Shamans are spellcasters which use magic differently from Clerics or Magic Users. Where the Magic User views magic as a science, or as an art form, something to be practiced, honed and mastered; and where the Cleric sees magic as a gift from their Deity for good deeds; the Druid sees magic as the lifeblood of the universe, and the will of the Grandfather Spirit, and they are but a conduit for it. They do not control magic, or request magic - to the Druid, they *are* magic, for they are one with the universe, with the Grandfather Spirit. To them, opening the portals in the soul to allow the energies to flow forth is as natural as breathing. Druids are (usually) neutral, viewing good and evil, law and chaos, as balancing forces of nature which are necessary for the continuation of all things. They must have a minimum wisdom of 12, a strength of 12, and a constitution of 13. Both of these major attributes must exceed 15 if a Shaman is to gain a 10% bonus to earned experience. It will be noted that the spells usable by Shamans are more attuned to nature and the elements than are the spells of other clerics or magic-users. However, unlike the traditional Druid, the Shaman's spell selection and style of magic is not reliant on a certain localised breed of trees, a strict set of naturalistic circumstances, and a strict adherence to neutrality. Rather, the Shamanic view of natural magic is to take what already is, and create other things that may be, as felt by the needs and imperative of the Grandfather Spirit to keep the balance. This is at a much lower, more elemental level; whether it is to be found in the trees and waters of the wild, or in the wooden planks, cobblestones and bricks of the city. All things, at a base enough level, come from the elements; and the elements are the Druid's magical turf. Further, shamans do not engage in "nature worship" as the traditional druid does; rather, shamans view the natural world, and everything in it, as being related. To them, the trees, the rocks, the wind and the water of the river are their brothers, father, mother and sisters just as much as the others in their tribe. To call their religion nature worship is anadequate at best. They do not worship nature so much as they hold it in high reverence, as they would a trusted and proven grandparent; something to be learned from, and loved while you have time together. They refer to their path of study as "traveling the Spirit Road". Shamans serve to strengthen, protect, and revitalize as the usual cleric does. Shamans are also capable of dealing lots of damage all on their own with their spells, and with their combat abilities, if necessary. They must speak or read spells aloud, usually accompanied by singing, chanting and/or dancing, except where noted. Due to their involvement with the natural cycle of life and death, and not dedication to any particular Deity, Shamans have no power to turn or control undead, demons, or devils. Shamans are the leaders and elders, often, of nomadic hunter-gatherer tribes. Any people that settles down long enough to build permanent structures is not one that will find itself welcome by a Shaman, and therefore will find none amongst them. Neither will any society that makes extensive over-use of natural resources, or makes a habit of doing things that fly in the face of the natural order of things. For this reason it is exceptionally rare to find Shamans in all but the most reclusive societies; at current, the only shamans known - or reputed - to exist are amongst the few Sylvan Elven tribes of the Elven Protectorate, who are the most secretive and reclusive of all the elven tribes. Shamans are often not only the spiritual leaders of a tribe, but also the warrior chiefs as well, when the tribe's population is small - or when the shaman is particularly strong. Thus Shamans attack on the Cleric "to hit" chart matrix. Most shamans do not progress past 5th or 6th level in practice; but there can be - and have been - shamans capable of casting 9th level spells of unbelievable power, even in the eyes of Arcanists. If a shaman observes any creature destroying their charges, or upsetting the balance of the natural order, the Shaman is unlikely to risk his life to prevent the destruction if the odds are clearly not in his favor. Rather, it is probable that the Shaman will seek retribution and revenge at a later date as opportunity presents itself. In connection with their relationship with nature, Shamans have certain innate powers which are gained at higher level. At 1st level, a Shaman gains the following obilities: 1. ldentification of plant type 2. Identification of animal type 3. Identification of pure water 4. Totem Spirit. This is similar in nature to both a magic user's familiar, and a Cleric's deity. The totem spirit is a moral guide to the shaman, a foreteller of imminent events, a messenger to and from the grandfather spirit, and a guide to the spirit worlds beyond. The shaman is given a totem spirit once he begins following the spirit road, usually by the shaman that shows him the path to begin with, or for shamans starting out alone in the wilderness, by the grandfather spirit himself (it is said). At 2nd level, the