It does not preserve the soul, or any materials not of the Mortal Realm. To utilize Preserve, Animists utilize the Blood of Two and mundane ice to create a ritual site.This is commonly some kind of icebox or formation of ice and snow at least 3x3, and no larger than 5x5. An Animist must mark the outer edges of the pit or container, before spending 6 emotes over it in form of praise to their Elemental Spirit. The chest would then be Player-signed to show the ritual date and expiration(1 month).  Each time the ritual is redone, the container is resigned. The container can be moved, but cannot be exposed to the light of day or any mundane heat( a torch or fire) or would begin to melt entirely over the course of 3 emotes. Once melted, the materials inside would degrade as normal, requiring the ritual to be redone.



-Cannot be used in combat

-The freezing ritual lasts 1 month

-Cannot be used on items incompatible with shamanism, or to preserve descendants/CAs, and whatever other playable characters may exist. 

-Requires Player signature

-Sunlight and any heat(mundane or magical) will cause the container to melt. 





Mental State

Storms are a unique and capricious feature of the natural realm. Their volatility is seen in the crests of light that arc across the sky, and in the thunderous bellows left in their wake. To wield and understand the power of Storms is a great feat that leaves Storm Animists the most volatile and ascetic of their shamanic kin.  They are storm chasers, finding immense pleasure in hunting down storms, despite the danger. 


Cannot cast if covered in metal or conductive materials.

Storm Animists must spend one day per week praising the Spirits within a storm. Mundane storms are acceptable to roleplay so long as they are purely aesthetic and not during combat.






Precipitate [Non-combative]


2 Fruum

Storm Animists are able to create a 5x5 cloud of precipitation that can be used to water crops, or perform minor acts of rain. It cannot be used to evoke lightning, or create powerful storms. To do so, they would fill a bottle with the Blood of Two, an elemental reagent, and water, mixing it while chanting over the spell. After 3 emotes of doing so, the bottle would darken and take on the appearance of clouds. It is then released from the bottle as a cloud that can travel around for 9 emotes, dispersing about 10 gallons of water.



-The clouds must manifett within a three block radius.

-Water is mundane and possesses no extra effects.


Raindance [Combative]

2 T3

10 Fruum 

The rain dance is essential in many Storm Animist rituals. The raindance, over the course of 8 emotes, evokes a powerful rainstorm. This ritual will require Blood Like Storm to create a ritual site. It is here the Storm Animists perform their ritual to usher or beckon a storm from the clouds. The ritual may vary each time; from effigy manipulation to sacrifices, once the emotes are complete the clouds begin to darken and rain may come down should they each roll a d10 and get higher than a 10 combined. This spell may be cast in combat but will have no effects beyond mundane rain. 



-Cannot be used to evoke lightning 

-Rain is completely mundane






Though the spirits are always within constraint strife and conflict, they understand one thing. Power is what allowed the Spirits to surmount Apohet, the belief in their power halts their endless conflict, and allows some of the elemental spirits to work together- albeit sparingly. 


When multi-pacting, every two pacts will take a magic slot. They no longer can use the ability Pilgrimage, and still are subjected to normal casting rules (cannot cast two different spells at the same time). 



CloakedSphere, Krunos10, Areontrade, YourCorvus, Astrophysical

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So fire elementalists would be afraid of water and then die of dehydration?

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Yes gawd +10

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wubh dah zkah? too many words. I'll read it to my grandkids in 2078 

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10/10 would learn.

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Who is sandy loam...

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I feel like base shamanism and its subsects could use some heavy work before even more stuff is added onto it. Though I understand the want for new stuff, there is already quite a lot of content with the lore as it stands (though again, yes I understand there was more in the past).

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This fills a hole in shamanism lore. It has very little combat mechanics but rather focuses on providing great RP for the server. + 100000000000

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36 minutes ago, BobBox said:

I feel like base shamanism and its subsects could use some heavy work before even more stuff is added onto it. Though I understand the want for new stuff, there is already quite a lot of content with the lore as it stands


I agree! If you want to tackle subtypes and discuss my general ideas for shamanism I'm more then interested. It's why I submitted the amendment to fix farseer and clarified Spirit pacting to begin the process of hammering out some of the looser parts of shamanism.  I don't mean to make every submission an addition to a shaman's power or "new stuff" (why its completely non-combative).  I've tried asking, or least beating my head against a wall in terms of constantly submitting shamanic stuff, but there's no real answer on what that "heavy work" is.  The closest to understanding what that work is has been talking with Kalehart, because it feels like most of the ST don't like and/or don't understand shamanism.


I think Witchdoctor is currently the most stable, followed by Farseer, and then lutauman(my poor boy).  In writing this, I want to encourage a lot of the old shamanic community to return, as well as make Farseers and Witchdoctors more stable/address some of the heavy work that needs to be done.   I think this submission would at least give a majority of players who feel like shamanism is "dead" a means of preserving what makes the magic good without devolving it into disabling characters or reckless powergaming.


Currently Elemental Spirits have no use or real functionality for any of the subtypes, despite being the most common place in the past and arguably one of the most popular and introductory aspects of shamanism as a whole. Since I've already submitted most of what I plan to engage with (so many lutaumancy denies), I plan on reframing my orcish/shamanic compendium so that I'll have some submissions to address the holes currently in shamanism. 


Any kind of feedback or discussion, especially on this submission is always appreciated. 

16 minutes ago, ThatFunkyBunch said:

How would this work for existing elementalist? Would they no longer have their pacts with the lesser elemental spirits and have to regain an MA for Animism?


In a previous rendition of this magic, I actually had different subtypes and magic groups have an impact and effect on rituals and how much Fruum an individual possessed. Someone who was formerly an elementalist would have more Fruum because they had already pacted with the Spirits in the past and utilized many of these spells and rituals. The same would be true for dark shamans, witchdoctors, farseers, blood mages, and alchemists but I think it muddied the waters and made the magic too much of a numbers game as well as grossly inflating some older characters into ridiculous territory with how much Fruum they had.  I think it would also be cool to look through all the old MAs for elementalism and reward/inform people on such but its too messy and too complicated. For simplicity's sake, everyone is just going to start from scratch, since Elemental Spirits haven't really been used in centuries. 

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