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Grandes Espíritos/en: mudanças entre as edições
Criou página com ''''Totem Bonus''': While you are in possession of your Avatar of the Tides Totem, you are able to hold your breath for twice as long, and you gain resistance to bludgeoning damage. :'''Region''': Targon/Marai :'''Channeling''': Wisdom, DC = 40 - Shaman Level' |
Criou página com '<div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center"> This Article is in accordance with the '''version 0.93''' of [https://runarcana.org/ Runarcana RPG] </div> Categoria:0.94 Channeling the power of a Great Spirit is a complex task in which the Shaman allows the influence and energy of that entity to merge with his being. When you use your action to perform this channel, you come into contact with a spirit manifestation of tha...' |
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This Article is in accordance with the '''version 0.93''' of [https://runarcana.org/ Runarcana RPG] | |||
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[[Categoria:0.94]] | [[Categoria:0.94]] | ||
Channeling the power of a Great Spirit is a complex task in which the Shaman allows the influence and energy of that entity to merge with his being. When you use your action to perform this channel, you come into contact with a spirit manifestation of that entity in a spiritual space where time passes differently. Your relationship to that spirit and why you're channeling it are the basis of the Charisma check's DC, to be determined by the Master. | |||
When the channeling check is made successfully, the Great Spirit in question may grant you the Channeling Success bonus, however, if the Great Spirit deems that you still don't deserve access to the full power, some of the bonuses may not be given. Likewise, a Great Spirit that you have a great relationship with, that deems you worthy and to whom your situation is important enough, can provide even more power. In such cases, at the end of the channel you receive a value of Exhaustion points based on the amount of additional power you received. | When the channeling check is made successfully, the Great Spirit in question may grant you the Channeling Success bonus, however, if the Great Spirit deems that you still don't deserve access to the full power, some of the bonuses may not be given. Likewise, a Great Spirit that you have a great relationship with, that deems you worthy and to whom your situation is important enough, can provide even more power. In such cases, at the end of the channel you receive a value of Exhaustion points based on the amount of additional power you received. | ||
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===The Dreaming Tree=== | ===The Dreaming Tree=== | ||
[[Arquivo:Gi02-arvore.png|miniaturadaimagem|direita|alt=Árvore dos Sonhos| | [[Arquivo:Gi02-arvore.png|miniaturadaimagem|direita|alt=Árvore dos Sonhos|Dreaming Tree]] | ||
The Dreaming Tree is a spirit of serenity and tranquility, representing the eternal contemplative state and the understanding of the harmony between everything that exists and respects the cycles. She can be communicative, but always seems to be extremely vague and confusing by using primarily dreamlike metaphors and through complex concepts. | The Dreaming Tree is a spirit of serenity and tranquility, representing the eternal contemplative state and the understanding of the harmony between everything that exists and respects the cycles. She can be communicative, but always seems to be extremely vague and confusing by using primarily dreamlike metaphors and through complex concepts. | ||
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===The Avatar of the Tides=== | ===The Avatar of the Tides=== | ||
[[Arquivo:Gi03-mares.png|miniaturadaimagem|direita|alt=Avatar das Marés|Avatar | [[Arquivo:Gi03-mares.png|miniaturadaimagem|direita|alt=Avatar das Marés|Avatar of the Tides]] | ||
The Avatar of the Tides, also known as Lao’Lei among the Marai, is the Great Spirit of change, representing with the movement of her graceful wings how everything is in motion and change, influencing the course of the tides of life. | The Avatar of the Tides, also known as Lao’Lei among the Marai, is the Great Spirit of change, representing with the movement of her graceful wings how everything is in motion and change, influencing the course of the tides of life. | ||
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===The Amethyst Rabbit=== | ===The Amethyst Rabbit=== | ||
[[Arquivo:Coelha Ametista.png|miniaturadaimagem|direita|alt=Coelha Ametista| | [[Arquivo:Coelha Ametista.png|miniaturadaimagem|direita|alt=Coelha Ametista|Amethyst Rabbit]] | ||
A cheerful and curious entity, the Amethyst Rabbit is exceptionally attracted to large populations, with her kits spreading out through the spiritual reflections of human constructs within the spirit realm. It is not difficult to find one of her children in large cities, usually with their form mixed with the most common forms of these cities. Probably one of the easiest spirits to channel and friendliest to those who try to. | A cheerful and curious entity, the Amethyst Rabbit is exceptionally attracted to large populations, with her kits spreading out through the spiritual reflections of human constructs within the spirit realm. It is not difficult to find one of her children in large cities, usually with their form mixed with the most common forms of these cities. Probably one of the easiest spirits to channel and friendliest to those who try to. | ||
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===The Cryophoenix=== | ===The Cryophoenix=== | ||
[[Arquivo:Gi05-criofenix.png|miniaturadaimagem|direita|alt=Criofênix| | [[Arquivo:Gi05-criofenix.png|miniaturadaimagem|direita|alt=Criofênix|Cryophoenix]] | ||
The Chryophoenix is a benevolent winged spirit that endures endless cycles of life, death and rebirth to protect the Freljord. A demigoddess born of merciless winds and brutal cold, she wields these elemental powers to pursue anyone who dares to disturb her homeland. She guides and protects the hostile north's tribes, who revere her as a symbol of hope and a bringer of great change. She fights with every fiber of her being, knowing that through sacrifice, her memory will live on and she will be reborn into a new tomorrow. | The Chryophoenix is a benevolent winged spirit that endures endless cycles of life, death and rebirth to protect the Freljord. A demigoddess born of merciless winds and brutal cold, she wields these elemental powers to pursue anyone who dares to disturb her homeland. She guides and protects the hostile north's tribes, who revere her as a symbol of hope and a bringer of great change. She fights with every fiber of her being, knowing that through sacrifice, her memory will live on and she will be reborn into a new tomorrow. | ||
