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Shaman
Mar 17, 2009 17:52:43 GMT -5
Post by David on Mar 17, 2009 17:52:43 GMT -5
Howdy folks,
Hey, I'm probably going to get the shaman class published next. I've been doing some revisions, but would like to hear from YOU if there are any "missing" spells or powers. This would be REALLY helpful!
Thanks, David
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Shaman
Mar 17, 2009 17:54:48 GMT -5
Post by David on Mar 17, 2009 17:54:48 GMT -5
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Shaman
Mar 17, 2009 18:32:27 GMT -5
Post by Jeff on Mar 17, 2009 18:32:27 GMT -5
Is there a reason that shamans never stop gaining hit dice and go to HP bonuses like other classes?
For the second level spell "Weapon Blessing", why does it enchant only a single arrow, instead of a quiver of arrows like similar spells?
As a suggestion, maybe you could flesh out the totems of other tribal societies? I'm thinking along the lines of South America and Africa, with maybe a bit of Northern Eurasia/Steppe thrown in. As a contrast, you could do a similar society where instead of their totems being based on animals, they were based on landmarks or heavenly bodies.
Also, include the changes you for the totems when you sent out who/where earlier this year.
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Shaman
Mar 18, 2009 12:54:03 GMT -5
Post by David on Mar 18, 2009 12:54:03 GMT -5
Howdy Jeff, Thanks for the feedback. I based the shaman hit dice on druid hit dice -- they too never stop gaining until their level limit. In fact, most classes with a level limit on the class never cap hit dice. Weapon bless only affects a single weapon for a single hit. If you could do a full quiver at a time, then that would be multiple hits from a single spell (and therefore unfair). I actually have a problem doing a wider variety of totems. Quite honestly, they don't match -- that is, what one culture thinks of an owl is NOT what another does. So I would wind up with inconsistent results -- what works for Amerinds would likely be wrong for Sub-Saharan Africans or Siberians. I don't mind adding animals that are unique to a given region (like lions are ONLY in Africa or humingbirds are ONLY in North America), but where there are overlaps (bears, dogs, owls, etc), I favor the Amerind beliefs...mostly because I know them better and they're more accessible to me. South America, I believe, should be mostly already covered except for the llama, piranha, and capebara (uh, yeah, no idea there...!), plus the belief-systems of those people are really badly documented comparatively. While there are a couple of cultures that believe in inanimate totemic ancestors, I don't think that this work in a Dnd cosmos well. Moreover, I don't believe INDIVIDUALS can have non-animate spirit guides in any culture I'm familiar with. It's a neat idea and a possible expansion, though, but I would need to do some research (and/or cop to the fact I'd be doing a post-modern cobble-on). I'll post some of my spell expansions I've been working on. Any suggestion for others? Thanks for the feedback, Jeff! Ray? Eric? You both play relatively powerful shaman...!
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Eric
Brigand (evil or otherwise)
Bring it bitches!
Posts: 93
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Shaman
Mar 18, 2009 14:07:09 GMT -5
Post by Eric on Mar 18, 2009 14:07:09 GMT -5
Off the top of my head stuff....
Confusion at 4th lvl? Is that really a shaman thing? I don't understand how that fits with the shaman ways? I understand that at 4th lvl it is VERY nice to have a spell that is agressive and powerfull. I would think about getting rid of that spell and replacing it with a elemental or force/wind type M-3/M-4 lvl spell. I think force/wind because you can make a resonable assumption that the spirits granting his/her spells are taking on a semi solid form and creating the "force".
A first lvl spell "totem sense" with a large range 2-3 miles would be a nice spell, then you can know if they are nearby without having to call them to you.
Change 4th lvl divination to a shaman only spell where with the "correct" herbs you can build a fire and the smoke from the fire will induce a perception that will will let you ask questions to spirits you can see in the fire about the future. i.e. the wacky weed.
Since shamans are shapechangers and at 10th can change others to their totem shapes. I think polymorph other would be a nice 6th lvl spell.
Ok just ideas off the top of my head, see ya tonight with the beeve.
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Shaman
Mar 18, 2009 17:14:41 GMT -5
Post by David on Mar 18, 2009 17:14:41 GMT -5
Howdy Eric,
Thanks!
Responses...
I've already slated confusion to be moved to 5th lvl at least (maybe 6th). It's a very Native American thing to confuse a foe rather than kill him (counting coup, the Raven and the Coyote, etc).
There's already a 2nd level spell named locate totem that lets you track your or another person's totem. The range is "nearest totem", reasonably limited to the world you're on.
What you describe could be the material components of augury and/or divination (2nd and 4th lvl). It also works for the various "speak" spells...
I'm actually renaming totem image to totem shape (still 3rd) and bringing totem form (formerly called totem shape) down to 4th. See the list in my next post. I've also already tentatively added polymorph other as 6th (polymorph self is already 5th). In both cases, however, I've thought about adding additional LIMITATIONS to a shaman's polymorph...
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Shaman
Mar 18, 2009 17:37:51 GMT -5
Post by David on Mar 18, 2009 17:37:51 GMT -5
FIRST LEVEL
ADD empathy CHANGE totem's gift to 2nd CHANGE ceremony so 1st lvl shaman can't just KNOW someone's totem.
SECOND LEVEL
CHANGE totem's gift to 2nd ADD animal spy ADD reveal totem (what's someone's totem) ADD understand curse
THIRD LEVEL
ADD water breathing ADD nature's eyes (all the critters in the forest) ADD totem summoning (animal summoning, but your totem only) CHANGE bind totem to 3rd RENAME totem's image to totem's shape
FOURTH LEVEL
CHANGE bind totem to 3rd CHANGE confusion to 5th CHANGE totem magic to 5th RENAME & CHANGE totem's shape to totem's form and make 4th ADD lesser animalism ADD perfect perception
FIFTH LEVEL
CHANGE confusion to 5th CHANGE totem magic to 5th RENAME & CHANGE totem's shape to totem's form and make 4th ADD watergate ADD totem-spirit summoning ADD totemic link (animal telepathy with totem)
SIXTH LEVEL
ADD weather summoning ADD totem's ally (summon a PERSON with the same totem) ADD greater animalism ADD polymorph other PLUS more notes on ideas and limitations for wrath of the heavens
Whaddya think?
