![]() Increase damage by 1d10 for every three Shaman levels (eg sixth level shaman does 3d10 damage) as the window peers into more and more chaotic spirit dimensions beyond the natural world.ġ1. Successful save blocks the attempt to tear a window in the veil. Cacophony of the Hidden World – 60’ – Selected target must make a save vs spell or suffer 1d10 damage as it briefly sees into the psychedelic horror show of the space between realities with an unprepared mind. Increase damage by 1d4 for every two Shaman levels (eg fourth level Shaman does 5d4 damage) as more and more stinging insects answer the call.ġ0. The insects die and litter the floor after their attack. ![]() Plaintive Cry from a Carcass – 30’ – A swarm of biting, stinging, verminous insects manifests and attacks all foes within range and sight of the shaman, causing 3d4 damage save vs breath for half-damage. Increase by 1d6 for every three Shaman levels (eg sixth level shaman does 4d6) as bigger and nastier spirits pierce the veil of reality.ĩ. Inflict 2d6 damage to each enemy in range which the Shaman can see. Chorus of the Elements – 30’ – Natural spirits respond to your call, vexing foes with otherworldly assaults. Increase duration by 1d10 for every two shaman levels (eg fourth level shaman animates corpse for 10+4d10 minutes) as the shaman’s connection to the realms beyond strengthens.Ĩ. Has no fear, follows commands unflinchingly, will fight to death or walk into certain doom. Gather the Bones of Ancestors – 60’ – Animate nearby humanoid or non-magical animal corpse within range with the atavistic spirit of an ancient shaman for 10+2d10 minutes. Six Voices as One – 60’ – As wand of fear, affecting enemies equal to caster HD or lower who fail save vs spell.ħ. Stored spells not spent before the enchantment wears off dissipate.Ħ. A retained, or stored, spell, can be used on a normal turn. Reflected spells take place immediately, interrupting normal initiative order. Stored spells can be used any time before the enchantment wears off. Enchantment lasts one day, can be dispelled by countermagic abilities. Embrace the Storm – 60’ – Imbues target with the ability to store or reflect a single spell used against them when they succeed on the saving throw for the spell on spells with saves for half-damage, target still takes half-damage but retains or reflects the spell. Dance Like the Wind – 60’ – Buffeting breezes harry enemies in range who fail their save vs paralysis and invigorate allies in range, causing impacted foes to lose their next action in combat and allies to gain a second melee attack (martial classes) or a +1AC (caster classes) on their next action or action against them respectively.ĥ. Drums of the Earth Mother – 60’ – Become as the stony earth itself, granting +2AC to all allies within range lasts 1 minute per Shaman level of the caster.Ĥ. Chant of Ancient Wisdom – 60’ – Grant all allies within range +2 on saves vs spell, wand and breath lasts 10 minutes per Shaman level of the caster.ģ. Speak From Beyond – Communicate with a known, specific ally (one way only) while concentration is maintained, across any distance.Ģ. ![]() If you are of the Saami or other peoples whose cultural practices include shamanism, hopefully this doesn’t offend you.ġ. Bits of all kinds of esoteric sorcery find their way into this character class somehow. This is the Shaman, an utterly confusing mix of utterly inaccurate nonsense with no claim toward legitimacy to any form of shamanism or religious practice now or in the distant past. What a good idea, I thought, immediately launching Microsoft Word. In the same thread, a gamer by the name of Saker Tarsos suggested that a complete class based around ritual body modification should exist. This is pretty wild to start with, and immediately belongs in my game world. Recently, in a post by FM Geist on G+, I was educated about a shamanic practice from the old ways of northeastern Europe, in which medicine men of the Saami and other tribes would feed psychotropic mushrooms to reindeer and then distill a tea from their urine in order to get righteously high as all hell and see some weird stuff.
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