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===The Phoenix=== | ===The Phoenix=== | ||
[[Arquivo:Gi06-fenix.png|miniaturadaimagem|direita|alt=Fênix| | [[Arquivo:Gi06-fenix.png|miniaturadaimagem|direita|alt=Fênix|Phoenix]] | ||
The fiery spirit of rebirth and the continuity of things, known as the phoenix, is perhaps a spirit that makes the bridge between the spiritual world and the celestial world. Through its wings, everything will one day be set ablaze, only to be reborn into an enhanced form of itself. | The fiery spirit of rebirth and the continuity of things, known as the phoenix, is perhaps a spirit that makes the bridge between the spiritual world and the celestial world. Through its wings, everything will one day be set ablaze, only to be reborn into an enhanced form of itself. | ||
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===The Obsidian Basilisk=== | ===The Obsidian Basilisk=== | ||
[[Arquivo:Gi07-basilisco.png|miniaturadaimagem|direita|alt=Basilisco de Obsidiana| | [[Arquivo:Gi07-basilisco.png|miniaturadaimagem|direita|alt=Basilisco de Obsidiana|Obsidian Basilisk]] | ||
The Obsidian Basilisk is tied to Noxus' past in its tribal days. An intimidating spirit of strength, usually seen as a little arrogant and who tests everyone who reaches him to demonstrate their true strength and worth. | The Obsidian Basilisk is tied to Noxus' past in its tribal days. An intimidating spirit of strength, usually seen as a little arrogant and who tests everyone who reaches him to demonstrate their true strength and worth. | ||
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By successfully channeling the great spirit of the Obsidian Basilisk, you become a fighting machine. Whenever you deal damage to a target, you deal your Wisdom modifier as additional disruptive damage. You gain the Extra Attack feature, increasing the number of attacks you can make in one attack action by 1 and, once per round, you can use one of your attacks to charge, moving up to 10 feet in a straight line, dealing one attack's damage and your proficiency bonus as d8 crushing damage against the target. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed 20 feet away and knocked Prone. | By successfully channeling the great spirit of the Obsidian Basilisk, you become a fighting machine. Whenever you deal damage to a target, you deal your Wisdom modifier as additional disruptive damage. You gain the Extra Attack feature, increasing the number of attacks you can make in one attack action by 1 and, once per round, you can use one of your attacks to charge, moving up to 10 feet in a straight line, dealing one attack's damage and your proficiency bonus as d8 crushing damage against the target. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed 20 feet away and knocked Prone. | ||
===The Lightning Horse=== | |||
=== | [[Arquivo:Gi08-cavalo.png|miniaturadaimagem|direita|alt=Cavalo Relampejante|Lightning Horse]] | ||
[[Arquivo:Gi08-cavalo.png|miniaturadaimagem|direita|alt=Cavalo Relampejante| | The Lightning Horse is the Great Spirit of nobility and cordiality, extremely polite and attentive to the smallest protocols. He is the ultimate representation of Demacian noble ideals but shrouded in enormous anguish and grief over the way these people have developed in terms of prejudice. Though noble, it reflects great anguish and suffering as with each Demacian mage killed in a reckless pursuit part of his sanity is lost. | ||
'''Totem Bonus''': While you are in possession of your Lightning Horse Totem you make any saving throw against effects that cause the Grappled, Frightened, Stunned, Prone, Restrained, Feebled, Incapacitated, Paralyzed and Petrified conditions with advantage. | |||
''' | :'''Region''': Demacia | ||
:''' | :'''Channeling''': Wisdom, DC = 40 - Shaman Level | ||
:''' | |||
'''Channeling Failure''' | |||
''' | |||
Upon failing to channel the spirit of the Horse, you fall into an immensely depressed state, with no motivation to do anything but whine. For the next few days any non-defense roll is made at disadvantage and you are unable to initiate any activities on your own. | |||
'''Channeling Success''' | |||
''' | |||
Upon successfully channeling the great spirit of the Lightning Horse, you gain a boost in resistance against physical and elemental damage, you become immune to the Grappled, Frightened, Stunned, Prone, Restrained, Feebled, Incapacitated, Paralyzed and Petrified conditions, your speed increases by 30 feet and you can't take attacks of opportunity. Additionally, all of your melee attacks gain half your Proficiency bonus in d6 vibrational damage. | |||
===The Volcanic Ram=== | |||
[[Arquivo:Gi09-carneiro.png|miniaturadaimagem|direita|alt=Carneiro Vulcânico|Volcanic Ram]] | |||
[[Arquivo:Gi09-carneiro.png|miniaturadaimagem|direita|alt=Carneiro Vulcânico| | The Ram is the Freljordan demigod of the forge and the craftsmen. He works in isolation in a massive forge, a lava cave carved beneath the Hearth-Home volcano. There, he feeds bubbling cauldrons of molten rock to purify ores and craft items of insuperable quality. When other deities - above all The Bear - descend to earth to meddle in mortal affairs, he appears to put those impetuous beings in their rightful place; be it with his faithful hammer, be it with the burning power of the mountains themselves. | ||
'''Totem Bonus''': While you are in possession of your Volcanic Ram Totem you gain your Proficiency bonus in DR. | |||
''' | :'''Region''': Noxus and Freljord | ||
:''' | :'''Channeling''': Constitution, 40 - Shaman Level | ||
:''' | '''Channeling Failure''' | ||
''' | |||
Upon failing to channel the spirit of the Ram, you are Stunned until the end of your next turn and for the next 7 days, you become extremely irritable about anything and everything, not going to extremes of violence but being particularly irritating. | |||
'''Channeling Success''' | |||
''' | |||
