Shaman Abilities and Spells:

Taps into the abilities and spells of the Shaman class. Once this has been purchased, a character can then proceed to purchase actual abilities and spells AFTER the Shaman's Test has been successfully completed. Modification-Point Cost: 10

 

Prerequisites for this class:

Healer Spell Knowledge: You must know all Healer spells.

Shaman's Test: You must successfully complete the Shaman's Test. This will be a quest of significance (Game Master's discretion).

 

Trade-Skills: "Alchemy", "Brewer", "Herbalist".

 

%Roll: Abilities and Spells: 15

01-09:   Blood Talon

11-19:   Concoction: %Roll:  Concoction types:

                                   01-30:    Bacteria Antidote

                                   31-50:    Curse Antidote

                                   51-70:    Metaphysical Alteration

                                   71-00:    Venom Antidote

20-28:   Exorcize

29-36:   Fountain of Harm

37-44:   Fountain of Healing

45-54:   Infusion

55-59:   Lycan`Seed

60-64:   Metaphysical Shift

65-72:   Projected Healing

73-82:   Propitiation

83-91:   Shaman Familiar

92-00:   Soulbind

 

 

Blood Talon

 

Causes blood-loss to occur quickly, draining a creature of blood-points.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

One creature

Avoidance-Roll:

Pit Constitution vs. your foe’s Constitution and win to succeed in effecting your target.

Casting Time:

3 turns (15 seconds).

Damage:

2-D4 blood-loss per turn for the “Duration” of this spell.

Duration:

1 turn (5 seconds) (+1 turn per per 3 levels advanced).

Effect Time:

Instant.

Explanation:

 

If the targeted fails his or her avoidance-roll, blood will seep from the ears, eyes and nose of the target, causing significant blood-loss.

Hand Movement:

One hand.

Healing:

None.

Immunities:

Creatures that do not have blood within them to sustain their life are not effected.

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x your awareness (vision). You must see your target clearly.

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

Physically wounded and bleeding creatures will take 2-D4 +1 blood-loss damage instead of the normal 2-D4

Value:

20 Silver.

 

 

Concoction (Bacteria Antidote)

 

Create an Antidote that will nullify the effects of being infected with bacteria.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

Imbiber.

Avoidance-Roll:

Yes. To successfully create this potion, the Shaman must successfully make an avoidance-roll vs. "Wisdom" to succeed.

Casting Time:

10 turns (50 seconds) to create the potion.

1 turn (5 seconds) to drink it.

Damage:

None.

Duration:

Sealed in a potion bottle = Permanent.

 

Note:

After drinking this concoction, the imbiber will be immune to this type of bacteria for 1 Fortnight (14 days).

Effect Time:

After drinking this potion, the time for this potion to nullify the effects of poison will be 1 turn (5 seconds).

Explanation:

 

This potion will nullify the effects of being infected by a specific bacteria.

 

Example:

To be cured of a bacteria, you must create this potion with that specific bacteria within it. If an Antidote to cure a certain bacteria is created, it will ONLY help combat the effects of being effected by that certain bacteria.

Hand Movement:

Two hands.

Healing:

Heals the effects of bacteria infecting a creature.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Imbiber.

Resting Time:

None.

Special:

If this potion is imbibed before being effected by bacteria, it will nullify future effects of that specific bacteria for 1 Moon (30 days).

Spell Preparation:

Add the following ingredients into a potion bottle: 1 dose of bacteria (the same type of bacteria you wish to cure), and then fill the potion bottle almost to the top with purified water. Then cast “Concoction: Bacteria Antidote” must be cast upon it to create the potion. After this is done, the Bacteria Antidote Potion will be created.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20 Silver.

 

 

Concoction (Curse Antidote)

 

Create an Antidote that removes a specific type of curse.

 

Modification-Point Cost (M.P.C.) : 40

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

Imbiber.

Avoidance-Roll:

Yes. To successfully create this potion, the Shaman must successfully make an avoidance-roll vs. "Wisdom" to succeed.

Casting Time:

10 turns (50 seconds) to create the potion.

1 turn (5 seconds) to drink it.

