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Shaman and Spirit Magic in Guederia

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

  • Befuddle: increases the required roll to shake off Befuddlement by 10%, to a maximum required roll of 96-100 to shake off the effects.
  • Darkwall: increases the Darkwall's area by 5 sq. meters.
  • Demoralize: decreases the victims chances to hit by a further 5%.
  • Disruption: increases damage done by one point.
  • Fanatacism: increases chance to hit by 10% and decreases chance to Dodge by 10% per point of spell.
  • Firearrow: adds +1d6 damage per two points of amplify.
  • Fireblade: adds +1d6 damage per four points of amplify.
  • Light: lights up 10 more meters in radius.
  • Lightwall: increases the Lightwall's area by 5 sq. meters
  • Speedart: adds 5% to the chance to hit and +1 to damage done.

    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.



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    Copyright © 1995-6 by Michael Derry, derry@jugenstil.com Updated April 25, 1996