When channeling the spirit of the Ram, your skin turns red and your eyes seem to reflect the flames of Hearth-Home's forge. You now have advantage on saving throws to resist mind control, all of your attacks now deal your Pulse dice in additional incinerating damage and your AC becomes 25 (or stays the same if higher) for the duration. | |||
===The Silver Deer=== | |||
=== | [[Arquivo:Gi10-cervo.png|miniaturadaimagem|direita|alt=Cervo Prateado|Silver Deer]] | ||
[[Arquivo:Gi10-cervo.png|miniaturadaimagem|direita|alt=Cervo Prateado| | The Silver Deer is a Great Spirit of Targon, representative of the moon, he is only known and respected among the lunari and their descendants. A spirit that seeks to protect those who seek it from relentless hunting and persecution. His code of conduct is unbreakable and a betrayal of these principles will never be forgiven unless something of greater value is done. | ||
'''Totem Bonus''': While you are in possession of your Silver Deer Totem, your first attack each turn, if it hits, deals your base Pulse dice in additional radiant damage. If it does not hit, this bonus is not granted tothe second attack. | |||
''' | :'''Region''': Targon | ||
:''' | :'''Channeling''': Constitution, DC = 40 - Shaman Level | ||
:''' | '''Channeling Failure''' | ||
''' | |||
Upon failing to channel the spirit of the Deer, you become extremely paranoid and reclusive, talking to yourself in a normal voice most of the time and running away from any potential confrontation, especially the ones created by your paranoia. For the next 7 days, you have disadvantage in any social interactions, and you try to do as much as possible to isolate yourself. | |||
'''Channeling Success''' | |||
''' | |||
Upon successfully channeling the great spirit of the Silver Deer, you gain immunity to all spiritual damage and resistance to all magical elemental damage, you gain advantage on any interaction roll with spirits (except great spirits) and your spells deal your Wisdom modifier as bonus Lunar damage. Additionally, all of your melee attacks can deal Lunar damage instead of normal damage. | |||
===The Jade Dragon=== | |||
== | [[Arquivo:Gi11-jade.png|miniaturadaimagem|direita|alt=Dragão de Jade|Jade Dragon]] | ||
[[Arquivo:Gi11-jade.png|miniaturadaimagem|direita|alt=Dragão de Jade| | In the past Dragons were persecuted and some species became extinct. The Jade Dragon is said to represent the souls of these magnificent creatures that once flew free through the skies of Runeterra. Extremely aggressive towards humans, he rarely interacts with them, having immense displeasure in helping them when forced to do so, and immense satisfaction in dissolving them into his spiritual mass. The Jade Dragon is an extremely aggressive spirit. | ||
'''Totem Bonus''': While you are in possession of your Jade Dragon Totem you add half your Proficiency bonus in force damage to your unarmed strikes. That value is doubled against humans. | |||
''' | :'''Region''': Demacia and Ionia | ||
:''' | :'''Channeling''': Wisdom, 40 - Shaman Level | ||
:''' | '''Channeling Failure''' | ||
''' | |||
Upon failing to channel the spirit of the Dragon, if you are human, it takes possession of your body causing greenish wings to appear from your back, giving you 30 feet of flying speed. While it is in possession of your body, the Jade Dragon will make you attack all living creatures around you until everyone dies or until you are incapacitated or killed. At the end of 1 hour you can repeat the channel to regain control of your body. | |||
If you are not human, you fall unconscious to the ground, gaining vulnerability to all elemental damage for the next hour. Additionally, for the next 7 days you harbor a deep hatred towards any and all humans, using any chance you get to kill them without suffering consequences for doing so. | |||
If during a 1 year period, you fail to channel the Jade Dragon a second time, your third attempt within that period is made at disadvantage. If you fail for the third time in that period, the dragon is free for its revenge, you lose control of your character. | |||
'''Channeling Success''' | |||
''' | |||
Upon channeling the spirit of the Dragon, your skin becomes hard as a jewel, taking on a greenish hue. Wings sprout from your back, causing you to gain a flying speed equal to your walking speed. Additionally, you can use an Attack action to make one of the following breath weapons: | |||
:'''Acid Breath'''. By spending 1 Ki point and an action, you can expel an acidic cloud in a 30-foot cone. Each creature in the area must succeed on a DC 22 Constitution saving throw, taking your Proficiency bonus in d10 of antimony damage on a failed saving throw, or half that damage on a successful one. | |||
:''' | :'''Sleep Breath'''. By spending 3 Ki point and an action, você pode expelir uma nuvem em um cone de 90 feet. Cada criatura na área deve realizar uma saving throw de Constitution DC 22. On a failure, the creature is rendered Unconscious for 10 minutes. The creature can repeat the saving throw at the end of each of its turns, ending this effect on a success. | ||
:''' | |||
===The Stellar Octopus=== | |||
[[Arquivo:Gi12-polvo.png|miniaturadaimagem|direita|alt=Polvo Estelar|Stellar Octopus]] | |||
[[Arquivo:Gi12-polvo.png|miniaturadaimagem|direita|alt=Polvo Estelar| | The Stellar Octopus is a Great Spirit with an extremely strange mind and close to alien. His personality rarely stays the same, as do his goals. Dealing with this spirit is extremely complicated and usually those who do appeal only as a last saving or catastrophic resort. | ||
'''Totem Bonus''': While you are in possession of your Stellar Octopus Totem you gain a random benefit (chosen by the GM) each long rest. | |||
''' | :'''Region''': Bilgewater | ||
:''' | :'''Channeling''': Wisdom, DC = 40 - Shaman Level | ||
:''' | '''Channeling Failure''' | ||
''' | |||
When failing to channel the spirit of the Octopus, roll once on the Long Duration Madness table, you gain that effect for 1 day. Each day for the next 6 days (totalling 7 days) you must roll a new time on the table, replacing this madness for the rest of the day. | |||
'''Channeling Success''' | |||
''' | |||
Upon successfully channeling the great spirit of the Star Octopus, you can, as a bonus action or one of your attacks, use the void blink spell without expending ki, or, expending ki points, cast it at higher levels at the rate of 1 ki point per higher level, up to the maximum spellcasting level you have access to. When you cast the spell as an attack action, you can recast the spell that same round using your bonus action, but you can't cast the same spell a third time. By spending 1 Ki point and one action, you can cast the greater invisibility spell. | |||