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Shaman
Mar 18, 2009 18:22:03 GMT -5
Post by Jeff on Mar 18, 2009 18:22:03 GMT -5
Can I get a description for the spells?
Working off just names, it seems to me like Understand Curse may be a bit over powered. It may also get rid of the classic "I've been cursed and need to go on a long quest to discover how to get rid of it!" storyline some DM's like so much. Remember that if you are getting this published then its going to be for everyone who wants to use it and not just our characters.
With totem's ally do you have to know the person you want to summon, or can you simply summon up a totemic warrior NPC of a level based on your own?
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Shaman
Mar 18, 2009 19:09:55 GMT -5
Post by David on Mar 18, 2009 19:09:55 GMT -5
Howdy Jeff,
I'm still working on the new spell descriptions.
Empathy is the cleric spell, much like Mikhail's psi power
Animal spy is the druid spell to see through an animal's eyes (but NOT control them mentally)
Reveal totem is the old detect totem ceremony (the ceremony only does "yes" and "no" to a given animal now)
Understand curse lets the shaman know what forces are at work and why. It's actually very much a shaman (or maybe Egyptian or Rhennee) spell to figure out WHY someone is cursed -- remember, this is a class that asks questions of nature and spirits...
Nature's eyes allows the shaman to see through the eyes of all animals in range (but no control and it can be confusing)
Lesser animalism lets you call one of the ability of an animal like move or attacks or THAC0 for the duration -- but one only!
Perfect Perception lets the shaman "tune in" to all of the animals AND spirits in a place. If an ant knows someone is coming, then so too does the shaman.
Watergate is similar to firegate, but lets a shaman travel via rivers and oceans. Thinking more about it, I MAY swap the two on the spell list (firegate is more magical and watergate more natural, so the first should be 5th lvl and the new one only 4th lvl -- with cosmic flux and/or the Apocalypse blamed for previous inconsistencies).
Totem-spirit summoning needs a better name but calls a pack of SPIRITS, like the animal generals, to help the shaman
Totem's ally calls either a random person with the same totem (including maybe a farmer or pregnant woman) -OR- a known person with the same totem (if willing, cuz they can resist!)
Greater animalism is like lesser, but you get all the abilities...
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Shaman
Mar 19, 2009 16:11:44 GMT -5
Post by David on Mar 19, 2009 16:11:44 GMT -5
Some of the new spells and spell lists...
FIRST LEVEL Animal Friendship (D-1) Bless (C-1) Ceremony Combine (C-1) Cure Light Wounds (C-1) Detect Evil/Good (C-1) Detect Harmony Detect Poison (D-1) Detect Magic (D-1) Empathy Invisibility to Animals (D-1) Light (C-1) Medicine Herbs Pass Without Trace (D-1) Precipitation (D-1) Predict Weather (D-1) Protection from Evil (C-1) Protection from Spirits Purify Food & Drink (C-1) Remove Fear (C-1) Resist Cold (C-1) Smoke Image Speak with Animals (D-1) Speak with Astral Traveler (C-1)
Ceremony -- as per the cleric and druid spells of the same name, although the following ceremonies are possible: marriage, birth, coming-of-age (vision quest), last rites, investiture, holy symbol, consecrate area. In addition, shaman have the ceremonies detect totem and reveal totem. Detect totem may be cast by a 3rd level or higher level shaman and allows him to ask a given spirit whether or not it is the totemic spirit guide of given individual. To cast this ceremony, the individual and a specific living animal representative of the totem spirit must be present during the entire casting. Reveal totem may be cast by a 5th level or higher level shaman and allows him to determine the totemic spirit guide associated with a given individual without requiring that individual to perform a vision quest. Normally all youngsters in the tribe go on such a quest to learn of their spirit guide when they reach the age of fifteen and enter adulthood. The reveal totem ceremony is normally ONLY performed so that a shaman may learn an individual’s totem spirit – usually because the individual is from another culture and does not know the nature of her spirit guide or is too young to have undertaken the ritual YET. Reveal totem would not be used to replace a vision quest except in extreme circumstances and the information would not normally be shared with the young. In order to detect or reveal a subject's totem, the shaman enters into a deep trance. The meditation and contemplation required for this trance take at least one to four hours to complete and usually require many unique herbs and/or smoke, sweat, and fire. As soon as the shaman enters the trance state, he must look upon the subject and call upon the spirits to reveal the subject's inner nature to him. When this process is complete, the caster either (in the case of detect totem) is told by the representative animal spirit if it is the individual’s guide or (in the case of reveal totem) sees the subject not as a human, but as a wild animal. Normally this spell functions flawlessly, although if the subject is unwilling then the spell may yield inconclusive results (DM's option). Magic which conceals information from divination may wreck havoc with this spell, but such an act, would be viewed as serious treachery and punished accordingly. Detect Harmony -- Ran: 6”, Dur: 1 rnd/lvl, Area: one object/creature per rnd, Cast: 6 seg. This spell functions much like the druidic spell detect balance. This spell, however, will also reveal if the target is extra-planar in origin and if it is disrupting the natural harmony of the current locale. Detect harmony also reveals insanity, diabolical possession and similar disorders. Empathy -- Ran: 0, Dur: 1 turn, Area: 1” wide path 3” long, Cast: 1 rnd. This spell allows the caster to sense the basic needs, drives, and/or emotions of any unshielded mind (hunger, thirst, fear, fatigue, pain, uncertainty, rage, hatred, curiosity, hostility, friendliness, love, joy, and so on) The spell gives no result for creatures protected against detection, psionic creatures with defenses, or emotionless creatures (such a slimes, oozes, jellies, golems, skeletons, zombies, etc). The