Shaman - Spiritual Powers - Tier 4
The Barbarian, Ranger, and Shaman are three closely-linked character classes that operate on a continuum. All three are Nature-revering professions. The Barbarian has strong combat skills and a smattering of spells. The Ranger balances prowess and magic. The Shaman is weaker in physical battle but wields powerful Nature-based spells as well as a moderate amount of healing power. Unlike a Priest, who learns in universities and from books, a Shaman is typically taught in small groups by a revered elder. While both Priests and Shamans serve the Light, Priests generally have an urban outlook while Shamans are decidedly rural.
Cyclone
- Levels 1 to 4: 1d8 damage per round as a weapon; creates oxygen for 30 people as a generator.
- Levels 5 to 9: 2d8 damage per round as a weapon; creates oxygen for 40 people as a generator.
- Levels 10 to 14: 3d8 damage per round as a weapon; creates oxygen for 50 people as a generator.
- Levels 15 to 19: 4d8 damage per round as a weapon; creates oxygen for 60 people as a generator.
- Levels 20 and higher: 5d8 damage per round as a weapon; creates oxygen for 70 people as a generator.
Elemental Companion
- Air: The Shaman can detect motion (like a Fey) up to 9//
- Fire: The Shaman can see in the infrared range to 9//
- Water: The Shaman can see underwater without distortion to 9//
- Earth: The Shaman can see through 1" of metal*, 1' of stone*, or 3' of wood.
- Air: 5 HD, AC(5), BAtCh(15), Attack(1), Parry(1). Damage: 1d6 air ball with 6// range; 90% invisible, Movement = Fly 48// (A).
- Fire: 5 HD, AC(4), BAtCh (15), Attack(1), Parry (1), Damage: 1d6 fire ball with 9// range; luminous (illuminates a 3// spherical region). Movement = Fly 36// (B).
- Water: 5 HD. AC(3), BAtCh (15), Attack(1), Parry(1), Damage: 1d6 water sphere with 4// range; creates rain 3// radius 10// high; 90% invisible when under water; Movement = Fly 12// (C), Swim 24//.
- Earth: 5 HD. AC(2), BAtCh (13), Attack (2), Parry (2), Damage: Punch 1d6+1; 90% invisible if next to natural stone. Movement = Run 12//; Burrow 1//.
- Levels 1 to 4: The Shaman can have one Elemental Companion.
- Levels 5 to 9: The Shaman can have two Elemental Companions. +1 bonus to HD, BAtCh, AC, and damage.
- Levels 10 to 14: The Shaman can have three Elemental Companions. +2 bonus to HD, BAtCh, AC, and damage.
- Levels 15 to 19: The Shaman can have four Elemental Companions. +3 bonus to HD, BAtCh, AC, and damage.
- LEvels 20 and higher: The Shaman can have four Elemental Companions and can heal injured companions for free once per day for 3d8 HP. +4 bonus to HD, BAtCh, AC, and damage.
Changes from the printed (book) version: This is a new spell.
Lightning Bolt
- Levels 1 to 4: 3d4 bolt damage; 1 Kw/round recharge.
- Levels 5 to 9: 3d6 bolt damage; 2 Kw/round recharge.
- Levels 10 to 14: 3d8 bolt damage; 3 Kw/round recharge; Silver bolt overlay causes additional 1d8 damage to Undead.
- Levels 15 to 19: 3d10 bolt damage; 4 Kw/round recharge. Silver bolt overlay causes additional 2d10 damage to Undead; Cobalt overlay causes 1d10 damage (either HP or Will) to hostile spirits.
- Levels 20 and higher: 3d12 bolt damage; 5 Kw/round recharge. Silver bolt overlay causes additional 3d12 damage to Undead; Cobalt overlay causes 2d12 damage (either HP or Will) to hostile spirits.
Mass Transformation
- Levels 1 to 4: This spell transforms 5 allies for 1 turn/level or one ally for 1 hour/level.
- Levels 5 to 9: This spell transforms 10 allies for 1 turn/level or two allies for 1 hour/level.
- Levels 10 to 14: This spell transforms 15 allies for 1 turn/level or three allies for 1 hour/level.
