Shamanism


1-{1-3} Healing Song – heal +1 HP per success, +5 per ace with healing song, gourd rattle, and medicine bag.
2-{4-6} Spirit Song – invoke a subject’s patron spirit to aid them in a called endeavor, +1 d6 per success, +1 HB, +1 HB per ace, +1 to save, +1 to save per ace, or +2% chance of triumph per success as called.
3-{7-9} Healing Chant – heal serious wounds and illness, +5 HP per success, +10 HP per ace.
4-{10-12} Advocate – summon a powerful spirit which will shield another from harm until the spirit is vanquished. Spirit soaks -1 damage or power per success per hit to protected subject no matter what kind of damage it is. Advocate has +1 save, +1 save per ace vs. banishment. This spirit is not affected by raise the dead.
5-{13-15} Invoke Dark Spirit – summon a dark spirit into a target or area to curse target with a called affliction that is triggered as called.
6-{16-18} Spirit Union – the shaman falls into a deeply meditative state as they dream walk to the other side where they can gain knowledge, or tap aspects of the elements, spirits, life force, or an entity to either draw energy from it and channel that power, or to expel a spirit from a person or area. At high levels the shaman can join with multiple spirits (max number=AR). Aspects tapped through union of spirit can last up to +1 turn, +1 turn per success.
7-{19-21} Alliance of Spirits – like union only it is not used for exorcism but for joining with a spirit to absorb aspects of that spirit permanently, such as the spirit of wind, earth, life, or of a creature. Level of Aspect = Power of Roll, +1 aspect gained on success.
8-{22-24} Resurrection – restore life to the dead through spirit conduits, the life force, and restorative healing.
9-{25-27} Purification – Purify blood, mind, body, food, water, air, etc. as called, by drawing undesirable matter into the dead realm.
10-{28-30} Mutual Alliance – Use with any power only share aspects tapped with others.
11- {31-35} Union of Flesh – shaman dream walks to the nether marches to tap echoes of spirits and harness their living embodiment of the past to call the flesh of a called creature into self or another to shape shift. Shape shift ability can become permanent on a crit if called.
12- {36-40} Arch Shaman – advent spirit realms and netherworlds in the flesh by opening paths through dream walking, shamanistic creationism, spirit wards, protection spells, create creatures through elemental, life and spirit taps, enchant items, create artifacts, improvise spells.

Users of Limited Paths

    Most mortal magic wielders have limited paths. There are few exceptions. These paths are also sometimes passed down through blood lines by immortals. The advantage to Limited Paths is that it makes a mage more specialized. These paths cost half that of full paths.



Contents by JD and Sparky © Copyright 2008