World of Gaianar - Third Edition
The World of Gaianar
Third Edition
Menu
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window

Shaman - Spiritual Powers - Tier 3

The Barbarian, Ranger, and Shaman are three closely linked character classes that operate on a continuum. All three are Nature-revering professions. The Barbarian has strong combat skills and a smattering of spells. The Ranger balances prowess and magic. The Shaman is weaker in physical battle but wields powerful Nature-based spells as well as a moderate amount of healing power. Unlike a Priest, who learns in universities and from books, a Shaman is typically taught in small groups by a revered elder. While both Priests and Shamans serve the Light, Priests generally have an urban outlook while Shamans are decidedly rural.

Quick Links: Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5

Dream Message10 SP | The Shaman can send short messages. Special

Dream MessageDream Message

Tier: 3
Prayer: 1 round
Spirit Cost: 10 points per person affected
Range: Internal to the Shaman
Duration: Unlimited
Area of Effect: 1 person (initially)  
Classification: Mind or Communication

Shamans are generally more hands-on than the average parish Priest. They tend to travel more and engage in combat more. And sometimes, due to the inherent danger of their vocation, they need to reach out to others in unorthodox means.

By virtue of Dream Message, the Shaman can send a short message to a chosen recipient. The message will be heard during the next time that the recipient sleeps. Typically, an image of the Shaman is casually worked into the recipient's dream. For example, if the recipient is dreaming that he is in a coffee shop, the Shaman may appear as the barista and deliver an intended message of "By the way, you know that a bounty hunter from Orchiel's Watch is coming for you, right?" Likewise, an imprisoned Shaman could send a message like "I'm in the 6th sublevel basement of Scaradom in Cell 113."

The Shaman must have met the recipient in real life at least once.  The Shaman will know that the message is received. Additionally, the Shaman will know if the recipient of the message is dead (and thus a referral to a Speaker for the Dead would likely work out better). While this form of communication is limited and cumbersome, it does have two significant advantages: the range is unlimited, and it bypasses speed-of-light limitations. The message travels across the Imaginary Realm, where time and distance generally have no meaning.

This spell gets a little more difficult to use when the recipient of the message is Undead or a sentient Construct. Sentient, free willed Undead don't have routine sleep patterns but instead occasionally experience "regenerative slumber". Constructs, of course, don't sleep at all. However, some high-functioning Constructs are more impressionable at a specific hour of night known as the Hour of the Wolf (3:00AM to 4:00AM) and thus might be able to receive the message.

The power of this spell increases as the Shaman ascends in level.
    • Levels 1 to 4: The Shaman can send a one-sentence message to one person.
    • Levels 5 to 9: The Shaman can send a two-sentence message to one person, or a one-sentence message to two people.
    • Levels 10 to 14: The Shaman can send a three-sentence message to one person or a one-sentence message to three people (or some other equivalent combination.
    • Levels 15 to 19: The Shaman can send a four-sentence message to one person or a one-sentence message to four people (or some other equivalent combination).
    • Levels 20 or higher: The Shaman can send a five-sentence message to one person or a one-sentence message to five people (or some other equivalent combination).


Changes from the printed (book) version: This is a new spell.


Elemental Orb32 SP | Summons a large sphere to attack foes. 1 round/level

Elemental OrbElemental Orb

Tier: 3

Prayer: 1 round

Spirit Cost: 32 points

Range: 10// line of sight

Duration: 1 round per level (as a weapon)

Area of Effect: A 10' diameter sphere of elemental force

Classification: Combat or Elemental


While Elemental Orb and Fists of the Elements both grant the Shaman the power to unleash the power of Air, Fire, Water, or Earth, Elemental Orb strakes at a distance instead of at melee range.


Like other Elemental spells, the effects vary greatly depending upon which element is summoned. The spell summons a 10' diameter sphere that can be propelled at 36//. The Shaman can make small course corrections (up to a 45-degree change in direction at the end of each round). The sphere can climb gentle slopes at 24//, steep hills at 12//, or vertical surfaces at 6//.  The sphere does not fly or burrow.