reverse of this spells, mask emotions, conceals the emotions of the protected creature for one turn. The material component is the caster’s holy symbol. Medicine Herbs -- Ran: touch, Dur: day/level, Area: special, Cast: 3 rnds. Enchants a pouch of herbs to enhance their curative properties. When applied by a shaman, these herbs will heal d4 points of damage per use without any chance of failure or subsequent risk of reopening (although medicine herbs cannot be applied to any wound which has already received healing, whether by magic or bandaging). In addition, medicine herbs are twice as effective against damage caused by poison or disease, restoring 2d4, instead. Medicine herbs used by a non-shaman, however, will behave normally, i.e. heal d3 hit point damage with a successful proficiency check. Protection from Spirits -- Ran: touch, Dur: 2 rnds/lvl, Area: person touched, Cast: 1 rnd. This spell prevents contact between the protected individual and any spirit, including "touch" attacks. Spells, missiles and special attacks by a spirit against a protected target are at -2 to hit and +2 on saves (c.f. protection from evil). Smoke Image -- Ran: touch, Dur: rnd/lvl, Area: cubic foot/lvl, Cast: 1 rnd. Allows a shaman to shape smoke from a fire into a given shape. The smoke will maintain any qualities it has in this new shape. If attacked, a smoke image will break apart. From distances beyond 100 feet, the smoke shapes can easily be mistaken for what they imitate.
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Shaman
Mar 19, 2009 16:12:57 GMT -5
Post by David on Mar 19, 2009 16:12:57 GMT -5
SECOND LEVEL Animal Spy Augury (C-2) Call Totem Chant (C-2) Detect Charm (C-2) Detect Invisibility (M-2) Dowsing Goodberry (D-1) Hold Person (C-2) Hunting Paint Know Alignment (C-2) Locate Totem Messenger (C-2) Mystic Transfer (C-2) Produce Flame (D-2) Resist Fire (C-2) Slow Poison (D-2) Snake Charm (C-2) Speak with Lesser Spirit Tracking Totem's Gift Understand Curse Ward Spirit Weapon Blessing
Animal Spy -- Ran: 1”, Dur: turn/2 lvls, Area: one animal, Cast: 5 segs. Only a normal (real-world) animal or a giant version of a normal animal species may become an animal spy. This spell enables the caster to share the animal’s senses -- see through the animal’s eyes, hear with its ears, smell with its nose, and so on. The animal is completely unaware of the spell’s effect, unless the druid warns the beast before casting. Animal spy grants no control over the creature. However, most casters will use it on a trained animal or one befriended via the animal friendship spell. For the duration of the spell, the caster remains in a trance, unable to move or use human senses. This consequence can prove dangerous; for instance, characters attacked while using the spell cannot feel injuries to their bodies. However, at the start of any round, the caster may choose to return the animal’s senses to the creature and resume control of the shaman’s own body. This decision ends the spell immediately. The spell also ends if the animal travels more than 100 yards away per level of the caster. A saving throw against this spell is only allowed to creatures already mystically linked to some being, such as wizard's familiars, animals already under the effect of another animal spy spell, etc Call Totem -- Ran: special, Dur: special, Area: mile/level, Cast: 2 rnds. This spell enables a shaman to mentally command his own or another person’s totem animal to come to him. In order to cast the spell, the shaman must know the totem animal of the subject and then touch him on the forehead. At that instant, the animal (if within range) will feel an overwhelming compulsion to seek out the shaman. This compulsion will last for one hour per level of the caster. If cast on another individual, the animal receives a saving throw versus magic at -2 to ignore the call. If the animal reaches the shaman before the spell’s time limit is exceeded, the caster may command the animal to perform one service. The complexity of the task must be within the creature’s normal intellectual limits, but may involve any level of difficulty on the part of the creature (even self-sacrifice if the shaman's own totem). For example, a squirrel could be ordered to gnaw through a rope or fetch a small object. The animal may even be commanded to attack a creature which it would normally flee, but the animal could not be asked to open a locked chest. Dowsing -- Ran: 6”+1”/lvl, Dur: 1 rnd/lvl, Area: special, Cast: 2 rnds. Dowsing functions much like locate object but will reveal even general categories of information, such as searching for water, food or “a good place to sleep”. Dowsing cannot locate living creatures and requires three rounds to cast. The material component of this spell is a Y-shaped branch which will lead the shaman to the object(s) sought. Hunting Paint -- Ran: 0”, Dur: 1 day, Area: one recipient/level, Cast: 1 rnd. This spell can be cast over any manner of pigment, paints or dye. It instantly transforms them into magical paints that can be applied to the face and body of a character prior to entering combat or engaging in a hunt. The effect of these pigments is up to the shaman (see below) but must be declared at the time of casting. The paints allow the wearer a +2 bonus to all attack roll, damage rolls, saving throws or to Armor Class. Hunting paints are keyed to a specific hunt or battle and their magic only applies during that time. The caster must state the purpose of the paints as decorates the recipient of the spell. If the recipient is not hunting or fighting the battle named, the paints will have no effect. Note that simply stating an upcoming battle is not sufficient; the fight must be specific such as “our upcoming war with the Sioux” or “today’s hunt.” It is not possible to mix the effects of this spell with either another hunting paint spell or a war paint spell. The application of the paints to the recipient takes 2 rounds per person and must be done by the shaman who created them. Hunting paint can be prematurely negated if the sacred marks are erased or distorted (due to immersion in water, use of magical oil, certain shapeshifting, etc) Locate Totem -- Ran: 0”, Dur: 1 hour, Area: special, Cast: 1 rnd. This spell can only be cast on someone whose totem spirit is