Shaman Spell List

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While similar to Clerics, Shamans don’t worship a God as such. They honour and serve the power of Nature, or the Wyld, and wield power intrinsically linked to natural beings. There is some debate among Shamans as to the precise nature of the Wyld – some claim it is an entity in itself, akin to a God, while others say that it has no personality of its own, it is not a specific entity, but the power of nature itself – that it is the power that guides a seed to sprout and start growing.

Shamans may be the most versatile of spellcasters, but they are not generally the most powerful, as their magic is heavily linked to nature, and when removed from a natural habitat much of their magic is reduced.

By The Wyld...

Level 1

Heal

With this spell the Shaman may call upon the powers of Nature to aid in the healing of a wound. This restores 1 point of healing to the touched location, but it can only be used once per hour per location.

Herb Knowledge

This spell, when cast upon on the Shaman, grants them knowledge of plants by awakening the dormant spirits within plants nearby the Shaman. This effectively raises their Herb lore by one rank. This spell lasts for a single day.

Sense the Unnatural

By extending their awareness of Nature to the surrounding 30 foot area, the Shaman may “feel” if there is anything nearby which is unnatural, ie. doesn’t fit into this world. This includes things like Undead and Demons, but not things like forged metal and woven cloth. This does not, however, allow the Shaman to deduce it’s nature, just that there is something unnatural nearby (The ref gives a Yes/No answer.)

Snare

The ground beneath the targeted individual within 30 feet erupts with vines, entangling the feet of the target, and so causing them to trip over, if they fail a save. This spell must be cast upon natural ground.

Level 2

Bark Skin

With this spell the caster causes the skin of the touched individual to be covered with a thick layer of bark, granting the individual 1 point of non-magical armour to every location. The bark flakes off after 15 minutes.

Bush Blade

This spell may be cast upon a stick upon the ground, or any weapon that is touching wood at the time it is cast. If cast upon a stick it assumes a sharp, ebon appearance, and grows slightly to look like a sword or staff. If cast upon a weapon it also gains an ebon appearance. In both cases the resulting weapon does enchanted damage. This spell lasts for 15 minutes.

Call Spirit

When cast this spell summons a small Nature Spirit to do the casters bidding. However, it does have a modicum of intelligence (and may therefore be able to help answer some questions) and will not act against its nature in any way (eg setting fire to a forest). A Spirit may not be summoned unless the Shaman is in a natural environment, and the spirit will only stay with the Shaman for 15 minutes. The Spirit has the following abilities:

Entangle

A stronger version of the snare spell, this causes the targeted individual within 30 foot to be completely ensnared with vines bursting from the ground beneath their feet, should they fail a save. The entangling vines prevent the individual from moving, but they may cut themselves out of the vines, which takes the approximately 10 seconds. This spell may only be cast upon natural ground.

Level 3

Energy Bolt

By unleashing the surrounding Natural forces on the touched location the Shaman causes a bolt of pure energy to strike the target location, causing 3 points of damage that by-passes all non-magical armour.

Mend

This spell speeds up and controls the natural healing process – a broken bone will set correctly in seconds and a gushing wound will become a small scar instantly. The touched location can be completely healed.

Spirit Eyes

With this spell the caster causes themselves to see as if they were a spirit. So they see everything alive that is around them as spirits. However, inanimate objects (those with no spirits, such as walls, chairs and so on) are only very dimly seen, as spirits see other spirits, but not physical forms as such. With this spell the Shaman may also see anything that is affecting the spirit of someone, such as spells or corruption. It should be noted that until the Shaman has seen someone in spirit form a few times they will not necessarily recognise them, as spirits do not exactly match the physical form. This spell lasts for an hour.

Tough Skin

The Shaman may cal the power of Nature into themselves to give themselves thick, leathery skin like that of a wild animal. This has the effect of giving them an extra 2 temporary Endurance Ranks for the next hour.

Level 4

Lay Healing

With the sacrifice of a bit of their own life force, a Shaman may completely heal the touched location and provide protection against the next blow that hits the healed location. The Shaman takes a point of damage to their equivalent location, and the touched location becomes completely healed. It is also immune to the next blow that hits it. This secondary effect is permanent in nature, lasting until the location is next hit.

Nature’s Guise

By making their spirit compatible to that of a non-sentient yet natural, living object (eg a tree. Small animals can also be used, but the Shaman will have no control over the animal) the Shaman may enter into the touched object. The transfer takes 5 seconds, and lasts for 15 minutes. The Shaman will have a slight awareness of what happens outside the object.