===The Shimmering Rat=== | |||
[[Arquivo:Gi13-rato.png|miniaturadaimagem|direita|alt=Rato Cintilante|Shimmering Rat]] | |||
[[Arquivo:Gi13-rato.png|miniaturadaimagem|direita|alt=Rato Cintilante| | The Shimmering Rat is one of the kindest spirits in existence, sheltering the people of Zaun, through him knowledge of chemtech can be achieved so that he can benefit Zaunite lives, thus allowing his offspring to prosper. His most important values are community spirit, devotion to family and friends. He cannot stand betrayal and treacherous people, his knowledge is accessible to everyone, but as much as is offered is demanded in return through good deeds for the Zaunites. | ||
'''Totem Bonus''': While you are in possession of your Shimmering Rat Totem you make any Technology roll with advantage, and you gain resistance to poison damage and Poisoning. | |||
''' | :'''Region''': Zaun | ||
:''' | :'''Channeling''': Constitution, DC = 40 - Shaman Level | ||
:''' | '''Channeling Failure''' | ||
''' | |||
Upon failing to channel the spirit of the Rat, for the next 7 days, your organism does not respond in the best way. Any healing done to you has its effect halved. | |||
'''Channeling Success''' | |||
''' | |||
Upon successfully channeling the great spirit of the Shimmering Rat you become a more sociable person, having advantage on any social roll that uses Charisma. Additionally, all substances used by you have their effect enhanced based on their effects, healing effects heal 50% more while lasting effects can be maximized or given an additional 50% duration. You gain advantage on any rolls against adverse effects such as poisons, toxins or even side effects. You gain a reduction in poison damage equal to your Shaman Level. | |||
===The Storm Bear=== | |||
[[Arquivo:Gi14-urso.png|miniaturadaimagem|direita|alt=Urso da Tempestade|Storm Bear]] | |||
[[Arquivo:Gi14-urso.png|miniaturadaimagem|direita|alt=Urso da Tempestade| | For those who still worship him, the Bear is the manifested form of the storm. Destructive, savage and relentlessly willful, he existed before mortals walked the tundra of the Freljord, protecting the lands he and his demigod brethren created. With a deep hatred for civilization and the vulnerability it carries, the Bear fights to reclaim the old ways of when the land was wild and blood flowed freely. He faces all those who dare stand in his way with teeth, claws and the domination of thunder. | ||
'''Totem Bonus''': While you are in possession of your Storm Bear Totem your unarmed strikes deal half your Proficiency bonus in lightning damage. | |||
''' | :'''Region''': Freljord | ||
:''' | :'''Channeling''': Wisdom, 45 - Shaman Level | ||
:''' | '''Channeling Failure''' | ||
''' | |||
Upon failing to channel the spirit of the Bear, his consciousness becomes clouded, having his body temporarily taken over by the spirit of the Bear. For the next hour, you'll act as feral as possible, attacking anyone who bothers you and doing your best to destroy any buildings. | |||
If you fail 2 times, the 3rd time you will have disadvantage in channeling the Great Spirit and when you fail the 3rd time in a period of 1 year, your body is warped into that of a hideous creature, your mind is dismantled and you lose control of yourself. You are now part of the Ursine, a group of Spirit Walkers who could not resist the Volibear’s Spirits. | |||
'''Channeling Success''' | |||
''' | |||
Upon channeling the spirit of the Bear, you take the form of a great white bear, your size category increases by 1, you have advantage on all Strength and Constitution checks and saving throws and all your melee attacks now deal your Proficiency bonus times d10 of additional damage. | |||
Additionally, your Strength and Constitution scores increase by an amount equal to your Proficiency bonus and your speed increases by 5 times your Proficiency bonus. At the end of 1 hour you must repeat the channeling, but this time with advantage, if you fail you activate the effects of a Channeling Failure. | |||
===The Spectral Wurm=== | |||
[[Arquivo:Gi15-vorme.png|miniaturadaimagem|direita|alt=Vorme Espectral|Spectral Wurm]] | |||
[[Arquivo:Gi15-vorme.png|miniaturadaimagem|direita|alt=Vorme Espectral| | The Spectral Wurm is a Great Spirit that enjoys the nomadic, no-strings-attached life. A sworn enemy of the Xer'Sai, he will do anything in his power to aid those who seek to fight them. | ||
'''Totem Bonus''': While you are in possession of your Spectral Wurm Totem, you gain half your proficiency bonus as a bonus to any Saving throw against the following Conditions: Grappled, Prone, Restrained, Incapacitated, Unconscious, Slowed, Paralyzed and Petrified | |||
''' | :'''Region''': Shurima | ||
:''' | :'''Channeling''': Constitution, DC = 40 - Shaman Level | ||
:''' | '''Channeling Failure''' | ||
''' | |||
Upon failing to channel the spirit of the Wurm, you become extremely sensitive to all vibrations and sounds. For the next few days, any sound louder than normal speech requires you to make a DC 17 Constitution saving throw, on a failure, you are Deafened, Silenced and Paralyzed until the start of your next turn or for 2 minutes out of combat. If the failure is by more than 10 points, you fall Unconscious. | |||
'''Channeling Success''' | |||
''' | |||
When you successfully channel the Spectral Wurm's great spirit, you can use your reaction to make yourself intangible until the start of your next turn. For the duration, any attack or spell directed at you automatically misses. You gain digging speed equal to twice your speed and, using your bonus action and 1 Ki point, you can emit a vibrational pulse in a 15-foot radius around you, target creatures in that area must make a Constitution saving throw or take your proficiency bonus on d8 vibrational damage. The pulse can be emitted while you are intangible. | |||
Edição atual tal como às 17h34min de 18 de fevereiro de 2023
Channeling the power of a Great Spirit is a complex task in which the Shaman allows the influence and energy of that entity to merge with his being. When you use your action to perform this channel, you come into contact with a spirit manifestation of that entity in a spiritual space where time passes differently. Your relationship to that spirit and why you're channeling it are the basis of the Charisma check's DC, to be determined by the Master.