known to the shaman. Once cast, it reveals the distance and direction to the nearest example of an individual’s totem spirit. For the next hour, the shaman will know whether he is closing on, moving away from or remaining equidistant from the nearest totem animal of the subject. In order to invoke the spell, the shaman must touch the subject on the forehead and focus his thoughts on the type of animal to be found (successful roll to hit in combat). Speak with Lesser Spirit -- Ran: 0, Dur: turn/lvl, Area: 6" radius, Cast: 3 rnds. This spell allows the caster to become aware of and converse with any spirits in the area of effect. Unwilling or hostile spirits are allowed a saving throw versus death magic, those which fail must converse with the shaman for the duration of the spell, so long as the shaman or her allies does not attack the spirit. Language is not a factor for this spell as communication is via a limited form of telepathy (cf. Genies). Speak with lesser spirit also allows the caster to commune with local animistic spirits, such as those within trees, streams, rocks, grass, etc. Such spirits have very limited awareness and intellect; they only have knowledge of that which deals with their area. Thus a stream could answer questions about what has crossed it or what is farther downstream, but not about what the tides in the ocean are like or what goes on the a nearby town. The shaman may ask such local spirits one question per level of experience. Totem's Gift -- Ran: touch, Dur: trn/lvl, Area: one creature, Cast: 1 rnd. This spell requires the shaman to know the recipient's totem animal. By casting this spell, the medicine man puts the recipient in communion with her spirit guide, such that the target gains totemic abilities from this exchange, just as a shaman. The highest level of totem's gift gained is equal to the shaman or recipient's level, whichever is LOWER. Basically, a given medicine man cannot give insight into totemic abilities beyond his own level, nor can a lower level recipient understand the totemic insights beyond her current level of experience no matter how experienced the shaman casting the spell. Tracking -- Ran: 0, Dur: turn + turn/lvl, Area: caster, Cast: 1 rnd. This spell detects psychic impressions left by creatures moving through an area. The shaman first takes an object closely related to the creature; a lock of hair, a bit of dung, or a blood spoor, and attunes to the quarry’s psychic pattern by casting the spell on the object. After this, any psychic trace of the same pattern glows in the vision of the caster. The fresher the psychic “tracks” the brighter the glow. These impressions are visible up to two days per level of the shaman. The spell cannot detect the passage of creatures under the influence of pass without trace or psionically shielded in any way. Understand Curse -- Ran: 1”, Dur: special, Area: 1 object or creature, Cast: 1 turn. This spell can be cast upon any creature or object that is suffering from any harmful magical affect or the unwelcome attentions of a supernatural power. The spell reveals to the shaman the manner in which the creature or object is cursed, the reason for the curse, and who is responsible for this. Thus, the shaman can discover the name of the person or creature who cursed the creature or object and what manner of being it is (a spirit, a mortal wizard, a demi-god, and so on); whether the curse or spell is a punishment, revenge, or unprovoked assault; and the manner of the curse or spell (whether it’s a curse or cause blindness spell, a spirit’s attempts to drive a creature mad, and so on). Note that the spell does not reveal the nature of a spirit (though a local shaman may recognize the name, particularly if it is an ancestor or other spirit venerated by the people), nor the race of any mortal agent. Ward Spirit -- Ran: special, Dur: special, Area: special, Cast: 6 rnds. This spell has two different manifestations; it can be used to drive off a spirit which is present at the time of casting or it can be used to protect an area from future intrusion by spirits. When used to drive off a spirit which is already present, the shaman gains the ability to turn the spirit as if a cleric of the same level. For spirits which are not listed on the clerical turn table, use another creature with comparable hit dice. Turned spirits will immediately flee the shaman's presence. Such spirits will automatically flee every time they encounter the shaman for the following 24 hours after the spell is cast. Up to one spirit per two levels of the shaman may be turned by this spell. When used to protect an area, ward spirit guards an area of up to 10 square feet per level of the caster, as if a protection from spirits had been cast. Powerful spirits may be able to "break into" such an area -- a spirit with more hit dice than the shaman may make a save vs magic to do so. Only one attempt is allowed and if failed, the spell lasts for one hour per level of the shaman. If the save is made, the spell's duration is cut by one hour and all spirits of the given type may freely enter the warded region. Weapon Blessing -- Ran: touch, Dur: special, Area: one weapon, Cast: 6 rnds. This spell allows the caster to purify and sanctify a single weapon (or arrow) so that it acts as a magic weapon with regard to striking creatures only hit by magical weapons. Such blessed weapons gain no bonus to hit or damage but will harm beings requiring even +5 weapons to harm. The spell ends once the weapon successfully hits a target (any target) or the duration expires (see below): Shaman's Level Spell Duration 1 - 4 1 day 5 - 6 1 week 7 - 8 1 month 9 - 12 1 year 13-15 10 years 16 100 years
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Shaman
Mar 19, 2009 16:15:20 GMT -5
Post by David on Mar 19, 2009 16:15:20 GMT -5
THIRD LEVEL Animal Charm Astral Window (C-3) Bind Totem Call Lightning (D-3) Cloudburst (D-3) Cure Blindness (C-3) Cure Deafness (C-3) Cure Disease (D-3) Death's Door (C-3) Dispel Magic (C-3) Dream Message Fire Bow Fire Scry Hold Animal (D-3) Invisibility to Spirits Nature’s Eyes Neutralize Poison (D-3) Plant Growth (D-3) Prayer (C-3) Remove Curse (C-3) Speak with Dead (C-3) Strength (M-2) Totem's Shape Water Breathing (D-3)