Damage:

None.

Duration:

Sealed in a potion bottle = Permanent.

 

Note:

After drinking this concoction, the imbiber will be immune to one curse for 1 Fortnight (14 days).

Effect Time:

1 turn (5 seconds).

Explanation:

 

This potion will nullify the effects of being effected by a curse.

Hand Movement:

Two hands.

Healing:

Removes the effects of one curse.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Imbiber.

Resting Time:

None.

Special:

If this potion is imbibed before being infected by a curse, it will nullify one future effects of a curse for 1 fortnight (14 days).

Spell Preparation:

Fill the potion bottle almost to the top with purified water. Then cast “Concoction: Curse Antidote” upon the bottle to create the potion. After this is done, the Curse Antidote Potion will be created.

Spell-points to cast:

20

Susceptibilities:

None.

Value:

40 Silver.

 

 

Concoction (Metaphysical Alteration)

 

Create a potion that will change the imbiber to another creature type.

 

Modification-Point Cost (M.P.C.) : 30

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

Imbiber.

Avoidance-Roll:

Yes. To successfully create this potion, the Shaman must successfully make an avoidance-roll vs. "Wisdom" to succeed.

Casting Time:

10 turns (50 seconds) to create the potion.

1 turn (5 seconds) to drink it.

Damage:

None.

Duration:

Sealed in a potion bottle = Permanent.

 

Note:

After drinking this concoction, the imbiber will be immune to this type of bacteria for 1 Fortnight (14 days).

Effect Time:

3 turns (15 seconds).

Explanation:

 

To create this potion, the Shaman must add a piece of a creature (i.e., hair, skin, bone, etc.) into a potion bottle of purified water (the piece placed into the potion bottle of purified water will be the creature the imbiber will change into).

 

The Shaman must then seal the potion and cast "Concoction (Metaphysical Alteration) upon the bottle and make the successful "Avoidance-Roll".

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Imbiber.

Resting Time:

None.

Special:

None.

Spell Preparation:

See: "Explanation".

Spell-points to cast:

15

Susceptibilities:

None.

Value:

30 Silver.

 

 

Concoction (Venom Antidote)

 

Create an Antidote that will nullify the effects of being poisoned.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

Imbiber.

Avoidance-Roll:

Yes. To successfully create this potion, the Shaman must successfully make an avoidance-roll vs. "Wisdom" to succeed.

Casting Time:

10 turns (50 seconds) to create the potion.

1 turn (5 seconds) to drink it.

Damage:

None.

Duration:

Sealed in a potion bottle = Permanent.

 

Note:

After drinking this concoction, the imbiber will be immune to this type of bacteria for 1 Fortnight (14 days).

Effect Time:

After drinking this potion, the time for this potion to nullify the effects of poison will be 1 turn (5 seconds).

Explanation:

 

This potion will nullify the effects of being injected by a specific poison.

 

The Shaman must create this potion, adding in the type of poison it will cure an imbiber of.

Hand Movement:

Two hands.

Healing:

Heals the effects of venom coursing through the veins of a creature.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Imbiber.

Resting Time:

None.

Special:

If this potion is imbibed before being injected by venom, it will nullify future effects of that specific venom for 1 Fortnight (14 days).

Spell Preparation:

See: "Explanation".

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20 Silver.

 

 

Exorcize

 

Removes a possession, spell, or all things like them, from a creature or object.

 

Modification-Point Cost (M.P.C.) : 40

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

One creature or object.

Avoidance-Roll:

Pit Mental-strength vs. your foe’s Mental-strength and win to succeed in removing an entity or spell from a creature or object.

Casting Time:

12 turns (1 minute).

Damage:

None. If the caster fails to Exorcize a creature or object, the possession can jump into the Shaman. This does not have to occur, but it can (discretion of the game master).

Duration:

Permanent.

Effect Time:

3 turns (15 seconds).

Explanation:

 

Above all rulings on this spell, there will be a 1% chance per level of the caster that the exorcism will work instantly and without pitting Mental-strength.

