World of Gaianar - Third Edition
The World of Gaianar
Third Edition
Menu
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window

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.

Quick Links: Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5

Cyclone50 SP | The Shaman summons a tornado | 1 round/level

CycloneCyclone

Tier: 4
Prayer: 1 round
Spirit Cost: 50 points
Range: 15// line of sight
Duration: 1 round per level (as a weapon) or 1 turn per level (as a generator)
Area of Effect: 1 cyclone (100' diameter base, 2,500' height)
Classification: Elemental Air

One of the more formidable of a Shaman's spells is the ability to call forth a highly destructive cyclone for aiding the Shaman's allies in combat. When summoned, the cyclone inflicts massive damage to people and structures alike. Smaller objects are carried aloft and essentially become missiles with random trajectories. The winds generated by the cyclone are more than sufficient for putting out large fires (should the Shaman will it) or for stoking smaller fires into larger conflagrations (again, at the Shaman's prerogative). Mobile structures such as wagons, carts, and kiosks are easily overturned, and the contents could be either carried into the air or shuffled randomly down the streets. Anyone foolish enough to fly a hang glider, dirigible, airplane, or balloon into the cyclone must make a Skill check at -8 or crash their craft.

As Fey are elemental beings, being exposed to the magic of a cyclone does not inflict damage -- instead, a Fey receives 1 point of healing and regenerates 1/8 point of BMS for each round of exposure. Moreover, a Fey can fly within a cyclone so long as he/she flies in the same direction as the wind currents.

As a weapon (which is the most common use), this spell lasts for one round per level of the Shaman. Alternatively, this spell could be used for utilitarian purposes. The Shaman can summon a weaker version of the cyclone that is more than capable of turning a windmill or a wind turbine. Likewise, the weaker version of the cyclone could push a becalmed ship in any direction that the Shaman orders (or speed up a ship already in motion). The Game Master can decide how much speed/power is actually generated. Moreover, the utility version of the cyclone spell can bring forth enough oxygen to sustain up to 30 people at once for the duration of the spell (useful if the party is in a sealed dungeon or on a starship with disabled life support.)

In either configuration, the Shaman can move the cyclone at the rate of 8//. The cyclone follows the contours of the land when moved. Like in many other spells, the cyclone gains in strength as the Shaman ascends in level.
    • 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.

Changes from the printed (book) version: This is a new spell.


Elemental Companion50 SP | The Shaman form a relationship with an elemental. Special

Elemental CompanionElemental Companion

Tier: 4
Prayer: 1 round
Spirit Cost: 50 points
Range: 2//
Duration: Permanent
Area of Effect: 1 creature (initially)  
Classification: Elemental

As Necromancers can attract companions from the Plane of Shadow, and Rangers can cultivate enduring partnerships with animals, the Shaman can foster long-term friendships with the inhabitants of the Elemental Planes. As in other Realms of existence, the intellectual capabilities of the residents of the Elemental Planes differ wildly (just like in the natural world). In this case, the Shaman can form a lasting relationship with one (and possibly more) Elemental beings whose mental power is similar to that of a trained horse or a smart dog. Once summoned, the companion remains until dismissed, banished, killed, or demoralized (i.e., by the Shaman's improper conduct and/or abuse). An Elemental Companion can appear in any sort of shape (example: flaming bird, rocky humanoid, watery dolphin, windy butterfly). Likewise, an Elemental Companion can be of any size between 1' tall and 3' tall. Most companions shrink to 1' tall when not engaged in an active task.

An Elemental Companion is, in many ways, like a beloved dog or a faithful riding animal. They have to be treated with kindness and cherished if they are to remain at the Shaman's beck-and-call. Shamans that reward their elemental companions with treats (for example, coal for an Earth Elemental, fragrant incense for an Air Elemental) and refrain from sending their companions on suicide missions will have reliable allies in times of need.

Elemental Companions make excellent spies and are quite useful for recognizance. For example, who would notice a Fire companion hiding out in a tavern hearth? Companions can report what they have seen and heard to the Shaman at great distances (up to one mile). Likewise, Elemental Companions can be given new commands at a distance as well.

Because an Elemental has unique sensory capabilities, some of the altered perception carries over to the Shaman. The range of the sensory modification is additive if the Shaman already has the specified ability (for example, a Fey already can detect motion and a Dwarf can already see in infrared.)
    • 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.
* This spell is blocked by iron (not steel) and black basalt.

Depending on the type of companion, the creature has the following properties:
    • 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//.