Animal Charm- -- Ran: 3", Dur: special, Area: 3" cube, Cast: 5 segs. Similar to the spell snake charm this spells allows the caster to charm any animal, including avians, reptiles, and even insects. See snake charm for all other parameters of this spell. Bind Totem -- Ran: 6”, Dur: perm, Area: one totem, Cast: 1 turn. This spell enables the shaman to bind an animal to an individual who has it as her totem. Once the spell takes effect, the animal will follow the subject of the spell and obey his verbal commands to the best of its ability. Obviously, the less intelligent the creature, the less sophisticated its commands can be. The recipient of the totem animal AND the shaman must each have at least twice as many levels as the animal has hit dice, else the spell automatically fails (the recipient and/or caster lack sufficient spiritual strength to maintain a connection with so fierce a beast). Only one totem animal may be bound to an individual at any given time; casting the spell a second time releases the first animal. Both the subject and the totem animals must be within range when the spell is cast. A saving throw versus magic applies for the animal. Dream Message -- Ran: 0, Dur: special, Area: special, Cast: 1 turn. This spell allows the shaman's spirit to leave his body and enter the dreams of another individual on the same world as the shaman. The target can be anyone known to the shaman or anyone whom the shaman has heard of. There is no saving throw against this spell and the chance of success is the same for scrying (c.f. crystal ball), although magic which protects against spirits will likewise guard against this spell. If the target is awake at the time of casting, the shaman may wait up to eight hours for the target to sleep. Once the shaman has entered the target's dream, she may leave a message of any length which the target will clearly recall upon awakening. Often a shaman will speak at length to the target. The only limits upon the shaman are how long she can sleep, since the spell ends the moment she awakens. The dreamer cannot willingly wake from the dream unless the shaman releases him. Particularly cruel or even evil shaman have been known to use this spell to induce horrible nightmares. Doing so prevents any benefit from sleep (no recovered hit points or spells) and leaves the target exhausted. Against this manifestation of dream message, the target is allowed a saving throw versus magic to resist the effects. Normally, a dream message can only be sent to a single individual and only one-way communication (from the shaman to the target) is possible. At tenth level, however, a shaman may actually send a dream message to multiple targets or may freely converse with a single dreamer. At fifteenth level, a shaman may do both, effectively allowing several dreamers to all meet together in a common dreamscape. The shaman may send a dream to one additional target for every three levels above seventh. Fire Bow -- Ran: 0”, Dur: special, Area: one bow, Cast: 4 seg. By casting this spell upon a wooden bow, the shaman gives it the ability to shoot magical flaming arrows. One arrow per level of the caster can be fired and normal rate of fire rules are in effect. When the archer using the enchanted bow draws back on the string, a spectral arrow composed of flame will form, ready to fire. If a normal attack roll is made, the arrow has struck its mark and the target must take 1d8 points of damage (plus any additional bonuses for skill). If the arrow is fired at a flammable target with the intention of setting it alight, there is a non-cumulative 10% chance per point of damage inflicted that combustion will occur. The arrows conjured by a firebow can affect monsters that are only hit by magical weapons. Fire Scry -- Ran: 1”, Dur: rnd/lvl, Area: special, Cast: 2 hrs. Very similar to the druid spell, reflecting pool (q.v), fire scry allows the shaman to gaze into the flames of a large fire and see targets, similar to a mage employing a crystal ball (q.v.). Rare, aromatic herbs and a consistent, leaping flame larger than the caster’s head are the spell material components. Invisibility to Spirits -- Ran: touch, Dur: turn/lvl, Area: one target, Cast: 1 turn. This spell renders the target undetectable to all spirits. If the recipient attacks a spirit, the invisibility is broken with regard to that particular spirit; the recipient remains invisible with regard to other spirits. Attacking a non-spirit does not break this spell. Nature’s Eyes -- Ran: 0”, Dur: hr + hr/3 lvls, Area: 3” radius/lvl, Cast: 1 rnd. This spell attunes the caster to the natural world and link the caster, at will, to the senses of the creature of animal intelligence or less in the area of effect. If too few creatures live in the area (such as true deserts, underground complexes, and areas haunted by the undead), then this spell confers no real benefit. If, however, the surrounding region teems with animal life, the caster is instantly aware of intruders in the area of effect and their approximate positions, provided that living creatures in the area can detect them. Although the caster cannot normally be surprised while employing nature’s eyes, no information other than that previous listed can be determined by the spell. The spell lasts for one hour plus one hour per three levels of the caster (round down). The material component of the spell are a pair of leaves or nuts, held in the casters hands. Totem's Shape -- Ran: touch, Dur: turn/lvl, Area: one creature, Cast: 3 rnds. This spell allows the shaman to transform another person's outward appearance to that of the individual's totem animal. No physical abilities are gained, but other creatures will interact with the recipient as if she were the appropriate type of animal. In addition, the recipient gains the ability to speak with animals of her totem type. Under no circumstances may the recipient attack, defend, move, or use the enhanced senses of the animal form. Unfortunately, the recipient also loses the use of her hands, speech, and other human-only abilities. The recipient gains no insight into animal instincts but does retain her intellect and memories, thus allowing her to read and understand human language. The medicine man may prematurely end this spell at any time although the recipient may not. There is no save against this spell but the shaman must know the recipient's totem.