druid gains the ability to identify animals by only their tracks, droppings, or other leavings (antler scrapes, feathers, etc). At 3rd level, the shaman gains the power to pass through overgrown areas (undergrowth of tangled thorns, briar patches, etc.) without leaving a discernible trail and at normal movement rate (q.v.) At 7th level, the following additional powers are gained: 1. Immunity from charm spells cast by any creature basically associated with the woodlands, i.e. dryads, nixies, sylphs, etc. 2. Ability to change form up to three times per day, actually becoming, in all respects save the mind, a reptile, bird or mammal. A. Each type of creature form can be assumed but once per day. B. The size of creature form assumed con vary from as small as a bullfrog, bluejay or bat to as large as a large snake, an eagle, or a black bear (about double the weight of the Shaman). C. Each assumption of a new form removes from 10% to 60% (d6, multiply by 10) of the hit points of damage, if any, the Shaman has sustained prior to changing form. In melee combat, Shamans fight as clerics. They likewise make saving throws (9.v.) as clerics, but against fire and lightning (electrical) attacks they get a bonus of +2 on their dice rolls. Shamans TABLE I 8-Sided Dice for Accumulated XP Level Hit Points Level Title ----------------------------------------------------------------------- 0 - 2,000 1 1 2,001 - 4,000 2 2 4,001 - 7,500 3 3 7,501 - 12,500 4 4 12,501 - 20,000 5 5 20,001 - 35,000 6 6 35,001 - 60,000 7 7 60,001 - 90,000 8 8 90,001 - 125,000 9 9 125,001 - 200,000 10 10 200,001 - 300,000 11 11 300,001 - 750,000 12 12 750,001 - 1,500,000 13 13 1,500,001 - 2,250,000 14 14 2,250,001 - 3,000,000 15 14+1 3,000,001 - 3,750,000 16 14+2 3,750,001 - 4,500,000 17 14+3 4,500,001 - 5,250,000 18 14+4 * Each level is 750,000 XP past the 18th SPELLS USABLE BY CLASS AND LEVEL - ShamanS Shamanic Spell Level Level 1 2 3 4 5 6 7 8 9 1 2 - - - - - - - - 2 2 1 - - - - - - - 3 3 2 1 - - - - - - 4 4 2 2 - - - - - - 5 4 3 2 - - - - - - 6 4 3 2 1 - - - - - 7 4 4 3 1 - - - - - 8 4 4 3 2 - - - - - 9 4 4 3 2 1 - - - - 10 5 4 3 3 2 - - - - 11 5 5 3 3 2 1 - - - 12 5 5 4 4 3 2 1 - - 13 6 5 5 5 4 3 2 - - 14 6 6 6 6 5 4 3 1 - 15 6 6 6 6 5 4 3 2 - 16 6 6 6 6 6 5 4 2 - 17 6 6 6 6 6 5 4 3 1 18 6 6 6 6 6 6 5 3 2 19 6 6 6 6 6 6 5 4 3 20 6 6 6 6 6 6 6 4 3 Shamans select their spells from both the Shaman (below) and Druid spell list freely. SHAMAN SPELL LIST 1st level Spell Name Taken From --------------------------------------------------------------------- create water cleric 1 cure light wounds cleric 1 detect magic cleric 1 light cleric 1 purify food & drink cleric 1 resist cold cleric 1 detect snares & pits druid 1 entangle druid 1 faerie fire druid 1 invisibility to animals druid 1 locate animals druid 1 pass without trace druid 1 predict weather druid 1 purify water druid 1 shillelagh druid 1 speak with animals druid 1 vision quest** - affect normal fires magic user 1 burning hands magic user 1 charm person magic user 1 comprehend languages magic user 1 enlarge magic user 1 erase magic user 1 feather fall magic user 1 friends magic user 1 hold portal* magic user 1 jump magic user 1 mending magic user 1 read magic magic user 1 shocking grasp magic user 1 sleep magic user 1 spider climb magic user 1 change self illusionist 1 detect illusion illusionist 1 detect invisibility illusionist 1 wall of fog illusionist 1 2nd level Spell Name Taken From --------------------------------------------------------------------- detect charm cleric 2 find traps* cleric 2 know alignment cleric 2 slow poison cleric 2 speak with animals cleric 2 barkskin druid 2 charm person or mammal druid 2 feign death druid 2 fire trap druid 2 heat metal druid 2 locate plants druid 2 obscurement druid 2 produce flame druid 2 trip druid 2 warp wood druid 2 continual light magic user 2 darkness 15' radius magic user 2 fool's gold magic user 2 forget magic user 2 locate object* magic user 2 ray of enfeeblement magic user 2 shatter magic user 2 stinking cloud magic user 2 strength magic user 2 web magic user 2 blindness illusionist 2 deafness illusionist 2 fog cloud illusionist 2 3rd level Spell Name Taken From --------------------------------------------------------------------- continual light cleric 3 create food & water cleric 3 cure blindness cleric 3 cure disease cleric 3 feign death cleric 3 hold person cleric 2 remove curse cleric 3 speak with dead cleric 3 call lightning druid 3 hold animal druid 3 hold plant druid 4 neutralize poison druid 3 plant growth druid 3 protection from fire druid 3 protection from cold** - protection from lightning druid 4 pyrotechnics druid 3 snare druid 3 stone shape druid 3 summon insects druid 3 tree druid 3 water breathing druid 3 dispel magic magic user 3 explosive runes magic user 3 fireball magic user 3 flame arrow magic user 3 gust of wind magic user 3 infravision magic user 3 lightning bolt magic user 3 monster summoning I magic user 3 tongues magic user 3 dispel illusion illusionist 3 4th level Spell Name Taken From -------------------------------------------------------------------- cure serious wounds cleric 4 divination cleric 4 lower water cleric 4 animal summoning I druid 4 