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