 

This powerful magic will remove a possession, spell, or all things like them, from a creature or object. The danger in attempting this is that, if the Shaman fails in the contest of mental-strength against another creature, or against the creature that has placed a hex upon an item, he or she will be open to gaining the same curse.

 

It will be strictly up to the G.M. if the curse, hex, spell, or possession will jump onto the Shaman that fails to Exorcize something.

 

If the Shaman becomes possessed with that which he or she is attempting to remove from a creature or object, that creature or object will be freed from the possession.

Hand Movement:

Two hands.

Healing:

Only that possession is removed.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5').

Resting Time:

12 turns (1 minute).

Special:

The Shaman attempting to Exorcize something will have a +1 per 5 levels advanced added to the race to 4 when pitting his or her mental-strength against a spirit of any type. See: “Dead, Spirit . . . “ in the D section of the Creatures Book.

Spell Preparation:

8 Tallow candles must be lit about the Shaman and the object or creature in order for this spell to work. The candles do not have to burn completely, but merely lit while the spell is being attempted.

Spell-points to cast:

20

Susceptibilities:

None.

Value:

40 Silver.

 

 

Fountain of Harm

 

Create a pool of damage to harm one or more foes.

 

Modification-Point Cost (M.P.C.) : 50

Prerequisites --------------------------- : Shaman

Area of Effect:

55' radious (5 spaces (25') out in all directions).

 

# of targets effected:

1 target (+1 target per 10 levels advanced).

 

Avoidance-Roll:

Yes: Pit your Wisdom vs. the Level of your foe(s). Single roll check.

 

If a simple target, like a door, a rock, or some ice, is cast upon by this spell, it will be considered level 1.

 

See: "Explanation".

Casting Time:

1 turn (5 seconds).

Damage:

200 (+1-D8 x the level of the caster).

 

See: "Explanation" on how to use this damage.

See: "Special" (this is important).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

 

When this spell is cast, you will gain a pool of damaging points to strike 1 target (+1 target per 7 levels advanced). This damage is considered as "Magic".

 

Like a blade, this spell-damage must beat through armor before striking flesh. If you win the Avoidance-Roll, roll to strike a random area of your target's body (if you are plying siungle damage-point creatures, just do the damage.

 

The following chart will give armors additional levels:

 

+1 level for non-magical armors worn.

+1 level per magic armor's CLASS.

+2 levels per enchanted armor's CLASS.

 

How to use these points to damage a target:

I cast this spell and then roll 1-D8 and times it by my level. I'm 23rd level so I roll 1-D8 die.

 

The result is 4. 4 x 23 = 92. 200 + 92 = 292.

 

I tell the Game Master I will use 50 on a goblin.

 

I then pit my wisdom vs. the level of the Goblin.

 

I roll my % dice and add my Wisdom.

 

My % roll is 73. My wisdom is 32. My total roll against the Goblin is 105.

 

The Game Master rolls her % dice and adds the Goblin's Level.

 

It's % roll is 65. It's level is 12. It's total roll to defend against my spell is 77. It loses.

 

The Goblin takes UP TO 50 damage.

See: Calculator, Using the:"

 

CRITICAL STRIKE:

If my roll is +40 over the Goblin's roll, I will cause a critical strike and the Goblin will take UP TO 50 damage, the highest of 3 rolls. A critical strike will bypass damage reduction of the armor.

 

I can effect 1 target (+1 target per 10 levels advanced) = 3. I will strike 2 Goblins in the area.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only living creatures can be effected.

 

See: "Notes:".

 

The Shaman must be able to see at least half the target in order to effect it with this spell.

Maximum Adjustment:

None.

Notes:

Ethereal, Intangible and Spiritual creatures are not effected UNLESS the Shaman also follows the path of the Spiritualist.

 

This spell can effect a Gaseous creature if the Shaman also follows the path of Animationist.

Range:

10 spaces (50') out all about the Shaman. The Shaman will pick the target, or targets, he or she wishes to effect.

Resting Time:

2 turns (10 seconds) unless the Shaman can make a successful avoidance-roll vs. "Constitution".