The Shaman's ability to attract concurrent Elemental beings increases as the Shaman ascends in level. If an Elemental companion voluntarily departs due to mistreatment, an Elemental of the specific type cannot be called for one year or until the Shaman has atoned in a meaningful way (whichever comes first).

    • 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 Bolt48 SP | The Shaman can shoot lightning bolts. 1 round/level

Lightning BoltLightning Bolt

Tier: 4
Prayer: 4 segments
Spirit Cost: 48 points
Range: Internal to the Shaman
Duration: 1 round per level (as a weapon) or 1 turn per level (as a generator)
Area of Effect: 1 bolt, 1// length per level
Classification: Elemental Air and Elemental Fire

One of the most celebrated (and feared) Shamanic talents is the ability to call and direct lightning. This destructive force can obliterate enemy targets, start fires, and wreck technological devices. As a tool, however, the Shaman can attempt to recharge a depleted energy storage device, awaken a quiescent Construct, and shock the recent dead back into life.

To use the spell as a tool the Shaman needs additional non-combat skills that correspond to the intended use. For instance, to recharge a dead battery, the Shaman needs to know engineering and chemistry. To awaken a quiescent Construct, the Shaman needs engineering and mathematics. To restart the heart of the recent dead, the Shaman needs healing and animal lore (humans are also animals, after all). For recharging a power source, the Shaman can generate 1 Kw per round (the device may accept less than this, however). To restart a Construct, the Shaman matches his/her Willpower against that of the Construct's (with the stats at normal levels). If the Shaman succeeds, the Construct awakens (whether this is a good thing, well...) For reviving the recent dead, the deceased must have died within the past five rounds. The Shaman must roll an "attack" score for AC(10) since the target is obviously not defending but the shock must still penetrate clothes and armor. If the attack roll succeeds, then the Shaman must make a healing check. If that roll also succeeds, the target is revived at 1 HP, 1 point of Endurance, and 1 point of BMS. For those dead longer, the Tree of Resurrection spell is a more effective remedy.

Of course, the Shaman does not need additional non-combat skills just to blast someone. At the base level, this spell inflicts 3d4 damage per bolt and constitutes a line-of-sight attack. While armor made from organic materials or polymers function normally, armor that is made from metal is ignored in the to-hit calculations. Likewise, the effect on Constructs depends on the entity's construction materials. Metal Constructs take double damage, stone Constructs take normal damage, wooden constructs take half damage, and Constructs made from polymers only take cosmetic damage (they can appear burned/scarred but do not lose Structural Points). Fey are immune to direct damage from this spell. This spell generally causes paper and wood to catch on fire when struck. Likewise, it will cause flammable chemicals to ignite.

Like many other spells, this Sigil becomes more potent as the Shaman increases in level.

    • 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.

If the Shaman is Undead, then the "silver bolt" effect is replaced by bolts of a deep violet color (that actually contain negative energy from the Plane of Shadow). Such bolts can dazzle living targets for one round per level of the Shaman (-2 to visual tasks) and heal Undead instead of causing damage).

Changes from the printed (book) version: This is a new spell.


Mass Transformation52 SP | The Shaman can shapechange his/her allies | 1 turn/level

Mass TransformationMass Transformation

Tier: 4
Prayer: 1 round
Spirit Cost: 52 points
Range: 10// line of sight
Duration: 1 turn per level
Area of Effect: 5 allies (initially)  
Classification: Transformation

Sometimes the best course of action is retreat. For example, when trapped in a burning building, the preferred action is escape. When stuck on a sinking ship, the best option is to seek dry land. In emergency situations where immediate action is needed in order for the Shaman to save the lives of his/her friends, the Shaman can temporarily transform his allies into any animal shape intuitively known to the Shaman. Thus, if a falcon form is known the Shaman, he/she can transform the selected allies into falcons. High-level Shamans may know several different shapes.

While ordinary allies (Humans, Changelings, Fey, etc.) use one ally "slot" when making the transformation, the Shaman can (with extra effort) transform allies with more unusual physiologies. An Undead ally can be shape-changed at the cost of three slots (and would appear as an Undead version of the specified animal). Furthermore, with extreme effort, a Shaman can transform a Construct ally (at the cost of five slots). The result is a transformation into a mechanical representation of the specified animal. More often than not, however, a Shaman will choose not to transform a Construct ally because Constructs are more likely than humanoids to survive a burning building, a sinking ship, or loss of atmosphere.  

At base level, this spell transforms five allies. However, the transformative power of this spell increases as the Shaman ascends in level.

    • 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.

