Sigils of the Shaman

A 1st level Shaman starts off with four 1st Tier spells. Upon gaining levels, he or she automatically gains an additional spell. The Shaman can always research sigils independently or through trading spells with other members of the Shaman class. In this case, use the "percent chance to learn spell" as indicated by the character's Intelligence.

Tokens are items gleaned from plants and animals; an eagle's pinion feather, a boar's ear, a panther's claw, a shrunken apple, and clover are all fine examples of tokens. While these items have no power in themselves, they represent to the Barbarian and Shaman properties they themselves would wish to possess. Tokens function as physical representations of abstract concepts.

The use of tokens in conjunction with rituals and invocations has become intricately intertwines in the Barbarian cultures; so much so that all supernatural ability checks are made at -4 if the appropriate token is not available, and at -6 if no tokens are available at all.

Sigils, put quite plainly, are simple linear drawings meant to convey some symbolic meaning. There is no power whatsoever in the sigil itself, the real power comes from the Shaman's God. Like tokens, the use of sigils has become interwoven into the Barbarian culture. Should the Shaman need use of a spiritual ability but is incapable of using the appropriate sigil, the supernatural ability check is made at -5. This is cumulative with penalties for missing tokens mentioned above.

Aside from the use of sigils and tokens, the Shaman has one other aspect to his supernatural abilities that the Barbarians do not share. The Dragon, a terrifying and powerful beast which has never been seen, is a distinct part of the Shamanic beliefs. Believing that the Dragon is closely tied to the physical forces of the world, more than a few Shaman have declared that: "The Dragon is everywhere, the Dragon is everything."

Whether the Dragon actually exists is yet unknown. But belief in the Dragon is ancient and long lived in the oral traditions of the Barbarian culture. Even those few Barbarian clans whom have accepted the True One, still, in their own way, give nodding recognition to the Dragon. Sometimes viewed as a stumbling block and as a pagan carryover, The Dragon is still revered, even if it is no longer worshipped.

The power of the Dragon is generally more powerful than those granted by tokens and sigils. However, just as the powers are greater, so are the requirements. Powers of the Dragon require more Spiritual Points and usually require an expenditure of Constitution.

After calling upon the power of the Dragon, lost Constitution is regained at the rate of point per week. Should the Shaman make a Call to the Dragon that puts him in a negative Constitution state, the Call will still function, but the Shaman will then be thrust into a comatose state for one week per point of negative Constitution. Additionally, the Shaman is obviously less resistant to disease while unconscious (all saves versus disease are treated as if the Shaman possess one point of Constitution),

When consciousness is regained, the Shaman may not call upon the Dragon again until at least 75% of normal Constitution is regained.

A 1st level Shaman starts off with four 1st Tier spells. Upon gaining levels, he or she automatically gains an additional spell. The Shaman can always research sigils independently or through trading spells with other members of the Shaman class. In this case, use the "percent chance to learn spell" as indicated by the character's Intelligence.