An Air sphere has the power to knock an enemy down (the target loses the current action and the action next round). It also has the power to make arrows and bullets miss their targets. Finally, it will randomly disperse lightweight objects like powders, dust, sand, papers, and the like. A Fire sphere can set ordinarily flammable items alight (such as dry leaves, paper, etc.) and it will inflict 1d8 fire damage to living targets on the round of contact as well as the round after. A Water sphere will drag the target 36// away before releasing him/her/it. Likewise, the Water sphere will extinguish all fire sources smaller than 10'. Finally, an Earth sphere will generally crush all fragile objects in its path (it is basically an Indiana Jones stone ball of doom). Against living targets, it inflicts 1d8 damage and can stun the victim for the current round and the following round.


More than one target can be affected in a single round if the targets are in the same linear path. The orb cannot be commanded to go into reverse. With 45 degrees of directional change per round, the Shaman could theoretically attack the same target every six rounds.  If the Shaman loses sight of the Elemental Orb, the sphere will simply continue travelling along the current vector until the spell expires.


The spell becomes more powerful as the Shaman increases in level.


    • Levels 1 to 4: Air: The sphere is 10' and knocks down foes; Fire: 1d8 damage this round and the next; Water: The sphere is 10' and drags the target 36// away; Earth: The sphere is 10', inflicts 1d8 damage, and stuns targets this round and the next.
    • Levels 5 to 9:  Air: The sphere is 20' and knocks down foes; Fire: 2d8 damage this round and 1d8 the next; Water: The sphere is 20' and drags the target 36// away + 1d4 water inhalation damage; Earth: The sphere is 15', inflicts 2d8 damage, and stuns targets this round and the next.
    • Levels 10 to 14:  Air: The sphere is 30' and knocks down foes; Fire: 3d8 damage this round and 1d8 the next; Water: The sphere is 30' and drags the target 36// away + 2d4 water inhalation damage; Earth: The sphere is 20', inflicts 3d8 damage, and stuns targets this round and the next.
    • Levels 15 to 19: Air: The sphere is 40' and knocks down foes; Fire: 4d8 damage this round and 2d8 the next; Water: The sphere is 40' and drags the target 36// away + 3d4 water inhalation damage; Earth: The sphere is 25', inflicts 4d8 damage, and stuns targets this round and the next.
    • Levels 20 and higher: Air: The sphere is 50' and knocks down foes; Fire: 5d8 damage this round and 2d8 the next; Water: The sphere is 50' and drags the target 36// away + 4d4 water inhalation damage; Earth: The sphere is 30', inflicts 5d8 damage, and stuns targets this round and the next.


Changes from the printed (book) version: this is a new spell.

Fists of the Elements24 SP | The Shaman can enchant his/her hands. 1 round/level

Fists of the Elements

Tier: 3

Prayer: 1 round

Spirit Cost: 24 points

Range: Internal to the Shaman

Duration: 1 round per level (as a weapon) or 1 turn per level (as a tool)

Area of Effect: The Shaman's hands

Classification: Combat or Elemental


A Shaman is a defender of his/her community in times of war and a helper of the community in times of peace. Thanks to the Shamans' relationship with the spirits of the Elemental Planes, they can call upon aid for both war and peacetime aid. With the Fists of the Elements spell, the Shaman can empower his/her hands for more potent open-hand combat or for utilitarian reasons.


As a weapon, the spell lasts one round per level while the spell lasts for one turn per level if called upon as a tool. In either configuration, the Shaman gains immunity on his/her hands against damage from the elemental type used. For example, a Shaman will not suffer burns from calling upon a fire fist. The elemental effects are as follows:


