Post by David on Mar 19, 2009 19:46:47 GMT -5
SIXTH LEVEL
Animalism
Astral Spell (C-7)
Creeping Doom (D-7)
Control Weather (D-7)
Heal (C-6)
Infusion
Legend Lore (M-6)
Polymorph Self (M-4)
Quest (C-5)
Raise Dead (C-5)
Restore Spirit
Speak with Monsters (C-6)
Totem’s Ally
Weather Summoning (D-6)
Wind Walk (C-7)
Wrath of the Heavens
Animalism -- Ran: 0, Dur: 2 rnd/lvl, Area: caster, Cast: 2 rnds. Similar to lesser animalism (q.v.), this spell lets a shaman call upon the powers of a given animal. Unlike lesser animalism, all the properties of a given animal are gained while the spell is in effect, although only one power at a time may be used (no swimming AND biting like a shark at the same time, sorry). The druid may not cast this spell twice to have the abilities of two different animals; the second spell ends the first.
Infusion -- Ran: 0, Dur: perm, Area: special, Cast: 2 turns. This spell is the most powerful of the shaman’s ritual magics. It is used only in the most holy and sacred services when creating shrines or similar areas of absolute faith. As such, this spell is not used except after the completion of a great quest or in order to call upon the power of the gods before a pivotal battle or event with far-reaching consequences. Using the spell under less-dire or more selfish circumstances will probably result in the loss of spells to the shaman until some sort of penance is performed.
When used in game play, it has the effect of drawing down the blessing of the gods and spirits for the caster and his companion (up to one person per level of the shaman) so that each one of them will automatically make their next saving throw. Once that has happened, the spell fades out for that person, but continues to remain in effect for every other enchanted character. Thus, it is possible for the spell to linger indefinitely until each and every person that it was cast upon has been forced to make a saving throw for some reason.
Restore Spirit -- Ran: touch, Dur: perm, Area: one spirit, Cast: 1 rnd. This spell allows a shaman to restore a spirit to its original body. The spirit must be nearby for the spell to function, within 10' per level of the caster. This spell is mostly used to aid beings displaced from their body due to possession, magic jar or dream walk, but can also be used to "trap" dangerous spirits in their earthly remains. For instance, the caster could touch the body of a shaman whose spirit was lost during a dream walk and thereby restore her. Likewise a wraith or specter could be bound into its original body. At best, such a spirit could animate the corpse as a regular or juju zombie, although ashes could rise as a dust devil (q.v). Restore spirit can only be used to restore a creature to its original body (unless the spirit is already capable of possessing other bodies). There is no saving throw against this spell.
Totem’s Ally -- Ran: special, Dur: turn/lvl, Area: special, Cast: 1 rnd. Much like totem summoning (q.v.), this spell brings assistance based on the caster’s totem. The difference is that totem’s ally summons a mortal being that shares the same totem as the caster. The being is always called from the world the shaman is on.
The caster may choose to call a specific ally, with a chance of success equal to a scrying attempt on the same individual. If the medicine man has a token given to him by the specific ally in the spirit of guardianship, assistance, friendship, or love, then success is automatic.
If the shaman opts for a random ally, then the DM will supply an NPC of 150% to 01% of the caster’s current level and ability (roll 00% + ten times d6-1 to determine power level, rounding down, but adding equipment, magic, or background to compensate). Such randomly summon individuals will be preferentially called from nearby areas, although, again, this is not a requirement.
Example: Black Robe is about to be eaten by trolls, so he calls his buddy, Kalavor Talgris the werebear and fellow bear-totem. Normally no roll would be needed since Kalavor gave Black Robe a token of their friendship, but the trolls ate it, so the shaman must roll the same chance to succeed as scrying his good friend.
Unfortunately, Kalavor is off-world (or suddenly hates Black Robe and chose to make a save to resist the spell), and does not appear. Desperate now, Black Robe calls for a random ally. Rolling 31% and 2 on the d6, the 12th level shaman will gain a random ally of 41% of his level (31+ [2-1]*10 = 41) or 4th level with some added magic or usefulness. The DM then rolls a random 4th lvl NPC and determines cleric (treat all clerics and most druids as shaman – treat most paladins as totemic warriors) and rules that Brandy Foxwalker, 4th lvl shaman appears with her flaming spear and pouch full of goodberries and medicine herbs! This spell is particularly fun if the campaign is in a very developed world...
Totem’s ally can be used to summon allies on another’s behalf. In such a case, the caster must touch the other individual during the casting, the chance of success is half normal, and the level of a random ally is half (round down, thus 75% to no ally [0%]).
