Shaman - Class Tree

Shaman (Not Playable in Starter Set)

Spirit-world intermediaries who bridge the gap between the living and the ancient, Shamans channel elemental forces, ancestor spirits, and deep earth magic through rituals, mantras, and voodoo-adjacent mysticism, as comfortable calling lightning through a tribal drum as they are raising the bones of the fallen to serve their cause or whispering fire through their own breath.

Place Holder awaiting Image.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Alignment: Alignments range from Lawful, Moral, Ambivalent, Amoral and Evil, and are Path and Branch Dependent.

To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).

Higher Power: Path Dependent (see Path below)

Shaman's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.

To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.

To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).

Favored Races:
Troll (Sand) +5, Drevane +5, Leshy +5, Skrath +5, Dwarf (Common)† +5, Human† +5, Halfling† +5

†Dwarf, Human, and Halfling Playable with Starter Set.

Averse Races: Omnè -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Totem Rite, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Ancestor's Call, Once Per Day the Shaman summons the spirits of their lineage, healing all allies within earshot for an amount equal to their Willpower SCR.

Extra 1d6 + LVL spirit damage on Critical Hits.
Once per encounter, Shamans can Flourish their totem that lowers their target's Resistance at a number equal to their Intuition SCR.

Shamans get +5 feet their base movement speed, once per encounter.

Shamans get +4 plus their KNOWLEDGE SCR on Knowledge checks involving spirit lore.


Shaman Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Medicine Man - A Shaman who draws on ancestral spirits and the bones of the fallen to heal and empower their tribe.
  Alignment: Moral
  Observance: Service and care. Devotion is spent on other people rather than performed.
  Will not share a Character with: Evil and Amoral.
  The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
  a. Ancestral - A Medicine Man who calls on ancestor spirits for guidance and protection.
  b. Bone Collector - A Medicine Man who draws power from the bones and remains of the fallen.
  c. Earthbound - A Medicine Man rooted deeply in the land itself, drawing strength from the earth underfoot.
ii. Primordial - A Shaman who channels the raw forces of sky and storm into devastating elemental power.
  Alignment: Ambivalent
  Observance: None. Ambivalent Paths answer to no god and no patron at all.
  No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
  a. Astromancer - A Primordial Shaman who reads and channels power from the stars themselves.
  b. Stormbringer - A Primordial Shaman who calls down storms to scour the battlefield.
  c. Whisperer - A Primordial Shaman who hears the land's own voice, translating it into guidance and warning.
iii. Ritualist - A ritual-focused Shaman who binds curses and blessings alike through careful ceremony.
  Alignment: Evil
  Observance: Offering and dominion. Devotion is paid in what it costs someone.
  Will not share a Character with: Lawful and Moral.
  The Higher Power bonus requires holding Evil exactly, and that same base carries through all three of its Branches below.
  a. Ceremonial - A Ritualist who channels power through careful, formal rite rather than raw instinct.
  b. Hexbinder - A Ritualist who specializes in binding lasting curses onto their enemies.
  c. Runecrafter - A Ritualist who binds power into runes, empowering allies or cursing foes at a distance.

Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Alchemist, Apothecary, Witchcrafter

No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Shaman Tier Armaments
Select to Expand Armaments
Armor Threshold (Tier): Light Grade. Armor heavier than Light will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).

Weapon Proficiency (Tier): Variant: Telluric. Type: Magic. Hand: 2h, 1h (Main), or 1h (Off) with Bone Rattle or Buckler. Distance: Melee. Style: Blunt (Totem or Stave). Forbidden: All Variants outside Telluric. Tactical Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.