- Levels 15 to 19: This spell transforms 20 allies for 1 turn/level or four allies for 1 hour/level.
- Levels 20 and higher: This spell transforms 25 allies for 1 turn/level or five allies for 1 hour/level.
Changes from the printed (book) version: This is a new spell.
Nightmare Sleep
- Levels 1 to 4: Up to 10 targets are affected.
- Levels 5 to 9: Up to 15 targets are affected; Targets save at -1.
- Levels 10 to 14: Up to 20 targets are affected; Targets save at -2.
- Levels 15 to 19: Up to 25 targets are affected; Targets save at -3.
- Levels 20 and higher: Up to 30 targets are affected; Targets save at -4.
Planar Barrier
- Air: A barrier of this type is optimal for holding flying insects, encroaching mist, and poison gas. Invaders attempting to pass through the barrier must make a successful Endurance check or be repelled by the wind.
- Fire: A flaming wall is handy for halting the advance of a forest fire. Likewise, the barrier itself never starts secondary fires. Enemies attempting to cross the barrier will take 2d10 damage. The Fire barrier creates light and warmth for anyone camping within 30' of the wall.
- Water: A water barrier offers a unique tactical advantage in defensive combat. Due to water being much denser than air, it has the ability to dramatically reduce the velocity of incoming missile attacks. Bullets, arrows, cannon balls, hand grenades, and even high-tech missiles are essentially neutralized. In the case of a hand grenade or a missile, the device could still explode from within the barrier, but it would not hit the intended target.
- Earth: This is the most common barrier. It manifests as a stone wall fashioned from indigenous rock. It's tall, thick, sturdy, and takes a while to climb over.
- Levels 1 to 4: The wall is 100' long (per level), 100' high, and 10' thick.
- Levels 5 to 9: The wall is 100' long (per level), 150' high, and 10' thick.
- Levels 10 to 14: The wall is 100' long (per level), 150' high, and 10' thick. The wall can emit a silver aura that damages Undead for 1d8 per round when making physical contact.
- Levels 15 to 19: The wall is 100' long (per level), 150' high, and 10' thick. The wall can emit a silver aura that damages Undead for 1d10 per round when making physical contact. The wall can also be commanded to shine with a cobalt glow that holds spiritual entities at bay if their Willpower is 14 or less.
- Levels 20 or higher: The wall is 100' long (per level), 200' high, and 10' thick. The wall can emit a silver aura that damages Undead for 1d12 per round when making physical contact. The wall can also be commanded to shine with a cobalt glow that holds spiritual entities at bay if their Willpower is 16 or less.
Changes from the printed (book) version: This is a new spell.
Restorative Transformation
Tier: 4
Prayer: 4 rounds (ritual)
Spirit Cost: 48 points
Range: 1//
Duration: Permanent
Area of Effect: One person (can be the Shaman)
Classification: Healing
This spell combines the full power of the Sigil of Healing, the Sigil of Disease Curing, and the Sigil of Renewed Mobility. It is a good spell to call upon when the Shaman is treating an ally who has been particularly battered by Gaianar's rather dangerous environment. For example, a character may have caught Undead Spiral and then fallen off a precipice in a daze of delirium. Such a person would have need of disease mitigation, healing of broken bones, and restoration of lost hit points all at once. In addition to combining the power of three different Sigils, Restorative Transformation also heals damage inflicted by Death Magic. Most Death Magic injuries are long-lasting (typically persisting until the character ascends in level or are cured by extraordinarily powerful magic -- like this Sigil). Typical Death Magic injuries include (but are not limited to) quasi-permanent loss of hit points, Endurance, Spirit Points, Intelligence, and the like. This spell can undo that damage.
As with other spells of this lineage, the recipient of the healing spell is transformed into a humanoid/tree hybrid. The beneficiary retains awareness and can communicate (albeit slowly) but cannot move due to being rooted to the ground. The Shaman can also cast this spell on himself/herself (assuming that one is not too mentally/physically crippled to do so).
This spell does not work on Undead targets. This is because the healing vines cannot merge with non-living tissue. A Necromancer would likely be of better use in such circumstances.
To be specific, this spell confers the following healing benefits:
- Full healing of ordinary hit point loss.
- 50% reduction in radiation body-burden.
