Shaman

The shamans of the Atruaghin tribes and the Ethengar people believe that just because the gods exist is no good reason to go around worshipping them. Instead the shamans give reverence to the Great Spirit, whoever created the gods and the world. They believe that animals are creations of the Great Spirit just as the sentinent peoples are, and so are deserving of respect. They believe that every living being has its place, and while animals must be hunted for food, people should be grateful to the animals for providing life.

Unlike druids, shamans are not concerned with nature over humans. Shamans are an integral part of the Atraughin and Ethengar communities. Rather they are concerned with keeping people respectful and responsible for their environment.
Ability Requirements: Wisdom 12, Charisma 14
Prime Requisite:Wisdom and Charisma
Races allowed:Human

Shamens belong to the Priest group but may only wear non-metal armour and may not use shields. Shamans may use daggers, shortbows, and hand axes (if Atruaghin) or scimitars (if Ethengar).
LevelExperienceHD (d8)
1 0 1
2 2,000 2
3 4,000 3
4 8,0000 4
5 20,000 5
6 40,000 6
7 80,000 7
8 150,000 8
9 275,000 9
10 550,000 9+2
11 825,000 9+4
12 1,100,000 9+6
13 1,375,000 9+8
14 1,650,000 9+10
15 1,925,000 9+12
16 2,200,000 9+14
17 2,475,000 9+16
18 3,750,000 9+18
19 4,025,000 9+20
20 4,300,000 9+22

Spirit Guides: Every shaman has a spirit guide that is determined during character creation, either by random roll, player choice, or by the DM assigning it to your character. The spirit guide is an animal spirit from the Spirit World that ususally resides about the shaman's person - in the drum, drumstick, trinkets, puches, etc. A spirit guide can only be seen by the shaman. It provides the shaman with knowledge of the Spirit World, spell abilities, and the ability to see other nonmaterialized spirits.

Shamans experience an illness when their spirit guide first appears. During the illness the shaman suffers a minor disability that marks the shaman throughout the rest of his life.

Roll 1d6 and consult the following table to see which ability is affected. The character loses 1 point from the ability score and suffers a slight disability. The lost point may be restored by the presence of the spirit guide, but the disability remains. The disability cannot be removed unless the shaman rejects his spirit guide and looses all spell casting and other shaman abilities.
D6 RollDisability
1Str: thin or wasted looking, stringy arms or legs
2Dex: twisted hands, legs, back, etc
3Con: pallid complexion, unhealthy looking
4Int: drooling, nose picking, moronic cackle, etc
5Wis: brash, insulting, stubborn, etc.
6Cha: twisted face, high-pitched voice, pimples, large colored mark on face, pockmarked face, etc.

A spirit guide also gives a shaman certain benefits, as shown on the following table:
D12 RollAnimal SpiritAttribute
1 Bear +1 Con
2 Cat +1 Cha
3 Cyote +1 Dex
4 Eagle +1 Str
5 Falcon +1 Wis
6 Hawk +1 Int
7 Horse +1 Str
8 Lion +1 Cha
9 Owl +1 Wis
10 Snake +1 Int
11 Tiger +1 Dex
12 Wolf +1 Con

Animal Language: Shaman may converse with animals of the same species as their spirit guides, as though using the priest spell Speak With Animals. For every 4 levels of experience, the shaman may use this power once per day. Each use of the power lasts for an hour.

Shapechange: At 12th level a shaman is able to shapechange into the form of his spirit animal guide. The shaman may shapechange at will, but the transformation takes an entire round, during which the shaman may do nothing else. While in animal form the shaman may not cast any spells, but any spells already cast stay in effect.

While shapechanged the shaman's equipment is transferred to the to the Spirit World where it is guarded by a spirit animal. The equipment normally reappears when the shaman returns to his natural form, but evil spirits have been known to steal a shaman's equipment from its Spirit World location.

Spellcasting: In addition to any material components that may be required, all shamanic spells require the beating of the shaman's drum and chanting. There is no such thing as a silent shamanic spell. The Wizard spell Vocalise and similar have no effect on shamanic spells.

Spell List

1st level2nd level3rd Level
1.Animal Friendship1.Bless 1.Continual Light
2.Command 2.Cure Light Wounds 2.Cure Blindess or Deafness
3.Detect Poison 3.Find Traps 3.Cure Disease
4.Friends 4.Hold Person 4.Detect Curse
5.Light 5.Produce Flame 5.Hold Spirit
6.Locate Animals or Plants 6.Resist Fire/Cold 6.Invisibility to Spirits
7.Pass Without Trace 7.Shimmer 7.Locate Object
8.Predict Weather 8.Silence 15' Radius 8.Protection from Lightning
9.Remove Fear 9.Snake Charm 9.Remove Curse
10.Endure Heat/Cold 10.Spirit Sending 10.Snare
11.Sanctuary
12.Trance
4th level5th level6th Level
1. Animal Summoning I 1.Animal Summoning II 1. Animate Object
2. Control Temp. 10' Rad. 2.Commune with Spirit Lord 2. Blade Barrier
3. Cure Serious Wounds 3.Control Winds 3. Find the Path
4. Dispel Magic 4.Cure Critical Wounds 4. Heal
5. Fate 5.Insect Plague 5. Madness
6. Neutralise Poison 6.Quest 6. Spirit Storm
7. Produce Fire 7.Spirit Walk 7. Speak with Monsters
8. Sticks to Snakes 8.Strength of Mind 8. Turn Wood
9. Summon Lesser Animal Spirit9.Sword of Fire 9. Weather Summoning
10.Vigor 10.Trueseeing 10.Word of Recall
7th level
1. Astral Spell
2. Creeping Doom
3. Earthquake
4. Holy Word
5. Spell Turning
6. Summon Greater Animal Spirit
7. Regenerate
8. Transmute Metal to Wood
9. Control Weather
10.Wish

New Spell Descriptions



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