▾ Collapse Armament


Shaman Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference. Weapon Type: Tactical for Martial, Magic for Spell (Martial is totem-blows and spirit-guided strikes, not weapon technique alone).
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Tier Abilities (Shaman)
Expand Ability Tree
LVL 1 Shaman Tier Ability †
Select to Expand Abilities
† For Paths see LVL 3 Tier Abilities Below
Martial AbilitiesSpell Abilities
  • (Slot A) Ash-Bound Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond
    Cost: 2 Stamina
    Uses: Unlimited
    A quick shuffle through kicked-up ash timed to the totem's swing, a Shaman's earliest lesson in reading a spirit mid-fight... refer to Ability Card.
  • (Slot B) Ash-Kicked Cut
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown through kicked-up ash, timed to the totem's swing... refer to Ability Card.
  • (Slot C) Ash-Bound Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held while reading a spirit mid-fight... refer to Ability Card.
  • (Slot A) Spirit Ward
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A spirit read mid-fight, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Ash Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A burst of kicked-up ash loosed at a foe... refer to Ability Card.
  • (Slot C) Spirit Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from a spirit read mid-fight, self or ally... refer to Ability Card.

†See Ability Cards for LVL 1.5 midpoint Abilities.

LVL 2 Shaman Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Drum-Call Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond
    Cost: 2 Stamina
    Uses: Unlimited
    A totem-beat timed to throw an enemy off their own rhythm, a Shaman's earliest taste of the spirit-world's own rhythm... refer to Ability Card.
  • (Slot B) Drum-Call Cut
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond
    Cost: 2 Stamina
    Uses: Unlimited
    A cut timed to throw an enemy off their own rhythm... refer to Ability Card.
  • (Slot C) Drum-Call Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held to the spirit-world's own rhythm... refer to Ability Card.
  • (Slot A) Rhythm Ward
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    The spirit-world's own rhythm drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Drum-Call Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A totem-beat loosed to throw an enemy off their own rhythm... refer to Ability Card.
  • (Slot C) Rhythm Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from the spirit-world's own rhythm, self or ally... refer to Ability Card.

†See Ability Cards for LVL 2.5 midpoint Abilities.

LVL 3 Shaman Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Ember-Bound Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond
    Cost: 2 Stamina
    Uses: Unlimited
    A burst of ember-ash kicked up mid-step, a Shaman's earliest reach into the flash between one world and the next... refer to Ability Card.
  • (Slot B) Ember Cut
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond
    Cost: 2 Stamina
    Uses: Unlimited
    A cut struck in the flash between one world and the next... refer to Ability Card.
  • (Slot C) Ember-Bound Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held in the flash between one world and the next... refer to Ability Card.
  • (Slot A) Ember Ward
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    The flash between one world and the next drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Ember Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A burst of ember-ash loosed at a foe... refer to Ability Card.
  • (Slot C) Ember Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from the flash between one world and the next, self or ally... refer to Ability Card.
Shaman Paths †
† For Branches, refer to LVL 20 of each Path
i. Medicine Man (Penalties and Bonuses TBA)
Alignment: Moral
Higher Power: TBA (Moral)
A Shaman who draws on ancestral spirits and the bones of the fallen to heal and empower their tribe. (LVL 4-20)
(see Medicine Man Path and Branch Abilities Below)
Medicine Man Path
Select to Expand Armaments
Weapon Proficiency (Culture, Medicine Man) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Medicine Man):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Ancestral Hide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Medicine Man Branches
◆ Ancestral (LVL 21-30)
A Medicine Man who calls on ancestor spirits for guidance and protection.
Ancestral Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Ancestral Branch chosen at LVL 21 - see Ancestral above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Ancestral Branch chosen at LVL 21 - see Ancestral above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Bone Collector (LVL 21-30)
A Medicine Man who draws power from the bones and remains of the fallen.
Bone Collector Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Bone Collector Branch chosen at LVL 21 - see Bone Collector above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Bone Collector Branch chosen at LVL 21 - see Bone Collector above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Earthbound (LVL 21-30)
A Medicine Man rooted deeply in the land itself, drawing strength from the earth underfoot.
Earthbound Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Earthbound Branch chosen at LVL 21 - see Earthbound above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Earthbound Branch chosen at LVL 21 - see Earthbound above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Medicine Man Abilities (Shaman Tier)