When the channeling check is made successfully, the Great Spirit in question may grant you the Channeling Success bonus, however, if the Great Spirit deems that you still don't deserve access to the full power, some of the bonuses may not be given. Likewise, a Great Spirit that you have a great relationship with, that deems you worthy and to whom your situation is important enough, can provide even more power. In such cases, at the end of the channel you receive a value of Exhaustion points based on the amount of additional power you received.
On a failure on the Charisma check, you can use a bonus action to force the channel, manipulating spirit energies to do your will. You must spend the necessary Ki points for this and make the necessary channeling check. Alternatively, you can use just your action to force the channel, ignoring the Charisma check and making only the channeling check.
When failing the channeling test, your character suffers an effect indicated on each of the Great Spirits, in some cases this means only a slight personality change, in other cases it means the complete loss of control of actions, thoughts and decisions. In some cases, you temporarily lose some control of your character, becoming an embodied manifestation of the Great Spirit and being under its control. Some of these cases may turn out to be permanent.
The Spider of Gears
The Spider of Gears is a kind spirit although prim and extremely arrogant. A collector of knowledge and the way things work, she doesn't do anything for free and always wants to get more than she gives. Those who are recognized by her receive special treatment that may very well be left aside in cases of lack of courtesy, education or respect for hierarchies and knowledge.
Totem Bonus: While you are in possession of your Spider of Gears Totem you can spend 2 Ki points as if they were 1 Energy point, and you have advantage on Technology rolls.
- Region: Piltover
- Dificulty: Wisdom 40 - Shaman Level
Channeling Failure
When failing to channel the spirit of the Spider, you are gripped by an excessive sense of arrogance and superiority, perceiving everyone around you as subordinates who must do your bidding by provoking even the smallest of fights. For the next 7 days, you automatically fail any social interaction that doesn't go along with your plans, goals or private and selfish thoughts.
Channeling Success
By successfully channeling the great spirit of the Spider of Gears, you become an expert in all skills. If you already have a specialty, you get +1 on rolls with that skill. You can use Techmaturge inventions as a Techmaturge of a level equal to half your Shaman Level, with Energy and Energy Range equivalent to that of a Techmaturge of that level. Additionally, all of your melee, ranged and thrown weapon attacks ignore half of your targets' Damage Reduction.
The Dreaming Tree
The Dreaming Tree is a spirit of serenity and tranquility, representing the eternal contemplative state and the understanding of the harmony between everything that exists and respects the cycles. She can be communicative, but always seems to be extremely vague and confusing by using primarily dreamlike metaphors and through complex concepts.
Totem Bonus: While you are in possession of your Dreaming Tree Totem, you don't suffer magical Sleep effects and have advantage on saving throws against mind control and manipulation spells.
- Region: Ionia
- Channeling: Wisdom, DC = 40 - Shaman Level
Channeling Failure
Upon failing to channel the spirit of the Tree, you are Stunned until the start of your next turn and, for the next 7 days, you will be in an extremely contemplative and often distant altered state of consciousness, unable to focus on anything other than spiritual matters.
Channeling Success
Upon successfully channeling the great spirit of the Dreaming Tree, all of your spells have their Ki cost reduced by 1 (a spell's cost cannot be reduced to 0 this way), all of your attacks and spells deal additional damage equal to half of your proficiency bonus in runic damage (spells with more than one damage roll deal this extra damage on every roll) and all your spells that require saving throws have their DC increased by half your proficiency bonus.
The Avatar of the Tides
The Avatar of the Tides, also known as Lao’Lei among the Marai, is the Great Spirit of change, representing with the movement of her graceful wings how everything is in motion and change, influencing the course of the tides of life.
Totem Bonus: While you are in possession of your Avatar of the Tides Totem, you are able to hold your breath for twice as long, and you gain resistance to bludgeoning damage.
- Region: Targon/Marai
- Channeling: Wisdom, DC = 40 - Shaman Level
Channeling Failure
When you fail to channel the spirit of the Tides, you lose half your speed for the next 7 days, moving is tiring for you, and your body seems to ache intensely. All damage dealt by you is reduced by 7 on the first day, 6 on the second, and so on until the failure's effect wears off.
Channeling Success
Upon successfully channeling the great spirit of the Avatar of the Tides, you become able to breathe underwater normally, gain swim and flight speed equal to your movement speed, Damage Reduction equal to your Wisdom modifier and this value is doubled within Water. Additionally, you become immune to attacks of opportunity, and your AC gains a bonus equal to half your Proficiency bonus.