call woodland beings druid 4 control temperature druid 4 hallucinatory terrain druid 4 plant door druid 4 produce fire druid 4 repel insects druid 4 speak with plants druid 4 charm monster magic user 4 dig magic user 4 fire charm magic user 4 fire shield magic user 4 fire trap magic user 4 ice storm magic user 4 monster summoning II magic user 4 polymorph self* magic user 4 wall of fire magic user 4 wall of ice magic user 4 emotion illusionist 4 minor creation illusionist 4 5th level Spell Name Taken From --------------------------------------------------------------------- conjure animals cleric 6 flame strike cleric 5 animal growth druid 5 animal summoning II druid 5 anti-plant shell druid 5 commune with nature druid 5 control winds druid 5 insect plague druid 5 pass plant druid 5 pass stone** - sticks to snakes druid 5 transmute rock to mud druid 5 wall of thorns druid 6 airy water magic user 5 animal growth magic user 5 cloudkill magic user 5 conjure elemental magic ussr 5 cone of cold magic user 5 hold monster magic user 5 monster summoning III magic user 5 passwall magic user 5 stone shape magic user 5 wall of iron magic user 5 wall of stone magic user 5 major creation illusionist 5 6th level Spell Name Taken From --------------------------------------------------------------------- animate object cleric 6 find the path cleric 6 heal cleric 6 part water cleric 6 speak with monsters cleric 6 stone tell cleric 6 animal summoning III druid 6 anti-animal shell druid 6 cure critical wounds druid 6 feeblemind druid 6 fire seeds druid 6 transport via plants druid 6 turn wood druid 6 elemental turning** - weather summoning druid 6 anti-magic shell magic user 6 control weather magic user 6 death spell magic user 6 disintegrate magic user 6 monster summoning IV magic user 6 move earth magic user 6 otiluke's freezing sphere magic user 6 reincarnation magic user 6 stone to flesh magic user 6 7th level Spell Name Taken From --------------------------------------------------------------------- earthquake cleric 7 regenerate cleric 7 restoration cleric 7 wind walk cleric 7 animate element** - chariot of sustarre druid 7 confusion druid 7 creeping doom druid 7 finger of death druid 7 fire storm druid 7 transmute elements** - 8th level Spell Name Taken From --------------------------------------------------------------------- incendiary cloud magic user 8 mass charm magic user 8 druid's maze** - mind blank magic user 8 9th level Spell Name Taken From --------------------------------------------------------------------- Meteor Swarm magic user 9 Terraform** - Unity** - * : Same as listed spell except where noted ** : New spell Un-leveled spells: Totemic Manifestation pass element Brief spell descriptions: hold portal : Portal must be of a naturally occuring substance or a reasonable combination of natural substances without serious refinery (e.g., while wood, metal, and stone doors can be held, polymer and glass portals can not). Anything constructed from living fiber is considered natural (e.g., bones, skin, etc.) find traps : Traps must be constructed from a natural material, or placed in a natural setting - only one part of the trap needs be natural for it to be located. See "hold portal" for what is and is not natural. locate object : Object must be located in or on a natural substance. See "hold person" for what is and is not natural. polymorph self : The druid can take the shape of any form he knows, with the exception of aberrations and anything that is not native to the prime materal, negative material, or elemental planes. A druid could not, for example, take the form of Cthulhu; it could, however, take the form of a Mind Flayer, titan, etc. vision quest : Similar to "find familiar", this spell locates the druid's specific Totem Spirit. protection from cold : As protection from fire, but from cold. elemental turning : Can be used to command elementals to turn away from the caster in the same way as Clerics turn Undead. animate element : Allows the druid to place the essence of an elemental or para-elemental plane into a given quantity of an inanimate element, thus animating it and giving it life (though not necessarily under the druid's control) transmute elements : Allows the druid to exchange an equal quantity of one element for another druid's maze : Causes a construct similar to a hedge maze to spring up from any natural material in the area of effect, having the same effect as a Magic User "Maze" spell, but with a physical maze made of pseudo-natural materials. terraform : Allows the druid to change the form and flow of terrain unity : Merges the druid's consciousness with that of the natural universe, allowing him to effect changes through the natural elements of the universe for a given period of time Totemic Manifestation: Allows the druid to take on one or more aspects of their totem spirit at low levels; at higher levels, it allows the druid to give his body over to the totem spirit, effectively becoming an avatar of his totem. pass element: Allows the druid to enter one type of element as if it were a door, and exit out of the same element type at a given distance away, as "pass plant", but with no limits on the type of element used.