Expand Ability Tree Paths
LVL 4 Shaman - Medicine Man Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Ancestor's Touch
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft
    Cost: 2 Stamina
    Uses: Unlimited
    The ember-ash burst kicked up further still, a Medicine Man's earliest proof that the ancestors carry more than memory... refer to Ability Card.
  • (Slot B) Ancestor's Cut
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cut kicked up from ember-ash, the ancestors carrying more than memory... refer to Ability Card.
  • (Slot C) Ancestor's Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with the ancestors carrying more than memory... refer to Ability Card.
  • (Slot A) Ancestor's Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    The ancestors' own memory drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Ancestor's Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    An ember-ash burst loosed at a foe, the ancestors carrying more than memory... refer to Ability Card.
  • (Slot C) Ancestor's Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from the ancestors' own memory, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Shaman - Medicine Man Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Elder's Touch
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A blessing drawn from elders who never moved from where they fell, a Medicine Man's earliest lesson in what a blessing can undo... refer to Ability Card.
  • (Slot B) Elder's Cut
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A cut drawn from elders who never moved from where they fell... refer to Ability Card.
  • (Slot C) Elder's Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with what a blessing can undo... refer to Ability Card.
  • (Slot A) Elder's Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A blessing from elders who never moved, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Elder's Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A blessing drawn from elders, loosed at a foe as what it can undo... refer to Ability Card.
  • (Slot C) Elder's Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from what a blessing can undo, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Shaman - Medicine Man Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Judging Breath
    A cleansing rite carried on the same breath as its judgment, deciding what a curse deserves before it's lifted... refer to Ability Card.
  • (Slot B) Judging Cut
    A cut thrown on the same breath as a cleansing rite's judgment... refer to Ability Card.
  • (Slot C) Judging Guard
    A guard held while deciding what a curse deserves before it's lifted... refer to Ability Card.
  • (Slot A) Judging Aegis
    A cleansing rite drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Judging Bolt
    A cleansing rite loosed at a foe, deciding what a curse deserves before it's lifted... refer to Ability Card.
  • (Slot C) Judging Renewal
    A renewal carried on the same breath as a cleansing rite's judgment, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Shaman - Medicine Man Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Ancestors' Call
    The ancestors called mid-rite, marking a target for whatever comes next... refer to Ability Card.
  • (Slot B) Ancestors' Cut
    A cut thrown at a target marked for whatever comes next... refer to Ability Card.
  • (Slot C) Ancestors' Guard
    A guard held while the ancestors are called mid-rite... refer to Ability Card.
  • (Slot A) Ancestors' Aegis
    The ancestors called mid-rite, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Ancestors' Bolt
    The ancestors called mid-rite, loosed at a target marked for whatever comes next... refer to Ability Card.
  • (Slot C) Ancestors' Renewal
    A renewal drawn while the ancestors are called mid-rite, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Shaman - Medicine Man Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Ancestors' Judgment
    Medicine Men judge and cleanse in the same breath, marking a target for the ancestors' final word... refer to Ability Card.
  • (Slot B) Ancestors' Judgment Cut
    Medicine Men strike whoever's marked for the ancestors' final word... refer to Ability Card.
  • (Slot C) Ancestors' Judgment Guard
    Medicine Men guard while judging and cleansing in the same breath... refer to Ability Card.
  • (Slot A) Ancestors' Judgment Aegis
    Medicine Men shield while judging and cleansing in the same breath, self or ally... refer to Ability Card.
  • (Slot B) Ancestors' Judgment Bolt
    Medicine Men judge and cleanse at range, marking a target for the ancestors' final word... refer to Ability Card.
  • (Slot C) Ancestors' Judgment Renewal
    Medicine Men mend while judging and cleansing in the same breath, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Shaman - Medicine Man Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Ancestral (LVL 21-30)
A Medicine Man who calls on ancestor spirits for guidance and protection.
Branch: Ancestral Abilities (Medicine Man Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Ancestral Branch continues this Path's progression exclusively through LVL 30.
◆ Bone Collector (LVL 21-30)
A Medicine Man who draws power from the bones and remains of the fallen.
Branch: Bone Collector Abilities (Medicine Man Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Bone Collector Branch continues this Path's progression exclusively through LVL 30.
◆ Earthbound (LVL 21-30)
A Medicine Man rooted deeply in the land itself, drawing strength from the earth underfoot.
Branch: Earthbound Abilities (Medicine Man Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Earthbound Branch continues this Path's progression exclusively through LVL 30.
ii. Primordial (Penalties and Bonuses TBA)
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A Shaman who channels the raw forces of sky and storm into devastating elemental power. (LVL 4-20)
(see Primordial Path and Branch Abilities Below)
Primordial Path
Select to Expand Armaments
Weapon Proficiency (Culture, Primordial) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Primordial):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Stormhide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Primordial Branches
◆ Astromancer (LVL 21-30)
A Primordial Shaman who reads and channels power from the stars themselves.
Astromancer Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Astromancer Branch chosen at LVL 21 - see Astromancer above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Astromancer Branch chosen at LVL 21 - see Astromancer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Stormbringer (LVL 21-30)
A Primordial Shaman who calls down storms to scour the battlefield.
Stormbringer Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Stormbringer Branch chosen at LVL 21 - see Stormbringer above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Stormbringer Branch chosen at LVL 21 - see Stormbringer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Whisperer (LVL 21-30)
A Primordial Shaman who hears the land's own voice, translating it into guidance and warning.
Whisperer Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Whisperer Branch chosen at LVL 21 - see Whisperer above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Whisperer Branch chosen at LVL 21 - see Whisperer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Primordial Abilities (Shaman Tier)