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Shaman
Mar 19, 2009 16:44:33 GMT -5
Post by David on Mar 19, 2009 16:44:33 GMT -5
FOURTH LEVEL Animal Summoning I (D-4) Contact Spirit Cure Serious Wounds (D-4) Divination (C-4) Dream Walk Emotion (I-4) Exorcise (C-4) Focus (C-4) Imbue with Spell Ability (C-4) Join with Astral Traveler (C-4) Lesser Animalism Perfect Perception Repel Insects (D-4) Speak with Plants (D-4) Thunder Drum Tongues (C-4) Totem's Form Uplift (C-4) War Paint Water Gate
Contact Spirit -- Ran: 0, Dur: special, Area: special, Cast: 1 turn. By means of this spell, the shaman is to call up one or more related spirits, such as spirits of his family, tribe, ancestors, etc. These entities can then be questioned for their knowledge and wisdom in matters before the shaman, similar to a mage’s contact other plane. The spirit will automatically know everything it did in life plus additional information based on its interests. This additional information will reflect what the spirit has learned in the afterlife. The spirit of a chief will have knowledge of his tribe and descendants. The spirit of a shaman will have knowledge of her faith and her god’s will, etc. Assume a 90% chance to know common facts, 75% chance to know uncommon facts, 50% to known any other pertinent information. The reaction of the spirit will be the same as the spirit had to the shaman in life (DM’s judgment and/or reaction roll needed). It’s worth noting that spirits do not normally like being disturbed for trivial matters – although they will not directly lie, an irritated spirit may leave without comment, answer cryptically or evasively, or bestow some minor curse which a shaman cannot lift…! Thus, if Black Robe used this spell to speak with his dearly-departed grandfather, chief Kicking Bird, the two could discuss the shaman’s up-coming wedding, advice for a happy marriage, the history of his bride’s bloodline (if of a tribe known during the chief’s life), grandpa’s recipe for roast dog, what the neighboring tribes are up to, where his magic spear is hidden, if the children of this union have some great destiny (DM’s should be VERY vague with the future as the spirits are mostly guessing based on what they knew in life and learned in the afterlife), etc. But nearly any of these matters would probably greatly irritate the spirit of Dancing Horse, a romantic rival for the bride’s affections from a rival tribe. The material component is some item particularly associated with the spirit(s) called and is not consumed in the casting. This spell is usually cast in a sweat lodge with the use of various aromatic herbs, sacred fungi, and/or essential oils and often takes hours or days of preparation in addition to the casting. Dream Walk -- Ran: touch, Dur: turn/lvl, Area: special, Cast: 1 turn. By means of this spell, the shaman is able to explore the world in his sleep. After casting this spell, the shaman retires to sleep. The caster's spirit then rises from his body to walk the waking world. The shaman's dream-form is completely invisible, detectable only via true sight and the like. Likewise, the dream-form is intangible, able to pass through nearly any object. The shaman can watch the world, but cannot in any way affect it. In this state, the shaman should be treated as a lesser spirit and is vulnerable to the same magics as a weak lesser spirit (ward spirit, speak with lesser spirit, protection for spirits, cannot enter or perceive events in a region with a protection spell of any sort, etc). The dream form can travel at a rate of 36" per round or speed away at a rate of 3 miles per round to a very well-known location. At the end of the spell or at the desire of the shaman, the dream-form will instantly "snap" back to the location of the shaman's body. If, however, prior to the end of the spell, the shaman's body is moved or disturbed, the shaman must make a saving throw versus death magic or "lose" his connection to his body. A shaman in such a state takes on all the characteristics of a lesser spirit until he can find someone to reunite him with his former body (c.f. restore spirit). Lesser Animalism -- Ran: 0, Dur: 2 rnd/lvl, Area: caster, Cast: 2 rnds. By this spell, the shaman can temporarily take on a single set of selected properties of any normal (non-monsterous) animal within his home territory or with which he is familiar. Combat abilities: the shaman gains the THAC0 and damage of the selected creature. The shaman must use the same combat routine as the selected creature (for example, butt or claw/claw/bite). If the shaman’s own THAC0 is superior to that of the animal form, the shaman may use his own combat table. Special attacks, such as poison, paralysis, rear claws or hugs are not granted. Speed: the shaman gains the speed and movement of the selected creature. This includes swimming, jumping, burrowing, soaring, etc. True flight is not possile, but soaring is. For every full movement, the shaman loses 1" of altitude under normal conditions (if a hawk's flight was chosen (33" flight) then for 330 feet traveled the shaman would lose 10 feet of altitude). Senses: the shaman gains the unique sensory abilities of the selected creature (for example, the long-distance vision of an eagle or the thermographic vision of a pit viper). Unless otherwise noted, this gives the shaman a +3 versus surprise checks. The shaman must select the animal and the set of properties when the spell is cast and can’t change while the spell is in effect. The shaman may cast multiple times to allow for two or even all three abilities of a single creature. However, the same animal must be used each time; no mixing of abilities from different beasts. The shaman’s appearance does not change while the spell is in effect. The selected creature must be native to the region where the shaman is casting the spell, but doesn’t have to be physically present during the casting. Alternately, if the shaman is very familiar with a given species from his native region, this creature’s capabilities can be used but then a living example of the animal must be physically present and located no more than 100 feet away from the caster. Perfect Perception -- Ran: 10”, Dur: 1 rnd/lvl, Area: caster, Cast: 1 rnd. Upon casting this spell, the shaman can then hear all sounds and see all objects within 100 feet. The smallest insect crawling on a leaf is seen in perfect detail; the sound of a fox’s footfall can be heard clearly; with close concentration, the shaman can even hear the trees creak as they grow, or see each speck of dust on the breeze. While many solitary shaman cast this spell simply to enjoy the beauty of nature, it has innumerable practical benefits. Unless magically moving with no sound at all, no one can sneak up on the shaman (move silently fails as the thief’s heartbeat gives him away). Tiny spy holes, minute clues, and traces are immediately obvious; a character with tracking proficiency, for example, can see all tracks with perfect