The Amethyst Rabbit
A cheerful and curious entity, the Amethyst Rabbit is exceptionally attracted to large populations, with her kits spreading out through the spiritual reflections of human constructs within the spirit realm. It is not difficult to find one of her children in large cities, usually with their form mixed with the most common forms of these cities. Probably one of the easiest spirits to channel and friendliest to those who try to.
Totem Bonus: While you are in possession of your Amethyst Rabbit Totem you add your Proficiency bonus to friendly Charisma checks.
- Region: Any
- Channeling: Wisdom, DC = 30 - Shaman Level
Channeling Failure
Upon failing to channel the Rabbit's spirit, for the next 7 days, you have immense difficulty performing any task that is not extremely necessary or important. You take advantage of any situation to sleep.
Channeling Success
When channeling the spirit of the Amethyst Rabbit, your organism becomes more accelerated and you become completely restless. You gain the Regeneration feature, regaining your Proficiency bonus as d4 + half your Proficiency bonus in hit points at the start of each of your turns. Additionally, the distance in feet you can jump is multiplied by half your Proficiency bonus, requiring no movement beforehand and dealing no damage if you fall from a height equal to your maximum jump.
The Cryophoenix
The Chryophoenix is a benevolent winged spirit that endures endless cycles of life, death and rebirth to protect the Freljord. A demigoddess born of merciless winds and brutal cold, she wields these elemental powers to pursue anyone who dares to disturb her homeland. She guides and protects the hostile north's tribes, who revere her as a symbol of hope and a bringer of great change. She fights with every fiber of her being, knowing that through sacrifice, her memory will live on and she will be reborn into a new tomorrow.
Totem Bonus: While you are in possession of your Cryophoenix Totem, if you are reduced to 0 hit points or die, after 3 rounds you return with your Proficiency bonus times 5 in maximum hit points. This can only happen once per full rest.
- Region: Freljord
- Channeling: Wisdom, DC = 35 - Shaman Level
Channeling Failure
When you fail to channel the spirit of the Chryophoenix, for the next 7 days, whenever you take cold damage, simple or magical, you have disadvantage on any attack roll for a number of rounds equal to 10 - your proficiency bonus and you feel unimaginably cold, as if you were being frozen from the inside out, you have disadvantage on all Constitution saving throws against Extreme Cold.
Channeling Success
By channeling the spirit of the Chryophoenix, you begin to emit an icy aura around you, as if the air around you were under the grimmest of winters. Creatures within 5 feet of you must make saving throws against Extreme Cold whenever they start their turns in that area. All of your attacks and spells now deal your Pulse dice in additional cold damage. In addition, you can use the elemental ray (ice) cantrip as a bonus action. Upon reaching 11th level, you can cast the freezing sphere spell as a 6th-level spell by spending 4 Ki points.
The Phoenix
The fiery spirit of rebirth and the continuity of things, known as the phoenix, is perhaps a spirit that makes the bridge between the spiritual world and the celestial world. Through its wings, everything will one day be set ablaze, only to be reborn into an enhanced form of itself.
Totem Bonus: While you are in possession of your Phoenix Totem, with each attack you hit on a target, you gain one-third of your proficiency bonus in hit points.
- Region: Any
- Channeling: Constitution, DC = 45 - Shaman Level
Channeling Failure
When you fail to channel the spirit of the Phoenix, for the next 7 days, you gain vulnerability to fire damage and you feel that all your organs are charred, you have disadvantage on all Constitution saving throws against Extreme Heat and are always under the effects of 3 levels of Exhaustion.
Channeling Success
When channeling the spirit of the Phoenix, the air around you emanates waves of heat that distort vision. Creatures within 5 feet of you must make saving throws against Extreme Heat whenever they start their turns in that area and, if they fail, they take your Pulse dice in fire damage.
You gain immunity to incinerating damage and can emanate a 15-foot cone of flames that starts at you using your bonus action and 1 point of Ki. Creatures in that area must make a Dexterity saving throw with DC equal to your spell DC. On a failure, an affected creature takes your Proficiency bonus as d8 of incinerating damage or only half as much on a success.
Additionally, if you are reduced to 0 hit points or die while channeling the Phoenix spirit, you return with half your maximum hit points. This only occurs once per channeling.
The Obsidian Basilisk
The Obsidian Basilisk is tied to Noxus' past in its tribal days. An intimidating spirit of strength, usually seen as a little arrogant and who tests everyone who reaches him to demonstrate their true strength and worth.
Totem Bonus: While you are in possession of your Obsidian Basilisk Totem you add your Proficiency bonus to your Initiative and gain resistance to poison.
- Region: Noxus
- Channeling: Constitution DC = 40 - Shaman Level
Channeling Failure
Upon failing to channel the Basilisk's spirit, for the next few days you feel your strength completely drained away, all your attacks are made with disadvantage and all damage you deal is reduced by 7 on the first day, 6 on the second, and so on until the Basilisk's failure effect wears off. For the duration, you become extremely inquisitive about yourself, your values, and your achievements.
Channeling Success
By successfully channeling the great spirit of the Obsidian Basilisk, you become a fighting machine. Whenever you deal damage to a target, you deal your Wisdom modifier as additional disruptive damage. You gain the Extra Attack feature, increasing the number of attacks you can make in one attack action by 1 and, once per round, you can use one of your attacks to charge, moving up to 10 feet in a straight line, dealing one attack's damage and your proficiency bonus as d8 crushing damage against the target. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed 20 feet away and knocked Prone.
The Lightning Horse
The Lightning Horse is the Great Spirit of nobility and cordiality, extremely polite and attentive to the smallest protocols. He is the ultimate representation of Demacian noble ideals but shrouded in enormous anguish and grief over the way these people have developed in terms of prejudice. Though noble, it reflects great anguish and suffering as with each Demacian mage killed in a reckless pursuit part of his sanity is lost.