Expand Ability Tree Paths
LVL 4 Shaman - Primordial Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Storm-Drum Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall
    Cost: 2 Stamina
    Uses: Unlimited
    A crack of thunder called down through the totem itself, a Primordial's earliest proof that the sky answers when called... refer to Ability Card.
  • (Slot B) Storm-Drum Cut
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall
    Cost: 2 Stamina
    Uses: Unlimited
    A cut called down through the totem itself... refer to Ability Card.
  • (Slot C) Storm-Drum Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held while the sky answers when called... refer to Ability Card.
  • (Slot A) Storm Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Lightning
    Cost: 2 Mana
    Uses: Unlimited
    A crack of thunder drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Storm-Drum Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Lightning
    Cost: 2 Mana
    Uses: Unlimited
    A crack of thunder called down through the totem, loosed at a foe... refer to Ability Card.
  • (Slot C) Storm Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Lightning
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from the sky answering when called, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Shaman - Primordial Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Thunderclap Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall
    Cost: 3 Stamina
    Uses: 3/Round
    A crack of thunder channeled through totem and bone alike, a Primordial's earliest taste of a storm not yet fully theirs... refer to Ability Card.
  • (Slot B) Thunderclap Cut
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall
    Cost: 3 Stamina
    Uses: 3/Round
    A cut channeled through totem and bone alike... refer to Ability Card.
  • (Slot C) Thunderclap Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with a storm not yet fully theirs... refer to Ability Card.
  • (Slot A) Thunderclap Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Lightning
    Cost: 3 Mana
    Uses: 3/Round
    A storm not yet fully theirs, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Thunderclap Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Lightning
    Cost: 3 Mana
    Uses: 3/Round
    A crack of thunder channeled through totem and bone alike, loosed at range... refer to Ability Card.
  • (Slot C) Thunderclap Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Lightning
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from a storm not yet fully theirs, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Shaman - Primordial Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) First Crack
    The first crack of a coming storm called down, letting the sky answer before the storm even breaks... refer to Ability Card.
  • (Slot B) First Crack Cut
    A cut thrown at the first crack of a coming storm... refer to Ability Card.
  • (Slot C) First Crack Guard
    A guard held before the storm even breaks... refer to Ability Card.
  • (Slot A) First Crack Aegis
    The first crack of a coming storm drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) First Crack Bolt
    The first crack of a coming storm loosed at a foe before it even breaks... refer to Ability Card.
  • (Slot C) First Crack Renewal
    A renewal drawn before the storm even breaks, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Shaman - Primordial Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Gathering Storm
    A target marked beneath a gathering storm, letting the sky itself decide when to strike... refer to Ability Card.
  • (Slot B) Gathering Cut
    A cut thrown at a target marked beneath a gathering storm... refer to Ability Card.
  • (Slot C) Gathering Guard
    A guard held while the sky itself decides when to strike... refer to Ability Card.