    • Air: As a weapon, the Shaman's fist inflicts +1d6 damage (air damage). Additionally, the fist kicks up dirt and dust. The target must save vs area effect to avoid losing his/her current action and the next round's action due to having dust thrown in one's eyes. As a tool, the fist can create a 10' spherical region of breathable air. It will also act as an air bubble if the Shaman is suddenly exposed to a hard vacuum, poisonous, or trapped under water.
    • Fire: As a weapon, the Shaman's fist inflicts 1d6+3 damage (fire damage). Additionally, the target must save versus area effect to avoid taking an additional 3 points of damage in the following round. As a tool, the Shaman can weld metal and/or repair metal objects (assuming the Shaman has metal working, blacksmithing, or engineering). Alternatively, the Shaman can create a bubble or warmth that extends 10' in all directions. The spell also creates light equivalent to a torch.
    • Water: As a weapon, the Shaman's fist inflicts 1d6 damage (water damage). Additionally, if the target is wearing leather armor, the target must save vs area effect to avoid the armor being temporarily softened by water (-2 AC for 1 turn). This penalty is not stackable. As a tool, the Shaman can purify up to 100 gallons of contaminated water simply by immersing his/her hands in polluted water. The Shaman can also breathe under water while the spell is active. Likewise, the Shaman could irrigate an acre of crops.
    • Earth: As a weapon, the Shaman's fist inflicts 1d6 damage (earth damage). Additionally, if the target is wearing metal armor, the target must save vs area effect to avoid his/her armor being dented (and thus losing -2 AC until a blacksmith hammers out the dents). This penalty is not stackable. As a tool, the Shaman can make repairs to masonry (if he/she has stone crafting, sculpture, or engineering). The Shaman can also use this power to repair potholes in the road or large cracks in sidewalks. Although Shamans and Constructs typically do not see eye-to-eye, a Shaman could theoretically repair a stone or ceramic Construct for 1 StP.

 

Of course, the bare-hand damage is additive to any boxing or martial arts training that the Shaman may have. As with many other Shaman sigils, the power of this spell increases as the Shaman ascends in level.


    • Levels 1 to 4: Base elemental damage is 1d6; tool potency is 1x.
    • Levels 5 to 9: Base elemental damage is 1d8; tool potency is 2x.
    • Levels 10 to 14: Base elemental damage is 1d10; tool potency is 3x.
    • Levels 15 to 19: Base elemental damage is 1d12; tool potency is 4x.
    • Levels 20 and higher: Base elemental damage is 1d12+2; tool potency is 5x.


Changes from the printed (book) version: This is a new spell.

Malevolence20 SP | Bestows a curse upon a foe | Until discharged

MalevolenceMalevolence  

Tier: 3
Prayer: 1 round
Spirit Cost: 20
Range: 6// Range of Hearing
Duration: Special (until discharged or conditions fulfilled)
Area of Effect: 1 person
Classification: Benedictions

Whereas a Ranger can dole out curses to someone who defies or defiles Nature, the Shaman typically metes out spiritual punishment to someone who purposefully harms his/her community. For instance, if a strip miner pollutes the community's water supply, or if religious zealots from a hostile sect (such as Scaxathrom worshippers or Tongue Speakers) inflict hate crimes against members of the Shaman's community, a curse may be in order.

Like with other character classes capable of imposing curses, the player is encouraged to be creative. For example, a generic curse of "You'll be penalized -2 to hit" is a rather uninspiring curse. A better curse would be one that inconveniences the target, causes embarrassment, and also provides a way out. For example, if a Shaman bestows a curse upon a greedy businessman who cut down a sacred grove in which the Shaman's community has historically gathered for rituals, a creative (and appropriate) curse might read as follows:

"May your food taste like sawdust. May sawdust gather in you underclothes and chafe ye night and day. May your machinery get clogged and fouled with sawdust. May sawdust get stuck betwixt thine teeth. May all this remind thee of thine crimes until you have made amends and replaced that which you have destroyed and until your heart is contrite."


In this example, the target is significantly inconvenienced (especially if he/she is someone who relies on firearms or laboratory equipment). But the curse drives the story instead of penalizing stats. Moreover, the curse offers a way out. In this case, the greedy developer could donate a suitable piece of land to the Shaman's care and pay to have new trees planted and new sacred stones trucked in.