clarity (though proficiency checks might still be required to recognize WHAT is being tracked). Spotting needles in haystacks becomes a simple task. The spell, however, has important limitations. First, it cannot be used to see through illusions. Second, it does not allow the caster to see through solid objects, people, leaves, even blades of grass may obstruct vision (basically, if an object is within view, the caster can see it). Finally, it does not magnify sights or sounds more than 100 feet away. The material component is an eagle, hawk, or vulture’s feather, which is not consumed when the spell is cast. Thunder Drum -- Ran: 12”, Dur: 1 rnd, Area: 36”, Cast: 3 rnds. When this spell is cast, it bestows upon any single percussion instrument (usually some manner of drum) the ability to unleash a deafening cacophony when played by the caster. Curiously, those within 10’ of the caster are not affected by the roar of the drum -- whether they are friends or enemies of the caster. Beyond the 10 foot “safety zone”, the effects of the drum are quite fearful. All creatures are instantly overcome with panic and must flee in absolute terror for 2-12 rounds. Those beings with fewer hit dice than the shaman save vs wands at -4. Those creatures with the same number of hit dice as the caster save at par while those beings with more hit dice than the caster save with a +4 bonus. Regardless of level, all creatures (outside the “safety zone”) hearing the beating of the thunder drums suffer a number of points of damage equal to the level of the caster. Totem's Form -- Ran: touch, Dur: day/lvl, Area: one creature, Cast: 3 rnds. This spell allows the shaman to completely transform another person into that individual's totem animal, much like the druidic power to shapeshift. In addition, the recipient gains the ability to speak with animals of her totem type. The medicine man may prematurely end this spell at any time although the recipient may not. There is no save against this spell but the shaman must know the recipient's totem. War Paint -- Ran: 0”, Dur: 1 day, Area: one recipient/level, Cast: 2 rnds. This spell functions just as the earlier spell hunting paint but at doubled effectiveness. Thus, the caster can create a set of pigments that will reduce armor class by 4 or provide a +4 bonus to attack, damage or saving rolls. These effects cannot be combined with other magical auras or the spell fails. Water Gate -- Ran: 0”, Dur: inst, Area: one bonfire, Cast: 6 segs. While casting this spell, the shaman must physically stand touching a large body of water, such as a stream, creek, river, pond, lake, ocean, or sea. At the completion of the casting, the caster can then enter that body of water and emerge one round later at any point desired where those waters naturally flow, so long as it is the same body of water (see below). In the case of a lake or other body without tides or currents, the caster may exit at any location. Shaman of 12th level or higher may ignore tides and currents while traveling via this spell. When emerging, the caster will only be slightly damp, not soaked. For instance, a shaman in Minneapolis casts this spell and steps into the Upper Mississippi River to emerge the following round at the river’s edge of the French Quarter in New Orleans, Louisiana. The shaman, however, would have to walk back to Minneapolis as the river does not naturally travel north, unless of 12th level or higher, in which case two-way travel is possible. Regardless of level, the caster could not emerge in the Gulf of Mexico, as that is, by its very name, a different body of water with its own spirit. Similarly, a shaman could use this spell to travel the Pacific Ocean between California and Japan, but unless 12th or higher level, would need to wait for an el niño year in order to return! Finally, this spell is commonly used by shaman to travel great distances with the tides found in some rivers with ocean mouths, traveling down the waterway to the edge of the sea at low tide and returning when the tide is high. The shaman may not bring along anything more than he could normally swim with. For this reason, only extremely strong shaman are allowed to bring along other individuals and then only if the shaman could carry the individual while swimming normally (breast or free-style; rescue stroke doesn’t count!).
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Shaman
Mar 19, 2009 17:52:37 GMT -5
Post by David on Mar 19, 2009 17:52:37 GMT -5
FIFTH LEVEL Animal Link Atonement (C-5) Cure Critical Wounds (D-5) Commune (C-5) Commune with Nature (D-5) Confusion (M-4) Dispel Evil (C-5) Dream Voyage Eye of the Eagle Fire Gate Hold Monster (M-5) Invisibility (M-2) Speak with Greater Spirit Totem Magic Totem Summoning True Seeing (C-5) Animal Link -- Ran: 3”, Dur: 2 trns/lvl, Area: one animal, Cast: 5 segs. This spell functions much like the lower level spell, animal spy (q.v.). Using animal link, however, the shaman can mentally communicate with the target animal (which will react to the shaman’s telepathic commands based on its relationship with the shaman – trained or magically charmed animals will obey while others may need to be coerced or could simply refuse. DMs will need to roll reaction and/or do roleplay in such cases). Furthermore, the shaman in no ways loses access to his own senses; when being accessed, the animal’s senses are simply overlaid on the shaman’s own. Thus, the shaman is distracted (and therefore easier to surprise) but can fully feel his body at all times. Similarly, the shaman can choose to temporarily suppress the animal’s sensory input without ending the spell. Because of the superior mental link, the caster could read a book or map, listen in on a conversation, or (in the case of a linked parrot) have a conversation (assuming the animal agrees to the caster’s mental commands!). Finally, the range of the spell once cast allows the animal and shaman to be separated by up to a mile per level of the caster (ten miles per level, if the shaman links to his totem animal). In all other respects, animal link conforms to the same advantages and limitations as animal spy. Dream Voyage -- Ran: 0, Dur: special, Area: special, Cast: 1 turn. By means of this spell, the shaman (and possibly others) can travel from one area of the world to another by dreaming. This spell takes one turn to cast, after which the shaman retires to sleep. The shaman conjures a mental image of where she desires to travel to as she fades off to sleep. Together, the player and DM create a dream-scenario which symbolically represents the various obstacles to the desired journey and important current events in the shaman's life. For instance, a long, arduous journey across frozen mountains may be symbolized as sneaking through the caverns of a family of large, hungry ice trolls. Likewise, if the shaman is concerned about her daughter's upcoming marriage, she too may appear in the dream as a captive of the trolls in need of