  • (Slot A) Gathering Aegis
    A gathering storm drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Gathering Bolt
    A gathering storm loosed at a target, letting the sky itself decide when to strike... refer to Ability Card.
  • (Slot C) Gathering Renewal
    A renewal drawn while the sky itself decides when to strike, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Shaman - Primordial Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Sky's Mark
    Primordials call down storm and static, marking a target for the sky itself to answer... refer to Ability Card.
  • (Slot B) Sky's Mark Cut
    Primordials strike whoever's marked for the sky itself to answer... refer to Ability Card.
  • (Slot C) Sky's Mark Guard
    Primordials guard while calling down storm and static... refer to Ability Card.
  • (Slot A) Sky's Mark Aegis
    Primordials shield while calling down storm and static, self or ally... refer to Ability Card.
  • (Slot B) Sky's Mark Bolt
    Primordials call down storm and static at range, marking a target for the sky to answer... refer to Ability Card.
  • (Slot C) Sky's Mark Renewal
    Primordials mend while calling down storm and static, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Shaman - Primordial Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Astromancer (LVL 21-30)
A Primordial Shaman who reads and channels power from the stars themselves.
Branch: Astromancer Abilities (Primordial Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Astromancer Branch continues this Path's progression exclusively through LVL 30.
◆ Stormbringer (LVL 21-30)
A Primordial Shaman who calls down storms to scour the battlefield.
Branch: Stormbringer Abilities (Primordial Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Stormbringer Branch continues this Path's progression exclusively through LVL 30.
◆ Whisperer (LVL 21-30)
A Primordial Shaman who hears the land's own voice, translating it into guidance and warning.
Branch: Whisperer Abilities (Primordial Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Whisperer Branch continues this Path's progression exclusively through LVL 30.
iii. Ritualist (Penalties and Bonuses TBA)
Alignment: Evil
Higher Power: TBA (Evil)
A ritual-focused Shaman who binds curses and blessings alike through careful ceremony. (LVL 4-20)
(see Ritualist Path and Branch Abilities Below)
Ritualist Path
Select to Expand Armaments
Weapon Proficiency (Culture, Ritualist) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Ritualist):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Ritual Bindings).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Ritualist Branches
◆ Ceremonial (LVL 21-30)
A Ritualist who channels power through careful, formal rite rather than raw instinct.
Ceremonial Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Ceremonial Branch chosen at LVL 21 - see Ceremonial above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Ceremonial Branch chosen at LVL 21 - see Ceremonial above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Hexbinder (LVL 21-30)
A Ritualist who specializes in binding lasting curses onto their enemies.
Hexbinder Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Hexbinder Branch chosen at LVL 21 - see Hexbinder above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Hexbinder Branch chosen at LVL 21 - see Hexbinder above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Runecrafter (LVL 21-30)
A Ritualist who binds power into runes, empowering allies or cursing foes at a distance.
Runecrafter Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Runecrafter Branch chosen at LVL 21 - see Runecrafter above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Runecrafter Branch chosen at LVL 21 - see Runecrafter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Ritualist Abilities (Shaman Tier)