Example: Squattingbeaver knows of no hero who shares his beaver totem, but is adventuring with Jyolli who has a cat as her totem. Aware of a number of other heroes with the same totem, Squattingbeaver tells Jyolli to stand still and let him use her as a material component in his spell. Chanting and spreading paints on Jyolli’s body, the shaman calls for Jyolli’s friend, Thera, who he’s only met once but whose scarf he has. His odds of success are 27% (average of 85+25%, divided by two). Thera would be allowed to resist the spell, but would know her friend, Jyolli, was in mortal danger (but only if this were true…!).
Unwilling allies are always allowed a saving throw versus magic to avoid the effect (random allies are always considered “willing”). If the caster and target do not share a totem, the save is at a +4 bonus. If a given world has no examples of a specific animal, then it will have no totemic versions of that animal, and therefore no allies to call upon.
Wrath of the Heavens -- Ran: 24”, Dur: 1 turn, Area: special, Cast: 3 seg. This spell draws the direct attention of the Great Spirit and any and all other divine beings involved with current events. This spell is only used when there is some great threat to the people, invoking the legendary justice of the gods. Because of this, the shaman must be careful it is used only in the most perilous and important of situations. Abuse of this power would be severely punished by the gods (and DM alike)!
The spell can have many manifestations, determined by the DM at the time of casting. It is certain to inflict a huge amount of damage on its target(s). As a rule, the damage done is equal to 2d8 per level of the caster. The allocation of the damage, where applicable, is wholly up to the shaman.
Thus a 15th level shaman who calls down the wrath of the gods on a band of 40 goblins (who massacred the whole tribe) might be rewarded with a great stroke of fiery lightning from the heavens that inflicts 30d8 of damage. If the roll was, say, 160 hit points he could opt to inflict 4 hit points on each goblin, 80 hit points on both of the goblin leaders, etc.
The same shaman could call upon all the animals of the wild to attack marauders. In such a case, 6 hit dice of creatures per level of the caster respond. So, 45 wolves, 18 grizzly bears, 22 mountain lions, or any other combination of 90 hit dice arrive and attack. Animals summoned will always have at least 4 hit points per die.
Similarly, a hurricane, earthquake, flood, or meteor shower could strike the area, a horde of angry spirits might attack, a vile plague could fall upon only the guilty, etc.
These are but a few examples of the spell. Players are encouraged to be creative with this magic. It represents the anger and displeasure of the gods and therefore should have grand and glorious results. Make it spectacular and deadly.
Animalism
Astral Spell (C-7)
Creeping Doom (D-7)
Control Weather (D-7)
Heal (C-6)
Infusion
Legend Lore (M-6)
Polymorph Self (M-4)
Quest (C-5)
Raise Dead (C-5)
Restore Spirit
Speak with Monsters (C-6)
Totem’s Ally
Weather Summoning (D-6)
Wind Walk (C-7)
Wrath of the Heavens
Animalism -- Ran: 0, Dur: 2 rnd/lvl, Area: caster, Cast: 2 rnds. Similar to lesser animalism (q.v.), this spell lets a shaman call upon the powers of a given animal. Unlike lesser animalism, all the properties of a given animal are gained while the spell is in effect, although only one power at a time may be used (no swimming AND biting like a shark at the same time, sorry). The druid may not cast this spell twice to have the abilities of two different animals; the second spell ends the first.
Infusion -- Ran: 0, Dur: perm, Area: special, Cast: 2 turns. This spell is the most powerful of the shaman’s ritual magics. It is used only in the most holy and sacred services when creating shrines or similar areas of absolute faith. As such, this spell is not used except after the completion of a great quest or in order to call upon the power of the gods before a pivotal battle or event with far-reaching consequences. Using the spell under less-dire or more selfish circumstances will probably result in the loss of spells to the shaman until some sort of penance is performed.
When used in game play, it has the effect of drawing down the blessing of the gods and spirits for the caster and his companion (up to one person per level of the shaman) so that each one of them will automatically make their next saving throw. Once that has happened, the spell fades out for that person, but continues to remain in effect for every other enchanted character. Thus, it is possible for the spell to linger indefinitely until each and every person that it was cast upon has been forced to make a saving throw for some reason.
Restore Spirit -- Ran: touch, Dur: perm, Area: one spirit, Cast: 1 rnd. This spell allows a shaman to restore a spirit to its original body. The spirit must be nearby for the spell to function, within 10' per level of the caster. This spell is mostly used to aid beings displaced from their body due to possession, magic jar or dream walk, but can also be used to "trap" dangerous spirits in their earthly remains. For instance, the caster could touch the body of a shaman whose spirit was lost during a dream walk and thereby restore her. Likewise a wraith or specter could be bound into its original body. At best, such a spirit could animate the corpse as a regular or juju zombie, although ashes could rise as a dust devil (q.v). Restore spirit can only be used to restore a creature to its original body (unless the spirit is already capable of possessing other bodies). There is no saving throw against this spell.