Totem Bonus: While you are in possession of your Lightning Horse Totem you make any saving throw against effects that cause the Grappled, Frightened, Stunned, Prone, Restrained, Feebled, Incapacitated, Paralyzed and Petrified conditions with advantage.
- Region: Demacia
- Channeling: Wisdom, DC = 40 - Shaman Level
Channeling Failure
Upon failing to channel the spirit of the Horse, you fall into an immensely depressed state, with no motivation to do anything but whine. For the next few days any non-defense roll is made at disadvantage and you are unable to initiate any activities on your own.
Channeling Success
Upon successfully channeling the great spirit of the Lightning Horse, you gain a boost in resistance against physical and elemental damage, you become immune to the Grappled, Frightened, Stunned, Prone, Restrained, Feebled, Incapacitated, Paralyzed and Petrified conditions, your speed increases by 30 feet and you can't take attacks of opportunity. Additionally, all of your melee attacks gain half your Proficiency bonus in d6 vibrational damage.
The Volcanic Ram
The Ram is the Freljordan demigod of the forge and the craftsmen. He works in isolation in a massive forge, a lava cave carved beneath the Hearth-Home volcano. There, he feeds bubbling cauldrons of molten rock to purify ores and craft items of insuperable quality. When other deities - above all The Bear - descend to earth to meddle in mortal affairs, he appears to put those impetuous beings in their rightful place; be it with his faithful hammer, be it with the burning power of the mountains themselves.
Totem Bonus: While you are in possession of your Volcanic Ram Totem you gain your Proficiency bonus in DR.
- Region: Noxus and Freljord
- Channeling: Constitution, 40 - Shaman Level
Channeling Failure
Upon failing to channel the spirit of the Ram, you are Stunned until the end of your next turn and for the next 7 days, you become extremely irritable about anything and everything, not going to extremes of violence but being particularly irritating.
Channeling Success
When channeling the spirit of the Ram, your skin turns red and your eyes seem to reflect the flames of Hearth-Home's forge. You now have advantage on saving throws to resist mind control, all of your attacks now deal your Pulse dice in additional incinerating damage and your AC becomes 25 (or stays the same if higher) for the duration.
The Silver Deer
The Silver Deer is a Great Spirit of Targon, representative of the moon, he is only known and respected among the lunari and their descendants. A spirit that seeks to protect those who seek it from relentless hunting and persecution. His code of conduct is unbreakable and a betrayal of these principles will never be forgiven unless something of greater value is done.
Totem Bonus: While you are in possession of your Silver Deer Totem, your first attack each turn, if it hits, deals your base Pulse dice in additional radiant damage. If it does not hit, this bonus is not granted tothe second attack.
- Region: Targon
- Channeling: Constitution, DC = 40 - Shaman Level
Channeling Failure
Upon failing to channel the spirit of the Deer, you become extremely paranoid and reclusive, talking to yourself in a normal voice most of the time and running away from any potential confrontation, especially the ones created by your paranoia. For the next 7 days, you have disadvantage in any social interactions, and you try to do as much as possible to isolate yourself.
Channeling Success
Upon successfully channeling the great spirit of the Silver Deer, you gain immunity to all spiritual damage and resistance to all magical elemental damage, you gain advantage on any interaction roll with spirits (except great spirits) and your spells deal your Wisdom modifier as bonus Lunar damage. Additionally, all of your melee attacks can deal Lunar damage instead of normal damage.
The Jade Dragon
In the past Dragons were persecuted and some species became extinct. The Jade Dragon is said to represent the souls of these magnificent creatures that once flew free through the skies of Runeterra. Extremely aggressive towards humans, he rarely interacts with them, having immense displeasure in helping them when forced to do so, and immense satisfaction in dissolving them into his spiritual mass. The Jade Dragon is an extremely aggressive spirit.
Totem Bonus: While you are in possession of your Jade Dragon Totem you add half your Proficiency bonus in force damage to your unarmed strikes. That value is doubled against humans.
- Region: Demacia and Ionia
- Channeling: Wisdom, 40 - Shaman Level
Channeling Failure
Upon failing to channel the spirit of the Dragon, if you are human, it takes possession of your body causing greenish wings to appear from your back, giving you 30 feet of flying speed. While it is in possession of your body, the Jade Dragon will make you attack all living creatures around you until everyone dies or until you are incapacitated or killed. At the end of 1 hour you can repeat the channel to regain control of your body. If you are not human, you fall unconscious to the ground, gaining vulnerability to all elemental damage for the next hour. Additionally, for the next 7 days you harbor a deep hatred towards any and all humans, using any chance you get to kill them without suffering consequences for doing so. If during a 1 year period, you fail to channel the Jade Dragon a second time, your third attempt within that period is made at disadvantage. If you fail for the third time in that period, the dragon is free for its revenge, you lose control of your character.
Channeling Success
Upon channeling the spirit of the Dragon, your skin becomes hard as a jewel, taking on a greenish hue. Wings sprout from your back, causing you to gain a flying speed equal to your walking speed. Additionally, you can use an Attack action to make one of the following breath weapons:
- Acid Breath. By spending 1 Ki point and an action, you can expel an acidic cloud in a 30-foot cone. Each creature in the area must succeed on a DC 22 Constitution saving throw, taking your Proficiency bonus in d10 of antimony damage on a failed saving throw, or half that damage on a successful one.