The Sigil of Malevolence can also remove curses. For example, perhaps the cursed person made a good-faith effort to remedy the damage to the community but simply was unsuccessful, the Shaman can dismiss the curse. The Shaman can also use this spell to remove curses cast by others. In this case, the Shaman matches his/her Level + Willpower against the Level + Willpower of the original caster. A success indicates that the curse is broken.

This curse only works against entities that are self-aware. Thus, a sentient Construct could be cursed, but an appliance Construct could not. Likewise, a high functioning, free willed Undead could be cursed, but a wandering feral zombie could not.

Changes from the printed (book) version: This spell has been rewritten to be a story-driving type of spell instead of simply penalizing stats.

Panar Shield35 SP | A flexible spell for battle magic or shelters. 1 turn/level

Planar SheildPlanar Shield

Tier: 3
Prayer: 4 rounds (ceremonial)
Spirit Cost: 35 points
Range: 6// Range of Hearing
Duration: 1 turn/level (battle magic), 1 hour/level (defensive shelter)
Area of Effect: 5 people (battle magic) or a 10' radius shelter
Classification: Elemental, Combat, or Defense

A Shaman is often called upon to be a defender of the community. Depending on the need, the Shaman can use this spell to aid his/her friends in combat. Other times, the Shaman and his/her friends just need safe shelter for a few hours. To that end, the Shaman can either empower his friends' physical shields (bucklers, kite shields, tower shields, etc.) or he can create a temporary structure out of elemental force. The spell takes four rounds to cast because the Shaman must invoke/honor the four elements while casting the spell.

At base level, the Shaman can bless five physical shields. While the power is in effect, the shields grant an additional +1 to AC. It also grands +2 DR against the type of element selected (for example, a fire shield would reduce fire damage by 2 points, while an air shield would reduce a gust of wind attack by 2 points).  Like other elemental-based spells, the Planar Shield grants side benefits pertaining to the element in question:
    • Air: The wielder has a steady supply of breathable air (handy in poisonous atmospheres or a hard vacuum).
    • Fire: The wielder is immune to heat exhaustion, smoke inhalation, and sunburn.
    • Water: The wielder can breathe under water.
    • Earth: The wielder saves at +2 against any knock-back attack, petrification attack, or shape-change spell.

If used to summon a shelter, the Shaman can call forth a simple cabin that is buttressed by elemental forces. At base level, the cabin can withstand 4 Structural Points of damage before being destroyed and has AC(2). The cabin has two doors, four windows, and room for six people (the Shaman and five allies). The cabin has a compact kitchen (complete with water and doomsday rations) and sanitary facilities (where the waste goes is anyone's guess). The Shaman can choose any one element for additional fortification.
    • Air: The cabin generates clean air and maintains a comfortable temperature/humidity. It keeps out poisonous gasses. Proper air pressure is preserved even if the outside of the cabin is a hard vacuum.
    • Fire: The cabin is rendered impervious to both heat, fire, and radiation. While it is not effective against a hard vacuum, it does keep out smoke. This selection is quite useful for waiting out a forest fire.
    • Water: The cabin keeps out water (rain, sleet, and snow). It will keep water out even if the cabin is fully submerged. This selection is particularly helpful for surviving floods and tidal waves.
    • Earth: The cabin is physically stronger. The cabin has AC(0) and 8 Structural Points. It is a great choice for surviving attacks from gunfire or catapult attacks.

Of course, this spell increases in potency as the Shaman ascends in level.
    • Levels 1 to 4: Battle Magic: 5 shields, +2 DR; Shelter: 4 StP, houses 6.
    • Levels 5 to 9: Battle Magic: 10 shields, +2 DR; Shelter: 6 StP, houses 9 (bigger).
    • Levels 10 to 14: Battle Magic: 15 shields, +3 DR; Shelter: 8 StP, houses 12 (2 floors).
    • Levels 15 to 19: Battle Magic: 20 shields, +3 DR; Shelter: 10 StP, houses 15 (bigger, 2 floors).
    • Levels 20 and higher: Battle Magic: 25 shields, +4 DR; Shelter: 12 StP, houses 18 (3 floors).

Changes from the printed (book) version: This is a new spell.
 