Totem’s Ally -- Ran: special, Dur: turn/lvl, Area: special, Cast: 1 rnd. Much like totem summoning (q.v.), this spell brings assistance based on the caster’s totem. The difference is that totem’s ally summons a mortal being that shares the same totem as the caster. The being is always called from the world the shaman is on.
The caster may choose to call a specific ally, with a chance of success equal to a scrying attempt on the same individual. If the medicine man has a token given to him by the specific ally in the spirit of guardianship, assistance, friendship, or love, then success is automatic.
If the shaman opts for a random ally, then the DM will supply an NPC of 150% to 01% of the caster’s current level and ability (roll 00% + ten times d6-1 to determine power level, rounding down, but adding equipment, magic, or background to compensate). Such randomly summon individuals will be preferentially called from nearby areas, although, again, this is not a requirement.
Example: Black Robe is about to be eaten by trolls, so he calls his buddy, Kalavor Talgris the werebear and fellow bear-totem. Normally no roll would be needed since Kalavor gave Black Robe a token of their friendship, but the trolls ate it, so the shaman must roll the same chance to succeed as scrying his good friend.
Unfortunately, Kalavor is off-world (or suddenly hates Black Robe and chose to make a save to resist the spell), and does not appear. Desperate now, Black Robe calls for a random ally. Rolling 31% and 2 on the d6, the 12th level shaman will gain a random ally of 41% of his level (31+ [2-1]*10 = 41) or 4th level with some added magic or usefulness. The DM then rolls a random 4th lvl NPC and determines cleric (treat all clerics and most druids as shaman – treat most paladins as totemic warriors) and rules that Brandy Foxwalker, 4th lvl shaman appears with her flaming spear and pouch full of goodberries and medicine herbs! This spell is particularly fun if the campaign is in a very developed world...
Totem’s ally can be used to summon allies on another’s behalf. In such a case, the caster must touch the other individual during the casting, the chance of success is half normal, and the level of a random ally is half (round down, thus 75% to no ally [0%]).
Example: Squattingbeaver knows of no hero who shares his beaver totem, but is adventuring with Jyolli who has a cat as her totem. Aware of a number of other heroes with the same totem, Squattingbeaver tells Jyolli to stand still and let him use her as a material component in his spell. Chanting and spreading paints on Jyolli’s body, the shaman calls for Jyolli’s friend, Thera, who he’s only met once but whose scarf he has. His odds of success are 27% (average of 85+25%, divided by two). Thera would be allowed to resist the spell, but would know her friend, Jyolli, was in mortal danger (but only if this were true…!).
Unwilling allies are always allowed a saving throw versus magic to avoid the effect (random allies are always considered “willing”). If the caster and target do not share a totem, the save is at a +4 bonus. If a given world has no examples of a specific animal, then it will have no totemic versions of that animal, and therefore no allies to call upon.
Wrath of the Heavens -- Ran: 24”, Dur: 1 turn, Area: special, Cast: 3 seg. This spell draws the direct attention of the Great Spirit and any and all other divine beings involved with current events. This spell is only used when there is some great threat to the people, invoking the legendary justice of the gods. Because of this, the shaman must be careful it is used only in the most perilous and important of situations. Abuse of this power would be severely punished by the gods (and DM alike)!
The spell can have many manifestations, determined by the DM at the time of casting. It is certain to inflict a huge amount of damage on its target(s). As a rule, the damage done is equal to 2d8 per level of the caster. The allocation of the damage, where applicable, is wholly up to the shaman.
Thus a 15th level shaman who calls down the wrath of the gods on a band of 40 goblins (who massacred the whole tribe) might be rewarded with a great stroke of fiery lightning from the heavens that inflicts 30d8 of damage. If the roll was, say, 160 hit points he could opt to inflict 4 hit points on each goblin, 80 hit points on both of the goblin leaders, etc.
The same shaman could call upon all the animals of the wild to attack marauders. In such a case, 6 hit dice of creatures per level of the caster respond. So, 45 wolves, 18 grizzly bears, 22 mountain lions, or any other combination of 90 hit dice arrive and attack. Animals summoned will always have at least 4 hit points per die.
Similarly, a hurricane, earthquake, flood, or meteor shower could strike the area, a horde of angry spirits might attack, a vile plague could fall upon only the guilty, etc.
These are but a few examples of the spell. Players are encouraged to be creative with this magic. It represents the anger and displeasure of the gods and therefore should have grand and glorious results. Make it spectacular and deadly.