Special:

If you save these points and cast the spell again, you will not only add the points to the same spell cast, but you will gain +10% of the TOTAL POINTS as a bonus. This can be done as many times as you like (or have the spell-points to cast it again and again). As you can see, you can summon a mighty strike against an enemy if you have the patience and time to do it.

 

ALL these points can be used in the turn you cast the spell, or SAVED and ADDED to the same spell cast again, thus increasing the damage it can cause.

Spell Preparation:

None.

Spell-points to cast:

25

Susceptibilities:

None.

Value:

50 Electrum

 

 

Fountain of Healing

 

Create a pool of healing points to heal your allies.

 

Modification-Point Cost (M.P.C.) : 50

Prerequisites --------------------------- : Shaman

Area of Effect:

55' radius. 10 spaces (50') out all about the Shaman.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

 

When this spell is cast, the Shaman will gain a pool of healing points. These point can heal one or more targets.

 

See: "Healing".

 

Healing points can be used on:

1 target (+1 target per 10 levels advanced).

 

See: "Special".

Hand Movement:

Two hands.

Healing:

1-D8 x the level of the caster.

 

Example:

If I am level 26, I roll the D8. I roll a 5. 5 x 26 = 130. I can heal 3 targets. I heal one for 30 in the left arm, the same one 75 in the chest, and a different target for 25 in the right foot.

 

Special:

If you add 50 spell-points into the casting of this spell, all areas of the targets you choose will be healed.

Immunities:

Ethereal, Intangible and Spiritual creatures are not effected UNLESS the Shaman also follows the path of the Spiritualist.

 

This spell can effect a Gaseous creature if the Shaman also follows the path of Animationist.

Maximum Adjustment:

None.

Notes:

None.

Range:

As "Area of Effect".

Resting Time:

2 turns (10 seconds) unless the Shaman can make a successful avoidance-roll vs. "Constitution".

Special:

If 25 additional spell-points are added in, above the initial cost of the spell, Fountain of Healing will have a 50% healing effect upon acid, fire and cold damage (rounded down).

 

If yet another 25 spell-points are added into this spell at its casting, Fountain of Healing will have a 100% healing effect upon all forms of damage.

 

Further more, if another 100 spell-points are added into this spell at its casting (making it a total of 150 additional spell-points added), Fountain of Healing will continue healing all percieved allies in the "Area of Effect" for 1-D100 damage in all areas of the body for 1-D4 turns

 

If all spell-points are added in, as mentioned above, and you can make a successfull avoidance-roll vs. Awareness, "Sixth Sence", you will begin to regenerate 1-D8 per 5 levels advanced. This regeneration will cointinue for 1-D6 +1 turns.

Spell Preparation:

None.

Spell-points to cast:

25

 

See: "Special".

Susceptibilities:

None.

Value:

50 Electrum.

 

 

Infusion

 

See, hear and feel through another creature.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

One creature.

Avoidance-Roll:

Pit Mental-strength vs. your foe’s Mental-strength and win to succeed (single roll chance).

Casting Time:

6 turns (30 seconds).

Damage:

None.

Duration:

1 hour (720 turns) x your level.

Effect Time:

Instant.

Explanation:

 

This spell will allow the Shaman to see, hear and feel through another creature. This will not allow the Shaman to control the thoughts or actions of a creature. The creature will not know that the Shaman is sharing its existence with it in any way, unless it has an ability or spell in effect to detect such things.

 

If x2 the spell-point cost is expended, this spell can be cast upon an item that is non-living as well, in which the caster will see and hear only.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Living creature: 1space (5') x your awareness (you must be able to identify the target).

 

Non-living item: Touch.

Resting Time:

6 turns (30 seconds).

Special:

If cast upon a non-living item, and that item touches another non-living item, this spell will spread to that other item. The maximum amount of items that can be infected by Infusion = 1 per level of the caster.

Spell Preparation:

8 Tallow candles must be lit about the Shaman and the object or creature in order for this spell to work. The candles do not have to burn completely, but merely lit while the spell is being attempted.

Spell-points to cast:

Living creature: 10

Non-living item: 20

Susceptibilities:

None.