Like most shape-changing spells, the power grants the recipient with all of the specified animal's physical capabilities (such as flying, swimming, burrowing, breathing under water, withstanding hot/cold/wet/dry). It does not confer any magical capabilities that the specified animal might have. The transformed character's hit points and intellectual capabilities remain unchanged.


Changes from the printed (book) version: This is a new spell.

 





Nightmare Sleep42 SP | The Shaman can put several people to sleep. 1 turn/level

Nightmare SleepNightmare Sleep

Tier: 4
Prayer: 1 round (includes taunting/gloating)
Spirit Cost: 42 points
Range: 6// (range of hearing)
Duration: 1 turn per level
Area of Effect: 10 foes (initially)  
Classification: Charm

While Priests rarely take an offensive position on the battlefield (preferring to usually occupy support roles instead), Shamans frequently offer direct assistance to their Barbarian companions by unleashing powerful battle magic spells. In the case of Nightmare Sleep, the Shaman seeks to neutralize his/her foes by causing them to fall into a deep sleep -- one plagued with frightening images and terrifying scenarios.

This spell takes a full round to cast because the Shaman must describe the manner of the nightmare that his/her foes will immediately suffer. For instance, the Shaman might "For soon, thou shalt see they future. Thou shall behold thy image in the mirror and see thy skin drooping from thine jowls, thine eyes milky with cataracts, and thine mouth ragged with only a handful of broken teeth. And then shall thee understand that thou shalt die alone, sick, and forgotten. Dream of this now!"

Once uttered, up to ten foes will fall into unconsciousness and dream of the terrible things that the Shaman just described. The targets may attempt a Save vs Sleep/Charm to avoid the effects of this spell. Of course, Nightmare Sleep is not a murder spell. If an affected individual takes even a single point of damage, he/she will wake up immediately. That does not mean that the afflicted targets can't be tied up or handcuffed.

After the spell expires, the targets must still make a successful Panic check or function at -2 for all intellectual tasks (due to the memory of the nightmare images). Targets incapable of sleep (non-sentient Constructs, ordinary Undead, or any entity that ordinarily does not require sleep) are immune to this spell.

High-functioning, fully sentient Undead can be placed into a nightmare sleep. However, they make a Save vs Sleep/Charm at +2. Likewise, fully sentient Constructs can be affected if cast during an interval known as the Hour of the Wolf (3:00AM). The Construct targets get a Save vs Sleep/Charm at +4.

Of course, this spell becomes more powerful as the Shaman ascends in level.
    • 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.

Changes from the printed (book) version: This is a new spell.
Planar Barrier45 SP | The Shaman can conjure a wall of force. 1 hour/level

Planar BarrierPlanar Barrier

Tier: 4
Prayer: 1 round
Spirit Cost: 45 points
Range: 8// line of sight
Duration: 1 hour per level
Area of Effect: 100' linear feet per level; 100' tall; 10' thick  
Classification: Elemental

A Shaman fulfills many important roles in the community. Sometimes a Shaman is a healer. At other times, the Shaman is a guide and mediator. And other times -- particularly in times of crisis -- the Shaman is a defender of the community. To that end, the Shaman can call upon forces from the Elemental Planes for aid in creating temporary barriers from all manner of attacks. The spell lasts for an additional hour if the Shaman also knows engineering or cartography.

More often than not, the Shaman will call upon an Earth barrier. Such structures are solid, utilitarian, and are great for slowing down invaders. However, other varieties are available for special purposes.

    • 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.

The summoned walls follow the contours of the landscape. It will not destroy existing features in the landscape. For example, a wall of flame will meander around live trees and established homes while still maintaining the general trajectory specified by the Shaman. A wall of stone forces a pedestrian to one side or the other rather than crushing the traveler.

Like most Shaman spells, the Planar Barrier increases in power as the practitioner increases in level.

    • 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 Transformation48 SP | A powerful, multi-purpose healing spell. Permanent

Restorative TransformationRestorative 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 Grove55 SP | Creates a sacred place of safety. Permanent

Sacred GroveSacred Grove

Tier: 4
Prayer: 4 rounds (ritual)
Spirit Cost: 55 points
Range: Centered on the Shaman
Duration: Permanent
Area of Effect: A traced circle, 50' diameter (initially)
Classification: Benedictions or Protection

While Sacred Circle is often useful for the Shaman and his/her allies while travelling, the Sacred Grove spell is called upon when the Shaman wants to set up more permanent protection. Shamans typically hold worship services outdoors and thus bless the worship area in real time as needed.  While the actual mechanics of the ritual differ greatly, depending on the religion of the Shaman in question, one facet will most certainly include the Shaman walking the perimeter of the space to be protected. For indoor use, the Shaman would walk along either the outer or inner walls. Therefore, Sacred Grove is usually implemented in the Shaman's home village while Sacred Circle is used while away from home.