rescue. The dream represents a mini-adventure for the shaman, although clever plans and puzzle-solving should be stressed over combat. The longer and more difficult the journey, the more involved and complex the dream. A good rule-of-thumb is for at least one obstacle plus one more per factor of 10 miles (1 mile=1, 10 miles=2, 100 miles=3, 1000 miles=4, etc). Each obstacle should represent a one or two hour scenario. As this is a dream, damage does not translate to the real world, although if the shaman "dies" in the dream, the spell ends without effect. The same thing happens if the shaman is awakened prior to the end of the dream. If the shaman successfully completes her dream, she wakes up near the desired location. Obviously, the better the shaman know the destination, the more likely the spell will succeed. Treat the chance of success the same as for scrying, but even if successful, the shaman will still appear 1-100 yards away from her target. Successful dreams which do not lead to the desired location are adventures waiting to happen for the DM. Beginning at 12th level, a shaman may bring others along on a dream voyage. Each "passenger" will drag along at least one obstacle from his or her own life. Bringing along animals is usually very difficult as their obstacles are usually being eaten by large, powerful packs of predators -- the dumber the animal, the more unreasonable the scenario. Totem animals, familiars and similar creatures, however, have a minimal effect on the dreamscape. No more than one passenger per two levels of the shaman can accompany the shaman and only sleeping passengers can be brought. Eye of the Eagle -- Ran: touch, Dur: 1 day, Area: one target, Cast: 1 seg. This spell can be cast upon any individual only at the moment of sunrise. Once in place, the enchantment makes it impossible for the character to miss his target when using traditional missile weapons under the sky until sunset of the day it was cast. Factors such as range apply only as they limit the weapon itself, not the archer, for no roll to hit the target is required, so long as the desired shot is possible. Intentional shooting at a target which cannot be hit (due to range, visibility, intervening factors, etc) cause the spell to prematurely end. Fire Gate -- Ran: 0”, Dur: 6 turns, Area: one bonfire, Cast: 6 rnds. In order to use this spell, the shaman must build a special fire out of various sacred woods, powders and herbs. This takes one hour, but produces a special magical fire that will burn for one hour per level of the shaman. Once this fire is created, this spell can be cast upon it at any time until it burns out. When the spell is cast, it allows the shaman to walk into the fire and be instantly transported to any other man-made fire that he knows of. Because of the requirement that the shaman know the location of the fire he wishes to be transported to, all of the tribes try to maintain some manner of campfire at all times in the event that a shaman should wish to visit them. As long as the duration has not expired, the shaman may travel back and forth between his original sacred fire and the known fire elsewhere. The shaman may not bring along anything more than he could normally carry. For this reason, only extremely strong shaman are allowed to bring along other individuals and then only if the shaman could carry the individual in his arms. Speak with Greater Spirit -- Ran: 3", Dur: turn/lvl, Area: 6" radius, Cast: 6 rnds. Similar to the second level spell, speak with lesser spirit, saving throws by unwilling spirits to avoid the effects are at -3. Once cast, this spell allows the shaman to contact and speak with non-local spirits, such as the wind, sun, moon, forest, ocean, etc. The information gained can therefore regard a much larger area, even an entire region of the world. Larger and more powerful spirits will be more intelligent and informed, but also more prone to terse answers ("yes", "no", "maybe", "get lost", "I don't know", etc). The shaman may need to ply the spirit with praise, promises and offerings to gain complete answers. Deities may be contacted by use of this spell, although such entities are under no compulsion to respond. Only shaman in good standing with their gods will have any hope of divine response to this spell. If such a powerful entity does choose to respond (roll reaction) to speak with greater spirit, it will behave as if communicating via a commune spell (c.f.). Totem Magic -- Ran: 24”, Dur: turn/lvl, Area: special, Cast: 1 turn. In order to cast this spell, a shaman must capture the totem animal of his intended subject. This can be done with or without the knowledge or permission of the victim. Once captured, this spell is woven over the animal. From that point on, until the end of the spell’s duration, anything that affects the animal will also affect the spell’s subject (and vice versa). Thus, if the animal were given a sleeping potion, the subject would also fall asleep (appropriate saving throws still apply). This extends all the way to the point of death, with the demise of the animal also bringing on the death of the subject, although if a saving throw versus death is made only a coma lasting 1-6 turns results. When the spell is first cast, its victim is allowed a saving throw versus spell to avoid the effects and negate the spell. If that fails, he is wholly subject to the shaman’s treatment of the totem animal. Totem Summoning -- Ran: 1 mile, Dur: turn/lvl, Area: special, Cast: 1 rnd. This spell summons not living animals, but their spiritual counterparts. A shaman may only safely summon his own totem’s animal spirits; others are not likely to help a mortal unless it is to their own benefit in some way (such as protecting another mortal who is their totemic protégé, saving living animals of their type, etc). The spirits will perform some service, much like those living animals performed when summoned by animal summoning (q.v.). A shaman may summon a number of totem spirits whose combined hit dice are equal to or less than twice his level. The stats for totem spirits are based on maximum hit point versions of the real-world creature, with a further SEE HAPPY HUNTING GROUND ENTRY – for EACH HIT DIE less than five, animal should get one indicative ability – humming birds do little damage but strike first and can go for the eyes or turtles have fantastically good AC or mice are never surprised and can anticipate the actions of others, etc. Player help DM to work out specific totems she wants to summon.
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Shaman
Mar 19, 2009 17:54:48 GMT -5
Post by David on Mar 19, 2009 17:54:48 GMT -5
Yes, the one spell I'm still struggling with is Totem Summoning -- you'll notice that is the one description that's incomplete. Rather than work out every kind of animal general in advance, I want to create guidelines so they'll evolve organically. SUGGESTIONS MOST WELCOME!
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