Value:

20 Silver.

 

Lycan`Seed

 

By a fiery ritual, the Shaman will partially change, becoming akin to Lycanthrope.

 

Modification-Point Cost (M.P.C.) : 60

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

30

Ability Preparation:

A bonfire must be built with the bones of fallen creatures (it does not matter what creatures). This bone fire must be maintained for the "Casting time:"

Area of Effect:

The Shaman.

Avoidance-Roll:

Yes: The Shaman must make a successful avoidance-roll vs. "Wisdom" at the end of the casting time. If the Shaman fails, this spell can be cast again, but a completely new fire must be build with new bones.

Casting Time:

3 hours.

Damage:

None.

Duration:

Until another bonfire is built, and, once again, Lycan`Seed is successfully cast.

Effect Time:

12 turns (60 seconds). In other words, transformation to Lycan will take 12 turns.

Explanation:

 

The Shaman will build a bonfire with the dried bones of any dead creature. Once this fire begins to catch among the bones, the Shaman will face the fire and chant. By this fiery ritual, the Shaman will partially change (50%), becoming akin to Lycanthrope.

 

While in this form, the Shaman will:

1. Other Lycanthrope are pacified at the Shaman's

     presence (unless the Shaman provokes them).

 

2. Speak and understand all the Lycanthrope languages.

3. Be immune to the Lycanthrope virus.

4. Gain +1 action per turn (just as spirit of battle gives

     in the divine favors).

 

5. Infra-Red Vision.

6. x2 normal damage points (just take 1/2 damage on attacks).

7. +3-D12 Coordination, Dexterity and Strength.

Hand Movement:

Two hands.

Healing:

Minor Regeneration: 1-D6 per turn.

Immunities:

While he or she is in this form, the Lycanthrope virus cannot change the Shaman into a Lycanthrope (the Shaman is IMMUNE).

Maximum Adjustment:

None.

Notes:

The Shaman cannot infect a non-lycanthrope with the Lycanthrope virus. This is not possible.

Range:

Shaman only.

Resting Time:

3 hours (after returning to the Shaman's normal form).

Special:

None.

Spell Preparation:

None. This is an Ability.

Spell-points to cast:

None. This is an Ability.

Susceptibilities:

None.

Value:

60,000 white-gold

 

 

Metaphysical Shift

 

This spell will transfer the damage of a wound to one or more other parts of your body.

 

Modification-Point Cost (M.P.C.) : 18

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

The Shaman, or another who is will to take the damage..

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

3 turns (15 seconds).

Damage:

Only in that this spell will transfer damage from one part of the body to the other.

Duration:

Permanent unless this spell is cast again to transfer damage-points again to other areas.

Effect Time:

2 turns (10 seconds).

Explanation:

 

This spell will transfer the damage of a wound to one or more parts of the caster, decreasing major wounds to more minor wounds (if willing, another creature can take on the wounds).

 

The number of damage-points that can be transferred to other parts of the body will be 100 +10 per level advanced. Damage-Points can be solely transferred to another part of the body, or dispersed evenly into different areas as the caster.

Hand Movement:

Two hands.

Healing:

None. See the 2nd paragraph in "Explanation".

Immunities:

Only living creatures can be effected by the power of this spell.

Maximum Adjustment:

None.

Notes:

Damage-points cannot be transferred from one person to another.

Range:

1space (5') (+ 1 space per 3 levels advanced).

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

9

Susceptibilities:

None.

Value:

18,000 white-gold

 

 

Projected Healing

 

Shaman will take on the wounds of another.

 

Modification-Point Cost (M.P.C.) : 40

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

One target (the Shaman must see and recognize his or her target clearly).

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1-D6 turns (+1-D6 turns per 5 levels advanced).

Effect Time:

Instant.

Explanation:

 

The Shaman will take upon him or herself the following types of wounds:

Acid

Blood-Loss

Cold

Fire

Flesh Damage

Oxygen-Point Loss

 

The Shaman will only suffer 10% of the wounds inflicted upon the target of this spell, and will heal at a rate of 1-D6 points per turn.

Hand Movement:

Two hands.