Rain30 SP | Calls rain/snow to a specified place. 1 hour/level.
Rain

Rain

Tier: 3
Prayer: 4 rounds (ceremonial)
Spirit Cost: 30 points
Range: 1 mile (absolute, need not be line of sight)
Duration: Scalable: As short as 1 turn, as long as one hour per level
Area of Effect: Half-mile radius
Classification: Weather or Elemental Water

Shamans generally prefer to work in harmony with Nature. They teach their communities the mysteries of the seasons, farming, crafting, medicine, and the spirit realm. However, sometimes Nature needs a gentle nudge. To that end, the Shaman can bring rain (or snow) to places that have become too dry. In this way, crops can be salvaged, and forest fires can be confounded.

Depending on what the Shaman needs to do, he/she can call forth storm clouds that can dump an inch of water in only a turn or stretch it out over one hour per level (as drizzle or mist). In cold weather, the precipitation will manifest as 4" of snow or flurries. A cloudburst is, of course, excellent for fighting forest fires. A gentle drizzle, by contrast, would be quite useful for rehydrating drought-stricken crops.

Of course, the Shaman can also cast it against an enemy city in order to cause demoralization. For instance, the Shaman could cast a rain spell on a daily basis for any number or days or weeks. This spell is particularly effective against cities with tourism as their primary business (such as Rivna or Touchstone).

The spell increases in yield as the Shaman ascends in level.
    • Levels 1 to 4: The yield is 1" or rain or 4" of snow.
    • Levels 5 to 9: The yield is 2" or rain or 8" of snow.
    • Levels 10 to 14: The yield is 3" or rain or 12" of snow. Note: dumping 3" of rain in one turn will cause flooding. Exposure to rain for 1 turn or longer will grant 1 point of natural healing.
    • Levels 15 to 19: The yield is 4" or rain or 16" of snow. Note: dumping 3" or 4"  of rain in one turn will cause flooding. Exposure to rain for 1 turn or longer will grant 1 point of natural healing. Exposure to rain for 1 hour or longer (if the Shaman makes it rain this long) will cure simple skin ailments such as foot fungus or acne.
    • Levels 20 our higher: The yield is 5" or rain or 20" of snow. Note: dumping 3", 4", or 5"  of rain in one turn will cause flooding. Exposure to rain for 1 turn or longer will grant 1 point of natural healing. Exposure to rain for 1 hour or longer (if the Shaman makes it rain this long) will cure simple skin ailments (such as foot fungus) or moderate skin ailments (such as psoriasis).

Changes from the printed (book) version: This is a new spell.





Realm WalkingSpecial SP | The Shaman can take dimensional shortcuts. 1 turn/level

Realm WalkingRealm Walking

Tier: 3
Prayer: 1 round
Spirit Cost: 20 points per person affected
Range: Touch
Duration: 1 turn per one hundred miles
Area of Effect: The Shaman + 1 person per level 
Classification: Elemental or Travel

Because the Shaman is so attuned to other planes of existence, this character class gains access to taking dimensional shortcuts through the planes of Air, Fire, Water, or Earth. While travelling, the Shaman (and those he/she brings along) are temporarily transformed into elemental beings whose form is made compatible with the environment. For example, a Shaman may look like a humanoid-shaped coherent flame when travelling through the Plane of Fire. Or, for example, the Shaman may exhibit gills and webbed hands/feet while travelling through the Plane of Water. Like other "dimensional shortcut" spells, one turn of travel through the Elemental Planes equates to 100 miles in the ordinary material realm.

Of course, the entities of the Elemental Planes may detect that the Shaman and friends are not entirely what they appear to be. As many elemental beings have animal intelligence or higher (and some have profoundly high intelligence), their reactions to intruders vary wildly from friendly curiosity to aggressive territorialism. Therefore, while being attacked by elemental residents is not a guarantee, neither is safe passage.