Sacred Grove

By making their spirit attuned to the natural environment (10 foot radius) around them the Shaman may make themselves immune to any offensive act taken against them for the period of a day, while they remain in the 10 foot radius where they cast the spell, and do not take any offensive actions themselves. This spell may only be cast within a natural environment.

Tanglethorn

While similar to Entangle this spell affects a 10 foot radius of ground within 30 foot of the Shaman. All the individuals within the area are held by entangling brambles and thorns up to their waist height. There is no save for this spell, and one cannot cut their way out of it, as the brambles will grow back as quickly as they are cut. The thorns only last for 5 minutes, however. This spell may only be cast upon natural ground.

Level 5

Animate Tree

By awakening the dormant spirit within the touched natural tree they can animate the tree so it will do the Shaman’s bidding. The tree has the following abilities:

Call Lighting

This spell enables the Shaman to call a bolt of lightning out from the sky (so the caster must be outside to use this spell) to hit an individual within 30 foot. The lightning causes 3 points of enchanted through damage to every location of the individual if they fail a save.

Move

The Shaman, through becoming more attuned to the natural environment as they gain more knowledge of the spell class, may use this spell to enter into a natural ground and travel through it instantaneously to anywhere within 60 foot of where the Shaman started. This has the effect of the Shaman instantly “teleporting” to another place within 60 foot. May only be cast within a natural environment.

Wall of Thorns

This spell causes the dormant seeds within the ground to germinate and grow at an incredible rate. This produces a wall of thorns and other brambly-type plants that is up to 30 feet long, 3 feet thick and 10 feet high, positioned where the caster specifies, so long as part of it is within 30 foot of the caster. The wall lasts for an hour. This spell may only be cast upon natural ground.

Level 6

Call the Sun

This spell causes the sun beams (therefore this spell must be cast during daytime, and outside) to focus into an intense beam of light, causing everyone within the beam (10 foot radius) to be harmed. The beam of light may be positioned anywhere within 30 foot of the caster, and is especially harmful to undead and others that are unnatural to the environment. All in the area take 2 points of damage to every locations and are blinded for 2 minutes. Undead and demonic entities take double the damage. If anyone saves the spell they are not blinded, however they do still take the damage.

Commune

As the Shaman’s spirit becomes more attuned to Nature they can receive brief “oneness” with a large are (half-mile radius) of natural environment. They are then aware of everything occurring in that area, but not necessarily the meanings of what is happening. This spell may only be cast within a natural environment.

Fast Heal

This spell causes the touched individual’s healing rate to increase to a phenomenal rate. After 5 seconds every location of the individual is fully healed, but this may only be cast upon natural creatures.

Green Man

With this spell the Shaman may infuse themselves with the pure energy of Nature, bestowing themselves with an extra 6 temporary Endurance Ranks and allowing them to do single enchanted with their hands. In addition, due to the Natural power held within the Shaman no natural non-sentient creature will attack the Shaman (This does not include Wood Elves or monkeys with Tommy guns). This spell lasts for 15 minutes before wearing off.

Level 7

Nature’s Guardian

This spell allows the Shaman to call forth the pure power of Nature to manifest itself physically to aid the Shaman. This creature is intelligent and will not act to hurt Nature in any way. A Guardian may not be called unless the Shaman is in a natural environment. It has the following abilities:

One

A permanent version of the Commune spell this makes the Shaman “at one” with a half-mile radius of natural ground around where it was originally cast. The Shaman is constantly aware of all that is happening within the area, and when in the area may call creatures to themselves. The Shaman may only ever bind one area to themselves at one time, to bind another area the spell must be broken and cast again. All spell points used in the casting of this spell are permanently lost, as the Shaman’s magic is permanently held within the area. This spell may only be cast after a week of attunement to the area. Once cast, the Shaman has a permanent link to natural ground, and so may cast all their spells in anywhere, even the ones that specify that they must be cast within a natural environment.

Reincarnation

This spell may be considered the ultimate power of a Shaman. This spell takes a week to perform upon an individual (cannot be cast upon the caster). The Shaman and the individual must be with each other for the whole of the ritual. This has no discernable effect until the individual dies permanently. When this occurs the individual’s spirit is immediately housed within a new body – of random race however (roll of a die to decide) – retaining all memories and intellectual skills of the previous character, and any unused experience points. Unfortunately, since the body has changed the character cannot retain any physical skills previously gained. This does stop a soul combat from being performed for the character though – due to it being immediately re-housed. The ritual must be carried out in a natural environment.

Take Root

Should the unfortunate touched individual this spell is cast upon fail a save they are permanently turned into a tree. They age 1 year for every 10 years that go by while they are a tree. This spell may end when the Shaman chooses to end it (as normal) or when the Shaman dies. This spell may only be cast while upon natural ground.


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