Expand Ability Tree Paths
LVL 4 Shaman - Ritualist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Rune-Bound Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft
    Cost: 2 Stamina
    Uses: Unlimited
    A totem-blow marked with a carved rune before the flare ever settles, a Ritualist's earliest proof that a rune outlasts a blow... refer to Ability Card.
  • (Slot B) Rune-Bound Cut
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cut marked with a carved rune before the flare ever settles... refer to Ability Card.
  • (Slot C) Rune-Bound Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with a rune that outlasts a blow... refer to Ability Card.
  • (Slot A) Rune-Bound Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A carved rune drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Rune-Bound Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A carved rune loosed at a foe before the flare ever settles... refer to Ability Card.
  • (Slot C) Rune-Bound Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from a rune that outlasts a blow, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Shaman - Ritualist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Runescored Strike
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft
    Cost: 3 Stamina
    Uses: 3/Round
    A rune carved straight into the totem itself, a Ritualist's earliest taste of a rite that outlives the totem itself... refer to Ability Card.
  • (Slot B) Runescored Cut
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft
    Cost: 3 Stamina
    Uses: 3/Round
    A cut carved straight into the totem itself... refer to Ability Card.
  • (Slot C) Runescored Guard
    ATTKRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with a rite that outlives the totem itself... refer to Ability Card.
  • (Slot A) Runescored Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A rite that outlives the totem itself, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Runescored Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A rune carved straight into the totem, loosed at a foe... refer to Ability Card.
  • (Slot C) Runescored Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from a rite that outlives the totem itself, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Shaman - Ritualist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Whispering Head
    A hovering head that whispers a name long before the rite begins, marking who the Ritualist has already judged... refer to Ability Card.
  • (Slot B) Whispering Cut
    A cut thrown at whoever the Ritualist has already judged... refer to Ability Card.
  • (Slot C) Whispering Guard
    A guard held while a hovering head whispers a name long before the rite begins... refer to Ability Card.
  • (Slot A) Whispering Aegis
    A hovering head's whisper drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Whispering Bolt
    A hovering head whispers a name, loosed at whoever's already judged... refer to Ability Card.
  • (Slot C) Whispering Renewal
    A renewal drawn while a hovering head whispers a name long before the rite begins, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Shaman - Ritualist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Tightening Circle
    Shrunken heads circling tighter the longer a rite is held, binding a target's fate to a hex not yet spoken aloud... refer to Ability Card.
  • (Slot B) Tightening Cut
    A cut thrown as shrunken heads circle tighter, binding a target's fate... refer to Ability Card.
  • (Slot C) Tightening Guard
    A guard held while a rite is held, binding a fate not yet spoken aloud... refer to Ability Card.
  • (Slot A) Tightening Aegis
    Shrunken heads circling tighter, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Tightening Bolt
    Shrunken heads circling tighter, loosed at a foe, binding their fate to a hex not yet spoken... refer to Ability Card.
  • (Slot C) Tightening Renewal
    A renewal drawn while a rite is held, binding a fate not yet spoken aloud, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Shaman - Ritualist Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Hexbound Curse
    Shrunken heads that hover around the Shaman bind doom into rune and hex, marking a target for a curse only they can lift... refer to Ability Card.
  • (Slot B) Hexbound Cut
    Ritualists strike whoever's marked for a curse only they can lift... refer to Ability Card.
  • (Slot C) Hexbound Guard
    Ritualists guard while binding doom into rune and hex... refer to Ability Card.
  • (Slot A) Hexbound Aegis
    Ritualists shield while binding doom into rune and hex, self or ally... refer to Ability Card.
  • (Slot B) Hexbound Bolt
    Ritualists bind doom into rune and hex at range, marking a target for a curse only they can lift... refer to Ability Card.
  • (Slot C) Hexbound Renewal
    Ritualists mend while binding doom into rune and hex, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Shaman - Ritualist Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Ceremonial (LVL 21-30)
A Ritualist who channels power through careful, formal rite rather than raw instinct.
Branch: Ceremonial Abilities (Ritualist Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Ceremonial Branch continues this Path's progression exclusively through LVL 30.
◆ Hexbinder (LVL 21-30)
A Ritualist who specializes in binding lasting curses onto their enemies.
Branch: Hexbinder Abilities (Ritualist Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Hexbinder Branch continues this Path's progression exclusively through LVL 30.
◆ Runecrafter (LVL 21-30)
A Ritualist who binds power into runes, empowering allies or cursing foes at a distance.
Branch: Runecrafter Abilities (Ritualist Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Runecrafter Branch continues this Path's progression exclusively through LVL 30.

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