Should the Shaman and his/her party be defeated (killed) by elemental attackers, they will be ejected from the Elemental Plane and will materialize at some prorated distance along the desired travel route. As with other spells of this type, being "killed" in other realms merely results in being yanked back to one's home plane. The reverse is true as well. Summoned creatures do not die a permanent death if they are vanquished in the ordinary material realm. Also, the Shaman and friends will always land somewhere relatively safe after being ejected. Of course, "safe" and "convenient" are not the same thing.

Like other "realm shortcut" spells, the Shaman must have visited the destination at least once. Moreover, the spell will bring the Shaman to a safe place within 500' of the destination but never to the destination itself. This restriction prevents Realm Walking from being used as a "murder" spell.

Changes from the printed (book) version: This is a new spell.
Sacred Circle16 SP | Wards agaist Undead and outsiders. 1 turn/level.

Sacred CitySacred Circle

Tier: 3
Prayer: 4 rounds (ritual)
Spirit Cost: 16 points
Range: Centered on the Shaman
Duration: 1 turn per level
Area of Effect: A traced circle, 10' diameter (initially)
Classification: Benedictions or Protection

While most churches and temples are protected with powerful and permanent wards against the Undead and evil spirits, Shamans typically hold worship services outdoors and thus bless the worship area in real time as needed.  While the actual mechanics of the ritual differ greatly, depending on the religion of the Shaman in question, one facet will most certainly include the Shaman walking the perimeter of the space to be protected. For indoor use, the Shaman would walk along either the outer or inner walls.

While this spell does not duplicate the power of the permanent wards found in actual dedicated Druid Groves, it is generally sufficient to ward off wandering Undead and spirits of modest power. Of course, the protection offered by this spell increases as the Shaman ascends in level.

    • Levels 1 to 4: The sacred space has a 10' diameter. The ward repels Undead of up to 3 HD and evil spirits of up to Will(10). It also repels aggressive animals of up to 4 HD.
    • Levels 5 to 9: The sacred space has a 15' diameter. The ward repels Undead of up to 6 HD and evil spirits of up to Will(12). It also repels aggressive animals of up to 8 HD.
    • Levels 10 to 14: The sacred space has a 20' diameter. The ward repels Undead of up to 9HD and evil spirits of up to Will(14). It also repels aggressive animals of up to 12 HD as well as mutant/augmented/hybridized animals of up to 8 HD.
    • Levels 15 to 19: The sacred space has a 25' diameter. The ward repels Undead of up to 12 HD and evil spirits of up to Will(16). It also repels aggressive animals of up to 16 HD. It also repels mutant/augmented/hybridized animals of up to 10 HD.
    • Levels 20 or higher: The sacred space has a 30' diameter. The ward repels Undead of up to 15 HD and evil spirits of up to Will(18). It also repels aggressive animals of up to 20 HD as well as mutant/augmented/hybridized animals of up to 12 HD.


Note: If the Shaman is Undead, the Sacred Circle will not repel Undead. Instead, it will cause affected Undead to view the Shaman (and allies) in a favorable light.


Changes from the printed (book) version: This is a new spell.


Click to edit text. What do visitors to your website need to know about you and your business?


Shielded Sight22 SP | Protects against gaze attacks. 1 hour/level

Shielded SightShielded Sight

Tier: 3

Prayer: 5 segments

Spirit Cost: 22 points

Range: Touch (can also be the Shaman)

Duration: Instantaneous

Area of Effect: One person (initially)

Classification: Utility or Protection


One of the hallmarks of Shamanism is their ability to perceive what others cannot. This spell grants the Shaman the ability to see magical emanations within 30'. Items (or persons) enchanted with relatively trivial spells would glow weakly while artifact-level enchantments would glow brightly.  


In addition to detecting magical emanations, this spell also protects the Shaman from being dazzled by bright lights, gaze attacks, and magically induced blindness. If the Shaman makes an appropriate saving throw, the incoming attack is simple unsuccessful. The Game Master can determine the type of save required. For instance, a flash grenade would indicate an Area Effect save while a laser shot to the eyes would be countered by a Magical Weapon save.


Of course, this spell becomes more potent as the Shaman increases in level.