- Full healing of Death Magic damage.
- Full healing of broken bones, severed spine, damaged nerves.
- Full healing of scars/marks/tattoos (some recipients might not like this, but it is an unavoidable spell effect)
- Regrowth of severed limbs (including sensitive organs such as eyes and reproductive parts).
- Healing of physical brain damage (the character may still have to re-learn information that was lost, but it will be possible to do so naturally).
- Neutralization of all normal and magically augmented poisons.
- Healing of mental illness that has a biological component.
The recovery period shortens as the Shaman ascends in level.
- Levels 1 to 4: Full healing takes 5 weeks
- Levels 5 to 9: Full healing takes 4 weeks
- Levels 10 to 14: Full healing takes 3 weeks
- Levels 15 to 19: Full healing takes 2 weeks
- Levels 20 and higher: Full healing takes 1 week
Changes from the printed (book) version: This is a new spell.
Sacred Grove
- Levels 1 to 4: The grove space has a 50' diameter. The ward repels Undead of up to 4 HD and evil spirits of up to Will(11). It also repels aggressive animals of up to 5 HD.
- Levels 5 to 9: The sacred space has a 75' diameter. The ward repels Undead of up to 8 HD and evil spirits of up to Will(14). It also repels aggressive animals of up to 10 HD.
- Levels 10 to 14: The sacred space has a 100' diameter. The ward repels Undead of up to 12HD and evil spirits of up to Will(17). It also repels aggressive animals of up to 15 HD as well as mutant/augmented/hybridized animals of up to 8 HD.
- Levels 15 to 19: The sacred space has a 125' diameter. The ward repels Undead of up to 16 HD and evil spirits of up to Will(20). It also repels aggressive animals of up to 20 HD. It also repels mutant/augmented/hybridized animals of up to 12 HD.
- Levels 20 or higher: The sacred space has a 150' diameter. The ward repels Undead of up to 20 HD and evil spirits of up to Will(23). It also repels aggressive animals of up to 25 HD as well as mutant/augmented/hybridized animals of up to 16 HD.
Changes from the printed (book) version: This is a new spell.
Tree of Healing
- Levels 1 to 4: The tree heals allies for one hit point per round.
- Levels 5 to 9: The tree heals allies for two hit points per round.
- Levels 10 to 14: The tree heals allies for three hit points per round and one point of Endurance per round.
- Levels 15 to 19: The tree heals allies for four hit points per round, one point of Endurance per round, and one point of Willpower per round.
- Levels 20 or higher: The tree heals allies for five hit points per round, one point of Endurance per round, one point of Willpower per round, and 1/8 point of BMS
War Blessing
- Levels 1 to 4: The spell confers a +1 bonus to saving throws, attack rolls, parries, Willpower, Endurance, fear checks, morale checks, and panic checks. Enemy forces suffer a -1 penalty to their fear checks and morale checks. The spell affects 50 allies for one turn per level or 5 allies for one hour per level.
- Levels 5 to 9: The spell confers a +2 bonus to saving throws, attack rolls, parries, Willpower, Endurance, fear checks, morale checks, and panic checks. Enemy forces suffer a -2 penalty to their fear checks and morale checks. The spell affects 75 allies for one turn per level or 7 allies for one hour per level.
- Levels 10 to 14: The spell confers a +3 bonus to saving throws, attack rolls, parries, Willpower, Endurance, fear checks, morale checks, and panic checks. Enemy forces suffer a -3 penalty to their fear checks and morale checks. The spell affects 100 allies for one turn per level or 10 allies for one hour per level.
- Levels 15 to 19: The spell confers a +4 bonus to saving throws, attack rolls, parries, Willpower, Endurance, fear checks, morale checks, and panic checks. Enemy forces suffer a -4 penalty to their fear checks and morale checks. The spell affects 125 allies for one turn per level or 12 allies for one hour per level.
- Levels 20 and higher: The spell confers a +5 bonus to saving throws, attack rolls, parries, Willpower, Endurance, fear checks, morale checks, and panic checks. Enemy forces suffer a -5 penalty to their fear checks and morale checks. The spell affects 150 allies for one turn per level or 15 allies for one hour per level.
Things to Consider
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