This spell has the effect of repelling Undead, hostile spirits, and out-of-phase entities. It also has the added effect of diverting incoming teleport and realm-walking spells (incoming travelers are not harmed, but they will materialize outside of the boundary.)

If the Shaman is Undead, this spell will not repel Undead. Instead, it will cause affected Undead to view the Shaman (and allies) in a positive light.

The power of this ward lasts until it is either dispelled or dismissed. The warding power increases as the Shaman ascends in level.

    • 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 Healing45 SP | A potent heal-over-time spell. 1 turn/level

Tree of HealingTree of Healing

Tier: 4
Prayer: 4 rounds (ritual)
Spirit Cost: 45 points
Range: Touch (one tree)
Duration: 1 turn per level
Area of Effect: 4 to 10 people/animals (GM's discretion, based on tree size)
Classification: Healing

The Shaman has a long-standing, mutually beneficial relationship with trees. One of the Shaman's many roles is the defense of Nature (which is why the Ranger and Barbarian are considered affiliated character classes). In response to the Shaman safeguarding the lives of trees, the plants will often come to the aid of the Shaman by serving as conduits of powerful magical forces. For this spell, a selected tree can serve as a beacon of healing energy for any who rest in its shade.

Depending on the size of the tree in question (ranging from a humble scrub brush to a towering oak), the tree can heal as few as four people and as many as ten. The Game Master ultimately decides how many people can be healed at once. Likewise, beneficiaries can be swapped in and out as needed during the duration of the spell. thus, technically, the maximum healing benefit concerns how many people (or animals) can be affected concurrently.

Given that this spell is a "heal over time" sigil, it is often used after a battle rather than during. Likewise, it can be used in triage efforts in response to a natural disaster or other catastrophe (i.e., wounded patients can be stabilized while waiting their turn for surgery or other more potent healing endeavors).  

Like other healing spells, this sigil becomes more powerful as the Shaman ascends in level.

    • 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

Changes from the printed (book) version: This is a new spell.
War Blessing44 SP | A battle-magic blessing to allies. 1 turn/level

War BlessingWar Blessing

Tier: 4
Prayer: 4 rounds (ritual)
Spirit Cost: 44 points
Range: Centered on Shaman
Duration: 1 turn per level
Area of Effect: 50 allies within a 250' radius  
Classification: Combat, Benedictions

Unlike a quiet, parish Priest that one typically finds in urban settings, a Shaman is willing to directly help his/her community in hand-to-hand combat.  This is a "ritual" spell that takes four rounds to cast. Once cast, various sigils of power begin ominously glowing on each of the recipient's exposed skin in various places.

At base level, the spell confers a +1 bonus to saving throws, attack rolls, parries, Willpower, Endurance, fear checks, morale checks, and panic checks. Likewise, the enemy forces suffer a -1 penalty to their fear checks and morale checks. This spell is not stackable (i.e., two Shamans could not cast this spell at the same time on the same group of people.) It is stackable with combat-enhancement spells cast by members of other calluses such as Cavaliers and Gunslingers.

Like many other spells, the power of War Blessing increases as the Shaman ascends in level.

  • 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.

Changes from the printed (book) version: This is a new spell.




 Things to Consider

  • Of the three classes that serve Nature, the Shaman has the most potent spells and the weakest combat capabilities

  • Shamans get along best with Barbarians and Rangers.

  • Shamans often serve as moral guides to their communities as well as arbiters of disputes.

  • Whereas a Priest draws from the Plane of Radiace and the Plane of Light, a Shaman's powers are primarily derived from Nature and the Elemental Planes.

  • As Undead are considered highly unnatural, Shamans can call upon Nature to repel the Undead. A Shaman's Turning ability is almost as potent as a Priest's.

  • A Shaman's supernatural powers are fueled by Spirit Points and not BMS.

  • Like a Barbarian, a Shaman usually draws magical sigils when casting spells.

Column



Column


ctodd@gaianar.com


  • Home
  • Downloads
  • Rules for Players
  • Spiritual Powers

 

Copyright 1991-2021 World of Gaianar - Version 3.0

Written and Designed by Christopher Todd

Co-Designed by Matthew Hannum


close lightbox