    • Levels 1 to 4. This spell protects the Shaman, and the magical detection extends to 30'.
    • Levels 5 to 9. This spell protects the Shaman and one other person. The magical detection extends to 60'.
    • Levels 10 to 14. This spell protects the Shaman and two other people. The magical detection extends to 90'. The spell also reveals if a creature is Undead.
    • Levels 15 to 19. This spell protects the Shaman and three other people. The magical detection extends to 120'. This spell also reveals if a creature is Undead or invisible/out-of-phase.
    • Levels 20 and higher. This spell protects the Shaman and four other people. The magical detection extends to 150'. This spell also reveals if a creature is Undead, invisible/out-of-phase, or extraplanar in origin*.


* This spell will not reveal Fey as extraplanar. Although their ancestors were extraplanar, the Fey on Gaianar have been marooned for generations and thus no longer count as extraplanar.


Changes from the printed (book) version: This is a new spell.





Sleep11 SP | Incapacitates a handful of foes. 1 turn/level

SleepSleep

Tier: 3
Prayer: 1 round
Spirit Cost: 11 points (therapeutic) or 22 points (combat)
Range: Touch (therapeutic) or 5// line of sight (combat)
Duration: 1 hour/level (therapeutic) or 1 turn/level (combat)
Area of Effect: 1 person (initially)  
Classification: Mind or Charm

Shamans are the healers of their communities. One aspect of healing is assisting others in obtaining restful sleep. When used for therapeutic purposes, the target does not get a saving throw (after all, the person wants to sleep). The target is guaranteed to sleep for one hour per level of the Shaman (this can be scaled back in the event that the Shaman if of very high level). In addition to getting decent rest, the target is immune to nightmares (natural or spell-induced). Finally, the spell grants one point of natural healing per four hours of sleep.

Of course, this spell can also be used in combat. The Shaman can make an unwilling target fall asleep. This is quite useful for slipping past an inattentive security guard, a constable who is asking too many questions, or a gun-toting highwayman. If the target fails a Save vs Sleep/Charm, the target is rendered unconscious for one turn per level of the Shaman. Once neutralized, the target cannot be roused by ordinary means (such as shaking the person or pouring water on the person). However, this power does not permit the Shaman to commit murder. Any subsequent attack against the comatose person with the intent to damage will immediately end the spell.

It should be noted that this spell does not affect creatures that ordinarily do not sleep. For example, ordinary Constructs and feral Undead are immune to this spell. However, the Game Master may determine that Living Constructs and sentient, freewilled Undead may have some vulnerability to this spell (usually with bonuses to the saving throw and/or a shorter duration).

The spell affects additional people as the Shaman increases in level.
    • Levels 1 to 4: This spell affects one person/creature.
    • Levels 5 to 9: This spell affects three people or creatures.
    • Levels 10 to 14: This spell affects five people or creatures.
    • Levels 15 to 19: This spell affects seven people or creatures.
    • Levels 20 or higher: This spell affects nine people or creatures.


Changes from the printed (book) version: The spell has a higher cost but longer duration; it cannot be used as a murder spell.




 Things to Consider

  • Of the three classes that serve Nature, the Shaman has the most potent spells and the weakest combat capabilities

  • Shamans get along best with Barbarians and Rangers.

  • Shamans often serve as moral guides to their communities as well as arbiters of disputes.

  • Whereas a Priest draws from the Plane of Radiace and the Plane of Light, a Shaman's powers are primarily derived from Nature and the Elemental Planes.

  • As Undead are considered highly unnatural, Shamans can call upon Nature to repel the Undead. A Shaman's Turning ability is almost as potent as a Priest's.

  • A Shaman's supernatural powers are fueled by Spirit Points and not BMS.

  • Like a Barbarian, a Shaman usually draws magical sigils when casting spells.

Column



Column


ctodd@gaianar.com


  • Home
  • Downloads
  • Rules for Players
  • Spiritual Powers

 

Copyright 1991-2021 World of Gaianar - Version 3.0

Written and Designed by Christopher Todd

Co-Designed by Matthew Hannum


close lightbox