Assistant Shaman or Shaman may not be or become cultists
or sorcerers. Note: the term "shaman" also
refers to Assistant Shaman, but does not refer to Students.
Spirit Students and Shaman learn [Lunar] Spirit Magic
Skills.
Student: May learn Amplify, taught only 3d6 type spells
Assistant Shaman: May also learn Combine, Distance,
Prolong, also taught 4d6 type spells
Shaman: May learn any spell he wishes to attempt to
learn
Spell classes:
3d6 POW Spell spirits: Control (Intellect, Power), Detect
[any], Disruption, Fanaticism, Ignite, Light, all Rituals
(except Summon Spell Spirit), Speedart, any variable
spell 1-4 points
4d6 POW Spell spirits: Control (Chonchon, Disease, Ghost,
Healing, Hellion, Magic, Passion, Wraith), Demoralize,
Darkwall, Firearrow, Fireblade, Lightwall, any Variable
spell 5-8 points, Visibility
5d6 POW Spell spirits: Befuddle, Control (Elemental,
Ghoul Spirit, Nymph, Spell Spirit), Summon Spell Spirit,
any Variable spell
Amplify: This skill increases the effectiveness of spirit
spells. Certain spells receive no benefit, such as
rituals, Control spells, Detect spells, Ignite, and
Visibility. When used with variable spells, the points
of amplify adds to the spell's effectiveness. Thus
5 points added to a healing 4 would make a Heal 9.
When used with non-variable spells the effect differs,
but the points of Amplify are simply added to the cost
of the spell. See Amplify Effect table for benefits
gained with amplification of non-variable spells.
Combine: This skill allows the user to cast multiple
spells so that they all take effect at the same strike
rank. Each spell may be manipulated by spirit magic
skills each with the full free INT. The time required
to cast the spells is the DEX SR plus the SRs for the
spell with the greatest MPs, but the MP cost is still
the total of all spells cast.
Distance: Each point of Distance adds 50 meters to the
range of any ranged spirit magic. The target of the
spell must still be visible to the caster.
Prolong: Each point of Prolong adds five minutes to
the duration of any temporal spirit magic spell.
Amplify Effects
Common Shamanic Rituals:
General: All POW used in a ritual may, of course, come
from the shaman's fetch. All rituals may only be used
by a shaman who knows the ritual. A shamanic ritual
takes 100 hours to learn (from another shaman who knows).
A new ritual takes a least 1000 hours to create.
Bind Special Power: enchant ritual. This spell allows
the shaman to bind a creature's special power into
one of its appropriate body parts, or rarely another
appropriate object. Special powers are those such as
the Become [Creature] powers of a werecreature/shapechanger,
poison or breath weapon, regeneration, etc. Once a
special power is bound into a body part, a person wishing
to use the item must attune it to themselves. Certain
items require more than one point of POW to attune
(those with many powers) and if more than one power
is put in an item, a Combine roll must be successful.
Example: The Cloak of the White Wolf: a skin of a giant,
white Werewolf Demon. Powers: Become Werewolf, 5 point
armor (free), natural abilities of werewolf (such as
Tracking and Biting and immunity to non-rune metal
weapons), Fanatacism at will, double SIZ when transformed,
double STR when transformed. Drawbacks: gradual transformation
of attuned into a werewolf and its bestial mentality.
Costs: 5 POW for Become Werewolf, one each for double
SIZ and STR, and one for the other special abilities
(total: 8 POW). Attune cost: 2 POW.
Curse: enchant ritual. This ritual allows a Shaman to
put a curse on a target. The target's MPs must be overcome
after the ritual has been successfully cast. There
is no range limitation and the effects are permanent.
The effects and the POW cost vary, but generally a
more powerful effect requires more POW sacrifice. A
curse can be removed by another Shaman for equal POW
cost and a ceremony roll, or by Divine Intervention.
Example: two POW sacrificed for a curse on a Shaman's
former student who turned out ot be a Sorcerer. The
effect is that any hostile spirits in the target's
vicinity attack him instead of others in the area.
Quick Discorporation: ceremony ritual. The ritual allows
the shaman to become discorporate after a short ceremony
with a base time of one round. The cost is one POW
and the further ceremony only takes time in rounds
instead of hours. The ritual may be used to interact
with spirits departing just dead characters, or spirits
defeated in material plane spirit combat for example.
Restore Body: ceremony ritual. Allows a shaman to come back from the dead. The cost is one POW per HP less than zero and one POW per hour since death, after the first. The ritual takes only one round base to cast. When completed, the shaman's body is completely healed regardless of the shaman's HPs, etc.
| Copyright © 1995-6 by Michael Derry, derry@jugenstil.com | Updated April 25, 1996 |