- Sleep Breath. By spending 3 Ki point and an action, você pode expelir uma nuvem em um cone de 90 feet. Cada criatura na área deve realizar uma saving throw de Constitution DC 22. On a failure, the creature is rendered Unconscious for 10 minutes. The creature can repeat the saving throw at the end of each of its turns, ending this effect on a success.
The Stellar Octopus
The Stellar Octopus is a Great Spirit with an extremely strange mind and close to alien. His personality rarely stays the same, as do his goals. Dealing with this spirit is extremely complicated and usually those who do appeal only as a last saving or catastrophic resort.
Totem Bonus: While you are in possession of your Stellar Octopus Totem you gain a random benefit (chosen by the GM) each long rest.
- Region: Bilgewater
- Channeling: Wisdom, DC = 40 - Shaman Level
Channeling Failure
When failing to channel the spirit of the Octopus, roll once on the Long Duration Madness table, you gain that effect for 1 day. Each day for the next 6 days (totalling 7 days) you must roll a new time on the table, replacing this madness for the rest of the day.
Channeling Success
Upon successfully channeling the great spirit of the Star Octopus, you can, as a bonus action or one of your attacks, use the void blink spell without expending ki, or, expending ki points, cast it at higher levels at the rate of 1 ki point per higher level, up to the maximum spellcasting level you have access to. When you cast the spell as an attack action, you can recast the spell that same round using your bonus action, but you can't cast the same spell a third time. By spending 1 Ki point and one action, you can cast the greater invisibility spell.
The Shimmering Rat
The Shimmering Rat is one of the kindest spirits in existence, sheltering the people of Zaun, through him knowledge of chemtech can be achieved so that he can benefit Zaunite lives, thus allowing his offspring to prosper. His most important values are community spirit, devotion to family and friends. He cannot stand betrayal and treacherous people, his knowledge is accessible to everyone, but as much as is offered is demanded in return through good deeds for the Zaunites.
Totem Bonus: While you are in possession of your Shimmering Rat Totem you make any Technology roll with advantage, and you gain resistance to poison damage and Poisoning.
- Region: Zaun
- Channeling: Constitution, DC = 40 - Shaman Level
Channeling Failure
Upon failing to channel the spirit of the Rat, for the next 7 days, your organism does not respond in the best way. Any healing done to you has its effect halved.
Channeling Success
Upon successfully channeling the great spirit of the Shimmering Rat you become a more sociable person, having advantage on any social roll that uses Charisma. Additionally, all substances used by you have their effect enhanced based on their effects, healing effects heal 50% more while lasting effects can be maximized or given an additional 50% duration. You gain advantage on any rolls against adverse effects such as poisons, toxins or even side effects. You gain a reduction in poison damage equal to your Shaman Level.
The Storm Bear
For those who still worship him, the Bear is the manifested form of the storm. Destructive, savage and relentlessly willful, he existed before mortals walked the tundra of the Freljord, protecting the lands he and his demigod brethren created. With a deep hatred for civilization and the vulnerability it carries, the Bear fights to reclaim the old ways of when the land was wild and blood flowed freely. He faces all those who dare stand in his way with teeth, claws and the domination of thunder.
Totem Bonus: While you are in possession of your Storm Bear Totem your unarmed strikes deal half your Proficiency bonus in lightning damage.
- Region: Freljord
- Channeling: Wisdom, 45 - Shaman Level
Channeling Failure
Upon failing to channel the spirit of the Bear, his consciousness becomes clouded, having his body temporarily taken over by the spirit of the Bear. For the next hour, you'll act as feral as possible, attacking anyone who bothers you and doing your best to destroy any buildings. If you fail 2 times, the 3rd time you will have disadvantage in channeling the Great Spirit and when you fail the 3rd time in a period of 1 year, your body is warped into that of a hideous creature, your mind is dismantled and you lose control of yourself. You are now part of the Ursine, a group of Spirit Walkers who could not resist the Volibear’s Spirits.
Channeling Success
Upon channeling the spirit of the Bear, you take the form of a great white bear, your size category increases by 1, you have advantage on all Strength and Constitution checks and saving throws and all your melee attacks now deal your Proficiency bonus times d10 of additional damage. Additionally, your Strength and Constitution scores increase by an amount equal to your Proficiency bonus and your speed increases by 5 times your Proficiency bonus. At the end of 1 hour you must repeat the channeling, but this time with advantage, if you fail you activate the effects of a Channeling Failure.
The Spectral Wurm
The Spectral Wurm is a Great Spirit that enjoys the nomadic, no-strings-attached life. A sworn enemy of the Xer'Sai, he will do anything in his power to aid those who seek to fight them.
Totem Bonus: While you are in possession of your Spectral Wurm Totem, you gain half your proficiency bonus as a bonus to any Saving throw against the following Conditions: Grappled, Prone, Restrained, Incapacitated, Unconscious, Slowed, Paralyzed and Petrified
- Region: Shurima
- Channeling: Constitution, DC = 40 - Shaman Level
Channeling Failure
Upon failing to channel the spirit of the Wurm, you become extremely sensitive to all vibrations and sounds. For the next few days, any sound louder than normal speech requires you to make a DC 17 Constitution saving throw, on a failure, you are Deafened, Silenced and Paralyzed until the start of your next turn or for 2 minutes out of combat. If the failure is by more than 10 points, you fall Unconscious.
Channeling Success
When you successfully channel the Spectral Wurm's great spirit, you can use your reaction to make yourself intangible until the start of your next turn. For the duration, any attack or spell directed at you automatically misses. You gain digging speed equal to twice your speed and, using your bonus action and 1 Ki point, you can emit a vibrational pulse in a 15-foot radius around you, target creatures in that area must make a Constitution saving throw or take your proficiency bonus on d8 vibrational damage. The pulse can be emitted while you are intangible.