Healing:

See: "Explanation."

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

One target (the Shaman must see and recognize his or her target clearly).

Resting Time:

3 turns (15 seconds).

Special:

There is a 2 in 6 chance (1-2 on a D6), per turn, that the Shaman will not take any damage.

Spell Preparation:

None.

Spell-points to cast:

20

Susceptibilities:

None.

Value:

40,000 white-gold

 

 

Propitiation

 

Will bestow an adjustment on all %Roll checks for the targeted.

 

Modification-Point Cost (M.P.C.) : 16

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

None. This is an Ability.

Ability Preparation:

None. This is an Ability.

Area of Effect:

One target.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

1 hour (720 turns) (+1 hour per 10 levels advanced).

Effect Time:

Instant.

Explanation:

 

This spell will give the target a +5% on all %Roll checks for the targeted of this spell (+1% per 5 levels the caster has advanced).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None. This spell will automatically work on animated and non-living objects as well as the living, of which there is no avoidance-roll. However, magical resistances and wards will always be checked for.

Maximum Adjustment:

None.

Notes:

Spell-Points to cast this spell will not begin to regenerate until the “Duration” of the spell has ended.

Range:

1 space x your awareness (vision).

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

8

Susceptibilities:

None.

Value:

16,000 white-gold

 

 

Shaman Familiar

 

Call up a spirit to permanently serve you.

 

Modification-Point Cost (M.P.C.) : 50

Prerequisites --------------------------- : Spiritualist spells: "Spirit flame" and “Spiritual Food”.

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

Not applicable.

Avoidance-Roll:

None.

Casting Time:

72 hours.

Damage:

None.

Duration:

Permanent.

Effect Time:

Instant.

Explanation:

 

This spell will initiate the calling up of a Shaman Spirit to serve as a familiar companion for as long as you live.

 

If you are killed, but are brought back to life, and the Shaman Spirit is not destroyed or banished, it will rise with you when you rise from the dead.

 

The Shaman Spirit will guard the body of its Shaman master forever if the Shaman falls.

 

If a Shaman dies of natural causes, the Shaman Spirit will depart, having fulfilled the measure of its creation; it will be freed.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only the Shaman Spirit can be called up as a familiar with this spell.

Maximum Adjustment:

None.

Notes:

A Shaman Spirit called up from the Spirit Plane will be level 0

Range:

This spell must be cast within a circle drawn with a candle (no more than 3 spaces (15') away).

Resting Time:

72 hours.

Special:

See: “Dead, Spirit, Shaman” in the Creatures Book for details and abilities on this creature.

Spell Preparation:

The Shaman will draw a large circle with a candle in order to call up this familiar.

Spell-points to cast:

25 Spell-points used to cast this spell will not regenerate. Spell-points are freely given away by the caster in order to call up the Shaman Spirit Familiar.

Susceptibilities:

An unconscious creature cannot avoid this spell.

Value:

50 Silver.

 

Soulbind

 

Healing and aiding spells can be cast upon the other at a great distance.

 

Modification-Point Cost (M.P.C.) : 100

Prerequisites --------------------------- : Shaman

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

One creature.

Avoidance-Roll:

See: "Immunities".

Casting Time:

12 turns (1 minute).

Damage:

None.

Duration:

24 hours x the level of the caster.

Effect Time:

Instant.

Explanation:

 

This spell will enable the Shaman to bind to another for a period of time. During this time, all manner of healing and aiding spells can be cast upon the targeted at any distance.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

If the targeted is conscious, this spell will only work if he or she is willing. If unconscious this spell cannot be avoided.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

12 turns (1 minute).

Special:

If cast upon a non-living item, and that item touches another non-living item, this spell will spread to that other item. The maximum amount of items that can be infected by Infusion = 1 per level of the caster.

Spell Preparation:

Caster will touch the target of this spell on either temple with his or her forefingers while casting this spell.

Spell-points to cast:

50 Spell-points used to cast this spell will not begin to regenerate until the “Duration” of the spell has expired.

Susceptibilities:

An unconscious creature cannot avoid this spell.

Value:

100 Silver.